permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
}
}
- if (rsurface_texture->skin.glow)
+ if (rsurface_texture->currentskinframe->glow)
permutation |= SHADERPERMUTATION_GLOW;
}
if (specularscale > 0)
if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
}
- if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->skin.nmap));
+ if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap));
if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
//if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
- if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->skin.pants));
- if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->skin.shirt));
+ if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
+ if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
//if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
//if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
- if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->skin.glow));
+ if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow));
if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
if (r_glsl_permutation->loc_FogColor >= 0)
if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
if (r_glsl_permutation->loc_Color_Pants >= 0)
{
- if (rsurface_texture->skin.pants)
+ if (rsurface_texture->currentskinframe->pants)
qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
else
qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
}
if (r_glsl_permutation->loc_Color_Shirt >= 0)
{
- if (rsurface_texture->skin.shirt)
+ if (rsurface_texture->currentskinframe->shirt)
qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
else
qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
l = (int)strlen(entname) - 4;
if (l >= 0 && !strcmp(entname + l, ".bsp"))
{
- strcpy(entname + l, ".ent");
+ memcpy(entname + l, ".ent", 5);
if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
{
CL_ParseEntityLump(entities);
{
gl_backend_init();
R_Textures_Init();
- GL_Main_Init();
GL_Draw_Init();
+ GL_Main_Init();
R_Shadow_Init();
R_Sky_Init();
GL_Surf_Init();
VectorClear(ent->modellight_diffuse);
VectorClear(ent->modellight_lightdir);
if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
- r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, ent->origin, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+ {
+ vec3_t org;
+ Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+ r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+ }
else // highly rare
VectorSet(ent->modellight_ambient, 1, 1, 1);
Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
{
ent = r_refdef.entities[i];
r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
+ if (r_viewcache.entityvisible[i])
+ R_UpdateEntityLighting(ent);
}
}
else
for (i = 0;i < r_refdef.numentities;i++)
{
ent = r_refdef.entities[i];
- r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST);
+ r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
+ if (r_viewcache.entityvisible[i])
+ R_UpdateEntityLighting(ent);
}
}
}
void R_UpdateVariables(void)
{
- int i;
-
R_Textures_Frame();
r_refdef.farclip = 4096;
}
else
r_refdef.fogenabled = false;
-
- // update some cached entity properties...
- for (i = 0;i < r_refdef.numentities;i++)
- {
- entity_render_t *ent = r_refdef.entities[i];
- // 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_UpdateEntityLighting(ent);
- }
}
/*
================
*/
void R_RenderView(void)
-{
- if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
- return; //Host_Error ("R_RenderView: NULL worldmodel");
-
- CHECKGLERROR
- if (r_timereport_active)
- R_TimeReport("setup");
-
- R_View_Update();
- if (r_timereport_active)
- R_TimeReport("visibility");
-
- // GL is weird because it's bottom to top, r_view.y is top to bottom
- R_ResetViewRendering();
-
- R_ClearScreen();
- if (r_timereport_active)
- R_TimeReport("clear");
-
- // this produces a bloom texture to be used in R_BlendView() later
- if (r_hdr.integer)
- R_HDR_RenderBloomTexture();
-
- r_view.colorscale = r_hdr_scenebrightness.value;
- R_RenderScene();
-
- R_BlendView();
- if (r_timereport_active)
- R_TimeReport("blendview");
-
- GL_Scissor(0, 0, vid.width, vid.height);
- GL_ScissorTest(false);
- CHECKGLERROR
-}
-
-//[515]: csqc
-void CSQC_R_ClearScreen (void)
{
if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
return; //Host_Error ("R_RenderView: NULL worldmodel");
R_ResetViewRendering();
- R_ClearScreen();
- if (r_timereport_active)
- R_TimeReport("clear");
- CHECKGLERROR
-}
-
-//[515]: csqc
-void CSQC_R_RenderScene (void)
-{
- R_ResetViewRendering();
-
R_ClearScreen();
if (r_timereport_active)
R_TimeReport("clear");
extern void R_DrawPortals (void);
void R_RenderScene(void)
{
+ DrawQ_Finish();
+
// don't let sound skip if going slow
if (r_refdef.extraupdate)
S_ExtraUpdate ();
R_Mesh_VertexPointer(nomodelvertex3f);
if (r_refdef.fogenabled)
{
+ vec3_t org;
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
R_Mesh_ColorPointer(color4f);
- f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_view.origin));
+ Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+ f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
f1 = 1 - f2;
for (i = 0, c = color4f;i < 6;i++, c += 4)
{
void R_DrawNoModel(entity_render_t *ent)
{
+ vec3_t org;
+ Matrix4x4_OriginFromMatrix(&ent->matrix, org);
//if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : ent->origin, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
//else
// R_DrawNoModelCallback(ent, 0);
}
}
}
-int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v)
+int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
{
int i;
float *vertex3f;
+ float v[3];
+ VectorSet(v, x, y, z);
for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
break;
{
int i;
int *e, element[3];
- element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
- element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
+ element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
+ element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
e = mesh->element3i + mesh->numtriangles * 3;
for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
{
- element[2] = R_Mesh_AddVertex3f(mesh, vertex3f);
+ element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
+ if (mesh->numtriangles < mesh->maxtriangles)
+ {
+ *e++ = element[0];
+ *e++ = element[1];
+ *e++ = element[2];
+ mesh->numtriangles++;
+ }
+ element[1] = element[2];
+ }
+}
+
+void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
+{
+ int i;
+ int *e, element[3];
+ element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
+ element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
+ e = mesh->element3i + mesh->numtriangles * 3;
+ for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
+ {
+ element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
if (mesh->numtriangles < mesh->maxtriangles)
{
*e++ = element[0];
}
}
+#define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
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];
+ double maxdist;
+ double temppoints[2][256*3];
+ // figure out how large a bounding box we need to properly compute this brush
+ maxdist = 0;
+ for (w = 0;w < numplanes;w++)
+ maxdist = max(maxdist, planes[w].dist);
+ // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
+ maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
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);
+ PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
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, NULL);
+ PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
w = !w;
}
if (tempnumpoints < 3)
continue;
// generate elements forming a triangle fan for this polygon
- R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]);
+ R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
}
}
// FIXME: identify models using a better check than ent->model->brush.shadowmesh
//int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
+ // switch to an alternate material if this is a q1bsp animated material
{
texture_t *texture = t;
model_t *model = ent->model;
texture->currentframe = t;
}
+ // pick a new currentskinframe if the material is animated
+ if (t->numskinframes >= 2)
+ t->currentskinframe = t->skinframes + ((int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes);
+
t->currentmaterialflags = t->basematerialflags;
t->currentalpha = ent->alpha;
if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
t->currenttexmatrix = identitymatrix;
t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
- t->basetexture = (!t->colormapping && t->skin.merged) ? t->skin.merged : t->skin.base;
+ t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
t->glosstexture = r_texture_white;
t->specularpower = 8;
t->specularscale = 0;
if (r_shadow_gloss.integer > 0)
{
- if (t->skin.gloss)
+ if (t->currentskinframe->gloss)
{
if (r_shadow_glossintensity.value > 0)
{
- t->glosstexture = t->skin.gloss;
+ t->glosstexture = t->currentskinframe->gloss;
t->specularscale = r_shadow_glossintensity.value;
}
}
int layerflags = 0;
if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
- currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->skin.merged) ? t->skin.merged : t->skin.base;
+ currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
// fullbright is not affected by r_refdef.lightmapintensity
R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
- if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
- if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
+ if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
+ if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
}
else
{
R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
if (r_ambient.value >= (1.0f/64.0f))
R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
- if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
+ if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
{
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
if (r_ambient.value >= (1.0f/64.0f))
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
}
- if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
+ if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
{
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
if (r_ambient.value >= (1.0f/64.0f))
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
}
}
- if (t->skin.glow != NULL)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
+ if (t->currentskinframe->glow != NULL)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
{
// if this is opaque use alpha blend which will darken the earlier
// 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).
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
}
}
}
texture_t *rsurface_glsl_texture;
qboolean rsurface_glsl_uselightmap;
+void RSurf_CleanUp(void)
+{
+ CHECKGLERROR
+ if (rsurface_mode == RSURFMODE_GLSL)
+ {
+ qglUseProgramObjectARB(0);CHECKGLERROR
+ }
+ GL_AlphaTest(false);
+ rsurface_mode = RSURFMODE_NONE;
+ rsurface_lightmaptexture = NULL;
+ rsurface_texture = NULL;
+ rsurface_glsl_texture = NULL;
+ rsurface_glsl_uselightmap = false;
+}
+
void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
{
+ RSurf_CleanUp();
Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
rsurface_entity = ent;
rsurface_model = ent->model;
rsurface_svector3f = rsurface_modelsvector3f;
rsurface_tvector3f = rsurface_modeltvector3f;
rsurface_normal3f = rsurface_modelnormal3f;
- rsurface_mode = RSURFMODE_NONE;
- rsurface_lightmaptexture = NULL;
- rsurface_texture = NULL;
- rsurface_glsl_texture = NULL;
- rsurface_glsl_uselightmap = false;
-}
-
-void RSurf_CleanUp(void)
-{
- CHECKGLERROR
- if (rsurface_mode == RSURFMODE_GLSL)
- {
- qglUseProgramObjectARB(0);CHECKGLERROR
- }
- GL_AlphaTest(false);
- rsurface_mode = RSURFMODE_NONE;
- rsurface_lightmaptexture = NULL;
- rsurface_texture = NULL;
- rsurface_glsl_texture = NULL;
- rsurface_glsl_uselightmap = false;
}
void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
{
+ // if vertices are dynamic (animated models), generate them into the temporary rsurface_array_model* arrays and point rsurface_model* at them instead of the static data from the model itself
if (rsurface_generatedvertex)
{
if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
}
}
+ // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface_deform* arrays from whatever the rsurface_model* array pointers point to (may be static model data or generated data for an animated model)
if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
{
int texturesurfaceindex;
Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
- // make deformed versions of only the vertices used by the specified surfaces
+ // make deformed versions of only the model vertices used by the specified surfaces
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
int i, j;
{
VectorClear(center);
for (i = 0;i < 4;i++)
- VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+ VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
VectorScale(center, 0.25f, center);
if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
{
VectorSet(up, 0, 0, 1);
}
// 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_FromVectors(&matrix1, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 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]);
+ Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 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, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
}
rsurface_tvector3f = rsurface_array_deformedtvector3f;
rsurface_normal3f = rsurface_array_deformednormal3f;
}
+ else
+ {
+ rsurface_vertex3f = rsurface_modelvertex3f;
+ rsurface_svector3f = rsurface_modelsvector3f;
+ rsurface_tvector3f = rsurface_modeltvector3f;
+ rsurface_normal3f = rsurface_modelnormal3f;
+ }
R_Mesh_VertexPointer(rsurface_vertex3f);
}
r_refdef.stats.entities_surfaces += texturenumsurfaces;
CHECKGLERROR
GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
- {
- qglDisable(GL_CULL_FACE);CHECKGLERROR
- }
+ GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
if (r_showsurfaces.integer)
R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
}
CHECKGLERROR
GL_LockArrays(0, 0);
- if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
- {
- qglEnable(GL_CULL_FACE);CHECKGLERROR
- }
}
#define BATCHSIZE 256
if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
{
if (batchcount > 0)
- R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
+ if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult
+ R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
batchcount = 0;
t = surface->texture;
rsurface_lightmaptexture = surface->lightmaptexture;
R_UpdateTextureInfo(ent, t);
rsurface_texture = t->currentframe;
}
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
- continue; // transparent sky is too difficult
texturesurfacelist[batchcount++] = surface;
}
if (batchcount > 0)
- R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
+ if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult
+ R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
RSurf_CleanUp();
}
}
}
}
-