// r_surf.c: surface-related refresh code
#include "quakedef.h"
+#include "r_shadow.h"
#define MAX_LIGHTMAP_SIZE 256
-static signed int blocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
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_testvis = {0, "r_testvis", "0"};
-
-static void gl_surf_start(void)
-{
-}
-
-static void gl_surf_shutdown(void)
-{
-}
-
-static void gl_surf_newmap(void)
-{
-}
+cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
+cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
+cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
+cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
+cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
+cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
static int dlightdivtable[32768];
-void GL_Surf_Init(void)
-{
- int i;
- dlightdivtable[0] = 4194304;
- for (i = 1;i < 32768;i++)
- dlightdivtable[i] = 4194304 / (i << 7);
-
- Cvar_RegisterVariable(&r_ambient);
- Cvar_RegisterVariable(&r_vertexsurfaces);
- Cvar_RegisterVariable(&r_dlightmap);
- Cvar_RegisterVariable(&r_drawportals);
- Cvar_RegisterVariable(&r_testvis);
-
- R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
-}
-
-static int R_AddDynamicLights (msurface_t *surf)
+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;
- vec3_t impact, local;
-
- // LordHavoc: use 64bit integer... shame it's not very standardized...
-#if _MSC_VER || __BORLANDC__
- __int64 k;
-#else
- long long k;
-#endif
+ float dist, impact[3], local[3];
+ dlight_t *light;
lit = false;
smax = (surf->extents[0] >> 4) + 1;
tmax = (surf->extents[1] >> 4) + 1;
+ smax3 = smax * 3;
- for (lnum = 0; lnum < r_numdlights; lnum++)
+ for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
{
if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
continue; // not lit by this light
- softwareuntransform(r_dlight[lnum].origin, local);
+ Matrix4x4_Transform(matrix, light->origin, local);
dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
// for comparisons to minimum acceptable light
// compensate for LIGHTOFFSET
- maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
+ maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
dist2 = dist * dist;
dist2 += LIGHTOFFSET;
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];
- subtract = (int) (r_dlight[lnum].lightsubtract * 4194304.0f);
- bl = blocklights;
- smax3 = smax * 3;
+ red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
+ green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
+ blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
+ subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
+ bl = intblocklights;
i = impactt;
for (t = 0;t < tmax;t++, i -= 16)
k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
if (k > 0)
{
- bl[0] += (red * k) >> 8;
- bl[1] += (green * k) >> 8;
- bl[2] += (blue * k) >> 8;
+ bl[0] += (red * k);
+ bl[1] += (green * k);
+ bl[2] += (blue * k);
lit = true;
}
}
return lit;
}
-void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, int icolor[8])
+static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
{
- float ndist;
- 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;
- 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
+ int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
+ float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
+ dlight_t *light;
+
+ lit = false;
+
+ smax = (surf->extents[0] >> 4) + 1;
+ tmax = (surf->extents[1] >> 4) + 1;
+ smax3 = smax * 3;
+
+ for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
+ {
+ if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+ continue; // not lit by this light
+
+ Matrix4x4_Transform(matrix, light->origin, local);
+ dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+
+ // for comparisons to minimum acceptable light
+ // compensate for LIGHTOFFSET
+ maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
+
+ dist2 = dist * dist;
+ dist2 += LIGHTOFFSET;
+ if (dist2 >= maxdist)
+ continue;
+
+ if (surf->plane->type < 3)
+ {
+ VectorCopy(local, impact);
+ impact[surf->plane->type] -= dist;
+ }
+ else
+ {
+ impact[0] = local[0] - surf->plane->normal[0] * dist;
+ impact[1] = local[1] - surf->plane->normal[1] * dist;
+ impact[2] = local[2] - surf->plane->normal[2] * dist;
+ }
+
+ 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];
+
+ td = bound(0, impacts, smax * 16) - impacts;
+ td1 = bound(0, impactt, tmax * 16) - impactt;
+ td = td * td + td1 * td1 + dist2;
+ if (td > maxdist)
+ continue;
+
+ // reduce calculations
+ for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
+ sdtable[s] = td1 * td1 + dist2;
+
+ maxdist3 = maxdist - dist2;
+
+ // convert to 8.8 blocklights format
+ red = light->rtlight.lightmap_light[0];
+ green = light->rtlight.lightmap_light[1];
+ blue = light->rtlight.lightmap_light[2];
+ subtract = light->rtlight.lightmap_subtract * 32768.0f;
+ bl = floatblocklights;
+
+ td1 = impactt;
+ for (t = 0;t < tmax;t++, td1 -= 16.0f)
+ {
+ td = td1 * td1;
+ // make sure some part of it is visible on this line
+ if (td < maxdist3)
+ {
+ maxdist2 = maxdist - td;
+ for (s = 0;s < smax;s++)
+ {
+ if (sdtable[s] < maxdist2)
+ {
+ k = (32768.0f / (sdtable[s] + td)) - subtract;
+ bl[0] += red * k;
+ bl[1] += green * k;
+ bl[2] += blue * k;
+ lit = true;
+ }
+ bl += 3;
+ }
+ }
+ else // skip line
+ bl += smax3;
+ }
+ }
+ return lit;
+}
+
+/*
+===============
+R_BuildLightMap
+
+Combine and scale multiple lightmaps into the 8.8 format in blocklights
+===============
+*/
+static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
+{
+ if (!r_floatbuildlightmap.integer)
+ {
+ int smax, tmax, i, j, size, size3, maps, stride, l;
+ unsigned int *bl, scale;
+ qbyte *lightmap, *out, *stain;
+
+ // update cached lighting info
+ surf->cached_dlight = 0;
+
+ smax = (surf->extents[0]>>4)+1;
+ tmax = (surf->extents[1]>>4)+1;
+ size = smax*tmax;
+ size3 = size*3;
+ lightmap = surf->samples;
+
+ // set to full bright if no light data
+ bl = intblocklights;
+ if (!ent->model->brushq1.lightdata)
+ {
+ for (i = 0;i < size3;i++)
+ bl[i] = 255*256;
+ }
+ else
+ {
+ // clear to no light
+ j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
+ if (j)
+ {
+ for (i = 0;i < size3;i++)
+ *bl++ = j;
+ }
+ else
+ memset(bl, 0, size*3*sizeof(unsigned int));
+
+ if (surf->dlightframe == r_framecount)
+ {
+ surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
+ if (surf->cached_dlight)
+ c_light_polys++;
+ }
+
+ // add all the lightmaps
+ if (lightmap)
+ {
+ bl = intblocklights;
+ for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+ for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+ bl[i] += lightmap[i] * scale;
+ }
+ }
+
+ stain = surf->stainsamples;
+ bl = intblocklights;
+ out = templight;
+ // the >> 16 shift adjusts down 8 bits to account for the stainmap
+ // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
+ // be doubled during rendering to achieve 2x overbright
+ // (0 = 0.0, 128 = 1.0, 256 = 2.0)
+ if (ent->model->brushq1.lightmaprgba)
+ {
+ stride = (surf->lightmaptexturestride - smax) * 4;
+ for (i = 0;i < tmax;i++, out += stride)
+ {
+ for (j = 0;j < smax;j++)
+ {
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ *out++ = 255;
+ }
+ }
+ }
+ else
+ {
+ stride = (surf->lightmaptexturestride - smax) * 3;
+ for (i = 0;i < tmax;i++, out += stride)
+ {
+ for (j = 0;j < smax;j++)
+ {
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ }
+ }
+ }
+
+ R_UpdateTexture(surf->lightmaptexture, templight);
+ }
+ else
+ {
+ int smax, tmax, i, j, size, size3, maps, stride, l;
+ float *bl, scale;
+ qbyte *lightmap, *out, *stain;
+
+ // update cached lighting info
+ surf->cached_dlight = 0;
+
+ smax = (surf->extents[0]>>4)+1;
+ tmax = (surf->extents[1]>>4)+1;
+ size = smax*tmax;
+ size3 = size*3;
+ lightmap = surf->samples;
+
+ // set to full bright if no light data
+ bl = floatblocklights;
+ if (!ent->model->brushq1.lightdata)
+ j = 255*256;
+ else
+ j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
+
+ // clear to no light
+ if (j)
+ {
+ for (i = 0;i < size3;i++)
+ *bl++ = j;
+ }
+ else
+ memset(bl, 0, size*3*sizeof(float));
+
+ if (surf->dlightframe == r_framecount)
+ {
+ surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
+ if (surf->cached_dlight)
+ c_light_polys++;
+ }
+ // add all the lightmaps
+ if (lightmap)
+ {
+ bl = floatblocklights;
+ for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+ for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+ bl[i] += lightmap[i] * scale;
+ }
+
+ stain = surf->stainsamples;
+ bl = floatblocklights;
+ out = templight;
+ // this scaling adjusts down 8 bits to account for the stainmap
+ // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will
+ // be doubled during rendering to achieve 2x overbright
+ // (0 = 0.0, 128 = 1.0, 256 = 2.0)
+ scale = 1.0f / (1 << 16);
+ if (ent->model->brushq1.lightmaprgba)
+ {
+ stride = (surf->lightmaptexturestride - smax) * 4;
+ for (i = 0;i < tmax;i++, out += stride)
+ {
+ for (j = 0;j < smax;j++)
+ {
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ *out++ = 255;
+ }
+ }
+ }
+ else
+ {
+ stride = (surf->lightmaptexturestride - smax) * 3;
+ for (i = 0;i < tmax;i++, out += stride)
+ {
+ for (j = 0;j < smax;j++)
+ {
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ }
+ }
+ }
- // for comparisons to minimum acceptable light
- // compensate for 4096 offset
- maxdist = radius * radius + 4096;
+ R_UpdateTexture(surf->lightmaptexture, templight);
+ }
+}
- // clamp radius to avoid exceeding 32768 entry division table
- if (maxdist > 4194304)
- maxdist = 4194304;
+void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
+{
+ float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
+ msurface_t *surf, *endsurf;
+ int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
+ qbyte *bl;
+ vec3_t impact;
- subtract = (int) ((1.0f / maxdist) * 4194304.0f);
+ maxdist = radius * radius;
+ invradius = 1.0f / radius;
loc0:
if (node->contents < 0)
}
dist2 = ndist * ndist;
- dist2 += 4096.0f;
- if (dist2 < maxdist)
- {
- maxdist3 = maxdist - dist2;
+ 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->brushq1.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)
+void R_Stain (const 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;
-
- model = cl.worldmodel;
- softwaretransformidentity();
- R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor);
+ if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
+ return;
+ 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);
+
+ R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
// look for embedded bmodels
- for (n = 1;n < MAX_EDICTS;n++)
+ for (n = 0;n < cl_num_brushmodel_entities;n++)
{
- ent = &cl_entities[n].render;
+ ent = cl_brushmodel_entities[n];
model = ent->model;
if (model && model->name[0] == '*')
{
Mod_CheckLoaded(model);
- if (model->type == mod_brush)
+ if (model->brushq1.nodes)
{
- softwaretransformforentity(ent);
- softwareuntransform(origin, org);
- R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, icolor);
+ Matrix4x4_Transform(&ent->inversematrix, origin, org);
+ R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
}
}
}
}
-/*
-===============
-R_BuildLightMap
-Combine and scale multiple lightmaps into the 8.8 format in blocklights
-===============
-*/
-static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
-{
- int smax, tmax, i, j, size, size3, shift, scale, maps, *bl, stride, l;
- qbyte *lightmap, *out, *stain;
+/*
+=============================================================
- // update cached lighting info
- surf->cached_dlight = 0;
- surf->cached_lightscalebit = lightscalebit;
- surf->cached_ambient = r_ambient.value;
- surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
- surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
- surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
- surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
+ BRUSH MODELS
- smax = (surf->extents[0]>>4)+1;
- tmax = (surf->extents[1]>>4)+1;
- size = smax*tmax;
- size3 = size*3;
- lightmap = surf->samples;
+=============================================================
+*/
-// set to full bright if no light data
- if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata)
- {
- bl = blocklights;
- for (i = 0;i < size3;i++)
- bl[i] = 255*256;
- }
- else
+static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
+{
+ int i;
+ float scale;
+ const qbyte *lm;
+ if (styles[0] != 255)
{
-// clear to no light
- j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
- if (j)
- {
- bl = blocklights;
- for (i = 0;i < size3;i++)
- *bl++ = j;
- }
- else
- memset(&blocklights[0], 0, size*3*sizeof(int));
-
- if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+ for (i = 0;i < numverts;i++, c += 4)
{
- surf->cached_dlight = R_AddDynamicLights(surf);
- if (surf->cached_dlight)
- c_light_polys++;
- else if (dlightchanged)
- return; // don't upload if only updating dlights and none mattered
+ lm = samples + lightmapoffsets[i];
+ scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (styles[1] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (styles[2] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (styles[3] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ }
+ }
+ }
}
+ }
+}
-// add all the lightmaps
- if (lightmap)
+static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
+{
+ int i;
+ float diff[3], f;
+ if (fogenabled)
+ {
+ for (i = 0;i < numverts;i++, v += 3, c += 4)
{
- bl = blocklights;
- for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
- for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
- bl[i] += lightmap[i] * scale;
+ VectorSubtract(v, modelorg, diff);
+ f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ VectorScale(c, f, c);
}
}
+ else if (colorscale != 1)
+ for (i = 0;i < numverts;i++, c += 4)
+ VectorScale(c, colorscale, c);
+}
- stain = surf->stainsamples;
- bl = blocklights;
- out = templight;
- // deal with lightmap brightness scale
- shift = 15 + lightscalebit;
- if (currentrenderentity->model->lightmaprgba)
+static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
+{
+ int i;
+ float diff[3], f;
+ r *= colorscale;
+ g *= colorscale;
+ b *= colorscale;
+ if (fogenabled)
{
- stride = (surf->lightmaptexturestride - smax) * 4;
- for (i = 0;i < tmax;i++, out += stride)
+ for (i = 0;i < numverts;i++, v += 3, c += 4)
{
- for (j = 0;j < smax;j++)
- {
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
- *out++ = 255;
- }
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r * f;
+ c[1] = g * f;
+ c[2] = b * f;
+ c[3] = a;
}
}
else
{
- stride = (surf->lightmaptexturestride - smax) * 3;
- for (i = 0;i < tmax;i++, out += stride)
+ for (i = 0;i < numverts;i++, c += 4)
{
- for (j = 0;j < smax;j++)
- {
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
- }
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ c[3] = a;
}
}
-
- R_UpdateTexture(surf->lightmaptexture, templight);
}
+static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
+{
+ int i;
+ float diff[3], f;
+ r *= colorscale;
+ g *= colorscale;
+ b *= colorscale;
+ for (i = 0;i < numverts;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ c[3] = a * f;
+ }
+}
-/*
-=============================================================
-
- BRUSH MODELS
-
-=============================================================
-*/
-
-
-static float turbsin[256] =
-{
- #include "gl_warp_sin.h"
-};
-#define TURBSCALE (256.0 / (2 * M_PI))
-
-// only need to hold as many verts as the mesh splitter will allow in model_brush.c
-#define MAX_SURFVERTS 3072
-typedef struct
+static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
{
- float v[4];
- float st[2];
- float uv[2];
- float c[4];
+ float f;
+ const float *v;
+ float *c;
+ int i, l, lit = false;
+ const dlight_t *light;
+ vec3_t lightorigin;
+ for (l = 0;l < r_numdlights;l++)
+ {
+ if (dlightbits[l >> 5] & (1 << (l & 31)))
+ {
+ light = &r_dlight[l];
+ Matrix4x4_Transform(matrix, light->origin, lightorigin);
+ for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
+ {
+ f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
+ if (f < light->rtlight.lightmap_cullradius2)
+ {
+ f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
+ VectorMA(c, f, light->rtlight.lightmap_light, c);
+ lit = true;
+ }
+ }
+ }
+ }
+ return lit;
}
-surfvert_t;
-static surfvert_t svert[MAX_SURFVERTS]; // used by the following functions
-static void RSurfShader_Sky(msurface_t *firstsurf)
+static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- msurface_t *surf;
- int i;
- float number, length, dir[3], speedscale;
- surfvertex_t *v;
- surfvert_t *sv;
- surfmesh_t *mesh;
- rmeshinfo_t m;
+ const msurface_t *surf;
+ rmeshstate_t m;
// LordHavoc: HalfLife maps have freaky skypolys...
- if (currentrenderentity->model->ishlbsp)
+ if (ent->model->brush.ishlbsp)
return;
- if (skyrendermasked)
+ if (skyrendernow)
{
- if (skyrendernow)
- {
- skyrendernow = false;
+ skyrendernow = false;
+ if (skyrendermasked)
R_Sky();
- }
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- // draw depth-only polys
- memset(&m, 0, sizeof(m));
- m.transparent = false;
- m.blendfunc1 = GL_ZERO;
- m.blendfunc2 = GL_ONE;
- m.depthwrite = true;
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- m.index = mesh->index;
- if (softwaretransform_complexity)
- {
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- softwaretransform(v->v, sv->v);
- }
- else
- {
- m.vertex = &mesh->vertex[0].v[0];
- m.vertexstep = sizeof(surfvertex_t);
- }
- R_Mesh_Draw(&m);
- }
- }
}
- else if (skyrenderglquake)
+
+ R_Mesh_Matrix(&ent->matrix);
+
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ if (skyrendermasked)
{
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- memset(&m, 0, sizeof(m));
- m.transparent = false;
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- m.cr = 1;
- m.cg = 1;
- m.cb = 1;
- m.ca = 1;
- m.tex[0] = R_GetTexture(solidskytexture);
- m.texcoords[0] = &svert[0].st[0];
- m.texcoordstep[0] = sizeof(surfvert_t);
- speedscale = cl.time * (8.0/128.0);
- speedscale -= (int)speedscale;
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- m.index = mesh->index;
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- {
- softwaretransform(v->v, sv->v);
- VectorSubtract (sv->v, r_origin, dir);
- // flatten the sphere
- dir[2] *= 3;
-
- number = DotProduct(dir, dir);
- #if SLOWMATH
- length = 3.0f / sqrt(number);
- #else
- *((int *)&length) = 0x5f3759df - ((* (int *) &number) >> 1);
- length = 3.0f * (length * (1.5f - (number * 0.5f * length * length)));
- #endif
-
- sv->st[0] = speedscale + dir[0] * length;
- sv->st[1] = speedscale + dir[1] * length;
- }
- R_Mesh_Draw(&m);
- }
- }
+ // depth-only (masking)
+ qglColorMask(0,0,0,0);
+ // just to make sure that braindead drivers don't draw anything
+ // despite that colormask...
+ GL_BlendFunc(GL_ZERO, GL_ONE);
}
else
{
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- // flat color
- memset(&m, 0, sizeof(m));
- m.transparent = false;
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- m.cr = fogcolor[0];
- m.cg = fogcolor[1];
- m.cb = fogcolor[2];
- m.ca = 1;
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- m.index = mesh->index;
- if (softwaretransform_complexity)
- {
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- softwaretransform(v->v, sv->v);
- }
- else
- {
- m.vertex = &mesh->vertex[0].v[0];
- m.vertexstep = sizeof(surfvertex_t);
- }
- R_Mesh_Draw(&m);
- }
- }
+ // fog sky
+ GL_BlendFunc(GL_ONE, GL_ZERO);
}
- if (skyrenderglquake)
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+
+ while((surf = *surfchain++) != NULL)
{
- for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->visframe == r_framecount)
{
- memset(&m, 0, sizeof(m));
- m.transparent = false;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- m.cr = 1;
- m.cg = 1;
- m.cb = 1;
- m.ca = 1;
- m.tex[0] = R_GetTexture(alphaskytexture);
- m.texcoords[0] = &svert[0].st[0];
- m.texcoordstep[0] = sizeof(surfvert_t);
- speedscale = cl.time * (16.0/128.0);
- speedscale -= (int)speedscale;
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- m.index = mesh->index;
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- {
- softwaretransform(v->v, sv->v);
- VectorSubtract (sv->v, r_origin, dir);
- // flatten the sphere
- dir[2] *= 3;
-
- number = DotProduct(dir, dir);
- #if SLOWMATH
- length = 3.0f / sqrt(number);
- #else
- *((int *)&length) = 0x5f3759df - ((* (int *) &number) >> 1);
- length = 3.0f * (length * (1.5f - (number * 0.5f * length * length)));
- #endif
-
- sv->st[0] = speedscale + dir[0] * length;
- sv->st[1] = speedscale + dir[1] * length;
- }
- R_Mesh_Draw(&m);
- }
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
+ qglColorMask(1,1,1,1);
}
-static int RSurf_Light(int *dlightbits, int numverts)
+static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
{
- float f;
- int i, l, lit = false;
- rdlight_t *rd;
- vec3_t lightorigin;
- surfvert_t *sv;
- for (l = 0;l < r_numdlights;l++)
+ const entity_render_t *ent = calldata1;
+ const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
+ rmeshstate_t m;
+ float alpha;
+ float modelorg[3];
+ texture_t *texture;
+ matrix4x4_t tempmatrix;
+ float args[4] = {0.05f,0,0,0.04f};
+
+ if (gl_textureshader && r_watershader.value && !fogenabled)
{
- if (dlightbits[l >> 5] & (1 << (l & 31)))
- {
- rd = &r_dlight[l];
- // FIXME: support softwareuntransform here and make bmodels use hardware transform?
- VectorCopy(rd->origin, lightorigin);
- for (i = 0, sv = svert;i < numverts;i++, sv++)
- {
- f = VectorDistance2(sv->v, lightorigin) + LIGHTOFFSET;
- if (f < rd->cullradius2)
- {
- f = (1.0f / f) - rd->lightsubtract;
- sv->c[0] += rd->light[0] * f;
- sv->c[1] += rd->light[1] * f;
- sv->c[2] += rd->light[2] * f;
- lit = true;
- }
- }
- }
+ 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(1, &tempmatrix);
+ Matrix4x4_CreateFromQuakeEntity(&tempmatrix, 0, 0, 0, 0, 0, 0, r_watershader.value);
+ R_Mesh_TextureMatrix(0, &tempmatrix);
+ }
+ else 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);
}
- return lit;
-}
-static void RSurfShader_Water_Pass_Base(msurface_t *surf)
-{
- int i;
- float diff[3], alpha, ifog;
- surfvertex_t *v;
- surfvert_t *sv;
- surfmesh_t *mesh;
- rmeshinfo_t m;
- alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
memset(&m, 0, sizeof(m));
- if (alpha != 1 || surf->currenttexture->fogtexture != NULL)
+ texture = surf->texinfo->texture->currentframe;
+ alpha = texture->currentalpha;
+ if (texture->rendertype == SURFRENDER_ADD)
{
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ }
+ else if (texture->rendertype == SURFRENDER_ALPHA)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
}
else
{
- m.transparent = false;
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- }
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- m.color = &svert[0].c[0];
- m.colorstep = sizeof(surfvert_t);
- m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- m.texcoords[0] = &svert[0].st[0];
- m.texcoordstep[0] = sizeof(surfvert_t);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- m.index = mesh->index;
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- {
- softwaretransform(v->v, sv->v);
- if (r_waterripple.value)
- sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
- if (surf->flags & SURF_DRAWFULLBRIGHT)
- {
- sv->c[0] = 1;
- sv->c[1] = 1;
- sv->c[2] = 1;
- sv->c[3] = alpha;
- }
- else
- {
- sv->c[0] = 0.5f;
- sv->c[1] = 0.5f;
- sv->c[2] = 0.5f;
- sv->c[3] = alpha;
- }
- sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
- sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
- }
- if (surf->dlightframe == r_framecount && !(surf->flags & SURF_DRAWFULLBRIGHT))
- RSurf_Light(surf->dlightbits, m.numverts);
- if (fogenabled && (surf->flags & SURF_DRAWNOALPHA))
- {
- for (i = 0, sv = svert;i < m.numverts;i++, sv++)
- {
- VectorSubtract(sv->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] *= ifog;
- sv->c[1] *= ifog;
- sv->c[2] *= ifog;
- }
- }
- R_Mesh_Draw(&m);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ }
+ if (gl_textureshader && r_watershader.value && !fogenabled)
+ {
+ m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
+ m.tex[1] = R_GetTexture(texture->skin.base);
+ }
+ else
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ GL_DepthTest(true);
+ if (fogenabled)
+ GL_ColorPointer(varray_color4f);
+ else
+ GL_Color(1, 1, 1, alpha);
+ if (gl_textureshader && r_watershader.value && !fogenabled)
+ {
+ GL_ActiveTexture (0);
+ qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+ GL_ActiveTexture (1);
+ qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+ qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
+ qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
+ qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
+ qglEnable (GL_TEXTURE_SHADER_NV);
+ }
+
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
+ m.texcombinergb[1] = GL_REPLACE;
+ R_Mesh_State_Texture(&m);
+ if (fogenabled)
+ {
+ R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
+ RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg);
+ }
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+
+ if (gl_textureshader && r_watershader.value && !fogenabled)
+ {
+ qglDisable (GL_TEXTURE_SHADER_NV);
+ GL_ActiveTexture (0);
+ }
+
+ if (fogenabled)
+ {
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.fog);
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ GL_ColorPointer(varray_color4f);
+ R_Mesh_State_Texture(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ }
+
+ if ((gl_textureshader && r_watershader.value && !fogenabled) || r_waterscroll.value)
+ {
+ Matrix4x4_CreateIdentity(&tempmatrix);
+ R_Mesh_TextureMatrix(0, &tempmatrix);
+ R_Mesh_TextureMatrix(1, &tempmatrix);
}
}
-static void RSurfShader_Water_Pass_Glow(msurface_t *surf)
+static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- int i;
- float diff[3], alpha, ifog;
- surfvertex_t *v;
- surfvert_t *sv;
- surfmesh_t *mesh;
- rmeshinfo_t m;
- alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
-
- memset(&m, 0, sizeof(m));
- m.transparent = alpha != 1 || surf->currenttexture->fogtexture != NULL;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- m.cr = 1;
- m.cg = 1;
- m.cb = 1;
- m.ca = alpha;
- m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
- m.texcoords[0] = &svert[0].st[0];
- m.texcoordstep[0] = sizeof(surfvert_t);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- m.index = mesh->index;
- if (fogenabled)
- {
- m.color = &svert[0].c[0];
- m.colorstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- {
- softwaretransform(v->v, sv->v);
- if (r_waterripple.value)
- sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
- sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
- sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
- VectorSubtract(sv->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] = m.cr * ifog;
- sv->c[1] = m.cg * ifog;
- sv->c[2] = m.cb * ifog;
- sv->c[3] = m.ca;
- }
- }
- else
+ const msurface_t *surf;
+ msurface_t **chain;
+ vec3_t center;
+ if (texture->rendertype != SURFRENDER_OPAQUE)
+ {
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
{
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ if (surf->visframe == r_framecount)
{
- softwaretransform(v->v, sv->v);
- if (r_waterripple.value)
- sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
- sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
- sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
}
}
- R_Mesh_Draw(&m);
}
+ else
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ if (surf->visframe == r_framecount)
+ RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
}
-static void RSurfShader_Water_Pass_Fog(msurface_t *surf)
+static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
{
- int i;
- float alpha;
- surfvertex_t *v;
- surfvert_t *sv;
- surfmesh_t *mesh;
- rmeshinfo_t m;
- vec3_t diff;
- alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
-
+ float base, colorscale;
+ rmeshstate_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
memset(&m, 0, sizeof(m));
- m.transparent = alpha != 1 || surf->currenttexture->fogtexture != NULL;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- m.color = &svert[0].c[0];
- m.colorstep = sizeof(surfvert_t);
- m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
- m.texcoords[0] = &svert[0].st[0];
- m.texcoordstep[0] = sizeof(surfvert_t);
-
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- m.index = mesh->index;
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- {
- softwaretransform(v->v, sv->v);
- if (r_waterripple.value)
- sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
- if (m.tex[0])
- {
- sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
- sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
- }
- VectorSubtract(sv->v, r_origin, diff);
- sv->c[0] = fogcolor[0];
- sv->c[1] = fogcolor[1];
- sv->c[2] = fogcolor[2];
- sv->c[3] = alpha * exp(fogdensity/DotProduct(diff, diff));
- }
- R_Mesh_Draw(&m);
+ if (rendertype == SURFRENDER_ADD)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
}
+ else if (rendertype == SURFRENDER_ALPHA)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ }
+ else
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ }
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ colorscale = 1;
+ 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);
+ GL_DepthTest(true);
+ GL_ColorPointer(varray_color4f);
+
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
+ if (!(ent->effects & EF_FULLBRIGHT))
+ {
+ if (surf->dlightframe == r_framecount)
+ RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
+ if (surf->flags & SURF_LIGHTMAP)
+ RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
+ }
+ RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
-static void RSurfShader_Water(msurface_t *firstsurf)
+static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
{
- msurface_t *surf;
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Water_Pass_Base(surf);
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_Water_Pass_Glow(surf);
- if (fogenabled)
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Water_Pass_Fog(surf);
+ rmeshstate_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ GL_ColorPointer(varray_color4f);
+
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ if (m.tex[0])
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
-static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *surf)
+static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
{
- int i;
- float diff[3], ifog;
- surfvertex_t *v;
- surfvert_t *sv;
- surfmesh_t *mesh;
- rmeshinfo_t m;
+ rmeshstate_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.fog);
+ GL_ColorPointer(varray_color4f);
+
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ if (m.tex[0])
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+}
+static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ rmeshstate_t m;
+ int lightmaptexturenum;
memset(&m, 0, sizeof(m));
- if (currentrenderentity->effects & EF_ADDITIVE)
+ 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.texrgbscale[1] = 2;
+ m.tex[2] = R_GetTexture(texture->skin.detail);
+ m.texrgbscale[2] = 2;
+ if (texture->skin.glow)
{
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
+ m.tex[3] = R_GetTexture(texture->skin.glow);
+ m.texcombinergb[3] = GL_ADD;
}
- else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ if (r_shadow_realtime_world.integer)
+ GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+ else
+ GL_Color(1, 1, 1, 1);
+
+ while((surf = *surfchain++) != NULL)
{
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ if (surf->visframe == r_framecount)
+ {
+ lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+ //if (m.tex[1] != lightmaptexturenum)
+ //{
+ m.tex[1] = lightmaptexturenum;
+ // R_Mesh_State_Texture(&m);
+ //}
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+ m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
+ m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ }
}
+}
+
+static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ rmeshstate_t m;
+ int lightmaptexturenum;
+ memset(&m, 0, sizeof(m));
+ 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.texrgbscale[1] = 2;
+ m.tex[2] = R_GetTexture(texture->skin.detail);
+ m.texrgbscale[2] = 2;
+ if (r_shadow_realtime_world.integer)
+ GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
else
+ GL_Color(1, 1, 1, 1);
+
+ while((surf = *surfchain++) != NULL)
{
- m.transparent = false;
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- }
- m.cr = m.cg = m.cb = (float) (1 << lightscalebit);
- m.ca = currentrenderentity->alpha;
- m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- m.tex[1] = R_GetTexture(surf->lightmaptexture);
- m.texcoordstep[0] = sizeof(surfvertex_t);
- m.texcoordstep[1] = sizeof(surfvertex_t);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- m.index = mesh->index;
- m.texcoords[0] = &mesh->vertex->st[0];
- m.texcoords[1] = &mesh->vertex->uv[0];
- if (fogenabled)
+ if (surf->visframe == r_framecount)
{
- m.color = &svert[0].c[0];
- m.colorstep = sizeof(surfvert_t);
- if (softwaretransform_complexity)
- {
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- {
- softwaretransform(v->v, sv->v);
- VectorSubtract(sv->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] = m.cr * ifog;
- sv->c[1] = m.cg * ifog;
- sv->c[2] = m.cb * ifog;
- sv->c[3] = m.ca;
- }
- }
- else
- {
- m.vertex = &mesh->vertex->v[0];
- m.vertexstep = sizeof(surfvertex_t);
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- {
- VectorSubtract(v->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] = m.cr * ifog;
- sv->c[1] = m.cg * ifog;
- sv->c[2] = m.cb * ifog;
- sv->c[3] = m.ca;
- }
- }
+ lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+ //if (m.tex[1] != lightmaptexturenum)
+ //{
+ m.tex[1] = lightmaptexturenum;
+ // R_Mesh_State_Texture(&m);
+ //}
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+ m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
- else
+ }
+}
+
+static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ rmeshstate_t m;
+ int lightmaptexturenum;
+ memset(&m, 0, sizeof(m));
+ 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.texrgbscale[1] = 2;
+ if (r_shadow_realtime_world.integer)
+ GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+ else
+ GL_Color(1, 1, 1, 1);
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
{
- if (softwaretransform_complexity)
- {
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- softwaretransform(v->v, sv->v);
- }
- else
- {
- m.vertex = &mesh->vertex->v[0];
- m.vertexstep = sizeof(surfvertex_t);
- }
+ lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+ //if (m.tex[1] != lightmaptexturenum)
+ //{
+ m.tex[1] = lightmaptexturenum;
+ // R_Mesh_State_Texture(&m);
+ //}
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
- R_Mesh_Draw(&m);
}
}
-static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- int i;
- surfvertex_t *v;
- surfvert_t *sv;
- surfmesh_t *mesh;
- rmeshinfo_t m;
-
+ const msurface_t *surf;
+ rmeshstate_t m;
memset(&m, 0, sizeof(m));
- m.transparent = false;
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- m.cr = m.cg = m.cb = (float) (1 << v_overbrightbits.integer);
- m.ca = 1;
- m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- m.texcoordstep[0] = sizeof(surfvertex_t);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- m.index = mesh->index;
- m.texcoords[0] = &mesh->vertex->st[0];
- if (softwaretransform_complexity)
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ if (r_shadow_realtime_world.integer)
+ GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+ else
+ GL_Color(1, 1, 1, 1);
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
{
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- softwaretransform(v->v, sv->v);
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
- else
+ }
+}
+
+static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ rmeshstate_t m;
+ int lightmaptexturenum;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
+ GL_Color(1, 1, 1, 1);
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
{
- m.vertex = &mesh->vertex->v[0];
- m.vertexstep = sizeof(surfvertex_t);
+ lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+ //if (m.tex[0] != lightmaptexturenum)
+ //{
+ m.tex[0] = lightmaptexturenum;
+ // R_Mesh_State_Texture(&m);
+ //}
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
- R_Mesh_Draw(&m);
}
}
-static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- int i;
- float diff[3], ifog;
- surfvertex_t *v;
- surfvert_t *sv;
- surfmesh_t *mesh;
- rmeshinfo_t m;
-
+ const msurface_t *surf;
+ rmeshstate_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
memset(&m, 0, sizeof(m));
- m.transparent = false;
- m.blendfunc1 = GL_ZERO;
- m.blendfunc2 = GL_SRC_COLOR;
- m.cr = m.cg = m.cb = (float) (1 << v_overbrightbits.integer);
- m.ca = 1;
- m.tex[0] = R_GetTexture(surf->lightmaptexture);
- m.texcoordstep[0] = sizeof(surfvertex_t);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- m.index = mesh->index;
- m.texcoords[0] = &mesh->vertex->uv[0];
- if (fogenabled)
+ 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)
{
- m.color = &svert[0].c[0];
- m.colorstep = sizeof(surfvert_t);
- if (softwaretransform_complexity)
- {
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- {
- softwaretransform(v->v, sv->v);
- VectorSubtract(sv->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] = m.cr * ifog;
- sv->c[1] = m.cg * ifog;
- sv->c[2] = m.cb * ifog;
- sv->c[3] = m.ca;
- }
- }
- else
- {
- m.vertex = &mesh->vertex->v[0];
- m.vertexstep = sizeof(surfvertex_t);
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- {
- VectorSubtract(v->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] = m.cr * ifog;
- sv->c[1] = m.cg * ifog;
- sv->c[2] = m.cb * ifog;
- sv->c[3] = m.ca;
- }
- }
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ if (m.tex[0])
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
- else
+ }
+}
+
+static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.detail);
+ GL_Color(1, 1, 1, 1);
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
{
- if (softwaretransform_complexity)
- {
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- softwaretransform(v->v, sv->v);
- }
- else
- {
- m.vertex = &mesh->vertex->v[0];
- m.vertexstep = sizeof(surfvertex_t);
- }
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
- R_Mesh_Draw(&m);
}
}
-static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- int i, size3;
- float c[3], base[3], scale, diff[3], ifog;
- surfvertex_t *v;
- surfvert_t *sv;
- surfmesh_t *mesh;
- rmeshinfo_t m;
- qbyte *lm;
-
- size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
-
- base[0] = base[1] = base[2] = r_ambient.value * (1.0f / 128.0f);
+ const msurface_t *surf;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ GL_Color(1, 1, 1, 1);
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
+ {
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ }
+ }
+}
+/*
+static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ rmeshstate_t m;
memset(&m, 0, sizeof(m));
- if (currentrenderentity->effects & EF_ADDITIVE)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ GL_DepthMask(true);
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ if (m.tex[0])
+ GL_Color(1, 1, 1, 1);
+ else
+ GL_Color(0, 0, 0, 1);
+ while((surf = *surfchain++) != NULL)
{
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
+ if (surf->visframe == r_framecount)
+ {
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ }
}
- else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+}
+*/
+
+static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ rmeshstate_t m;
+ int lightmaptexturenum;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
+ if (r_shadow_realtime_world.integer)
+ GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+ else
+ GL_Color(1, 1, 1, 1);
+ while((surf = *surfchain++) != NULL)
{
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ if (surf->visframe == r_framecount)
+ {
+ lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+ //if (m.tex[0] != lightmaptexturenum)
+ //{
+ m.tex[0] = lightmaptexturenum;
+ // R_Mesh_State_Texture(&m);
+ //}
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ }
}
+}
+
+static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
+{
+ const entity_render_t *ent = calldata1;
+ const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
+ int rendertype;
+ float currentalpha;
+ texture_t *texture;
+ R_Mesh_Matrix(&ent->matrix);
+
+ texture = surf->texinfo->texture;
+ if (texture->animated)
+ texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
+
+ currentalpha = ent->alpha;
+ if (ent->effects & EF_ADDITIVE)
+ rendertype = SURFRENDER_ADD;
+ else if (currentalpha < 1 || texture->skin.fog != NULL)
+ rendertype = SURFRENDER_ALPHA;
else
+ rendertype = SURFRENDER_OPAQUE;
+
+ RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
+ if (texture->skin.glow)
+ RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
+ if (fogenabled)
+ RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
+}
+
+static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ msurface_t **chain;
+ vec3_t center;
+ if (texture->rendertype != SURFRENDER_OPAQUE)
{
- m.transparent = false;
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- }
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- m.color = &svert[0].c[0];
- m.colorstep = sizeof(surfvert_t);
- m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- m.texcoordstep[0] = sizeof(surfvertex_t);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- m.index = mesh->index;
- m.texcoords[0] = &mesh->vertex->st[0];
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ // transparent vertex shaded from lightmap
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
{
- softwaretransform(v->v, sv->v);
- VectorCopy(base, c);
- if (surf->styles[0] != 255)
+ if (surf->visframe == r_framecount)
{
- lm = surf->samples + v->lightmapoffset;
- scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- if (surf->styles[1] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- if (surf->styles[2] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- if (surf->styles[3] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- }
- }
- }
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
}
- sv->c[0] = c[0];
- sv->c[1] = c[1];
- sv->c[2] = c[2];
- sv->c[3] = currentrenderentity->alpha;
}
- if (surf->dlightframe == r_framecount)
- RSurf_Light(surf->dlightbits, m.numverts);
+ }
+ else if (ent->effects & EF_FULLBRIGHT)
+ {
+ RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+ if (r_detailtextures.integer)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+ if (texture->skin.glow)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
+ /*
+ // opaque base lighting
+ else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
+ {
+ if (r_ambient.value > 0)
{
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- {
- VectorSubtract(sv->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] *= ifog;
- sv->c[1] *= ifog;
- sv->c[2] *= ifog;
- }
}
- R_Mesh_Draw(&m);
+ else
+ RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
}
-}
-
-static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
-{
- int i;
- float diff[3], ifog;
- surfvertex_t *v;
- surfvert_t *sv;
- surfmesh_t *mesh;
- rmeshinfo_t m;
-
- memset(&m, 0, sizeof(m));
- if (currentrenderentity->effects & EF_ADDITIVE)
+ */
+ // opaque lightmapped
+ else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
{
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
+ RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
}
- else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
{
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
+ if (texture->skin.glow)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
}
- else
+ else if (r_textureunits.integer >= 2 && gl_combine.integer && !gl_lightmaps.integer)
{
- m.transparent = false;
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
+ RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
+ if (r_detailtextures.integer)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+ if (texture->skin.glow)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
}
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- m.texcoordstep[0] = sizeof(surfvertex_t);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ else if (!gl_lightmaps.integer)
{
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- m.index = mesh->index;
- m.texcoords[0] = &mesh->vertex->st[0];
+ RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+ RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
+ if (r_detailtextures.integer)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+ if (texture->skin.glow)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
if (fogenabled)
- {
- m.color = &svert[0].c[0];
- m.colorstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- {
- softwaretransform(v->v, sv->v);
- VectorSubtract(sv->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] = ifog;
- sv->c[1] = ifog;
- sv->c[2] = ifog;
- sv->c[3] = currentrenderentity->alpha;
- }
- }
- else
- {
- m.cr = m.cg = m.cb = 1;
- m.ca = currentrenderentity->alpha;
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- softwaretransform(v->v, sv->v);
- }
- R_Mesh_Draw(&m);
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
+ else
+ {
+ RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
}
}
-static void RSurfShader_Wall_Pass_Light(msurface_t *surf)
+Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
+Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
+Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
+
+int Cshader_count = 3;
+Cshader_t *Cshaders[3] =
{
- int i;
- float diff[3], ifog;
- surfvertex_t *v;
- surfvert_t *sv;
- surfmesh_t *mesh;
- rmeshinfo_t m;
+ &Cshader_wall_lightmap,
+ &Cshader_water,
+ &Cshader_sky
+};
- memset(&m, 0, sizeof(m));
- if (currentrenderentity->effects & EF_ADDITIVE)
- m.transparent = true;
- else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
- m.transparent = true;
- else
- m.transparent = false;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- m.color = &svert[0].c[0];
- m.colorstep = sizeof(surfvert_t);
- m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- m.texcoordstep[0] = sizeof(surfvertex_t);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- m.index = mesh->index;
- m.texcoords[0] = &mesh->vertex->st[0];
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- {
- softwaretransform(v->v, sv->v);
- sv->c[0] = 0;
- sv->c[1] = 0;
- sv->c[2] = 0;
- sv->c[3] = currentrenderentity->alpha;
- }
- if (RSurf_Light(surf->dlightbits, m.numverts))
- {
- if (fogenabled)
- {
- for (i = 0, sv = svert;i < m.numverts;i++, sv++)
- {
- VectorSubtract(sv->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] *= ifog;
- sv->c[1] *= ifog;
- sv->c[2] *= ifog;
- }
- }
- R_Mesh_Draw(&m);
- }
+void R_UpdateTextureInfo(entity_render_t *ent)
+{
+ int i, texframe, alttextures;
+ texture_t *t;
+
+ if (!ent->model)
+ return;
+
+ alttextures = ent->frame != 0;
+ texframe = (int)(cl.time * 5.0f);
+ for (i = 0;i < ent->model->brushq1.numtextures;i++)
+ {
+ t = ent->model->brushq1.textures + i;
+ t->currentalpha = ent->alpha;
+ if (t->flags & SURF_WATERALPHA)
+ t->currentalpha *= r_wateralpha.value;
+ if (ent->effects & EF_ADDITIVE)
+ t->rendertype = SURFRENDER_ADD;
+ else if (t->currentalpha < 1 || t->skin.fog != NULL)
+ t->rendertype = SURFRENDER_ALPHA;
+ else
+ t->rendertype = SURFRENDER_OPAQUE;
+ // we don't need to set currentframe if t->animated is false because
+ // it was already set up by the texture loader for non-animating
+ if (t->animated)
+ t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
}
}
-static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
+void R_PrepareSurfaces(entity_render_t *ent)
{
- int i;
- float diff[3], ifog;
- surfvertex_t *v;
- surfvert_t *sv;
- surfmesh_t *mesh;
- rmeshinfo_t m;
+ int i, numsurfaces, *surfacevisframes;
+ model_t *model;
+ msurface_t *surf, *surfaces, **surfchain;
+ vec3_t modelorg;
- memset(&m, 0, sizeof(m));
- if (currentrenderentity->effects & EF_ADDITIVE)
- m.transparent = true;
- else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
- m.transparent = true;
+ if (!ent->model)
+ return;
+
+ model = ent->model;
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ numsurfaces = model->brushq1.nummodelsurfaces;
+ surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
+ surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
+
+ R_UpdateTextureInfo(ent);
+
+ if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
+ R_MarkLights(ent);
+
+ if (model->brushq1.light_ambient != r_ambient.value)
+ {
+ model->brushq1.light_ambient = r_ambient.value;
+ for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
+ model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
+ }
else
- m.transparent = false;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.cr = 1;
- m.cg = 1;
- m.cb = 1;
- m.ca = currentrenderentity->alpha;
- m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
- m.texcoordstep[0] = sizeof(surfvertex_t);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- m.index = mesh->index;
- m.texcoords[0] = &mesh->vertex->st[0];
- if (fogenabled)
+ {
+ for (i = 0;i < model->brushq1.light_styles;i++)
{
- m.color = &svert[0].c[0];
- m.colorstep = sizeof(surfvert_t);
- if (softwaretransform_complexity)
+ if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
{
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- {
- softwaretransform(v->v, sv->v);
- VectorSubtract(sv->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] = m.cr * ifog;
- sv->c[1] = m.cg * ifog;
- sv->c[2] = m.cb * ifog;
- sv->c[3] = m.ca;
- }
- }
- else
- {
- m.vertex = &mesh->vertex->v[0];
- m.vertexstep = sizeof(surfvertex_t);
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- {
- VectorSubtract(v->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] = m.cr * ifog;
- sv->c[1] = m.cg * ifog;
- sv->c[2] = m.cb * ifog;
- sv->c[3] = m.ca;
- }
+ model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
+ for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++)
+ (**surfchain).cached_dlight = true;
}
}
- else
+ }
+
+ for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
+ {
+ if (surfacevisframes[i] == r_framecount)
{
- if (softwaretransform_complexity)
+#if !WORLDNODECULLBACKFACES
+ // mark any backface surfaces as not visible
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
{
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- softwaretransform(v->v, sv->v);
+ if (!(surf->flags & SURF_PLANEBACK))
+ surfacevisframes[i] = -1;
}
else
{
- m.vertex = &mesh->vertex->v[0];
- m.vertexstep = sizeof(surfvertex_t);
+ if ((surf->flags & SURF_PLANEBACK))
+ surfacevisframes[i] = -1;
+ }
+ if (surfacevisframes[i] == r_framecount)
+#endif
+ {
+ c_faces++;
+ surf->visframe = r_framecount;
+ if (surf->cached_dlight && surf->lightmaptexture != NULL)
+ R_BuildLightMap(ent, surf);
}
}
- R_Mesh_Draw(&m);
}
}
-static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
+void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
{
int i;
- surfvertex_t *v;
- surfvert_t *sv;
- rmeshinfo_t m;
- surfmesh_t *mesh;
- vec3_t diff;
-
- memset(&m, 0, sizeof(m));
- if (currentrenderentity->effects & EF_ADDITIVE)
- m.transparent = true;
- else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
- m.transparent = true;
- else
- m.transparent = false;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.color = &svert[0].c[0];
- m.colorstep = sizeof(surfvert_t);
- m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
- m.texcoordstep[0] = sizeof(surfvertex_t);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- m.index = mesh->index;
- m.texcoords[0] = &mesh->vertex->st[0];
- if (softwaretransform_complexity)
- {
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- {
- softwaretransform(v->v, sv->v);
- VectorSubtract(sv->v, r_origin, diff);
- sv->c[0] = fogcolor[0];
- sv->c[1] = fogcolor[1];
- sv->c[2] = fogcolor[2];
- sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
- }
- }
- else
- {
- m.vertex = &mesh->vertex->v[0];
- m.vertexstep = sizeof(surfvertex_t);
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- {
- VectorSubtract(v->v, r_origin, diff);
- sv->c[0] = fogcolor[0];
- sv->c[1] = fogcolor[1];
- sv->c[2] = fogcolor[2];
- sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
- }
- }
- R_Mesh_Draw(&m);
- }
+ texture_t *t;
+ if (ent->model == NULL)
+ return;
+ R_Mesh_Matrix(&ent->matrix);
+ for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
+ if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
+ t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
}
-static void RSurfShader_Wall_Fullbright(msurface_t *firstsurf)
+static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
{
- msurface_t *surf;
- for (surf = firstsurf;surf;surf = surf->chain)
+ int i;
+ float *v;
+ rmeshstate_t m;
+ const entity_render_t *ent = calldata1;
+ const mportal_t *portal = ent->model->brushq1.portals + calldata2;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ R_Mesh_Matrix(&ent->matrix);
+ GL_VertexPointer(varray_vertex3f);
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+
+ i = portal - ent->model->brushq1.portals;
+ GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
+ ((i & 0x0038) >> 3) * (1.0f / 7.0f),
+ ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
+ 0.125f);
+ if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
{
- c_brush_polys++;
- RSurfShader_Wall_Pass_BaseFullbright(surf);
+ for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
+ VectorCopy(portal->points[i].position, v);
}
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(surf);
- if (fogenabled)
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_Fog(surf);
+ else
+ for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
+ VectorCopy(portal->points[i].position, v);
+ R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
}
-static void RSurfShader_Wall_Vertex(msurface_t *firstsurf)
+// LordHavoc: this is just a nice debugging tool, very slow
+static void R_DrawPortals(entity_render_t *ent)
{
- msurface_t *surf;
- for (surf = firstsurf;surf;surf = surf->chain)
+ int i;
+ mportal_t *portal, *endportal;
+ float temp[3], center[3], f;
+ if (ent->model == NULL)
+ return;
+ for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
{
- c_brush_polys++;
- RSurfShader_Wall_Pass_BaseVertex(surf);
+ 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->brushq1.portals);
+ }
}
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(surf);
- if (fogenabled)
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_Fog(surf);
}
-static void RSurfShader_Wall_Lightmap(msurface_t *firstsurf)
+void R_PrepareBrushModel(entity_render_t *ent)
{
+ int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
msurface_t *surf;
- if (r_vertexsurfaces.integer)
+ 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 (model == NULL)
+ return;
+#if WORLDNODECULLBACKFACES
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+#endif
+ numsurfaces = model->brushq1.nummodelsurfaces;
+ surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
+ surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
+ surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
+ for (i = 0;i < numsurfaces;i++, surf++)
{
- for (surf = firstsurf;surf;surf = surf->chain)
+#if WORLDNODECULLBACKFACES
+ // mark any backface surfaces as not visible
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
{
- c_brush_polys++;
- RSurfShader_Wall_Pass_BaseVertex(surf);
- }
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(surf);
- if (fogenabled)
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_Fog(surf);
- }
- else if (r_multitexture.integer)
- {
- if (r_dlightmap.integer)
- {
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- c_brush_polys++;
- RSurfShader_Wall_Pass_BaseMTex(surf);
- }
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(surf);
- if (fogenabled)
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_Fog(surf);
- }
- else
- {
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- c_brush_polys++;
- RSurfShader_Wall_Pass_BaseMTex(surf);
- }
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->dlightframe == r_framecount)
- RSurfShader_Wall_Pass_Light(surf);
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(surf);
- if (fogenabled)
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_Fog(surf);
+ if ((surf->flags & SURF_PLANEBACK))
+ surfacevisframes[i] = r_framecount;
}
+ else if (!(surf->flags & SURF_PLANEBACK))
+ surfacevisframes[i] = r_framecount;
+#else
+ surfacevisframes[i] = r_framecount;
+#endif
+ surf->dlightframe = -1;
}
- else if (firstsurf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE)
+ R_PrepareSurfaces(ent);
+}
+
+void R_SurfaceWorldNode (entity_render_t *ent)
+{
+ int i, *surfacevisframes, *surfacepvsframes, surfnum;
+ msurface_t *surf;
+ mleaf_t *leaf;
+ model_t *model;
+ vec3_t modelorg;
+
+ // equivilant to quake's RecursiveWorldNode but faster and more effective
+ model = ent->model;
+ if (model == NULL)
+ return;
+ surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
+ surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+
+ for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
{
- for (surf = firstsurf;surf;surf = surf->chain)
+ if (!R_CullBox (leaf->mins, leaf->maxs))
{
- c_brush_polys++;
- RSurfShader_Wall_Pass_BaseVertex(surf);
+ c_leafs++;
+ leaf->visframe = r_framecount;
}
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(surf);
- if (fogenabled)
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_Fog(surf);
}
- else
+
+ for (i = 0;i < model->brushq1.pvssurflistlength;i++)
{
- if (r_dlightmap.integer)
+ surfnum = model->brushq1.pvssurflist[i];
+ surf = model->brushq1.surfaces + surfnum;
+#if WORLDNODECULLBACKFACES
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
{
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- c_brush_polys++;
- RSurfShader_Wall_Pass_BaseTexture(surf);
- }
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_BaseLightmap(surf);
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(surf);
- if (fogenabled)
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_Fog(surf);
+ if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
+ surfacevisframes[surfnum] = r_framecount;
}
else
{
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- c_brush_polys++;
- RSurfShader_Wall_Pass_BaseTexture(surf);
- }
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_BaseLightmap(surf);
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->dlightframe == r_framecount)
- RSurfShader_Wall_Pass_Light(surf);
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(surf);
- if (fogenabled)
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_Fog(surf);
+ if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
+ surfacevisframes[surfnum] = r_framecount;
}
+#else
+ if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
+ surfacevisframes[surfnum] = r_framecount;
+#endif
}
}
-/*
-=============================================================
-
- WORLD MODEL
-
-=============================================================
-*/
-
-static void RSurf_Callback(void *data, void *junk)
+static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
{
- ((msurface_t *)data)->visframe = r_framecount;
-}
-
-static void R_SolidWorldNode (void)
-{
- if (r_viewleaf->contents != CONTENTS_SOLID)
+ int c, leafstackpos, *mark, *surfacevisframes;
+#if WORLDNODECULLBACKFACES
+ int n;
+ msurface_t *surf;
+#endif
+ mleaf_t *leaf, *leafstack[8192];
+ mportal_t *p;
+ vec3_t modelorg;
+ msurface_t *surfaces;
+ if (ent->model == NULL)
+ return;
+ // 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->brushq1.surfaces;
+ surfacevisframes = ent->model->brushq1.surfacevisframes;
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ viewleaf->worldnodeframe = r_framecount;
+ leafstack[0] = viewleaf;
+ leafstackpos = 1;
+ while (leafstackpos)
{
- int portalstack;
- mportal_t *p, *pstack[8192];
- msurface_t *surf, **mark, **endmark;
- mleaf_t *leaf;
- tinyplane_t plane;
- // LordHavoc: portal-passage worldnode; follows portals leading
- // outward from viewleaf, if a portal leads offscreen it is not
- // followed, in indoor maps this can often cull a great deal of
- // geometry away when pvs data is not present (useful with pvs as well)
-
- leaf = r_viewleaf;
- leaf->worldnodeframe = r_framecount;
- portalstack = 0;
- loc0:
c_leafs++;
-
+ leaf = leafstack[--leafstackpos];
leaf->visframe = r_framecount;
-
+ // draw any surfaces bounding this leaf
if (leaf->nummarksurfaces)
{
- mark = leaf->firstmarksurface;
- endmark = mark + leaf->nummarksurfaces;
- if (r_ser.integer)
- {
- do
- {
- surf = *mark++;
- // make sure surfaces are only processed once
- if (surf->worldnodeframe == r_framecount)
- continue;
- surf->worldnodeframe = r_framecount;
- if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
- {
- if (surf->flags & SURF_PLANEBACK)
- {
- VectorNegate(surf->plane->normal, plane.normal);
- plane.dist = -surf->plane->dist;
- R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane);
- }
- }
- else
- {
- if (!(surf->flags & SURF_PLANEBACK))
- R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
- }
- }
- while (mark < endmark);
- }
- else
+ for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
{
- do
+#if WORLDNODECULLBACKFACES
+ n = *mark++;
+ if (surfacevisframes[n] != r_framecount)
{
- surf = *mark++;
- // make sure surfaces are only processed once
- if (surf->worldnodeframe == r_framecount)
- continue;
- surf->worldnodeframe = r_framecount;
- if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
+ surf = surfaces + n;
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
{
- if (surf->flags & SURF_PLANEBACK)
- surf->visframe = r_framecount;
+ if ((surf->flags & SURF_PLANEBACK))
+ surfacevisframes[n] = r_framecount;
}
else
{
if (!(surf->flags & SURF_PLANEBACK))
- surf->visframe = r_framecount;
+ surfacevisframes[n] = r_framecount;
}
}
- while (mark < endmark);
+#else
+ surfacevisframes[*mark++] = r_framecount;
+#endif
}
}
-
// follow portals into other leafs
- p = leaf->portals;
- for (;p;p = p->next)
+ for (p = leaf->portals;p;p = p->next)
{
- if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
+ // 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 = p->past;
if (leaf->worldnodeframe != r_framecount)
{
leaf->worldnodeframe = r_framecount;
- if (leaf->contents != CONTENTS_SOLID)
- {
- if (R_NotCulledBox(leaf->mins, leaf->maxs))
- {
- p->visframe = r_framecount;
- pstack[portalstack++] = p;
- goto loc0;
-
- loc1:
- p = pstack[--portalstack];
- }
- }
+ // FIXME: R_CullBox is absolute, should be done relative
+ if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+ leafstack[leafstackpos++] = leaf;
}
}
}
-
- if (portalstack)
- goto loc1;
}
- else
- {
- mnode_t *nodestack[8192], *node = cl.worldmodel->nodes;
- int nodestackpos = 0;
- // LordHavoc: recursive descending worldnode; if portals are not
- // available, this is a good last resort, can cull large amounts of
- // geometry, but is more time consuming than portal-passage and renders
- // things behind walls
+}
-loc2:
- if (R_NotCulledBox(node->mins, node->maxs))
- {
- if (node->numsurfaces)
- {
- if (r_ser.integer)
- {
- msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
- tinyplane_t plane;
- if (PlaneDiff (r_origin, node->plane) < 0)
- {
- for (;surf < surfend;surf++)
- {
- if (surf->flags & SURF_PLANEBACK)
- {
- VectorNegate(surf->plane->normal, plane.normal);
- plane.dist = -surf->plane->dist;
- R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, &plane);
- }
- }
- }
- else
- {
- for (;surf < surfend;surf++)
- {
- if (!(surf->flags & SURF_PLANEBACK))
- R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
- }
- }
- }
- else
- {
- msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
- if (PlaneDiff (r_origin, node->plane) < 0)
- {
- for (;surf < surfend;surf++)
- {
- if (surf->flags & SURF_PLANEBACK)
- surf->visframe = r_framecount;
- }
- }
- else
- {
- for (;surf < surfend;surf++)
- {
- if (!(surf->flags & SURF_PLANEBACK))
- surf->visframe = r_framecount;
- }
- }
- }
- }
+void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
+{
+ int j, c, *surfacepvsframes, *mark;
+ mleaf_t *leaf;
+ model_t *model;
- // recurse down the children
- if (node->children[0]->contents >= 0)
- {
- if (node->children[1]->contents >= 0)
- {
- if (nodestackpos < 8192)
- nodestack[nodestackpos++] = node->children[1];
- node = node->children[0];
- goto loc2;
- }
- else
- ((mleaf_t *)node->children[1])->visframe = r_framecount;
- node = node->children[0];
- goto loc2;
- }
- else
+ model = ent->model;
+ if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
+ {
+ model->brushq1.pvsframecount++;
+ model->brushq1.pvsviewleaf = viewleaf;
+ model->brushq1.pvsviewleafnovis = r_novis.integer;
+ model->brushq1.pvsleafchain = NULL;
+ model->brushq1.pvssurflistlength = 0;
+ if (viewleaf)
+ {
+ surfacepvsframes = model->brushq1.surfacepvsframes;
+ for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
{
- ((mleaf_t *)node->children[0])->visframe = r_framecount;
- if (node->children[1]->contents >= 0)
- {
- node = node->children[1];
- goto loc2;
- }
- else if (nodestackpos > 0)
+ if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
{
- ((mleaf_t *)node->children[1])->visframe = r_framecount;
- node = nodestack[--nodestackpos];
- goto loc2;
+ leaf->pvsframe = model->brushq1.pvsframecount;
+ leaf->pvschain = model->brushq1.pvsleafchain;
+ model->brushq1.pvsleafchain = leaf;
+ // mark surfaces bounding this leaf as visible
+ for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
+ surfacepvsframes[*mark] = model->brushq1.pvsframecount;
}
}
- }
- else if (nodestackpos > 0)
- {
- node = nodestack[--nodestackpos];
- goto loc2;
+ model->brushq1.BuildPVSTextureChains(model);
}
}
}
-static int r_portalframecount = 0;
-
-static void R_PVSWorldNode()
+void R_WorldVisibility(entity_render_t *ent)
{
- int portalstack, i;
- mportal_t *p, *pstack[8192];
- msurface_t *surf, **mark, **endmark;
- mleaf_t *leaf;
- tinyplane_t plane;
- qbyte *worldvis;
+ vec3_t modelorg;
+ mleaf_t *viewleaf;
- worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
+ R_PVSUpdate(ent, viewleaf);
- leaf = r_viewleaf;
- leaf->worldnodeframe = r_framecount;
- portalstack = 0;
-loc0:
- c_leafs++;
+ if (!viewleaf)
+ return;
+
+ if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
+ R_SurfaceWorldNode (ent);
+ else
+ R_PortalWorldNode (ent, viewleaf);
+}
+
+void R_DrawWorld(entity_render_t *ent)
+{
+ if (ent->model == NULL)
+ return;
+ if (!ent->model->brushq1.num_leafs)
+ {
+ if (ent->model->DrawSky)
+ ent->model->DrawSky(ent);
+ if (ent->model->Draw)
+ ent->model->Draw(ent);
+ }
+ else
+ {
+ R_PrepareSurfaces(ent);
+ R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
+ R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
+ if (r_drawportals.integer)
+ R_DrawPortals(ent);
+ }
+}
+
+void R_Model_Brush_DrawSky(entity_render_t *ent)
+{
+ if (ent->model == NULL)
+ return;
+ if (ent != &cl_entities[0].render)
+ R_PrepareBrushModel(ent);
+ R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
+}
- leaf->visframe = r_framecount;
+void R_Model_Brush_Draw(entity_render_t *ent)
+{
+ if (ent->model == NULL)
+ return;
+ c_bmodels++;
+ if (ent != &cl_entities[0].render)
+ R_PrepareBrushModel(ent);
+ R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
+}
- if (leaf->nummarksurfaces)
+void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+{
+#if 0
+ int i;
+ msurface_t *surf;
+ float projectdistance, f, temp[3], lightradius2;
+ if (ent->model == NULL)
+ return;
+ R_Mesh_Matrix(&ent->matrix);
+ lightradius2 = lightradius * lightradius;
+ R_UpdateTextureInfo(ent);
+ projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ //projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
{
- mark = leaf->firstmarksurface;
- endmark = mark + leaf->nummarksurfaces;
- if (r_ser.integer)
+ if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
{
- do
+ f = PlaneDiff(relativelightorigin, surf->plane);
+ if (surf->flags & SURF_PLANEBACK)
+ f = -f;
+ // draw shadows only for frontfaces and only if they are close
+ if (f >= 0.1 && f < lightradius)
{
- surf = *mark++;
- // make sure surfaces are only processed once
- if (surf->worldnodeframe == r_framecount)
- continue;
- surf->worldnodeframe = r_framecount;
- if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
- {
- if (surf->flags & SURF_PLANEBACK)
- {
- VectorNegate(surf->plane->normal, plane.normal);
- plane.dist = -surf->plane->dist;
- R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane);
- }
- }
- else
- {
- if (!(surf->flags & SURF_PLANEBACK))
- R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
- }
+ temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
+ 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)
+ R_Shadow_VolumeFromSphere(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, projectdistance, lightradius);
}
- while (mark < endmark);
}
- else
+ }
+#else
+ int i, j, t;
+ const int *e;
+ msurface_t *surf;
+ float projectdistance;
+ const float *v[3];
+ vec3_t lightmins, lightmaxs;
+ if (ent->model == NULL)
+ return;
+ R_Mesh_Matrix(&ent->matrix);
+ R_UpdateTextureInfo(ent);
+ projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ //projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
+ for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
+ {
+ if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
{
- do
+ for (j = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;j < surf->mesh.num_triangles;j++, t++, e += 3)
{
- surf = *mark++;
- // make sure surfaces are only processed once
- if (surf->worldnodeframe == r_framecount)
- continue;
- surf->worldnodeframe = r_framecount;
- if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
- {
- if (surf->flags & SURF_PLANEBACK)
- surf->visframe = r_framecount;
- }
- else
- {
- if (!(surf->flags & SURF_PLANEBACK))
- surf->visframe = r_framecount;
- }
+ v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ shadowmarklist[numshadowmark++] = t;
}
- while (mark < endmark);
}
}
+ R_Shadow_VolumeFromList(ent->model->brush.shadowmesh->numverts, ent->model->brush.shadowmesh->numtriangles, ent->model->brush.shadowmesh->vertex3f, ent->model->brush.shadowmesh->element3i, ent->model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
+#endif
+}
- // follow portals into other leafs
- for (p = leaf->portals;p;p = p->next)
+void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+{
+ int surfnum;
+ msurface_t *surf;
+ texture_t *t;
+ float f, lightmins[3], lightmaxs[3];
+ if (ent->model == NULL)
+ return;
+ R_Mesh_Matrix(&ent->matrix);
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ R_UpdateTextureInfo(ent);
+ for (surfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;surfnum < ent->model->brushq1.nummodelsurfaces;surfnum++, surf++)
{
- if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
+ if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
{
- leaf = p->past;
- if (leaf->worldnodeframe != r_framecount)
+ f = PlaneDiff(relativelightorigin, surf->plane);
+ if (surf->flags & SURF_PLANEBACK)
+ f = -f;
+ if (f >= -0.1 && f < lightradius)
{
- leaf->worldnodeframe = r_framecount;
- if (leaf->contents != CONTENTS_SOLID)
+ t = surf->texinfo->texture->currentframe;
+ if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
{
- i = (leaf - cl.worldmodel->leafs) - 1;
- if (worldvis[i>>3] & (1<<(i&7)))
- {
- if (R_NotCulledBox(leaf->mins, leaf->maxs))
- {
- pstack[portalstack++] = p;
- goto loc0;
-
-loc1:
- p = pstack[--portalstack];
- }
- }
+ R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
+ R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
}
}
}
}
+}
+
+void R_DrawCollisionBrush(colbrushf_t *brush)
+{
+ int i;
+ i = ((int)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_VertexPointer(brush->points->v);
+ R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
+}
+
+void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ if (!face->num_triangles)
+ return;
+ c_faces++;
+ if (skyrendernow)
+ {
+ skyrendernow = false;
+ if (skyrendermasked)
+ R_Sky();
+ }
+
+ R_Mesh_Matrix(&ent->matrix);
+
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 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...
+ GL_BlendFunc(GL_ZERO, GL_ONE);
+ }
+ else
+ {
+ // fog sky
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ }
+ GL_DepthMask(true);
+ GL_DepthTest(true);
- if (portalstack)
- goto loc1;
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ qglColorMask(1,1,1,1);
}
-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};
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ if (face->texture->skin.glow)
+ {
+ m.tex[0] = R_GetTexture(face->texture->skin.glow);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ GL_Color(1, 1, 1, 1);
+ }
+ else
+ GL_Color(0, 0, 0, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
-int Cshader_count = 5;
-Cshader_t *Cshaders[5] =
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face)
{
- &Cshader_wall_vertex,
- &Cshader_wall_lightmap,
- &Cshader_wall_fullbright,
- &Cshader_water,
- &Cshader_sky
-};
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ m.tex[1] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+ m.texrgbscale[1] = 2;
+ GL_Color(1, 1, 1, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
-void R_PrepareSurfaces(void)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face)
{
- int i, entframe, texframe, framecount;
- texture_t *t;
- model_t *model;
- msurface_t *surf;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ GL_Color(1, 1, 1, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
+ GL_Color(1, 1, 1, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
- for (i = 0;i < Cshader_count;i++)
- Cshaders[i]->chain = NULL;
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
+ if (r_shadow_realtime_world.integer)
+ GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+ else
+ GL_Color(1, 1, 1, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
- model = currentrenderentity->model;
- entframe = currentrenderentity->frame;
- texframe = (int)(cl.time * 5.0f);
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ if (face->texture->skin.glow)
+ {
+ m.tex[0] = R_GetTexture(face->texture->skin.glow);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ GL_Color(1, 1, 1, 1);
+ }
+ else
+ GL_Color(0, 0, 0, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
- for (i = 0;i < model->nummodelsurfaces;i++)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face)
+{
+ int i;
+ float mul;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ mul = 2.0f;
+ if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
+ mul *= r_shadow_realtime_world_lightmaps.value;
+ if (mul == 2 && gl_combine.integer)
{
- surf = model->modelsortedsurfaces[i];
- if (surf->visframe == r_framecount)
+ m.texrgbscale[0] = 2;
+ GL_ColorPointer(face->data_color4f);
+ }
+ else if (mul == 1)
+ GL_ColorPointer(face->data_color4f);
+ else
+ {
+ for (i = 0;i < face->num_vertices;i++)
{
- if (surf->insertframe != r_framecount)
- {
- surf->insertframe = r_framecount;
- c_faces++;
- t = surf->texinfo->texture;
- if (t->animated)
- {
- if (entframe)
- {
- framecount = t->anim_total[1];
- if (framecount >= 2)
- surf->currenttexture = t->anim_frames[1][texframe % framecount];
- else
- surf->currenttexture = t->anim_frames[1][0];
- }
- else
- {
- framecount = t->anim_total[0];
- if (framecount >= 2)
- surf->currenttexture = t->anim_frames[0][texframe % framecount];
- else
- surf->currenttexture = t->anim_frames[0][0];
- }
- }
- else
- surf->currenttexture = t;
- }
-
- surf->chain = surf->shader->chain;
- surf->shader->chain = surf;
+ varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul;
+ varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul;
+ varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul;
+ varray_color4f[i*4+3] = face->data_color4f[i*4+3];
}
+ GL_ColorPointer(varray_color4f);
}
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
}
-void R_DrawSurfaces (int type)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face)
{
- int i;
- Cshader_t *shader;
-
- for (i = 0;i < Cshader_count;i++)
+ int i;
+ float mul;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ R_Mesh_State_Texture(&m);
+ mul = 2.0f;
+ if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
+ mul *= r_shadow_realtime_world_lightmaps.value;
+ if (mul == 1)
+ GL_ColorPointer(face->data_color4f);
+ else
{
- shader = Cshaders[i];
- if (shader->chain && shader->shaderfunc[type])
- shader->shaderfunc[type](shader->chain);
+ for (i = 0;i < face->num_vertices;i++)
+ {
+ varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
+ varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
+ varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
+ varray_color4f[i*4+3] = face->data_color4f[i*4+3];
+ }
+ GL_ColorPointer(varray_color4f);
}
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
}
-static float portalpointbuffer[256][3];
-
-void R_DrawPortals(void)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face)
{
- int drawportals, i;
- mportal_t *portal, *endportal;
- mvertex_t *point;
- rmeshinfo_t m;
- drawportals = r_drawportals.integer;
-
- if (drawportals < 1)
- return;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
+{
+ const entity_render_t *ent = voident;
+ q3mface_t *face = ent->model->brushq3.data_faces + facenumber;
+ rmeshstate_t m;
+ R_Mesh_Matrix(&ent->matrix);
memset(&m, 0, sizeof(m));
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- m.vertex = &portalpointbuffer[0][0];
- m.vertexstep = sizeof(float[3]);
- m.ca = 0.125;
- for (portal = cl.worldmodel->portals, endportal = portal + cl.worldmodel->numportals;portal < endportal;portal++)
- {
- if (portal->visframe == r_portalframecount)
+ if (ent->effects & EF_ADDITIVE)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ else
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ // LordHavoc: quake3 was not able to do this; lit transparent surfaces
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 2;
+ if (r_textureunits.integer >= 2)
+ {
+ m.tex[1] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+ GL_Color(1, 1, 1, ent->alpha);
+ }
+ else
{
- if (portal->numpoints <= 256)
+ if (ent->alpha == 1)
+ GL_ColorPointer(face->data_color4f);
+ else
{
- i = portal - cl.worldmodel->portals;
- m.cr = ((i & 0x0007) >> 0) * (1.0f / 7.0f);
- m.cg = ((i & 0x0038) >> 3) * (1.0f / 7.0f);
- m.cb = ((i & 0x01C0) >> 6) * (1.0f / 7.0f);
- point = portal->points;
- if (PlaneDiff(r_origin, (&portal->plane)) > 0)
- {
- for (i = portal->numpoints - 1;i >= 0;i--)
- VectorCopy(point[i].position, portalpointbuffer[i]);
- }
- else
+ int i;
+ for (i = 0;i < face->num_vertices;i++)
{
- for (i = 0;i < portal->numpoints;i++)
- VectorCopy(point[i].position, portalpointbuffer[i]);
+ varray_color4f[i*4+0] = face->data_color4f[i*4+0];
+ varray_color4f[i*4+1] = face->data_color4f[i*4+1];
+ varray_color4f[i*4+2] = face->data_color4f[i*4+2];
+ varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
}
- R_Mesh_DrawPolygon(&m, portal->numpoints);
+ GL_ColorPointer(varray_color4f);
}
}
}
+ else
+ {
+ int i;
+ for (i = 0;i < face->num_vertices;i++)
+ {
+ varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
+ varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
+ varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
+ varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
+ }
+ GL_ColorPointer(varray_color4f);
+ }
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ qglDisable(GL_CULL_FACE);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ qglEnable(GL_CULL_FACE);
}
-void R_SetupForBModelRendering(void)
+void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
{
- int i;
- msurface_t *surf;
- model_t *model;
- vec3_t modelorg;
+ if (!face->num_triangles)
+ return;
+ if (face->texture->surfaceparms)
+ {
+ if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))
+ return;
+ }
+ c_faces++;
+ face->visframe = r_framecount;
+ if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
+ {
+ vec3_t facecenter, center;
+ facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
+ facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
+ facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&ent->matrix, facecenter, center);
+ R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
+ return;
+ }
+ R_Mesh_Matrix(&ent->matrix);
+ if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
+ else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer)
+ {
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
+ if (face->texture->skin.glow)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ }
+ else if (face->lightmaptexture)
+ {
+ if (gl_lightmaps.integer)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face);
+ else
+ {
+ if (r_textureunits.integer >= 2 && gl_combine.integer)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face);
+ else
+ {
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
+ }
+ if (face->texture->skin.glow)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ }
+ }
+ else
+ {
+ if (gl_lightmaps.integer)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face);
+ else
+ {
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
+ if (face->texture->skin.glow)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ }
+ }
+ if (r_ambient.value)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
+}
- // because bmodels can be reused, we have to decide which things to render
- // from scratch every time
+void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
+{
+ int i;
+ q3mleaf_t *leaf;
+ for (;;)
+ {
+ if (R_CullBox(node->mins, node->maxs))
+ return;
+ if (!node->plane)
+ break;
+ c_nodes++;
+ R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
+ node = node->children[1];
+ }
+ leaf = (q3mleaf_t *)node;
+ if (CHECKPVSBIT(pvs, leaf->clusterindex))
+ {
+ c_leafs++;
+ for (i = 0;i < leaf->numleaffaces;i++)
+ leaf->firstleafface[i]->markframe = markframe;
+ }
+}
- model = currentrenderentity->model;
+// FIXME: num_leafs needs to be recalculated at load time to include only
+// node-referenced leafs, as some maps are incorrectly compiled with leafs for
+// the submodels (which would render the submodels occasionally, as part of
+// the world - not good)
+void R_Q3BSP_MarkLeafPVS(entity_render_t *ent, qbyte *pvs, int markframe)
+{
+ int i, j;
+ q3mleaf_t *leaf;
+ for (j = 0, leaf = ent->model->brushq3.data_leafs;j < ent->model->brushq3.num_leafs;j++, leaf++)
+ {
+ if (CHECKPVSBIT(pvs, leaf->clusterindex))
+ {
+ c_leafs++;
+ for (i = 0;i < leaf->numleaffaces;i++)
+ leaf->firstleafface[i]->markframe = markframe;
+ }
+ }
+}
- softwaretransformforentity (currentrenderentity);
- softwareuntransform(r_origin, modelorg);
+static int r_q3bsp_framecount = -1;
- for (i = 0;i < model->nummodelsurfaces;i++)
+void R_Q3BSP_DrawSky(entity_render_t *ent)
+{
+ int i;
+ q3mface_t *face;
+ vec3_t modelorg;
+ model_t *model;
+ qbyte *pvs;
+ R_Mesh_Matrix(&ent->matrix);
+ model = ent->model;
+ if (r_drawcollisionbrushes.integer < 2)
{
- surf = model->modelsortedsurfaces[i];
- if (((surf->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, surf->plane) >= 0))
- surf->visframe = r_framecount;
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+ {
+ if (r_q3bsp_framecount != r_framecount)
+ {
+ r_q3bsp_framecount = r_framecount;
+ R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
+ //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
+ }
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if (face->markframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
+ R_Q3BSP_DrawSkyFace(ent, face);
+ }
else
- surf->visframe = -1;
- surf->worldnodeframe = -1;
- surf->lightframe = -1;
- surf->dlightframe = -1;
- surf->insertframe = -1;
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
+ R_Q3BSP_DrawSkyFace(ent, face);
}
}
-void R_SetupForWorldRendering(void)
+void R_Q3BSP_Draw(entity_render_t *ent)
{
- // there is only one instance of the world, but it can be rendered in
- // multiple stages
-
- currentrenderentity = &cl_entities[0].render;
- softwaretransformidentity();
+ int i;
+ q3mface_t *face;
+ vec3_t modelorg;
+ model_t *model;
+ qbyte *pvs;
+ R_Mesh_Matrix(&ent->matrix);
+ model = ent->model;
+ if (r_drawcollisionbrushes.integer < 2)
+ {
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+ {
+ if (r_q3bsp_framecount != r_framecount)
+ {
+ r_q3bsp_framecount = r_framecount;
+ R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
+ //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
+ }
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if (face->markframe == r_framecount && !R_CullBox(face->mins, face->maxs))
+ R_Q3BSP_DrawFace(ent, face);
+ }
+ else
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ R_Q3BSP_DrawFace(ent, face);
+ }
+ if (r_drawcollisionbrushes.integer >= 1)
+ {
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ R_Mesh_State_Texture(&m);
+ qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
+ for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
+ if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
+ R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
+ qglPolygonOffset(0, 0);
+ }
}
-static void R_SurfMarkLights (void)
+void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
{
- int i;
- msurface_t *surf;
-
- if (r_dynamic.integer)
- R_MarkLights();
-
- if (!r_vertexsurfaces.integer)
+#if 0
+ int i;
+ q3mface_t *face;
+ vec3_t modelorg, lightmins, lightmaxs;
+ model_t *model;
+ float projectdistance;
+ projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ if (r_drawcollisionbrushes.integer < 2)
+ {
+ model = ent->model;
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ //if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+ // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
+ //else
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+ R_Shadow_VolumeFromSphere(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
+ }
+#else
+ int i, j, t;
+ const int *e;
+ q3mface_t *face;
+ vec3_t modelorg, lightmins, lightmaxs;
+ model_t *model;
+ float projectdistance;
+ projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ if (r_drawcollisionbrushes.integer < 2)
{
- for (i = 0;i < currentrenderentity->model->nummodelsurfaces;i++)
+ model = ent->model;
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
{
- surf = currentrenderentity->model->modelsortedsurfaces[i];
- if (surf->visframe == r_framecount && surf->lightmaptexture != NULL)
+ if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
{
- if (surf->cached_dlight
- || surf->cached_ambient != r_ambient.value
- || surf->cached_lightscalebit != lightscalebit)
- R_BuildLightMap(surf, false); // base lighting changed
- else if (r_dynamic.integer)
+ for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
{
- if (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0]
- || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1]
- || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2]
- || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3]))))))))
- R_BuildLightMap(surf, false); // base lighting changed
- else if (surf->dlightframe == r_framecount && r_dlightmap.integer)
- R_BuildLightMap(surf, true); // only dlights
+ const float *v[3];
+ v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ shadowmarklist[numshadowmark++] = t;
}
}
}
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
}
+#endif
}
-void R_MarkWorldLights(void)
+void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
{
- R_SetupForWorldRendering();
- R_SurfMarkLights();
+ if ((face->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || !face->num_triangles)
+ return;
+ R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap);
+ R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap);
}
-/*
-=============
-R_DrawWorld
-=============
-*/
-void R_DrawWorld (void)
+void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
{
- R_SetupForWorldRendering();
-
- if (r_viewleaf->contents == CONTENTS_SOLID || r_novis.integer || r_viewleaf->compressed_vis == NULL)
- R_SolidWorldNode ();
- else
- R_PVSWorldNode ();
+ int i;
+ q3mface_t *face;
+ vec3_t modelorg, lightmins, lightmaxs;
+ model_t *model;
+ //qbyte *pvs;
+ //static int markframe = 0;
+ if (r_drawcollisionbrushes.integer < 2)
+ {
+ model = ent->model;
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ //if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+ // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
+ //else
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+ R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
+ }
}
-/*
-=================
-R_DrawBrushModel
-=================
-*/
-void R_DrawBrushModelSky (void)
+static void gl_surf_start(void)
{
- R_SetupForBModelRendering();
-
- R_PrepareSurfaces();
- R_DrawSurfaces(SHADERSTAGE_SKY);
}
-void R_DrawBrushModelNormal (void)
+static void gl_surf_shutdown(void)
{
- c_bmodels++;
-
- // have to flush queue because of possible lightmap reuse
- R_Mesh_Render();
+}
- R_SetupForBModelRendering();
+static void gl_surf_newmap(void)
+{
+}
- R_SurfMarkLights();
+void GL_Surf_Init(void)
+{
+ int i;
+ dlightdivtable[0] = 4194304;
+ for (i = 1;i < 32768;i++)
+ dlightdivtable[i] = 4194304 / (i << 7);
- R_PrepareSurfaces();
+ Cvar_RegisterVariable(&r_ambient);
+ Cvar_RegisterVariable(&r_drawportals);
+ Cvar_RegisterVariable(&r_testvis);
+ Cvar_RegisterVariable(&r_floatbuildlightmap);
+ Cvar_RegisterVariable(&r_detailtextures);
+ Cvar_RegisterVariable(&r_surfaceworldnode);
+ Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
+ Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
+ Cvar_RegisterVariable(&gl_lightmaps);
- if (!skyrendermasked)
- R_DrawSurfaces(SHADERSTAGE_SKY);
- R_DrawSurfaces(SHADERSTAGE_NORMAL);
+ R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
}