cvar_t r_textureunits = {0, "r_textureunits", "32"};
+cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"};
+cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"};
+cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"};
+
+
+
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
{
int i;
extern void CL_ParseEntityLump(char *entitystring);
void gl_main_newmap(void)
{
- if (cl.worldmodel && cl.worldmodel->entities)
- CL_ParseEntityLump(cl.worldmodel->entities);
+ int l;
+ char *entities, entname[MAX_QPATH];
r_framecount = 1;
+ if (cl.worldmodel)
+ {
+ strcpy(entname, cl.worldmodel->name);
+ l = strlen(entname) - 4;
+ if (l >= 0 && !strcmp(entname + l, ".bsp"))
+ {
+ strcpy(entname + l, ".ent");
+ if ((entities = FS_LoadFile(entname, true)))
+ {
+ CL_ParseEntityLump(entities);
+ Mem_Free(entities);
+ return;
+ }
+ }
+ if (cl.worldmodel->brush.entities)
+ CL_ParseEntityLump(cl.worldmodel->brush.entities);
+ }
}
void GL_Main_Init(void)
Cvar_RegisterVariable (&r_fullbright);
Cvar_RegisterVariable (&r_textureunits);
Cvar_RegisterVariable (&r_shadow_cull);
- if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXIUZ)
+ Cvar_RegisterVariable (&r_lerpsprites);
+ Cvar_RegisterVariable (&r_lerpmodels);
+ Cvar_RegisterVariable (&r_waterscroll);
+ if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
}
extern void ui_init(void);
extern void gl_backend_init(void);
extern void Sbar_Init(void);
+extern void R_LightningBeams_Init(void);
void Render_Init(void)
{
R_Explosion_Init();
ui_init();
Sbar_Init();
+ R_LightningBeams_Init();
}
/*
VID_CheckExtensions();
// LordHavoc: report supported extensions
- Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
+ Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
}
int R_CullBox(const vec3_t mins, const vec3_t maxs)
if (cl.worldmodel == NULL)
return false;
stackpos = 0;
- stack[stackpos++] = cl.worldmodel->nodes;
+ stack[stackpos++] = cl.worldmodel->brushq1.nodes;
while (stackpos)
{
node = stack[--stackpos];
if (node->contents < 0)
{
- if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount)
+ if (((mleaf_t *)node)->pvsframe == cl.worldmodel->brushq1.pvsframecount)
return false;
}
else
if (cl.worldmodel == NULL)
return false;
stackpos = 0;
- stack[stackpos++] = cl.worldmodel->nodes;
+ stack[stackpos++] = cl.worldmodel->brushq1.nodes;
while (stackpos)
{
node = stack[--stackpos];
if (cl.worldmodel == NULL)
return false;
stackpos = 0;
- stack[stackpos++] = cl.worldmodel->nodes;
+ stack[stackpos++] = cl.worldmodel->brushq1.nodes;
while (stackpos)
{
node = stack[--stackpos];
if (node->contents < 0)
{
- if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount)
+ if (((mleaf_t *)node)->pvsframe == cl.worldmodel->brushq1.pvsframecount)
return false;
}
else
if (cl.worldmodel == NULL)
return false;
stackpos = 0;
- stack[stackpos++] = cl.worldmodel->nodes;
+ stack[stackpos++] = cl.worldmodel->brushq1.nodes;
while (stackpos)
{
node = stack[--stackpos];
if (cl.worldmodel == NULL)
return false;
stackpos = 0;
- stack[stackpos++] = cl.worldmodel->nodes;
+ stack[stackpos++] = cl.worldmodel->brushq1.nodes;
while (stackpos)
{
node = stack[--stackpos];
if (cl.worldmodel == NULL)
return false;
stackpos = 0;
- stack[stackpos++] = cl.worldmodel->nodes;
+ stack[stackpos++] = cl.worldmodel->brushq1.nodes;
while (stackpos)
{
node = stack[--stackpos];
if (cl.worldmodel == NULL)
return false;
stackpos = 0;
- stack[stackpos++] = cl.worldmodel->nodes;
+ stack[stackpos++] = cl.worldmodel->brushq1.nodes;
while (stackpos)
{
node = stack[--stackpos];
}
-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)
+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;
#if 0
if (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]
- || Light_CullBox(ent->mins, ent->maxs))
+ || (lightmarked && Light_CullBox(ent->mins, ent->maxs)))
return;
}
#if 0
Matrix4x4_Transform(&ent->matrix, temp, points[i]);
VectorSubtract(points[i], lightorigin, temp);
dist = projectdistance / sqrt(DotProduct(temp, temp));
- VectorMA(points[i], dist, temp, points[i+8]);
+ VectorMA(lightorigin, dist, temp, points[i+8]);
}
if (LightAndVis_CullPointCloud(16, points[0]))
return;
if (visiblevolumes)
{
memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ONE;
- if (r_shadow_realtime.integer >= 3)
- m.depthdisable = true;
- R_Mesh_State(&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 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1);
}
else
R_Shadow_Stage_Begin();
shadowframecount++;
- for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
+ if (r_shadow_realtime_world.integer)
{
- if (d_lightstylevalue[wl->style] <= 0)
- continue;
- if (R_CullBox(wl->mins, wl->maxs))
- //if (R_CullSphere(wl->origin, cullradius))
- continue;
- //if (R_CullBox(wl->mins, wl->maxs) || R_CullSphere(wl->origin, lightradius))
- // continue;
- //if (VIS_CullBox(wl->mins, wl->maxs) || VIS_CullSphere(wl->origin, lightradius))
- // continue;
- if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
- continue;
-
- cullradius = wl->cullradius;
- lightradius = wl->lightradius;
-
- if (cl.worldmodel != NULL)
+ R_Shadow_LoadWorldLightsIfNeeded();
+ for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
{
- for (i = 0;i < wl->numleafs;i++)
- if (wl->leafs[i]->visframe == r_framecount)
- break;
- if (i == wl->numleafs)
+ if (d_lightstylevalue[wl->style] <= 0)
+ continue;
+ if (R_CullBox(wl->mins, wl->maxs))
+ //if (R_CullSphere(wl->origin, cullradius))
+ continue;
+ //if (R_CullBox(wl->mins, wl->maxs) || R_CullSphere(wl->origin, lightradius))
+ // continue;
+ //if (VIS_CullBox(wl->mins, wl->maxs) || VIS_CullSphere(wl->origin, lightradius))
+ // continue;
+ if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
continue;
- leaf = wl->leafs[i++];
- VectorCopy(leaf->mins, clipmins);
- VectorCopy(leaf->maxs, clipmaxs);
- for (;i < wl->numleafs;i++)
+
+ cullradius = wl->cullradius;
+ lightradius = wl->lightradius;
+
+ if (cl.worldmodel != NULL)
{
- leaf = wl->leafs[i];
- if (leaf->visframe == r_framecount)
+ for (i = 0;i < wl->numleafs;i++)
+ if (wl->leafs[i]->visframe == r_framecount)
+ break;
+ if (i == wl->numleafs)
+ continue;
+ leaf = wl->leafs[i++];
+ VectorCopy(leaf->mins, clipmins);
+ VectorCopy(leaf->maxs, clipmaxs);
+ for (;i < wl->numleafs;i++)
{
- if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0];
- if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0];
- if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1];
- if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1];
- if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2];
- if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2];
+ leaf = wl->leafs[i];
+ if (leaf->visframe == r_framecount)
+ {
+ if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0];
+ if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0];
+ if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1];
+ if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1];
+ if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2];
+ if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2];
+ }
}
+ if (clipmins[0] < wl->mins[0]) clipmins[0] = wl->mins[0];
+ if (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0];
+ if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1];
+ if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1];
+ if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2];
+ if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2];
+ }
+ else
+ {
+ VectorCopy(wl->mins, clipmins);
+ VectorCopy(wl->maxs, clipmaxs);
}
- if (clipmins[0] < wl->mins[0]) clipmins[0] = wl->mins[0];
- if (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0];
- if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1];
- if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1];
- if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2];
- if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2];
- }
- else
- {
- VectorCopy(wl->mins, clipmins);
- VectorCopy(wl->maxs, clipmaxs);
- }
-
- //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius))
- if (R_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs))
- continue;
- // mark the leafs we care about so only things in those leafs will matter
- if (cl.worldmodel != NULL)
- for (i = 0;i < wl->numleafs;i++)
- wl->leafs[i]->worldnodeframe = shadowframecount;
+ //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius))
+ if (R_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs))
+ continue;
- 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);
- }
+ // mark the leafs we care about so only things in those leafs will matter
+ if (cl.worldmodel != NULL)
+ for (i = 0;i < wl->numleafs;i++)
+ wl->leafs[i]->worldnodeframe = shadowframecount;
- if (wl->castshadows)
- {
- if (!visiblevolumes)
- R_Shadow_Stage_ShadowVolumes();
- ent = &cl_entities[0].render;
- if (wl->shadowvolume && r_shadow_staticworldlights.integer)
- R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
- else
- R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs);
- 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);
- }
+ 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 (!visiblevolumes)
- {
- if (wl->castshadows)
- 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)
+ if (wl->castshadows && (gl_stencil || visiblevolumes))
{
- Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_origin, 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 (wl->numsurfaces)
- R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+ if (!visiblevolumes)
+ R_Shadow_Stage_ShadowVolumes();
+ ent = &cl_entities[0].render;
+ if (wl->shadowvolume && r_shadow_staticworldlights.integer)
+ R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
else
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+ 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 (r_drawentities.integer)
+
+ if (!visiblevolumes)
{
- for (i = 0;i < r_refdef.numentities;i++)
+ if (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)
{
- ent = r_refdef.entities[i];
- if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
- && ent->maxs[0] >= clipmins[0] && ent->mins[0] <= clipmaxs[0]
- && ent->maxs[1] >= clipmins[1] && ent->mins[1] <= clipmaxs[1]
- && ent->maxs[2] >= clipmins[2] && ent->mins[2] <= clipmaxs[2]
- && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
- {
- Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_origin, 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);
+ Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, 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 (wl->numsurfaces)
+ R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces, &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_origin, 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);
+ }
}
}
}
}
}
- for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
+ if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
{
- 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))
- continue;
-
- //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, rd->origin, cullradius))
- if (R_Shadow_ScissorForBBox(clipmins, clipmaxs))
- continue;
-
- if (!visiblevolumes)
- R_Shadow_Stage_ShadowVolumes();
-
- cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
- VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
-
- ent = &cl_entities[0].render;
- R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs);
- if (r_drawentities.integer)
+ for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
{
- 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);
- }
- }
+ 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;
- if (!visiblevolumes)
- {
- R_Shadow_Stage_LightWithShadows();
-
- // 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)
+ cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
+ VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
+
+ if (gl_stencil || visiblevolumes)
{
- Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_origin, 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)
+ 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 (r_drawentities.integer)
+
+ if (!visiblevolumes)
{
- for (i = 0;i < r_refdef.numentities;i++)
+ if (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)
{
- ent = r_refdef.entities[i];
- if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
- && ent->maxs[0] >= clipmins[0] && ent->mins[0] <= clipmaxs[0]
- && ent->maxs[1] >= clipmins[1] && ent->mins[1] <= clipmaxs[1]
- && ent->maxs[2] >= clipmins[2] && ent->mins[2] <= clipmaxs[2]
- && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
+ Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, 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++)
{
- Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_origin, 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);
+ 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_origin, 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)
+ if (visiblevolumes)
+ qglEnable(GL_CULL_FACE);
+ else
R_Shadow_Stage_End();
- qglEnable(GL_CULL_FACE);
qglDisable(GL_SCISSOR_TEST);
}
{
rmeshstate_t m;
float r;
+ float vertex3f[3*3];
if (r_refdef.viewblend[3] < 0.01f)
return;
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- m.depthdisable = true; // magic
R_Mesh_Matrix(&r_identitymatrix);
- R_Mesh_State(&m);
- R_Mesh_GetSpace(3);
- r = 64000;
- varray_vertex3f[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
- varray_vertex3f[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
- varray_vertex3f[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
- varray_vertex3f[3] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r + vup[0] * r * 3;
- varray_vertex3f[4] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r + vup[1] * r * 3;
- varray_vertex3f[5] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r + vup[2] * r * 3;
- varray_vertex3f[6] = r_origin[0] + vpn[0] * 1.5 + vright[0] * r * 3 - vup[0] * r;
- varray_vertex3f[7] = r_origin[1] + vpn[1] * 1.5 + vright[1] * r * 3 - vup[1] * r;
- varray_vertex3f[8] = r_origin[2] + vpn[2] * 1.5 + vright[2] * r * 3 - vup[2] * r;
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ 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_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
+ vertex3f[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
+ vertex3f[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
+ vertex3f[3] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r + vup[0] * r * 3;
+ vertex3f[4] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r + vup[1] * r * 3;
+ vertex3f[5] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r + vup[2] * r * 3;
+ vertex3f[6] = r_origin[0] + vpn[0] * 1.5 + vright[0] * r * 3 - vup[0] * r;
+ vertex3f[7] = r_origin[1] + vpn[1] * 1.5 + vright[1] * r * 3 - vup[1] * r;
+ vertex3f[8] = r_origin[2] + vpn[2] * 1.5 + vright[2] * r * 3 - vup[2] * r;
R_Mesh_Draw(3, 1, polygonelements);
}
if (!r_refdef.entities/* || !cl.worldmodel*/)
return; //Host_Error ("R_RenderView: NULL worldmodel");
- if (r_shadow_realtime.integer == 1)
+ if (r_shadow_realtime_world.integer)
{
-#if 0
- if (!gl_texturecubemap)
- {
- Con_Printf("Cubemap texture support not detected, turning off r_shadow_realtime\n");
- Cvar_SetValueQuick(&r_shadow_realtime, 0);
- }
- else if (!gl_dot3arb)
- {
- Con_Printf("Bumpmapping support not detected, turning off r_shadow_realtime\n");
- Cvar_SetValueQuick(&r_shadow_realtime, 0);
- }
- else if (!gl_combine.integer)
- {
- Con_Printf("Combine disabled, please turn on gl_combine, turning off r_shadow_realtime\n");
- Cvar_SetValueQuick(&r_shadow_realtime, 0);
- }
- else
-#endif
if (!gl_stencil)
{
- Con_Printf("Stencil not enabled, turning off r_shadow_realtime, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n");
- Cvar_SetValueQuick(&r_shadow_realtime, 0);
+ Con_Printf("Stencil not enabled, turning off r_shadow_realtime_world, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n");
+ Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
}
}
- R_Shadow_UpdateLightingMode();
-
world = &cl_entities[0].render;
// FIXME: move to client
R_TimeReport("markentity");
GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
- if (r_shadow_lightingmode > 0)
+ if (r_shadow_realtime_world.integer || gl_stencil)
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);
if (!intimerefresh && !r_speeds.integer)
S_ExtraUpdate ();
- R_DrawModels(r_shadow_lightingmode > 0);
+ R_DrawModels(r_shadow_realtime_world.integer);
R_TimeReport("models");
- if (r_shadows.integer == 1 && r_shadow_lightingmode <= 0)
+ if (r_shadows.integer == 1 && !r_shadow_realtime_world.integer)
{
R_DrawFakeShadows();
R_TimeReport("fakeshadow");
}
- if (r_shadow_lightingmode > 0)
+ if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
{
R_ShadowVolumeLighting(false);
R_TimeReport("dynlight");
R_MeshQueue_Render();
R_MeshQueue_EndScene();
- if (r_shadow_realtime.integer >= 2)
+
+ if (r_shadow_visiblevolumes.integer)
{
R_ShadowVolumeLighting(true);
R_TimeReport("shadowvolume");
}
+
R_Mesh_Finish();
R_TimeReport("meshfinish");
}
void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
{
int i;
- float *v, *c, f1, f2, diff[3];
+ float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
rmeshstate_t m;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
R_Mesh_Matrix(&r_identitymatrix);
- R_Mesh_State(&m);
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
R_Mesh_GetSpace(8);
- varray_vertex[ 0] = mins[0];varray_vertex[ 1] = mins[1];varray_vertex[ 2] = mins[2];
- varray_vertex[ 4] = maxs[0];varray_vertex[ 5] = mins[1];varray_vertex[ 6] = mins[2];
- varray_vertex[ 8] = mins[0];varray_vertex[ 9] = maxs[1];varray_vertex[10] = mins[2];
- varray_vertex[12] = maxs[0];varray_vertex[13] = maxs[1];varray_vertex[14] = mins[2];
- varray_vertex[16] = mins[0];varray_vertex[17] = mins[1];varray_vertex[18] = maxs[2];
- varray_vertex[20] = maxs[0];varray_vertex[21] = mins[1];varray_vertex[22] = maxs[2];
- varray_vertex[24] = mins[0];varray_vertex[25] = maxs[1];varray_vertex[26] = maxs[2];
- varray_vertex[28] = maxs[0];varray_vertex[29] = maxs[1];varray_vertex[30] = maxs[2];
- R_FillColors(varray_color, 8, cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
+ 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[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
+ vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[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 * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
if (fogenabled)
{
- for (i = 0, v = varray_vertex, c = varray_color;i < 8;i++, v += 4, c += 4)
+ for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
{
VectorSubtract(v, r_origin, diff);
f2 = exp(fogdensity/DotProduct(diff, diff));
c[2] = c[2] * f1 + fogcolor[2] * f2;
}
}
- GL_UseColorArray();
R_Mesh_Draw(8, 12);
}
*/
1, 3, 4
};
+float nomodelvertex3f[6*3] =
+{
+ -16, 0, 0,
+ 16, 0, 0,
+ 0, -16, 0,
+ 0, 16, 0,
+ 0, 0, -16,
+ 0, 0, 16
+};
+
+float nomodelcolor4f[6*4] =
+{
+ 0.0f, 0.0f, 0.5f, 1.0f,
+ 0.0f, 0.0f, 0.5f, 1.0f,
+ 0.0f, 0.5f, 0.0f, 1.0f,
+ 0.0f, 0.5f, 0.0f, 1.0f,
+ 0.5f, 0.0f, 0.0f, 1.0f,
+ 0.5f, 0.0f, 0.0f, 1.0f
+};
+
void R_DrawNoModelCallback(const void *calldata1, int calldata2)
{
const entity_render_t *ent = calldata1;
int i;
float f1, f2, *c, diff[3];
+ float color4f[6*4];
rmeshstate_t m;
+ R_Mesh_Matrix(&ent->matrix);
+
memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+
if (ent->flags & EF_ADDITIVE)
{
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
}
else if (ent->alpha < 1)
{
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
}
else
{
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
}
- R_Mesh_Matrix(&ent->matrix);
- R_Mesh_State(&m);
-
- GL_UseColorArray();
- R_Mesh_GetSpace(6);
- varray_vertex3f[ 0] = -16;varray_vertex3f[ 1] = 0;varray_vertex3f[ 2] = 0;
- varray_vertex3f[ 3] = 16;varray_vertex3f[ 4] = 0;varray_vertex3f[ 5] = 0;
- varray_vertex3f[ 6] = 0;varray_vertex3f[ 7] = -16;varray_vertex3f[ 8] = 0;
- varray_vertex3f[ 9] = 0;varray_vertex3f[10] = 16;varray_vertex3f[11] = 0;
- varray_vertex3f[12] = 0;varray_vertex3f[13] = 0;varray_vertex3f[14] = -16;
- varray_vertex3f[15] = 0;varray_vertex3f[16] = 0;varray_vertex3f[17] = 16;
- varray_color4f[ 0] = 0.00f * r_colorscale;varray_color4f[ 1] = 0.00f * r_colorscale;varray_color4f[ 2] = 0.50f * r_colorscale;varray_color4f[ 3] = ent->alpha;
- varray_color4f[ 4] = 0.00f * r_colorscale;varray_color4f[ 5] = 0.00f * r_colorscale;varray_color4f[ 6] = 0.50f * r_colorscale;varray_color4f[ 7] = ent->alpha;
- varray_color4f[ 8] = 0.00f * r_colorscale;varray_color4f[ 9] = 0.50f * r_colorscale;varray_color4f[10] = 0.00f * r_colorscale;varray_color4f[11] = ent->alpha;
- varray_color4f[12] = 0.00f * r_colorscale;varray_color4f[13] = 0.50f * r_colorscale;varray_color4f[14] = 0.00f * r_colorscale;varray_color4f[15] = ent->alpha;
- varray_color4f[16] = 0.50f * r_colorscale;varray_color4f[17] = 0.00f * r_colorscale;varray_color4f[18] = 0.00f * r_colorscale;varray_color4f[19] = ent->alpha;
- varray_color4f[20] = 0.50f * r_colorscale;varray_color4f[21] = 0.00f * r_colorscale;varray_color4f[22] = 0.00f * r_colorscale;varray_color4f[23] = ent->alpha;
+ GL_DepthTest(true);
+ GL_VertexPointer(nomodelvertex3f);
if (fogenabled)
{
+ memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
+ GL_ColorPointer(color4f);
VectorSubtract(ent->origin, r_origin, diff);
f2 = exp(fogdensity/DotProduct(diff, diff));
f1 = 1 - f2;
- for (i = 0, c = varray_color4f;i < 6;i++, c += 4)
+ for (i = 0, c = color4f;i < 6;i++, c += 4)
{
c[0] = (c[0] * f1 + fogcolor[0] * f2) * r_colorscale;
c[1] = (c[1] * f1 + fogcolor[1] * f2) * r_colorscale;
c[2] = (c[2] * f1 + fogcolor[2] * f2) * r_colorscale;
+ c[3] *= ent->alpha;
}
}
- else
+ else if (r_colorscale != 1 || ent->alpha != 1)
{
- for (i = 0, c = varray_color4f;i < 6;i++, c += 4)
+ memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
+ GL_ColorPointer(color4f);
+ for (i = 0, c = color4f;i < 6;i++, c += 4)
{
c[0] *= r_colorscale;
c[1] *= r_colorscale;
c[2] *= r_colorscale;
+ c[3] *= ent->alpha;
}
}
+ else
+ GL_ColorPointer(nomodelcolor4f);
R_Mesh_Draw(6, 8, nomodelelements);
}
vert[11] = org2[2] + width * right2[2];
}
-void R_DrawSpriteMesh(const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
+float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
+
+void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
{
- R_Mesh_GetSpace(4);
- varray_texcoord2f[0][0] = 1;varray_texcoord2f[0][1] = 1;
- varray_texcoord2f[0][2] = 1;varray_texcoord2f[0][3] = 0;
- varray_texcoord2f[0][4] = 0;varray_texcoord2f[0][5] = 0;
- varray_texcoord2f[0][6] = 0;varray_texcoord2f[0][7] = 1;
+ float diff[3];
+ rmeshstate_t m;
+
+ if (fogenabled)
+ {
+ VectorSubtract(origin, r_origin, diff);
+ ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
+ }
+
+ R_Mesh_Matrix(&r_identitymatrix);
+ GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, 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;