// r_main.c
#include "quakedef.h"
+#include "r_shadow.h"
+#include "polygon.h"
// used for dlight push checking and other things
int r_framecount;
-// used for visibility checking
-qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3];
-
-mplane_t frustum[4];
+mplane_t frustum[5];
matrix4x4_t r_identitymatrix;
-int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
+int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights, c_meshs, c_meshelements, c_rt_lights, c_rt_clears, c_rt_scissored, c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris, c_rtcached_shadowmeshes, c_rtcached_shadowtris, c_bloom, c_bloomcopies, c_bloomcopypixels, c_bloomdraws, c_bloomdrawpixels;
// true during envmap command capture
qboolean envmap;
+// maximum visible distance (recalculated from world box each frame)
float r_farclip;
+// brightness of world lightmaps and related lighting
+// (often reduced when world rtlights are enabled)
+float r_lightmapintensity;
+// whether to draw world lights realtime, dlights realtime, and their shadows
+qboolean r_rtworld;
+qboolean r_rtworldshadows;
+qboolean r_rtdlight;
+qboolean r_rtdlightshadows;
+
+
+// forces all rendering to draw triangle outlines
+int r_showtrispass;
// view origin
vec3_t r_vieworigin;
vec3_t r_viewleft;
vec3_t r_viewright;
vec3_t r_viewup;
+int r_view_x;
+int r_view_y;
+int r_view_z;
+int r_view_width;
+int r_view_height;
+int r_view_depth;
+float r_view_fov_x;
+float r_view_fov_y;
+matrix4x4_t r_view_matrix;
//
// screen size info
// 8.8 fraction of base light value
unsigned short d_lightstylevalue[256];
+cvar_t r_showtris = {0, "r_showtris", "0"};
cvar_t r_drawentities = {0, "r_drawentities","1"};
cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
-cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
cvar_t r_speeds = {0, "r_speeds","0"};
cvar_t r_fullbright = {0, "r_fullbright","0"};
cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
-cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"};
cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"};
cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"};
+cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0"};
+cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "2"};
+cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"};
+cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"};
+cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"};
+
+cvar_t developer_texturelogging = {0, "developer_texturelogging", "0"};
+
+cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
+
+rtexturepool_t *r_main_texturepool;
+rtexture_t *r_bloom_texture_screen;
+rtexture_t *r_bloom_texture_bloom;
+rtexture_t *r_texture_blanknormalmap;
+rtexture_t *r_texture_white;
+rtexture_t *r_texture_black;
+rtexture_t *r_texture_notexture;
+rtexture_t *r_texture_whitecube;
+rtexture_t *r_texture_normalizationcube;
+rtexture_t *r_texture_detailtextures[NUM_DETAILTEXTURES];
+rtexture_t *r_texture_distorttexture[64];
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
{
}
}
-/*
-====================
-R_TimeRefresh_f
-
-For program optimization
-====================
-*/
-qboolean intimerefresh = 0;
-static void R_TimeRefresh_f (void)
-{
- int i;
- float timestart, timedelta, oldangles[3];
-
- intimerefresh = 1;
- VectorCopy(cl.viewangles, oldangles);
- VectorClear(cl.viewangles);
-
- timestart = Sys_DoubleTime();
- for (i = 0;i < 128;i++)
- {
- Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
- CL_UpdateScreen();
- }
- timedelta = Sys_DoubleTime() - timestart;
-
- VectorCopy(oldangles, cl.viewangles);
- intimerefresh = 0;
- Con_Printf ("%f seconds (%f fps)\n", timedelta, 128/timedelta);
-}
-
vec3_t fogcolor;
vec_t fogdensity;
float fog_density, fog_red, fog_green, fog_blue;
qboolean fogenabled;
qboolean oldgl_fogenable;
-void R_SetupFog(void)
+void R_UpdateFog(void)
{
if (gamemode == GAME_NEHAHRA)
{
}
}
+static void R_BuildDetailTextures (void)
+{
+ int i, x, y, light;
+ float vc[3], vx[3], vy[3], vn[3], lightdir[3];
+#define DETAILRESOLUTION 256
+ qbyte (*data)[DETAILRESOLUTION][4];
+ qbyte (*noise)[DETAILRESOLUTION];
+
+ // Allocate the buffers dynamically to avoid having such big guys on the stack
+ data = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*data));
+ noise = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*noise));
+
+ lightdir[0] = 0.5;
+ lightdir[1] = 1;
+ lightdir[2] = -0.25;
+ VectorNormalize(lightdir);
+ for (i = 0;i < NUM_DETAILTEXTURES;i++)
+ {
+ fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
+ for (y = 0;y < DETAILRESOLUTION;y++)
+ {
+ for (x = 0;x < DETAILRESOLUTION;x++)
+ {
+ vc[0] = x;
+ vc[1] = y;
+ vc[2] = noise[y][x] * (1.0f / 32.0f);
+ vx[0] = x + 1;
+ vx[1] = y;
+ vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
+ vy[0] = x;
+ vy[1] = y + 1;
+ vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
+ VectorSubtract(vx, vc, vx);
+ VectorSubtract(vy, vc, vy);
+ CrossProduct(vx, vy, vn);
+ VectorNormalize(vn);
+ light = 128 - DotProduct(vn, lightdir) * 128;
+ light = bound(0, light, 255);
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
+ data[y][x][3] = 255;
+ }
+ }
+ r_texture_detailtextures[i] = R_LoadTexture2D(r_main_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
+ }
+
+ Mem_Free(noise);
+ Mem_Free(data);
+}
+
+static qbyte R_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
+{
+ int m = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
+ ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
+ ((y2 - y0) * morph) +
+ (y1));
+ return (qbyte)bound(0, m, 255);
+}
+
+static void R_BuildDistortTexture (void)
+{
+ int x, y, i, j;
+#define DISTORTRESOLUTION 32
+ qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
+
+ for (i=0; i<4; i++)
+ {
+ for (y=0; y<DISTORTRESOLUTION; y++)
+ {
+ for (x=0; x<DISTORTRESOLUTION; x++)
+ {
+ data[i][y][x][0] = rand () & 255;
+ data[i][y][x][1] = rand () & 255;
+ }
+ }
+ }
+
+ for (i=0; i<4; i++)
+ {
+ for (j=0; j<16; j++)
+ {
+ r_texture_distorttexture[i*16+j] = NULL;
+ if (gl_textureshader)
+ {
+ for (y=0; y<DISTORTRESOLUTION; y++)
+ {
+ for (x=0; x<DISTORTRESOLUTION; x++)
+ {
+ data[4][y][x][0] = R_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
+ data[4][y][x][1] = R_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
+ }
+ }
+ r_texture_distorttexture[i*16+j] = R_LoadTexture2D(r_main_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
+ }
+ }
+ }
+}
+
+static void R_BuildBlankTextures(void)
+{
+ qbyte data[4];
+ data[0] = 128; // normal X
+ data[1] = 128; // normal Y
+ data[2] = 255; // normal Z
+ data[3] = 128; // height
+ r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ data[0] = 255;
+ data[1] = 255;
+ data[2] = 255;
+ data[3] = 255;
+ r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ data[0] = 0;
+ data[1] = 0;
+ data[2] = 0;
+ data[3] = 255;
+ r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+}
+
+static void R_BuildNoTexture(void)
+{
+ int x, y;
+ qbyte pix[16][16][4];
+ // this makes a light grey/dark grey checkerboard texture
+ for (y = 0;y < 16;y++)
+ {
+ for (x = 0;x < 16;x++)
+ {
+ if ((y < 8) ^ (x < 8))
+ {
+ pix[y][x][0] = 128;
+ pix[y][x][1] = 128;
+ pix[y][x][2] = 128;
+ pix[y][x][3] = 255;
+ }
+ else
+ {
+ pix[y][x][0] = 64;
+ pix[y][x][1] = 64;
+ pix[y][x][2] = 64;
+ pix[y][x][3] = 255;
+ }
+ }
+ }
+ r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
+}
+
+static void R_BuildWhiteCube(void)
+{
+ qbyte data[6*1*1*4];
+ data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
+ data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
+ data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
+ data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
+ data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
+ data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
+ r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+}
+
+static void R_BuildNormalizationCube(void)
+{
+ int x, y, side;
+ vec3_t v;
+ vec_t s, t, intensity;
+#define NORMSIZE 64
+ qbyte data[6][NORMSIZE][NORMSIZE][4];
+ for (side = 0;side < 6;side++)
+ {
+ for (y = 0;y < NORMSIZE;y++)
+ {
+ for (x = 0;x < NORMSIZE;x++)
+ {
+ s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+ t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+ switch(side)
+ {
+ case 0:
+ v[0] = 1;
+ v[1] = -t;
+ v[2] = -s;
+ break;
+ case 1:
+ v[0] = -1;
+ v[1] = -t;
+ v[2] = s;
+ break;
+ case 2:
+ v[0] = s;
+ v[1] = 1;
+ v[2] = t;
+ break;
+ case 3:
+ v[0] = s;
+ v[1] = -1;
+ v[2] = -t;
+ break;
+ case 4:
+ v[0] = s;
+ v[1] = -t;
+ v[2] = 1;
+ break;
+ case 5:
+ v[0] = -s;
+ v[1] = -t;
+ v[2] = -1;
+ break;
+ }
+ intensity = 127.0f / sqrt(DotProduct(v, v));
+ data[side][y][x][0] = 128.0f + intensity * v[0];
+ data[side][y][x][1] = 128.0f + intensity * v[1];
+ data[side][y][x][2] = 128.0f + intensity * v[2];
+ data[side][y][x][3] = 255;
+ }
+ }
+ }
+ r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+}
+
void gl_main_start(void)
{
+ r_main_texturepool = R_AllocTexturePool();
+ r_bloom_texture_screen = NULL;
+ r_bloom_texture_bloom = NULL;
+ R_BuildBlankTextures();
+ R_BuildNoTexture();
+ R_BuildDetailTextures();
+ R_BuildDistortTexture();
+ if (gl_texturecubemap)
+ {
+ R_BuildWhiteCube();
+ R_BuildNormalizationCube();
+ }
}
void gl_main_shutdown(void)
{
+ R_FreeTexturePool(&r_main_texturepool);
+ r_bloom_texture_screen = NULL;
+ r_bloom_texture_bloom = NULL;
+ r_texture_blanknormalmap = NULL;
+ r_texture_white = NULL;
+ r_texture_black = NULL;
+ r_texture_whitecube = NULL;
+ r_texture_normalizationcube = NULL;
}
extern void CL_ParseEntityLump(char *entitystring);
void gl_main_newmap(void)
{
+ // FIXME: move this code to client
int l;
char *entities, entname[MAX_QPATH];
r_framecount = 1;
if (cl.worldmodel)
{
- strcpy(entname, cl.worldmodel->name);
- l = strlen(entname) - 4;
+ strlcpy(entname, cl.worldmodel->name, sizeof(entname));
+ l = (int)strlen(entname) - 4;
if (l >= 0 && !strcmp(entname + l, ".bsp"))
{
strcpy(entname + l, ".ent");
- if ((entities = FS_LoadFile(entname, true)))
+ if ((entities = FS_LoadFile(entname, tempmempool, true)))
{
CL_ParseEntityLump(entities);
Mem_Free(entities);
Matrix4x4_CreateIdentity(&r_identitymatrix);
// FIXME: move this to client?
FOG_registercvars();
- Cmd_AddCommand("timerefresh", R_TimeRefresh_f);
+ Cvar_RegisterVariable(&r_showtris);
Cvar_RegisterVariable(&r_drawentities);
Cvar_RegisterVariable(&r_drawviewmodel);
- Cvar_RegisterVariable(&r_shadow_staticworldlights);
Cvar_RegisterVariable(&r_speeds);
Cvar_RegisterVariable(&r_fullbrights);
Cvar_RegisterVariable(&r_wateralpha);
Cvar_RegisterVariable(&r_dynamic);
Cvar_RegisterVariable(&r_fullbright);
Cvar_RegisterVariable(&r_textureunits);
- Cvar_RegisterVariable(&r_shadow_cull);
Cvar_RegisterVariable(&r_lerpsprites);
Cvar_RegisterVariable(&r_lerpmodels);
Cvar_RegisterVariable(&r_waterscroll);
Cvar_RegisterVariable(&r_watershader);
Cvar_RegisterVariable(&r_drawcollisionbrushes);
- if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ)
+ Cvar_RegisterVariable(&r_bloom);
+ Cvar_RegisterVariable(&r_bloom_intensity);
+ Cvar_RegisterVariable(&r_bloom_blur);
+ Cvar_RegisterVariable(&r_bloom_resolution);
+ Cvar_RegisterVariable(&r_bloom_power);
+ Cvar_RegisterVariable(&developer_texturelogging);
+ Cvar_RegisterVariable(&gl_lightmaps);
+ if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
}
-vec3_t r_farclip_origin;
-vec3_t r_farclip_direction;
-vec_t r_farclip_directiondist;
-vec_t r_farclip_meshfarclip;
-int r_farclip_directionbit0;
-int r_farclip_directionbit1;
-int r_farclip_directionbit2;
-
-// start a farclip measuring session
-void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip)
-{
- VectorCopy(origin, r_farclip_origin);
- VectorCopy(direction, r_farclip_direction);
- r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
- r_farclip_directionbit0 = r_farclip_direction[0] < 0;
- r_farclip_directionbit1 = r_farclip_direction[1] < 0;
- r_farclip_directionbit2 = r_farclip_direction[2] < 0;
- r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
-}
+static vec3_t r_farclip_origin;
+static vec3_t r_farclip_direction;
+static vec_t r_farclip_directiondist;
+static vec_t r_farclip_meshfarclip;
+static int r_farclip_directionbit0;
+static int r_farclip_directionbit1;
+static int r_farclip_directionbit2;
// enlarge farclip to accomodate box
-void R_FarClip_Box(vec3_t mins, vec3_t maxs)
+static void R_FarClip_Box(vec3_t mins, vec3_t maxs)
{
float d;
d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
}
// return farclip value
-float R_FarClip_Finish(void)
+static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip)
{
+ int i;
+
+ VectorCopy(origin, r_farclip_origin);
+ VectorCopy(direction, r_farclip_direction);
+ r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
+ r_farclip_directionbit0 = r_farclip_direction[0] < 0;
+ r_farclip_directionbit1 = r_farclip_direction[1] < 0;
+ r_farclip_directionbit2 = r_farclip_direction[2] < 0;
+ r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
+
+ if (r_refdef.worldmodel)
+ R_FarClip_Box(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
+ for (i = 0;i < r_refdef.numentities;i++)
+ R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs);
+
return r_farclip_meshfarclip - r_farclip_directiondist;
}
extern void R_Textures_Init(void);
-extern void Mod_RenderInit(void);
extern void GL_Draw_Init(void);
extern void GL_Main_Init(void);
extern void R_Shadow_Init(void);
-extern void GL_Models_Init(void);
extern void R_Sky_Init(void);
extern void GL_Surf_Init(void);
extern void R_Crosshairs_Init(void);
extern void R_Light_Init(void);
extern void R_Particles_Init(void);
extern void R_Explosion_Init(void);
-extern void ui_init(void);
extern void gl_backend_init(void);
extern void Sbar_Init(void);
extern void R_LightningBeams_Init(void);
+extern void Mod_RenderInit(void);
void Render_Init(void)
{
- R_Textures_Init();
- Mod_RenderInit();
gl_backend_init();
+ R_Textures_Init();
R_MeshQueue_Init();
- GL_Draw_Init();
GL_Main_Init();
+ GL_Draw_Init();
R_Shadow_Init();
- GL_Models_Init();
R_Sky_Init();
GL_Surf_Init();
R_Crosshairs_Init();
R_Light_Init();
R_Particles_Init();
R_Explosion_Init();
- //ui_init();
UI_Init();
Sbar_Init();
R_LightningBeams_Init();
+ Mod_RenderInit();
}
/*
VID_CheckExtensions();
// LordHavoc: report supported extensions
- Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
+ Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions );
+
+ // clear to black (loading plaque will be seen over this)
+ qglClearColor(0,0,0,1);
+ qglClear(GL_COLOR_BUFFER_BIT);
}
int R_CullBox(const vec3_t mins, const vec3_t maxs)
return false;
}
-#define VIS_CullBox(mins,maxs) (R_CullBox((mins), (maxs)) || (cl.worldmodel && cl.worldmodel->brush.BoxTouchingPVS && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, r_pvsbits, (mins), (maxs))))
-
//==================================================================================
static void R_MarkEntities (void)
{
- int i;
+ int i, renderimask;
entity_render_t *ent;
- ent = &cl_entities[0].render;
- Matrix4x4_CreateIdentity(&ent->matrix);
- Matrix4x4_CreateIdentity(&ent->inversematrix);
-
- if (cl.worldmodel)
- R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
-
if (!r_drawentities.integer)
return;
- for (i = 0;i < r_refdef.numentities;i++)
+ r_refdef.worldentity->visframe = r_framecount;
+ renderimask = envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
+ if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
{
- ent = r_refdef.entities[i];
- Mod_CheckLoaded(ent->model);
- // some of the renderer still relies on origin...
- Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
- // some of the renderer still relies on scale...
- ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
- R_LerpAnimation(ent);
- R_UpdateEntLights(ent);
- if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL))
- && !VIS_CullBox(ent->mins, ent->maxs)
- && (!envmap || !(ent->flags & (RENDER_VIEWMODEL | RENDER_EXTERIORMODEL))))
+ // worldmodel can check visibility
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ ent = r_refdef.entities[i];
+ Mod_CheckLoaded(ent->model);
+ // some of the renderer still relies on origin...
+ Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
+ // some of the renderer still relies on scale...
+ ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
+ if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_worldleafvisible, ent->mins, ent->maxs)))
+ {
+ R_UpdateEntLights(ent);
+ ent->visframe = r_framecount;
+ }
+ }
+ }
+ else
+ {
+ // no worldmodel or it can't check visibility
+ for (i = 0;i < r_refdef.numentities;i++)
{
- ent->visframe = r_framecount;
- R_FarClip_Box(ent->mins, ent->maxs);
+ ent = r_refdef.entities[i];
+ Mod_CheckLoaded(ent->model);
+ // some of the renderer still relies on origin...
+ Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
+ // some of the renderer still relies on scale...
+ ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
+ if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST))
+ {
+ R_UpdateEntLights(ent);
+ ent->visframe = r_framecount;
+ }
}
}
}
return sky;
}
-/*
-=============
-R_DrawViewModel
-=============
-*/
-/*
-void R_DrawViewModel (void)
-{
- entity_render_t *ent;
-
- // FIXME: move these checks to client
- if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
- return;
-
- ent = &cl.viewent.render;
- Mod_CheckLoaded(ent->model);
- R_LerpAnimation(ent);
- Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], -ent->angles[0], ent->angles[1], ent->angles[2], ent->scale);
- Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
- R_UpdateEntLights(ent);
- ent->model->Draw(ent);
-}
-*/
-
void R_DrawNoModel(entity_render_t *ent);
void R_DrawModels(void)
{
}
}
-#include "r_shadow.h"
-
-int shadowframecount = 0;
-
-void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t lightmins, vec3_t lightmaxs, vec3_t clipmins, vec3_t clipmaxs, int lightmarked)
-{
- vec3_t relativelightorigin;
- // rough checks
- if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawShadowVolume && !(r_shadow_cull.integer && (ent->maxs[0] < lightmins[0] || ent->mins[0] > lightmaxs[0] || ent->maxs[1] < lightmins[1] || ent->mins[1] > lightmaxs[1] || ent->maxs[2] < lightmins[2] || ent->mins[2] > lightmaxs[2])))
- {
- Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
- ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
- }
-}
-
-void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light);
-
-void R_ShadowVolumeLighting(int visiblevolumes)
+static void R_SetFrustum(void)
{
- int i;
- entity_render_t *ent;
- int lnum;
- float f, lightradius, cullradius;
- vec3_t relativelightorigin, relativeeyeorigin, lightcolor, clipmins, clipmaxs;
- worldlight_t *wl;
- rdlight_t *rd;
- rmeshstate_t m;
- matrix4x4_t matrix;
- matrix4x4_t matrix_worldtofilter, matrix_worldtoattenuationxyz, matrix_worldtoattenuationz;
- matrix4x4_t matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
-
- if (visiblevolumes)
- {
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
-
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
- qglDisable(GL_CULL_FACE);
- GL_Color(0.0, 0.0125, 0.1, 1);
- }
- else
- R_Shadow_Stage_Begin();
- shadowframecount++;
- if (r_shadow_realtime_world.integer)
- {
- R_Shadow_LoadWorldLightsIfNeeded();
- for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
- {
- if (d_lightstylevalue[wl->style] <= 0)
- continue;
- if (VIS_CullBox(wl->mins, wl->maxs))
- continue;
- if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
- continue;
- if (R_Shadow_ScissorForBBox(wl->mins, wl->maxs))
- continue;
-
- cullradius = wl->cullradius;
- lightradius = wl->lightradius;
- VectorCopy(wl->mins, clipmins);
- VectorCopy(wl->maxs, clipmaxs);
-
- f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
- VectorScale(wl->light, f, lightcolor);
- if (wl->selected)
- {
- f = 2 + sin(realtime * M_PI * 4.0);
- VectorScale(lightcolor, f, lightcolor);
- }
-
- if (r_shadow_worldshadows.integer && wl->castshadows && (gl_stencil || visiblevolumes))
- {
- if (!visiblevolumes)
- R_Shadow_Stage_ShadowVolumes();
- ent = &cl_entities[0].render;
- if (r_shadow_staticworldlights.integer)
- R_Shadow_DrawStaticWorldLight_Shadow(wl, &ent->matrix);
- else
- R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs, true);
- if (r_drawentities.integer)
- for (i = 0;i < r_refdef.numentities;i++)
- R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs, true);
- }
-
- if (!visiblevolumes)
- {
- if (r_shadow_worldshadows.integer && wl->castshadows && gl_stencil)
- R_Shadow_Stage_LightWithShadows();
- else
- R_Shadow_Stage_LightWithoutShadows();
-
- // calculate world to filter matrix
- Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0], wl->angles[1], wl->angles[2], lightradius);
- Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
- // calculate world to attenuationxyz/xy matrix
- Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
- Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
- // calculate world to attenuationz matrix
- matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
- matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0 ;matrix.m[1][3] = 0.5;
- matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0 ;matrix.m[2][3] = 0.5;
- matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0 ;matrix.m[3][3] = 1;
- Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
-
- ent = &cl_entities[0].render;
- if (ent->model && ent->model->DrawLight)
- {
- Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
- if (r_shadow_staticworldlights.integer)
- R_Shadow_DrawStaticWorldLight_Light(wl, &ent->matrix, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
- else
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
- }
- if (r_drawentities.integer)
- {
- for (i = 0;i < r_refdef.numentities;i++)
- {
- ent = r_refdef.entities[i];
- if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
- && BoxesOverlap(ent->mins, ent->maxs, clipmins, clipmaxs)
- && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
- {
- Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
- }
- }
- }
- }
- }
- }
- if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
- {
- for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
- {
- lightradius = rd->cullradius;
- clipmins[0] = rd->origin[0] - lightradius;
- clipmins[1] = rd->origin[1] - lightradius;
- clipmins[2] = rd->origin[2] - lightradius;
- clipmaxs[0] = rd->origin[0] + lightradius;
- clipmaxs[1] = rd->origin[1] + lightradius;
- clipmaxs[2] = rd->origin[2] + lightradius;
- if (VIS_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs))
- continue;
-
- cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
- VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
-
- if (r_shadow_dlightshadows.integer && (gl_stencil || visiblevolumes))
- {
- if (!visiblevolumes)
- R_Shadow_Stage_ShadowVolumes();
- ent = &cl_entities[0].render;
- R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs, false);
- if (r_drawentities.integer)
- {
- for (i = 0;i < r_refdef.numentities;i++)
- {
- ent = r_refdef.entities[i];
- if (ent != rd->ent)
- R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs, false);
- }
- }
- }
-
- if (!visiblevolumes)
- {
- if (r_shadow_dlightshadows.integer && gl_stencil)
- R_Shadow_Stage_LightWithShadows();
- else
- R_Shadow_Stage_LightWithoutShadows();
-
- // calculate world to filter matrix
- Matrix4x4_CreateFromQuakeEntity(&matrix, rd->origin[0], rd->origin[1], rd->origin[2], 0, 0, 0, lightradius);
- Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
- // calculate world to attenuationxyz/xy matrix
- Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
- Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
- // calculate world to attenuationz matrix
- matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
- matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0 ;matrix.m[1][3] = 0.5;
- matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0 ;matrix.m[2][3] = 0.5;
- matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0 ;matrix.m[3][3] = 1;
- Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
-
- ent = &cl_entities[0].render;
- if (ent->model && ent->model->DrawLight)
- {
- Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
- }
- if (r_drawentities.integer)
- {
- for (i = 0;i < r_refdef.numentities;i++)
- {
- ent = r_refdef.entities[i];
- if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
- && BoxesOverlap(ent->mins, ent->maxs, clipmins, clipmaxs)
- && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
- {
- Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
- }
- }
- }
- }
- }
- }
-
- if (visiblevolumes)
- {
- qglEnable(GL_CULL_FACE);
- qglDisable(GL_SCISSOR_TEST);
- }
- else
- R_Shadow_Stage_End();
-}
+ // break apart the view matrix into vectors for various purposes
+ Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
+ VectorNegate(r_viewleft, r_viewright);
-static void R_SetFrustum (void)
-{
// LordHavoc: note to all quake engine coders, the special case for 90
// degrees assumed a square view (wrong), so I removed it, Quake2 has it
// disabled as well.
// rotate R_VIEWFORWARD right by FOV_X/2 degrees
- RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_refdef.fov_x / 2));
+ RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2));
frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
PlaneClassify(&frustum[0]);
// rotate R_VIEWFORWARD left by FOV_X/2 degrees
- RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.fov_x / 2));
+ RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_view_fov_x / 2));
frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
PlaneClassify(&frustum[1]);
// rotate R_VIEWFORWARD up by FOV_X/2 degrees
- RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.fov_y / 2));
+ RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_view_fov_y / 2));
frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
PlaneClassify(&frustum[2]);
// rotate R_VIEWFORWARD down by FOV_X/2 degrees
- RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2));
+ RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2));
frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
PlaneClassify(&frustum[3]);
-}
-/*
-===============
-R_SetupFrame
-===============
-*/
-static void R_SetupFrame (void)
-{
-// don't allow cheats in multiplayer
- if (!cl.islocalgame)
- {
- if (r_fullbright.integer != 0)
- Cvar_Set ("r_fullbright", "0");
- if (r_ambient.value != 0)
- Cvar_Set ("r_ambient", "0");
- }
-
- r_framecount++;
-
- // break apart the viewentity matrix into vectors for various purposes
- Matrix4x4_ToVectors(&r_refdef.viewentitymatrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
- VectorNegate(r_viewleft, r_viewright);
-
- GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
-
- R_AnimateLight();
+ // nearclip plane
+ VectorCopy(r_viewforward, frustum[4].normal);
+ frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
+ PlaneClassify(&frustum[4]);
}
-
static void R_BlendView(void)
{
rmeshstate_t m;
- float r;
- float vertex3f[3*3];
- if (r_refdef.viewblend[3] < 0.01f)
+ if (r_refdef.viewblend[3] < 0.01f && !r_bloom.integer)
return;
- R_Mesh_Matrix(&r_identitymatrix);
-
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
-
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
GL_DepthMask(true);
- GL_DepthTest(false); // magic
- GL_VertexPointer(vertex3f);
- GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- r = 64000;
- vertex3f[0] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r - r_viewup[0] * r;
- vertex3f[1] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r - r_viewup[1] * r;
- vertex3f[2] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r - r_viewup[2] * r;
- vertex3f[3] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r + r_viewup[0] * r * 3;
- vertex3f[4] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r + r_viewup[1] * r * 3;
- vertex3f[5] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r + r_viewup[2] * r * 3;
- vertex3f[6] = r_vieworigin[0] + r_viewforward[0] * 1.5 - r_viewleft[0] * r * 3 - r_viewup[0] * r;
- vertex3f[7] = r_vieworigin[1] + r_viewforward[1] * 1.5 - r_viewleft[1] * r * 3 - r_viewup[1] * r;
- vertex3f[8] = r_vieworigin[2] + r_viewforward[2] * 1.5 - r_viewleft[2] * r * 3 - r_viewup[2] * r;
- R_Mesh_Draw(3, 1, polygonelements);
-}
-
-/*
-================
-R_RenderView
-
-r_refdef must be set before the first call
-================
-*/
-extern void R_DrawLightningBeams (void);
-void R_RenderView (void)
-{
- entity_render_t *world;
- if (!r_refdef.entities/* || !cl.worldmodel*/)
- return; //Host_Error ("R_RenderView: NULL worldmodel");
-
- if (r_shadow_realtime_world.integer)
+ GL_DepthTest(false);
+ R_Mesh_Matrix(&r_identitymatrix);
+ // vertex coordinates for a quad that covers the screen exactly
+ varray_vertex3f[0] = 0;varray_vertex3f[1] = 0;varray_vertex3f[2] = 0;
+ varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0;
+ varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0;
+ varray_vertex3f[9] = 0;varray_vertex3f[10] = 1;varray_vertex3f[11] = 0;
+ if (r_bloom.integer && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512)
{
- if (!gl_stencil)
+ int screenwidth, screenheight, bloomwidth, bloomheight, x, dobloomblend, range;
+ float xoffset, yoffset, r;
+ c_bloom++;
+ // set the (poorly named) screenwidth and screenheight variables to
+ // a power of 2 at least as large as the screen, these will define the
+ // size of the texture to allocate
+ for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
+ for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
+ // allocate textures as needed
+ if (!r_bloom_texture_screen)
+ r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ if (!r_bloom_texture_bloom)
+ r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ // set bloomwidth and bloomheight to the bloom resolution that will be
+ // used (often less than the screen resolution for faster rendering)
+ bloomwidth = min(r_view_width, r_bloom_resolution.integer);
+ bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width);
+ // set up a texcoord array for the full resolution screen image
+ // (we have to keep this around to copy back during final render)
+ varray_texcoord2f[0][0] = 0;
+ varray_texcoord2f[0][1] = (float)r_view_height / (float)screenheight;
+ varray_texcoord2f[0][2] = (float)r_view_width / (float)screenwidth;
+ varray_texcoord2f[0][3] = (float)r_view_height / (float)screenheight;
+ varray_texcoord2f[0][4] = (float)r_view_width / (float)screenwidth;
+ varray_texcoord2f[0][5] = 0;
+ varray_texcoord2f[0][6] = 0;
+ varray_texcoord2f[0][7] = 0;
+ // set up a texcoord array for the reduced resolution bloom image
+ // (which will be additive blended over the screen image)
+ varray_texcoord2f[1][0] = 0;
+ varray_texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
+ varray_texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
+ varray_texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
+ varray_texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
+ varray_texcoord2f[1][5] = 0;
+ varray_texcoord2f[1][6] = 0;
+ varray_texcoord2f[1][7] = 0;
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = varray_vertex3f;
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ m.tex[0] = R_GetTexture(r_bloom_texture_screen);
+ R_Mesh_State(&m);
+ // copy view into the full resolution screen image texture
+ GL_ActiveTexture(0);
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
+ c_bloomcopies++;
+ c_bloomcopypixels += r_view_width * r_view_height;
+ // now scale it down to the bloom size and raise to a power of itself
+ // to darken it (this leaves the really bright stuff bright, and
+ // everything else becomes very dark)
+ // TODO: optimize with multitexture or GLSL
+ qglViewport(r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_Color(1, 1, 1, 1);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
+ c_bloomdraws++;
+ c_bloomdrawpixels += bloomwidth * bloomheight;
+ // render multiple times with a multiply blendfunc to raise to a power
+ GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
+ for (x = 1;x < r_bloom_power.integer;x++)
{
- Con_Printf("Realtime world lighting requires 32bit color turning off r_shadow_realtime_world, please type vid_bitsperpixel 32;vid_restart and try again\n");
- Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
+ c_bloomdraws++;
+ c_bloomdrawpixels += bloomwidth * bloomheight;
+ }
+ // we now have a darkened bloom image in the framebuffer, copy it into
+ // the bloom image texture for more processing
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = varray_vertex3f;
+ m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
+ m.pointer_texcoord[0] = varray_texcoord2f[2];
+ R_Mesh_State(&m);
+ GL_ActiveTexture(0);
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
+ c_bloomcopies++;
+ c_bloomcopypixels += bloomwidth * bloomheight;
+ // blend on at multiple vertical offsets to achieve a vertical blur
+ // TODO: do offset blends using GLSL
+ range = r_bloom_blur.integer * bloomwidth / 320;
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ for (x = -range;x <= range;x++)
+ {
+ xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
+ yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
+ // compute a texcoord array with the specified x and y offset
+ varray_texcoord2f[2][0] = xoffset+0;
+ varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+ varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+ varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+ varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+ varray_texcoord2f[2][5] = yoffset+0;
+ varray_texcoord2f[2][6] = xoffset+0;
+ varray_texcoord2f[2][7] = yoffset+0;
+ // this r value looks like a 'dot' particle, fading sharply to
+ // black at the edges
+ // (probably not realistic but looks good enough)
+ r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
+ if (r < 0.01f)
+ continue;
+ GL_Color(r, r, r, 1);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
+ c_bloomdraws++;
+ c_bloomdrawpixels += bloomwidth * bloomheight;
+ GL_BlendFunc(GL_ONE, GL_ONE);
}
+ // copy the vertically blurred bloom view to a texture
+ GL_ActiveTexture(0);
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
+ c_bloomcopies++;
+ c_bloomcopypixels += bloomwidth * bloomheight;
+ // blend the vertically blurred image at multiple offsets horizontally
+ // to finish the blur effect
+ // TODO: do offset blends using GLSL
+ range = r_bloom_blur.integer * bloomwidth / 320;
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ for (x = -range;x <= range;x++)
+ {
+ xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
+ yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
+ // compute a texcoord array with the specified x and y offset
+ varray_texcoord2f[2][0] = xoffset+0;
+ varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+ varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+ varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+ varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+ varray_texcoord2f[2][5] = yoffset+0;
+ varray_texcoord2f[2][6] = xoffset+0;
+ varray_texcoord2f[2][7] = yoffset+0;
+ // this r value looks like a 'dot' particle, fading sharply to
+ // black at the edges
+ // (probably not realistic but looks good enough)
+ r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
+ if (r < 0.01f)
+ continue;
+ GL_Color(r, r, r, 1);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
+ c_bloomdraws++;
+ c_bloomdrawpixels += bloomwidth * bloomheight;
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ }
+ // copy the blurred bloom view to a texture
+ GL_ActiveTexture(0);
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
+ c_bloomcopies++;
+ c_bloomcopypixels += bloomwidth * bloomheight;
+ // go back to full view area
+ qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
+ // put the original screen image back in place and blend the bloom
+ // texture on it
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = varray_vertex3f;
+ m.tex[0] = R_GetTexture(r_bloom_texture_screen);
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+#if 0
+ dobloomblend = false;
+#else
+ // do both in one pass if possible
+ if (r_textureunits.integer >= 2 && gl_combine.integer)
+ {
+ dobloomblend = false;
+ m.texcombinergb[1] = GL_ADD;
+ m.tex[1] = R_GetTexture(r_bloom_texture_bloom);
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ }
+ else
+ dobloomblend = true;
+#endif
+ R_Mesh_State(&m);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_Color(1,1,1,1);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
+ c_bloomdraws++;
+ c_bloomdrawpixels += r_view_width * r_view_height;
+ // now blend on the bloom texture if multipass
+ if (dobloomblend)
+ {
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = varray_vertex3f;
+ m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
+ m.pointer_texcoord[0] = varray_texcoord2f[1];
+ R_Mesh_State(&m);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_Color(1,1,1,1);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
+ c_bloomdraws++;
+ c_bloomdrawpixels += r_view_width * r_view_height;
+ }
+ }
+ if (r_refdef.viewblend[3] >= 0.01f)
+ {
+ // apply a color tint to the whole view
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = varray_vertex3f;
+ R_Mesh_State(&m);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
}
+}
- world = &cl_entities[0].render;
+void R_RenderScene(void);
+
+matrix4x4_t r_waterscrollmatrix;
+
+/*
+================
+R_RenderView
+================
+*/
+void R_RenderView(void)
+{
+ if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
+ return; //Host_Error ("R_RenderView: NULL worldmodel");
- // FIXME: move to client
- R_MoveExplosions();
- R_TimeReport("mexplosion");
+ r_view_width = bound(0, r_refdef.width, vid.width);
+ r_view_height = bound(0, r_refdef.height, vid.height);
+ r_view_depth = 1;
+ r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width);
+ r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height);
+ r_view_z = 0;
+ r_view_fov_x = bound(1, r_refdef.fov_x, 170);
+ r_view_fov_y = bound(1, r_refdef.fov_y, 170);
+ r_view_matrix = r_refdef.viewentitymatrix;
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+ r_rtworld = r_shadow_realtime_world.integer;
+ r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
+ r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
+ r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
+ r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+
+ // GL is weird because it's bottom to top, r_view_y is top to bottom
+ qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
+ GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+ GL_ScissorTest(true);
+ GL_DepthMask(true);
+ R_ClearScreen();
+ R_Textures_Frame();
+ R_UpdateFog();
+ R_UpdateLights();
+ R_TimeReport("setup");
+ qglDepthFunc(GL_LEQUAL);
qglPolygonOffset(0, 0);
qglEnable(GL_POLYGON_OFFSET_FILL);
- R_Textures_Frame();
- R_SetupFrame();
+ R_RenderScene();
+
+ qglPolygonOffset(0, 0);
+ qglDisable(GL_POLYGON_OFFSET_FILL);
+
+ R_BlendView();
+ R_TimeReport("blendview");
+
+ GL_Scissor(0, 0, vid.width, vid.height);
+ GL_ScissorTest(false);
+}
+
+extern void R_DrawLightningBeams (void);
+void R_RenderScene(void)
+{
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
+
+ r_framecount++;
+
+ R_MeshQueue_BeginScene();
+
+ GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+
R_SetFrustum();
- R_SetupFog();
- R_SkyStartFrame();
- R_BuildLightList();
- R_TimeReport("setup");
- if (cl.worldmodel && cl.worldmodel->brush.FatPVS)
- cl.worldmodel->brush.FatPVS(cl.worldmodel, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
+ r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
+ if (r_rtworldshadows || r_rtdlightshadows)
+ GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f);
+ else
+ GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip);
+
+ GL_SetupView_Orientation_FromEntity(&r_view_matrix);
+
+ Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
- R_WorldVisibility(world);
+ R_SkyStartFrame();
+
+ R_WorldVisibility();
R_TimeReport("worldvis");
- R_FarClip_Start(r_vieworigin, r_viewforward, 768.0f);
R_MarkEntities();
- r_farclip = R_FarClip_Finish() + 256.0f;
- if (gl_stencil && ((r_shadow_realtime_world.integer && r_shadow_worldshadows.integer) || ((r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && r_shadow_dlightshadows.integer)))
- GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f);
- else
- GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
- GL_SetupView_Orientation_FromEntity(&r_refdef.viewentitymatrix);
R_TimeReport("markentity");
- qglDepthFunc(GL_LEQUAL);
+ R_Shadow_UpdateWorldLightSelection();
- R_Mesh_Start();
- R_MeshQueue_BeginScene();
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
- R_Shadow_UpdateWorldLightSelection();
+ GL_ShowTrisColor(0.025, 0.025, 0, 1);
+ if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
+ {
+ r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
+ R_TimeReport("worldsky");
+ }
if (R_DrawBrushModelsSky())
R_TimeReport("bmodelsky");
- // must occur early because it can draw sky
- R_DrawWorld(world);
- R_TimeReport("world");
+ GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+ if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
+ {
+ r_refdef.worldmodel->Draw(r_refdef.worldentity);
+ R_TimeReport("world");
+ }
// don't let sound skip if going slow
- if (!intimerefresh && !r_speeds.integer)
+ if (r_refdef.extraupdate)
S_ExtraUpdate ();
+ GL_ShowTrisColor(0, 0.015, 0, 1);
+
R_DrawModels();
R_TimeReport("models");
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
+
+ GL_ShowTrisColor(0, 0, 0.033, 1);
R_ShadowVolumeLighting(false);
R_TimeReport("rtlights");
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
+
+ GL_ShowTrisColor(0.1, 0, 0, 1);
+
R_DrawLightningBeams();
R_TimeReport("lightning");
R_DrawWorldCrosshair();
R_TimeReport("crosshair");
- R_BlendView();
- R_TimeReport("blendview");
-
R_MeshQueue_Render();
R_MeshQueue_EndScene();
- if (r_shadow_visiblevolumes.integer)
+ if ((r_shadow_visiblelighting.integer || r_shadow_visiblevolumes.integer) && !r_showtrispass)
{
R_ShadowVolumeLighting(true);
- R_TimeReport("shadowvolume");
+ R_TimeReport("visiblevolume");
}
- R_Mesh_Finish();
- R_TimeReport("meshfinish");
+ GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
- qglPolygonOffset(0, 0);
- qglDisable(GL_POLYGON_OFFSET_FILL);
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
}
/*
GL_DepthTest(true);
R_Mesh_Matrix(&r_identitymatrix);
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
-
- R_Mesh_GetSpace(8);
vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
- GL_ColorPointer(color);
R_FillColors(color, 8, cr, cg, cb, ca);
if (fogenabled)
{
c[2] = c[2] * f1 + fogcolor[2] * f2;
}
}
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.pointer_color = color;
+ R_Mesh_State(&m);
R_Mesh_Draw(8, 12);
}
*/
R_Mesh_Matrix(&ent->matrix);
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ m.pointer_vertex = nomodelvertex3f;
if (ent->flags & EF_ADDITIVE)
{
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
}
- GL_DepthTest(true);
- GL_VertexPointer(nomodelvertex3f);
+ GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
if (fogenabled)
{
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
- GL_ColorPointer(color4f);
+ m.pointer_color = color4f;
VectorSubtract(ent->origin, r_vieworigin, diff);
f2 = exp(fogdensity/DotProduct(diff, diff));
f1 = 1 - f2;
else if (ent->alpha != 1)
{
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
- GL_ColorPointer(color4f);
+ m.pointer_color = color4f;
for (i = 0, c = color4f;i < 6;i++, c += 4)
c[3] *= ent->alpha;
}
else
- GL_ColorPointer(nomodelcolor4f);
- R_Mesh_Draw(6, 8, nomodelelements);
+ m.pointer_color = nomodelcolor4f;
+ R_Mesh_State(&m);
+ R_Mesh_Draw(0, 6, 8, nomodelelements);
}
void R_DrawNoModel(entity_render_t *ent)
{
//if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
- R_MeshQueue_AddTransparent(ent->origin, R_DrawNoModelCallback, ent, 0);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModelCallback, ent, 0);
//else
// R_DrawNoModelCallback(ent, 0);
}
vec3_t right1, right2, diff, normal;
VectorSubtract (org2, org1, normal);
- VectorNormalizeFast (normal);
// calculate 'right' vector for start
VectorSubtract (r_vieworigin, org1, diff);
- VectorNormalizeFast (diff);
CrossProduct (normal, diff, right1);
+ VectorNormalize (right1);
// calculate 'right' vector for end
VectorSubtract (r_vieworigin, org2, diff);
- VectorNormalizeFast (diff);
CrossProduct (normal, diff, right2);
+ VectorNormalize (right2);
vert[ 0] = org1[0] + width * right1[0];
vert[ 1] = org1[1] + width * right1[1];
}
R_Mesh_Matrix(&r_identitymatrix);
- GL_Color(cr, cg, cb, ca);
- GL_VertexPointer(varray_vertex3f);
GL_BlendFunc(blendfunc1, blendfunc2);
GL_DepthMask(false);
GL_DepthTest(!depthdisable);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture);
- m.pointer_texcoord[0] = spritetexcoord2f;
- R_Mesh_State_Texture(&m);
-
varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
- R_Mesh_Draw(4, 2, polygonelements);
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture);
+ m.pointer_texcoord[0] = spritetexcoord2f;
+ m.pointer_vertex = varray_vertex3f;
+ R_Mesh_State(&m);
+ GL_Color(cr, cg, cb, ca);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
+}
+
+int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v)
+{
+ int i;
+ float *vertex3f;
+ for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
+ if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
+ break;
+ if (i == mesh->numvertices)
+ {
+ if (mesh->numvertices < mesh->maxvertices)
+ {
+ VectorCopy(v, vertex3f);
+ mesh->numvertices++;
+ }
+ return mesh->numvertices;
+ }
+ else
+ return i;
+}
+
+void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
+{
+ int i;
+ int *e, element[3];
+ element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
+ element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
+ e = mesh->element3i + mesh->numtriangles * 3;
+ for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
+ {
+ element[2] = R_Mesh_AddVertex3f(mesh, vertex3f);
+ if (mesh->numtriangles < mesh->maxtriangles)
+ {
+ *e++ = element[0];
+ *e++ = element[1];
+ *e++ = element[2];
+ mesh->numtriangles++;
+ }
+ element[1] = element[2];
+ }
+}
+
+void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
+{
+ int planenum, planenum2;
+ int w;
+ int tempnumpoints;
+ mplane_t *plane, *plane2;
+ float temppoints[2][256*3];
+ for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
+ {
+ w = 0;
+ tempnumpoints = 4;
+ PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0);
+ for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
+ {
+ if (planenum2 == planenum)
+ continue;
+ PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints);
+ w = !w;
+ }
+ if (tempnumpoints < 3)
+ continue;
+ // generate elements forming a triangle fan for this polygon
+ R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]);
+ }
+}
+
+void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
+{
+ texture_t *texture = t;
+ model_t *model = ent->model;
+ int s = ent->skinnum;
+ if ((unsigned int)s >= (unsigned int)model->numskins)
+ s = 0;
+ if (s >= 1)
+ c_models++;
+ if (model->skinscenes)
+ {
+ if (model->skinscenes[s].framecount > 1)
+ s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
+ else
+ s = model->skinscenes[s].firstframe;
+ }
+ if (s > 0)
+ t = t + s * model->num_surfaces;
+ if (t->animated)
+ t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
+ texture->currentframe = t;
+ t->currentmaterialflags = t->basematerialflags;
+ t->currentalpha = ent->alpha;
+ if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
+ t->currentalpha *= r_wateralpha.value;
+ if (!(ent->flags & RENDER_LIGHT))
+ t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
+ if (ent->effects & EF_ADDITIVE)
+ t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
+ else if (t->currentalpha < 1)
+ t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
+ if (ent->effects & EF_NODEPTHTEST)
+ t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST;
+}
+
+void R_UpdateAllTextureInfo(entity_render_t *ent)
+{
+ int i;
+ if (ent->model)
+ for (i = 0;i < ent->model->num_textures;i++)
+ R_UpdateTextureInfo(ent, ent->model->data_textures + i);
+}
+
+float *rsurface_vertex3f;
+float *rsurface_svector3f;
+float *rsurface_tvector3f;
+float *rsurface_normal3f;
+float *rsurface_lightmapcolor4f;
+
+void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg)
+{
+ int i, j;
+ float center[3], forward[3], right[3], up[3], v[4][3];
+ matrix4x4_t matrix1, imatrix1;
+ if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights))
+ {
+ rsurface_vertex3f = varray_vertex3f;
+ rsurface_svector3f = NULL;
+ rsurface_tvector3f = NULL;
+ rsurface_normal3f = NULL;
+ Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f);
+ }
+ else
+ {
+ rsurface_vertex3f = surface->groupmesh->data_vertex3f;
+ rsurface_svector3f = surface->groupmesh->data_svector3f;
+ rsurface_tvector3f = surface->groupmesh->data_tvector3f;
+ rsurface_normal3f = surface->groupmesh->data_normal3f;
+ }
+ if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+ {
+ if (!rsurface_svector3f)
+ {
+ rsurface_svector3f = varray_svector3f;
+ rsurface_tvector3f = varray_tvector3f;
+ rsurface_normal3f = varray_normal3f;
+ Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f);
+ }
+ // a single autosprite surface can contain multiple sprites...
+ VectorClear(forward);
+ VectorClear(right);
+ VectorSet(up, 0, 0, 1);
+ for (j = 0;j < surface->num_vertices - 3;j += 4)
+ {
+ VectorClear(center);
+ for (i = 0;i < 4;i++)
+ VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+ VectorScale(center, 0.25f, center);
+ // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
+ Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
+ Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
+ for (i = 0;i < 4;i++)
+ Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+ forward[0] = modelorg[0] - center[0];
+ forward[1] = modelorg[1] - center[1];
+ VectorNormalize(forward);
+ right[0] = forward[1];
+ right[1] = -forward[0];
+ for (i = 0;i < 4;i++)
+ VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
+ }
+ rsurface_vertex3f = varray_vertex3f;
+ rsurface_svector3f = NULL;
+ rsurface_tvector3f = NULL;
+ rsurface_normal3f = NULL;
+ }
+ else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE)
+ {
+ if (!rsurface_svector3f)
+ {
+ rsurface_svector3f = varray_svector3f;
+ rsurface_tvector3f = varray_tvector3f;
+ rsurface_normal3f = varray_normal3f;
+ Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f);
+ }
+ Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward);
+ Matrix4x4_Transform(&ent->inversematrix, r_viewright, right);
+ Matrix4x4_Transform(&ent->inversematrix, r_viewup, up);
+ // a single autosprite surface can contain multiple sprites...
+ for (j = 0;j < surface->num_vertices - 3;j += 4)
+ {
+ VectorClear(center);
+ for (i = 0;i < 4;i++)
+ VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+ VectorScale(center, 0.25f, center);
+ // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
+ Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
+ Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
+ for (i = 0;i < 4;i++)
+ Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+ for (i = 0;i < 4;i++)
+ VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
+ }
+ rsurface_vertex3f = varray_vertex3f;
+ rsurface_svector3f = NULL;
+ rsurface_tvector3f = NULL;
+ rsurface_normal3f = NULL;
+ }
+ R_Mesh_VertexPointer(rsurface_vertex3f);
+}
+
+void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, qboolean lightmodel, qboolean vertexlight, qboolean applycolor, qboolean applyfog)
+{
+ int i;
+ float f;
+ float *v, *c, *c2;
+ vec3_t diff;
+ if (lightmodel)
+ {
+ vec4_t ambientcolor4f;
+ vec3_t diffusecolor;
+ vec3_t diffusenormal;
+ if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r, g, b, a, false))
+ {
+ rsurface_lightmapcolor4f = varray_color4f;
+ if (rsurface_normal3f == NULL)
+ {
+ rsurface_normal3f = varray_normal3f;
+ Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f);
+ }
+ R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, surface->groupmesh->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, rsurface_lightmapcolor4f + 4 * surface->num_firstvertex);
+ r = 1;
+ g = 1;
+ b = 1;
+ a = 1;
+ applycolor = false;
+ }
+ else
+ {
+ r = ambientcolor4f[0];
+ g = ambientcolor4f[1];
+ b = ambientcolor4f[2];
+ a = ambientcolor4f[3];
+ rsurface_lightmapcolor4f = NULL;
+ }
+ }
+ else if (vertexlight)
+ {
+ if (surface->lightmapinfo)
+ {
+ rsurface_lightmapcolor4f = varray_color4f;
+ for (i = 0, c = rsurface_lightmapcolor4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+ {
+ const qbyte *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
+ float scale = d_lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
+ VectorScale(lm, scale, c);
+ if (surface->lightmapinfo->styles[1] != 255)
+ {
+ int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
+ lm += size3;
+ scale = d_lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->lightmapinfo->styles[2] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->lightmapinfo->styles[3] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ }
+ }
+ }
+ }
+ }
+ else
+ rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f;
+ }
+ else
+ rsurface_lightmapcolor4f = NULL;
+ if (applyfog)
+ {
+ if (rsurface_lightmapcolor4f)
+ {
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c2[0] = c[0] * f;
+ c2[1] = c[1] * f;
+ c2[2] = c[2] * f;
+ c2[3] = c[3];
+ }
+ }
+ else
+ {
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c2[0] = f;
+ c2[1] = f;
+ c2[2] = f;
+ c2[3] = 1;
+ }
+ }
+ rsurface_lightmapcolor4f = varray_color4f;
+ }
+ if (applycolor && rsurface_lightmapcolor4f)
+ {
+ for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
+ {
+ c2[0] = c[0] * r;
+ c2[1] = c[1] * g;
+ c2[2] = c[2] * b;
+ c2[3] = c[3] * a;
+ }
+ }
+ R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
+ GL_Color(r, g, b, a);
+}
+
+
+static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+{
+ int i;
+ int texturesurfaceindex;
+ const float *v;
+ float *c;
+ float diff[3];
+ float colorpants[3], colorshirt[3];
+ float f, r, g, b, a, colorscale;
+ const msurface_t *surface;
+ qboolean dolightmap;
+ qboolean doambient;
+ qboolean dodetail;
+ qboolean doglow;
+ qboolean dofogpass;
+ qboolean fogallpasses;
+ qboolean waterscrolling;
+ qboolean dopants;
+ qboolean doshirt;
+ qboolean dofullbrightpants;
+ qboolean dofullbrightshirt;
+ qboolean applycolor;
+ qboolean lightmodel = false;
+ rtexture_t *basetexture;
+ rmeshstate_t m;
+ if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
+ return;
+ c_faces += texturenumsurfaces;
+ // FIXME: identify models using a better check than ent->model->shadowmesh
+ if (!(ent->effects & EF_FULLBRIGHT) && !ent->model->brush.shadowmesh)
+ lightmodel = true;
+ // gl_lightmaps debugging mode skips normal texturing
+ if (gl_lightmaps.integer)
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ qglDisable(GL_CULL_FACE);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, lightmodel, !surface->lightmaptexture, false, false);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ qglEnable(GL_CULL_FACE);
+ return;
+ }
+ GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT));
+ if (texture->currentmaterialflags & MATERIALFLAG_ADD)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ else
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ // water waterscrolling in texture matrix
+ waterscrolling = (texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0;
+ if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglDisable(GL_CULL_FACE);
+ if (texture->currentmaterialflags & MATERIALFLAG_SKY)
+ {
+ if (skyrendernow)
+ {
+ skyrendernow = false;
+ if (skyrendermasked)
+ R_Sky();
+ }
+ // LordHavoc: HalfLife maps have freaky skypolys...
+ //if (!ent->model->brush.ishlbsp)
+ {
+ R_Mesh_Matrix(&ent->matrix);
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ 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);
+ }
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+ }
+ }
+ else if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
+ {
+ // NVIDIA Geforce3 distortion texture shader on water
+ float args[4] = {0.05f,0,0,0.04f};
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(r_texture_distorttexture[(int)(r_refdef.time * 16)&63]);
+ m.tex[1] = R_GetTexture(texture->skin.base);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_REPLACE;
+ Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
+ m.texmatrix[1] = r_waterscrollmatrix;
+ R_Mesh_State(&m);
+
+ GL_Color(1, 1, 1, texture->currentalpha);
+ 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_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);
+
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+
+ qglDisable(GL_TEXTURE_SHADER_NV);
+ qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+ GL_ActiveTexture(0);
+ }
+ else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
+ {
+ // normal surface (wall or water)
+ dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
+ doambient = r_ambient.value >= (1/64.0f);
+ dodetail = r_detailtextures.integer && texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
+ doglow = texture->skin.glow != NULL;
+ dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD);
+ fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
+ if (ent->colormap >= 0)
+ {
+ int b;
+ qbyte *bcolor;
+ basetexture = texture->skin.base;
+ dopants = texture->skin.pants != NULL;
+ doshirt = texture->skin.shirt != NULL;
+ // 128-224 are backwards ranges
+ b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12;
+ dofullbrightpants = b >= 224;
+ bcolor = (qbyte *) (&palette_complete[b]);
+ VectorScale(bcolor, (1.0f / 255.0f), colorpants);
+ // 128-224 are backwards ranges
+ b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12;
+ dofullbrightshirt = b >= 224;
+ bcolor = (qbyte *) (&palette_complete[b]);
+ VectorScale(bcolor, (1.0f / 255.0f), colorshirt);
+ }
+ else
+ {
+ basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
+ dopants = false;
+ doshirt = false;
+ dofullbrightshirt = false;
+ dofullbrightpants = false;
+ }
+ if (dolightmap && r_textureunits.integer >= 2 && gl_combine.integer)
+ {
+ memset(&m, 0, sizeof(m));
+ m.tex[1] = R_GetTexture(basetexture);
+ if (waterscrolling)
+ m.texmatrix[1] = r_waterscrollmatrix;
+ m.texrgbscale[1] = 2;
+ m.pointer_color = varray_color4f;
+ R_Mesh_State(&m);
+ // transparent is not affected by r_lightmapintensity
+ if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ colorscale = r_lightmapintensity;
+ else
+ colorscale = 1;
+ r = ent->colormod[0] * colorscale;
+ g = ent->colormod[1] * colorscale;
+ b = ent->colormod[2] * colorscale;
+ a = texture->currentalpha;
+ // q3bsp has no lightmap updates, so the lightstylevalue that
+ // would normally be baked into the lightmaptexture must be
+ // applied to the color
+ if (ent->model->brushq3.data_lightmaps)
+ {
+ float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
+ r *= scale;
+ g *= scale;
+ b *= scale;
+ }
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+ if (surface->lightmaptexture)
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ else
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, !surface->lightmaptexture, applycolor, fogallpasses);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ else if (dolightmap && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) && !lightmodel)
+ {
+ // single texture
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ if (surface->lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ else
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
+ }
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(basetexture);
+ if (waterscrolling)
+ m.texmatrix[0] = r_waterscrollmatrix;
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ else
+ {
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(basetexture);
+ if (waterscrolling)
+ m.texmatrix[0] = r_waterscrollmatrix;
+ m.pointer_color = varray_color4f;
+ colorscale = 2;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 2;
+ colorscale = 1;
+ }
+ // transparent is not affected by r_lightmapintensity
+ if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ colorscale *= r_lightmapintensity;
+ R_Mesh_State(&m);
+ r = ent->colormod[0] * colorscale;
+ g = ent->colormod[1] * colorscale;
+ b = ent->colormod[2] * colorscale;
+ a = texture->currentalpha;
+ if (dolightmap)
+ {
+ // q3bsp has no lightmap updates, so the lightstylevalue that
+ // would normally be baked into the lightmaptexture must be
+ // applied to the color
+ if (ent->model->brushq3.data_lightmaps)
+ {
+ float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
+ r *= scale;
+ g *= scale;
+ b *= scale;
+ }
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ else
+ {
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ }
+ if (dopants)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.pants);
+ if (waterscrolling)
+ m.texmatrix[0] = r_waterscrollmatrix;
+ m.pointer_color = varray_color4f;
+ colorscale = 1;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 2;
+ colorscale *= 0.5f;
+ }
+ // transparent is not affected by r_lightmapintensity
+ if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ colorscale *= r_lightmapintensity;
+ R_Mesh_State(&m);
+ r = ent->colormod[0] * colorpants[0] * colorscale;
+ g = ent->colormod[1] * colorpants[1] * colorscale;
+ b = ent->colormod[2] * colorpants[2] * colorscale;
+ a = texture->currentalpha;
+ if (dolightmap && !dofullbrightpants)
+ {
+ // q3bsp has no lightmap updates, so the lightstylevalue that
+ // would normally be baked into the lightmaptexture must be
+ // applied to the color
+ if (ent->model->brushq3.data_lightmaps)
+ {
+ float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
+ r *= scale;
+ g *= scale;
+ b *= scale;
+ }
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ else
+ {
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ }
+ if (doshirt)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.shirt);
+ if (waterscrolling)
+ m.texmatrix[0] = r_waterscrollmatrix;
+ m.pointer_color = varray_color4f;
+ colorscale = 1;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 2;
+ colorscale *= 0.5f;
+ }
+ // transparent is not affected by r_lightmapintensity
+ if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ colorscale *= r_lightmapintensity;
+ R_Mesh_State(&m);
+ r = ent->colormod[0] * colorshirt[0] * colorscale;
+ g = ent->colormod[1] * colorshirt[1] * colorscale;
+ b = ent->colormod[2] * colorshirt[2] * colorscale;
+ a = texture->currentalpha;
+ if (dolightmap && !dofullbrightshirt)
+ {
+ // q3bsp has no lightmap updates, so the lightstylevalue that
+ // would normally be baked into the lightmaptexture must be
+ // applied to the color
+ if (ent->model->brushq3.data_lightmaps)
+ {
+ float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
+ r *= scale;
+ g *= scale;
+ b *= scale;
+ }
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ else
+ {
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ }
+ if (doambient)
+ {
+ doambient = false;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ if (waterscrolling)
+ m.texmatrix[0] = r_waterscrollmatrix;
+ m.pointer_color = varray_color4f;
+ colorscale = 1;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 2;
+ colorscale *= 0.5f;
+ }
+ R_Mesh_State(&m);
+ colorscale *= r_ambient.value * (1.0f / 64.0f);
+ r = ent->colormod[0] * colorscale;
+ g = ent->colormod[1] * colorscale;
+ b = ent->colormod[2] * colorscale;
+ a = texture->currentalpha;
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (dodetail)
+ {
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.detail);
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoorddetail2f);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (doglow)
+ {
+ // if glow was not already done using multitexture, do it now.
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ if (waterscrolling)
+ m.texmatrix[0] = r_waterscrollmatrix;
+ m.pointer_color = varray_color4f;
+ R_Mesh_State(&m);
+ colorscale = 1;
+ r = ent->colormod[0] * colorscale;
+ g = ent->colormod[1] * colorscale;
+ b = ent->colormod[2] * colorscale;
+ a = texture->currentalpha;
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (dofogpass)
+ {
+ // if this is opaque use alpha blend which will darken the earlier
+ // passes cheaply.
+ //
+ // if this is an alpha blended material, all the earlier passes
+ // were darkened by fog already, so we only need to add the fog
+ // color ontop through the fog mask texture
+ //
+ // if this is an additive blended material, all the earlier passes
+ // were darkened by fog already, and we should not add fog color
+ // (because the background was not darkened, there is no fog color
+ // that was lost behind it).
+ if (fogallpasses)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ else
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.fog);
+ if (waterscrolling)
+ m.texmatrix[0] = r_waterscrollmatrix;
+ R_Mesh_State(&m);
+ r = fogcolor[0];
+ g = fogcolor[1];
+ b = fogcolor[2];
+ a = texture->currentalpha;
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_ColorPointer(varray_color4f);
+ //RSurf_FogPassColors_Vertex3f_Color4f((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->num_vertices, modelorg);
+ if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ {
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;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] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * f * a;
+ }
+ }
+ else
+ {
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;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] = f * a;
+ }
+ }
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ }
+ if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglEnable(GL_CULL_FACE);
+}
+
+static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
+{
+ const entity_render_t *ent = calldata1;
+ const msurface_t *surface = ent->model->data_surfaces + calldata2;
+ vec3_t modelorg;
+ texture_t *texture;
+
+ texture = surface->texture;
+ if (texture->basematerialflags & MATERIALFLAG_SKY)
+ return; // transparent sky is too difficult
+ R_UpdateTextureInfo(ent, texture);
+
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ R_DrawTextureSurfaceList(ent, texture->currentframe, 1, &surface, modelorg);
+}
+
+void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+{
+ int texturesurfaceindex;
+ const msurface_t *surface;
+ vec3_t tempcenter, center;
+ if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+ {
+ // drawing sky transparently would be too difficult
+ if (!(texture->currentmaterialflags & MATERIALFLAG_SKY))
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+ tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+ tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&ent->matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->data_surfaces);
+ }
+ }
+ }
+ else
+ R_DrawTextureSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg);
+}
+
+extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
+void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
+{
+ int i, j, f, flagsmask;
+ msurface_t *surface, **surfacechain;
+ texture_t *t, *texture;
+ model_t *model = ent->model;
+ vec3_t modelorg;
+ const int maxsurfacelist = 1024;
+ int numsurfacelist = 0;
+ const msurface_t *surfacelist[1024];
+ if (model == NULL)
+ return;
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+
+ // update light styles
+ if (!skysurfaces && model->brushq1.light_styleupdatechains)
+ {
+ 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;
+ }
+ }
+ }
+
+ R_UpdateAllTextureInfo(ent);
+ flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
+ f = 0;
+ t = NULL;
+ texture = NULL;
+ numsurfacelist = 0;
+ if (ent == r_refdef.worldentity)
+ {
+ for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ {
+ if (!r_worldsurfacevisible[j])
+ continue;
+ if (t != surface->texture)
+ {
+ if (numsurfacelist)
+ {
+ R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ numsurfacelist = 0;
+ }
+ t = surface->texture;
+ texture = t->currentframe;
+ f = texture->currentmaterialflags & flagsmask;
+ }
+ if (f && surface->num_triangles)
+ {
+ // if lightmap parameters changed, rebuild lightmap texture
+ if (surface->cached_dlight && surface->lightmapinfo->samples)
+ R_BuildLightMap(ent, surface);
+ // add face to draw list
+ surfacelist[numsurfacelist++] = surface;
+ if (numsurfacelist >= maxsurfacelist)
+ {
+ R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ numsurfacelist = 0;
+ }
+ }
+ }
+ }
+ else
+ {
+ for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ {
+ if (t != surface->texture)
+ {
+ if (numsurfacelist)
+ {
+ R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ numsurfacelist = 0;
+ }
+ t = surface->texture;
+ texture = t->currentframe;
+ f = texture->currentmaterialflags & flagsmask;
+ }
+ if (f && surface->num_triangles)
+ {
+ // if lightmap parameters changed, rebuild lightmap texture
+ if (surface->cached_dlight && surface->lightmapinfo->samples)
+ R_BuildLightMap(ent, surface);
+ // add face to draw list
+ surfacelist[numsurfacelist++] = surface;
+ if (numsurfacelist >= maxsurfacelist)
+ {
+ R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ numsurfacelist = 0;
+ }
+ }
+ }
+ }
+ if (numsurfacelist)
+ R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
}