- R_Mesh_State(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
-}
-
-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));
- 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.tex[3] = R_GetTexture(texture->skin.glow);
- m.texcombinergb[3] = GL_ADD;
- }
- GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
-
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
- {
- lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- m.tex[1] = lightmaptexturenum;
- m.pointer_vertex = 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(&m);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
-}
-
-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;
- GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
-
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
- {
- lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- m.tex[1] = lightmaptexturenum;
- m.pointer_vertex = 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(&m);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
-}
-
-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;
- GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
- {
- lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- m.tex[1] = lightmaptexturenum;
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
-}
-
-static void RSurfShader_OpaqueWall_Pass_BaseTexture(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_DepthMask(true);
- GL_DepthTest(true);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- m.tex[0] = R_GetTexture(texture->skin.base);
- if (ent->flags & RENDER_LIGHT)
- GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
- else
- GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
- {
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
-}
-
-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)
- {
- lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- m.tex[0] = lightmaptexturenum;
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
-}
-
-static void RSurfShader_OpaqueWall_Pass_BaseAmbient(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_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(texture->skin.base);
- GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1);
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
- {
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
-}
-
-static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *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_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- GL_DepthTest(true);
- m.pointer_color = varray_color4f;
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
- {
- m.pointer_vertex = surf->mesh.data_vertex3f;
- if (m.tex[0])
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
-}
-
-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)
- {
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
-}
-
-static void RSurfShader_OpaqueWall_Pass_Glow(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_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)
- {
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
-}
-
-/*
-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));
- 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)
- {
- if (surf->visframe == r_framecount)
- {
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
-}
-*/
-
-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);
- GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
- {
- lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- m.tex[0] = lightmaptexturenum;
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
-}
-
-void R_UpdateTextureInfo(entity_render_t *ent)
-{
- int i, texframe, alttextures;
- texture_t *t;
-
- if (!ent->model)
- return;
-
- alttextures = ent->frame != 0;
- texframe = (int)(r_refdef.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];
- }
-}
-
-void R_UpdateLightmapInfo(entity_render_t *ent)
-{
- int i;
- msurface_t *surface, **surfacechain;
- model_t *model = ent->model;
- if (!model)
- return;
- if (r_dynamic.integer && !r_rtdlight)
- R_MarkLights(ent);
- for (i = 0;i < model->brushq1.light_styles;i++)
- {
- if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
- {
- model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
- if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
- for (;(surface = *surfacechain);surfacechain++)
- surface->cached_dlight = true;
- }
- }
-}
-
-void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, msurface_t **surfchain)
-{
- vec3_t center;
- msurface_t *surf, **chain;
- if (gl_lightmaps.integer)
- RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
- else if (texture->rendertype != SURFRENDER_OPAQUE)
- {
- // transparent vertex shaded from lightmap
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
- {
- if (surf->visframe == r_framecount)