if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
{
if (gl_lightmaps.integer)
- R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, r_texture_white, &identitymatrix, 1, 1, 1, 1);
+ R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
{
int blendfunc1, blendfunc2, depthmask;
if (ent->model->type == mod_brushq3)
colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
colorscale *= r_lightmapintensity;
- if (r_textureunits.integer >= 2 && gl_combine.integer)
- R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_COMBINE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
- else if ((t->currentmaterialflags & MATERIALFLAG_BLENDED) == 0)
- R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale * 0.5f, ent->colormod[1] * colorscale * 0.5f, ent->colormod[2] * colorscale * 0.5f, t->currentalpha);
- else
- R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
+ R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
if (r_ambient.value >= (1.0f/64.0f))
R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
{
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
if (r_ambient.value >= (1.0f/64.0f))
R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
}
if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
{
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
if (r_ambient.value >= (1.0f/64.0f))
R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
}
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
-static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
- int texturesurfaceindex;
- int lightmode;
- qboolean applycolor;
- qboolean applyfog;
- rmeshstate_t m;
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
+ if (rsurface_mode != RSURFMODE_SHOWSURFACES)
+ {
+ rsurface_mode = RSURFMODE_SHOWSURFACES;
+ GL_DepthMask(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
+ }
+ RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+ RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
+}
+
+static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+ // transparent sky would be ridiculous
+ if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
return;
- r_shadow_rtlight = NULL;
- renderstats.entities_surfaces += texturenumsurfaces;
- // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
- lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
- CHECKGLERROR
- GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
+ if (rsurface_mode != RSURFMODE_SKY)
{
- qglDisable(GL_CULL_FACE);CHECKGLERROR
+ if (rsurface_mode == RSURFMODE_GLSL)
+ {
+ qglUseProgramObjectARB(0);CHECKGLERROR
+ }
+ rsurface_mode = RSURFMODE_SKY;
}
- if (r_showsurfaces.integer)
+ if (skyrendernow)
{
- if (rsurface_mode != RSURFMODE_SHOWSURFACES)
+ skyrendernow = false;
+ R_Sky();
+ // restore entity matrix
+ R_Mesh_Matrix(&rsurface_entity->matrix);
+ }
+ GL_DepthMask(true);
+ // LordHavoc: HalfLife maps have freaky skypolys so don't use
+ // skymasking on them, and Quake3 never did sky masking (unlike
+ // software Quake and software Quake2), so disable the sky masking
+ // in Quake3 maps as it causes problems with q3map2 sky tricks,
+ // and skymasking also looks very bad when noclipping outside the
+ // level, so don't use it then either.
+ if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis)
+ {
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
+ if (skyrendermasked)
+ {
+ // depth-only (masking)
+ GL_ColorMask(0,0,0,0);
+ // just to make sure that braindead drivers don't draw
+ // anything despite that colormask...
+ GL_BlendFunc(GL_ZERO, GL_ONE);
+ }
+ else
{
- rsurface_mode = RSURFMODE_SHOWSURFACES;
- GL_DepthMask(true);
+ // fog sky
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_ColorPointer(NULL);
- R_Mesh_ResetTextureState();
}
+ }
+ // LordHavoc: HalfLife maps have freaky skypolys so don't use
+ // skymasking on them, and Quake3 never did sky masking (unlike
+ // software Quake and software Quake2), so disable the sky masking
+ // in Quake3 maps as it causes problems with q3map2 sky tricks,
+ // and skymasking also looks very bad when noclipping outside the
+ // level, so don't use it then either.
+ if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis)
+ {
RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
- RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ if (skyrendermasked)
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
}
- else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
+}
+
+static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+ int lightmode;
+ // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
+ lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
+ if (rsurface_mode != RSURFMODE_GLSL)
{
- // transparent sky would be ridiculous
- if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
- {
- if (rsurface_mode != RSURFMODE_SKY)
- {
- if (rsurface_mode == RSURFMODE_GLSL)
- {
- qglUseProgramObjectARB(0);CHECKGLERROR
- }
- rsurface_mode = RSURFMODE_SKY;
- if (skyrendernow)
- {
- skyrendernow = false;
- R_Sky();
- // restore entity matrix
- R_Mesh_Matrix(&rsurface_entity->matrix);
- }
- GL_DepthMask(true);
- // LordHavoc: HalfLife maps have freaky skypolys so don't use
- // skymasking on them, and Quake3 never did sky masking (unlike
- // software Quake and software Quake2), so disable the sky masking
- // in Quake3 maps as it causes problems with q3map2 sky tricks,
- // and skymasking also looks very bad when noclipping outside the
- // level, so don't use it then either.
- if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis)
- {
- GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
- R_Mesh_ColorPointer(NULL);
- R_Mesh_ResetTextureState();
- if (skyrendermasked)
- {
- // depth-only (masking)
- GL_ColorMask(0,0,0,0);
- // just to make sure that braindead drivers don't draw
- // anything despite that colormask...
- GL_BlendFunc(GL_ZERO, GL_ONE);
- }
- else
- {
- // fog sky
- GL_BlendFunc(GL_ONE, GL_ZERO);
- }
- }
- }
- // LordHavoc: HalfLife maps have freaky skypolys so don't use
- // skymasking on them, and Quake3 never did sky masking (unlike
- // software Quake and software Quake2), so disable the sky masking
- // in Quake3 maps as it causes problems with q3map2 sky tricks,
- // and skymasking also looks very bad when noclipping outside the
- // level, so don't use it then either.
- if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis)
- {
- RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
- RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
- if (skyrendermasked)
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
- }
- }
+ rsurface_mode = RSURFMODE_GLSL;
+ rsurface_glsl_texture = NULL;
+ rsurface_glsl_uselightmap = false;
+ R_Mesh_ResetTextureState();
+ }
+ if (rsurface_glsl_texture != rsurface_texture || rsurface_glsl_uselightmap != (rsurface_lightmaptexture != NULL))
+ {
+ rsurface_glsl_texture = rsurface_texture;
+ rsurface_glsl_uselightmap = rsurface_lightmaptexture != NULL;
+ GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
+ GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
+ GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
+ R_SetupSurfaceShader(vec3_origin, lightmode == 2);
+ //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false);
+ //if (r_glsl_deluxemapping.integer)
+ // permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true);
+ R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
+ GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+ }
+ if (!r_glsl_permutation)
+ return;
+ RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
+ R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+ R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+ R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+ {
+ R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+ R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+ R_Mesh_ColorPointer(NULL);
}
- else if (rsurface_texture->currentnumlayers && r_glsl.integer && gl_support_fragment_shader)
+ else if (rsurface_lightmaptexture)
{
- if (rsurface_mode != RSURFMODE_GLSL)
- {
- rsurface_mode = RSURFMODE_GLSL;
- rsurface_glsl_texture = NULL;
- rsurface_glsl_uselightmap = false;
- R_Mesh_ResetTextureState();
- }
- if (rsurface_glsl_texture != rsurface_texture || rsurface_glsl_uselightmap != (rsurface_lightmaptexture != NULL))
+ R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+ R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ else
+ {
+ R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+ R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+ R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
+ }
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+}
+
+static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+ // OpenGL 1.3 path - anything not completely ancient
+ int texturesurfaceindex;
+ int lightmode;
+ qboolean applycolor;
+ qboolean applyfog;
+ rmeshstate_t m;
+ int layerindex;
+ const texturelayer_t *layer;
+ CHECKGLERROR
+ // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
+ lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
+ if (rsurface_mode != RSURFMODE_MULTIPASS)
+ rsurface_mode = RSURFMODE_MULTIPASS;
+ RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
+ for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
+ {
+ vec4_t layercolor;
+ int layertexrgbscale;
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
- rsurface_glsl_texture = rsurface_texture;
- rsurface_glsl_uselightmap = rsurface_lightmaptexture != NULL;
- GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
- GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
- GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
- R_SetupSurfaceShader(vec3_origin, lightmode == 2);
- //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false);
- //if (r_glsl_deluxemapping.integer)
- // permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true);
- R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
- R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
- GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+ if (layerindex == 0)
+ GL_AlphaTest(true);
+ else
+ {
+ GL_AlphaTest(false);
+ qglDepthFunc(GL_EQUAL);CHECKGLERROR
+ }
}
- if (!r_glsl_permutation)
- return;
- RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
- R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
- R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
- R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+ GL_DepthMask(layer->depthmask);
+ GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
+ if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
{
- R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
- if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
- R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
- R_Mesh_ColorPointer(NULL);
+ layertexrgbscale = 4;
+ VectorScale(layer->color, 0.25f, layercolor);
}
- else if (rsurface_lightmaptexture)
+ else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
{
- R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
- if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
- R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
- R_Mesh_ColorPointer(NULL);
+ layertexrgbscale = 2;
+ VectorScale(layer->color, 0.5f, layercolor);
}
else
{
- R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
- if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
- R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
- R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
+ layertexrgbscale = 1;
+ VectorScale(layer->color, 1.0f, layercolor);
}
- RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
- }
- else if (rsurface_texture->currentnumlayers)
- {
- int layerindex;
- const texturelayer_t *layer;
- CHECKGLERROR
- if (rsurface_mode != RSURFMODE_MULTIPASS)
+ layercolor[3] = layer->color[3];
+ applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
+ R_Mesh_ColorPointer(NULL);
+ applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
+ switch (layer->type)
{
- if (rsurface_mode == RSURFMODE_GLSL)
+ case TEXTURELAYERTYPE_LITTEXTURE:
+ memset(&m, 0, sizeof(m));
+ if (lightmode >= 1 || !rsurface_lightmaptexture)
+ m.tex[0] = R_GetTexture(r_texture_white);
+ else
+ m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
+ m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
+ m.tex[1] = R_GetTexture(layer->texture);
+ m.texmatrix[1] = layer->texmatrix;
+ m.texrgbscale[1] = layertexrgbscale;
+ m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ R_Mesh_TextureState(&m);
+ RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode, applycolor, applyfog);
+ break;
+ case TEXTURELAYERTYPE_TEXTURE:
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.texmatrix[0] = layer->texmatrix;
+ m.texrgbscale[0] = layertexrgbscale;
+ m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ R_Mesh_TextureState(&m);
+ RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+ break;
+ case TEXTURELAYERTYPE_FOG:
+ memset(&m, 0, sizeof(m));
+ m.texrgbscale[0] = layertexrgbscale;
+ if (layer->texture)
{
- qglUseProgramObjectARB(0);CHECKGLERROR
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.texmatrix[0] = layer->texmatrix;
+ m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
}
- rsurface_mode = RSURFMODE_MULTIPASS;
- }
- RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
- for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
- {
- vec4_t layercolor;
- int layertexrgbscale;
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ R_Mesh_TextureState(&m);
+ // generate a color array for the fog pass
+ R_Mesh_ColorPointer(rsurface_array_color4f);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- if (layerindex == 0)
- GL_AlphaTest(true);
- else
+ int i;
+ float f, *v, *c;
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
- GL_AlphaTest(false);
- qglDepthFunc(GL_EQUAL);CHECKGLERROR
+ f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ c[0] = layercolor[0];
+ c[1] = layercolor[1];
+ c[2] = layercolor[2];
+ c[3] = f * layercolor[3];
}
}
- GL_DepthMask(layer->depthmask);
- GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
- if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
- {
- layertexrgbscale = 4;
- VectorScale(layer->color, 0.25f, layercolor);
- }
- else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
- {
- layertexrgbscale = 2;
- VectorScale(layer->color, 0.5f, layercolor);
- }
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ break;
+ default:
+ Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
+ }
+ GL_LockArrays(0, 0);
+ }
+ CHECKGLERROR
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ {
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ GL_AlphaTest(false);
+ }
+}
+
+static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+ // OpenGL 1.1 - crusty old voodoo path
+ int texturesurfaceindex;
+ int lightmode;
+ qboolean applyfog;
+ rmeshstate_t m;
+ int layerindex;
+ const texturelayer_t *layer;
+ CHECKGLERROR
+ // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
+ lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
+ if (rsurface_mode != RSURFMODE_MULTIPASS)
+ rsurface_mode = RSURFMODE_MULTIPASS;
+ RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
+ for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
+ {
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ {
+ if (layerindex == 0)
+ GL_AlphaTest(true);
else
{
- layertexrgbscale = 1;
- VectorScale(layer->color, 1.0f, layercolor);
+ GL_AlphaTest(false);
+ qglDepthFunc(GL_EQUAL);CHECKGLERROR
}
- layercolor[3] = layer->color[3];
- R_Mesh_ColorPointer(NULL);
- GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
- applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
- applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
- switch (layer->type)
+ }
+ GL_DepthMask(layer->depthmask);
+ GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
+ R_Mesh_ColorPointer(NULL);
+ applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
+ switch (layer->type)
+ {
+ case TEXTURELAYERTYPE_LITTEXTURE:
+ if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
{
- case TEXTURELAYERTYPE_LITTEXTURE_COMBINE:
- memset(&m, 0, sizeof(m));
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
- m.tex[1] = R_GetTexture(layer->texture);
- m.texmatrix[1] = layer->texmatrix;
- m.texrgbscale[1] = layertexrgbscale;
- m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
- R_Mesh_TextureState(&m);
- if (lightmode >= 1 || !rsurface_lightmaptexture)
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- else
- R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture));
- RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode, applycolor, applyfog);
- break;
- case TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS:
+ // two-pass lit texture with 2x rgbscale
+ // first the lightmap pass
memset(&m, 0, sizeof(m));
if (lightmode >= 1 || !rsurface_lightmaptexture)
m.tex[0] = R_GetTexture(r_texture_white);
R_Mesh_TextureState(&m);
RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, lightmode, false, false);
GL_LockArrays(0, 0);
+ // then apply the texture to it
GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
R_Mesh_TextureState(&m);
- RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, false);
- break;
- case TEXTURELAYERTYPE_LITTEXTURE_VERTEX:
+ RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], 0, layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
+ }
+ else
+ {
+ // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.texrgbscale[0] = layertexrgbscale;
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
R_Mesh_TextureState(&m);
- RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode == 2 ? 2 : 1, applycolor, applyfog);
- break;
- case TEXTURELAYERTYPE_TEXTURE:
+ RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], lightmode == 2 ? 2 : 1, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
+ }
+ break;
+ case TEXTURELAYERTYPE_TEXTURE:
+ // singletexture unlit texture with transparency support
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.texmatrix[0] = layer->texmatrix;
+ m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ R_Mesh_TextureState(&m);
+ RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 0, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
+ break;
+ case TEXTURELAYERTYPE_FOG:
+ // singletexture fogging
+ R_Mesh_ColorPointer(rsurface_array_color4f);
+ if (layer->texture)
+ {
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.texrgbscale[0] = layertexrgbscale;
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
R_Mesh_TextureState(&m);
- RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
- break;
- case TEXTURELAYERTYPE_FOG:
- R_Mesh_ColorPointer(rsurface_array_color4f);
- if (layer->texture)
- {
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(layer->texture);
- m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- R_Mesh_TextureState(&m);
- }
- else
- R_Mesh_ResetTextureState();
- // generate a color array for the fog pass
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- int i;
- float f, *v, *c;
- const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
- {
- f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
- c[0] = layercolor[0];
- c[1] = layercolor[1];
- c[2] = layercolor[2];
- c[3] = f * layercolor[3];
- }
- }
- RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
- break;
- default:
- Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
}
- GL_LockArrays(0, 0);
- // if trying to do overbright on first pass of an opaque surface
- // when combine is not supported, brighten as a post process
- if (layertexrgbscale > 1 && !gl_combine.integer && layer->depthmask)
- {
- int scale;
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- R_Mesh_ColorPointer(NULL);
- GL_Color(1, 1, 1, 1);
+ else
R_Mesh_ResetTextureState();
- for (scale = 1;scale < layertexrgbscale;scale <<= 1)
- RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
- GL_LockArrays(0, 0);
+ // generate a color array for the fog pass
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ int i;
+ float f, *v, *c;
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+ {
+ f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ c[0] = layer->color[0];
+ c[1] = layer->color[1];
+ c[2] = layer->color[2];
+ c[3] = f * layer->color[3];
+ }
}
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ break;
+ default:
+ Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
}
- CHECKGLERROR
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- {
- qglDepthFunc(GL_LEQUAL);CHECKGLERROR
- GL_AlphaTest(false);
- }
+ GL_LockArrays(0, 0);
+ }
+ CHECKGLERROR
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ {
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ GL_AlphaTest(false);
+ }
+}
+
+static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
+ return;
+ r_shadow_rtlight = NULL;
+ renderstats.entities_surfaces += texturenumsurfaces;
+ CHECKGLERROR
+ GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
+ {
+ qglDisable(GL_CULL_FACE);CHECKGLERROR
+ }
+ if (r_showsurfaces.integer)
+ R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
+ else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
+ R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
+ else if (rsurface_texture->currentnumlayers)
+ {
+ if (r_glsl.integer && gl_support_fragment_shader)
+ R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
+ else if (gl_combine.integer && r_textureunits.integer >= 2)
+ R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
+ else
+ R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
}
CHECKGLERROR
GL_LockArrays(0, 0);