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, 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;
+renderstats_t renderstats;
// true during envmap command capture
qboolean envmap;
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;
//
//
refdef_t r_refdef;
-// 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_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_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"};
-
-cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
-cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
-cvar_t gl_fogred = {0, "gl_fogred","0.3"};
-cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
-cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
-cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
-cvar_t gl_fogend = {0, "gl_fogend","0"};
-
-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"};
-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", "1"};
-
-cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
+cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
+cvar_t r_showtris_polygonoffset = {0, "r_showtris_polygonoffset", "-10", "nudges triangle outlines in hardware depth units, used to make outlines appear infront of walls"};
+cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
+cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
+cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
+cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
+cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
+cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
+cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing\n"};
+cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
+cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
+cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
+cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not allowed in multiplayer)"};
+cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
+cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
+cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
+
+cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
+cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
+cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
+cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
+cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
+cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
+cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
+
+cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
+
+cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
+cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
+cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
+
+cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
+cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5", "how bright the glow is"};
+cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
+cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
+cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "2", "how much to darken the image before blurring to make the bloom effect"};
+
+cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
+
+cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
+
+cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
+
+cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
rtexturepool_t *r_main_texturepool;
rtexture_t *r_bloom_texture_screen;
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];
+rtexture_t *r_texture_fogattenuation;
+rtexture_t *r_texture_fogintensity;
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
{
vec3_t fogcolor;
vec_t fogdensity;
+vec_t fogrange;
+vec_t fograngerecip;
+int fogtableindex;
+vec_t fogtabledistmultiplier;
+float fogtable[FOGTABLEWIDTH];
float fog_density, fog_red, fog_green, fog_blue;
qboolean fogenabled;
qboolean oldgl_fogenable;
{
fogenabled = true;
fogdensity = -4000.0f / (fog_density * fog_density);
+ // this is the point where the fog reaches 0.9986 alpha, which we
+ // consider a good enough cutoff point for the texture
+ // (0.9986 * 256 == 255.6)
+ fogrange = 400 / fog_density;
+ fograngerecip = 1.0f / fogrange;
+ fogtabledistmultiplier = FOGTABLEWIDTH * fograngerecip;
// fog color was already set
}
else
// FIXME: move this to client?
void FOG_registercvars(void)
{
+ int x;
+ double r, alpha;
+
if (gamemode == GAME_NEHAHRA)
{
Cvar_RegisterVariable (&gl_fogenable);
Cvar_RegisterVariable (&gl_fogstart);
Cvar_RegisterVariable (&gl_fogend);
}
-}
-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++)
+ r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH);
+ for (x = 0;x < FOGTABLEWIDTH;x++)
{
- 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);
- }
- }
+ alpha = exp(r / ((double)x*(double)x));
+ if (x == FOGTABLEWIDTH - 1)
+ alpha = 1;
+ fogtable[x] = bound(0, alpha, 1);
}
}
static void R_BuildBlankTextures(void)
{
- qbyte data[4];
+ unsigned char data[4];
data[0] = 128; // normal X
data[1] = 128; // normal Y
data[2] = 255; // normal Z
static void R_BuildNoTexture(void)
{
int x, y;
- qbyte pix[16][16][4];
+ unsigned char pix[16][16][4];
// this makes a light grey/dark grey checkerboard texture
for (y = 0;y < 16;y++)
{
static void R_BuildWhiteCube(void)
{
- qbyte data[6*1*1*4];
+ unsigned char 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;
vec3_t v;
vec_t s, t, intensity;
#define NORMSIZE 64
- qbyte data[6][NORMSIZE][NORMSIZE][4];
+ unsigned char data[6][NORMSIZE][NORMSIZE][4];
for (side = 0;side < 6;side++)
{
for (y = 0;y < NORMSIZE;y++)
t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
switch(side)
{
+ default:
case 0:
v[0] = 1;
v[1] = -t;
r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
}
+static void R_BuildFogTexture(void)
+{
+ int x, b;
+ double r, alpha;
+#define FOGWIDTH 64
+ unsigned char data1[FOGWIDTH][4];
+ unsigned char data2[FOGWIDTH][4];
+ r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
+ for (x = 0;x < FOGWIDTH;x++)
+ {
+ alpha = exp(r / ((double)x*(double)x));
+ if (x == FOGWIDTH - 1)
+ alpha = 1;
+ b = (int)(256.0 * alpha);
+ b = bound(0, b, 255);
+ data1[x][0] = 255 - b;
+ data1[x][1] = 255 - b;
+ data1[x][2] = 255 - b;
+ data1[x][3] = 255;
+ data2[x][0] = b;
+ data2[x][1] = b;
+ data2[x][2] = b;
+ data2[x][3] = 255;
+ }
+ r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+ r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+}
+
void gl_main_start(void)
{
r_main_texturepool = R_AllocTexturePool();
r_bloom_texture_bloom = NULL;
R_BuildBlankTextures();
R_BuildNoTexture();
- R_BuildDetailTextures();
- R_BuildDistortTexture();
if (gl_texturecubemap)
{
R_BuildWhiteCube();
R_BuildNormalizationCube();
}
+ R_BuildFogTexture();
}
void gl_main_shutdown(void)
if (cl.worldmodel)
{
strlcpy(entname, cl.worldmodel->name, sizeof(entname));
- l = strlen(entname) - 4;
+ l = (int)strlen(entname) - 4;
if (l >= 0 && !strcmp(entname + l, ".bsp"))
{
strcpy(entname + l, ".ent");
- if ((entities = FS_LoadFile(entname, tempmempool, true)))
+ if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
{
CL_ParseEntityLump(entities);
Mem_Free(entities);
// FIXME: move this to client?
FOG_registercvars();
Cvar_RegisterVariable(&r_showtris);
+ Cvar_RegisterVariable(&r_showtris_polygonoffset);
+ Cvar_RegisterVariable(&r_shownormals);
+ Cvar_RegisterVariable(&r_showlighting);
+ Cvar_RegisterVariable(&r_showshadowvolumes);
+ Cvar_RegisterVariable(&r_showcollisionbrushes);
+ Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
+ Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
+ Cvar_RegisterVariable(&r_showdisabledepthtest);
Cvar_RegisterVariable(&r_drawentities);
Cvar_RegisterVariable(&r_drawviewmodel);
Cvar_RegisterVariable(&r_speeds);
Cvar_RegisterVariable(&r_lerpsprites);
Cvar_RegisterVariable(&r_lerpmodels);
Cvar_RegisterVariable(&r_waterscroll);
- Cvar_RegisterVariable(&r_watershader);
- Cvar_RegisterVariable(&r_drawcollisionbrushes);
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(&r_smoothnormals_areaweighting);
Cvar_RegisterVariable(&developer_texturelogging);
Cvar_RegisterVariable(&gl_lightmaps);
+ Cvar_RegisterVariable(&r_test);
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);
{
gl_backend_init();
R_Textures_Init();
- Mod_RenderInit();
R_MeshQueue_Init();
GL_Main_Init();
GL_Draw_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);
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...
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 = r_refdef.entities[i];
if (ent->visframe == r_framecount)
{
+ renderstats.entities++;
if (ent->model && ent->model->Draw != NULL)
ent->model->Draw(ent);
else
Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
VectorNegate(r_viewleft, r_viewright);
- // 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.
+#if 0
+ frustum[0].normal[0] = 0 - 1.0 / r_refdef.frustum_x;
+ frustum[0].normal[1] = 0 - 0;
+ frustum[0].normal[2] = -1 - 0;
+ frustum[1].normal[0] = 0 + 1.0 / r_refdef.frustum_x;
+ frustum[1].normal[1] = 0 + 0;
+ frustum[1].normal[2] = -1 + 0;
+ frustum[2].normal[0] = 0 - 0;
+ frustum[2].normal[1] = 0 - 1.0 / r_refdef.frustum_y;
+ frustum[2].normal[2] = -1 - 0;
+ frustum[3].normal[0] = 0 + 0;
+ frustum[3].normal[1] = 0 + 1.0 / r_refdef.frustum_y;
+ frustum[3].normal[2] = -1 + 0;
+#endif
- // rotate R_VIEWFORWARD right by FOV_X/2 degrees
- RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2));
+#if 0
+ zNear = 1.0;
+ nudge = 1.0 - 1.0 / (1<<23);
+ frustum[4].normal[0] = 0 - 0;
+ frustum[4].normal[1] = 0 - 0;
+ frustum[4].normal[2] = -1 - -nudge;
+ frustum[4].dist = 0 - -2 * zNear * nudge;
+ frustum[5].normal[0] = 0 + 0;
+ frustum[5].normal[1] = 0 + 0;
+ frustum[5].normal[2] = -1 + -nudge;
+ frustum[5].dist = 0 + -2 * zNear * nudge;
+#endif
+
+
+
+#if 0
+ frustum[0].normal[0] = m[3] - m[0];
+ frustum[0].normal[1] = m[7] - m[4];
+ frustum[0].normal[2] = m[11] - m[8];
+ frustum[0].dist = m[15] - m[12];
+
+ frustum[1].normal[0] = m[3] + m[0];
+ frustum[1].normal[1] = m[7] + m[4];
+ frustum[1].normal[2] = m[11] + m[8];
+ frustum[1].dist = m[15] + m[12];
+
+ frustum[2].normal[0] = m[3] - m[1];
+ frustum[2].normal[1] = m[7] - m[5];
+ frustum[2].normal[2] = m[11] - m[9];
+ frustum[2].dist = m[15] - m[13];
+
+ frustum[3].normal[0] = m[3] + m[1];
+ frustum[3].normal[1] = m[7] + m[5];
+ frustum[3].normal[2] = m[11] + m[9];
+ frustum[3].dist = m[15] + m[13];
+
+ frustum[4].normal[0] = m[3] - m[2];
+ frustum[4].normal[1] = m[7] - m[6];
+ frustum[4].normal[2] = m[11] - m[10];
+ frustum[4].dist = m[15] - m[14];
+
+ frustum[5].normal[0] = m[3] + m[2];
+ frustum[5].normal[1] = m[7] + m[6];
+ frustum[5].normal[2] = m[11] + m[10];
+ frustum[5].dist = m[15] + m[14];
+#endif
+
+
+
+ VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_x, r_viewleft, frustum[0].normal);
+ VectorMAM(1, r_viewforward, 1.0 / r_refdef.frustum_x, r_viewleft, frustum[1].normal);
+ VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_y, r_viewup, frustum[2].normal);
+ VectorMAM(1, r_viewforward, 1.0 / r_refdef.frustum_y, r_viewup, frustum[3].normal);
+ VectorCopy(r_viewforward, frustum[4].normal);
+ VectorNormalize(frustum[0].normal);
+ VectorNormalize(frustum[1].normal);
+ VectorNormalize(frustum[2].normal);
+ VectorNormalize(frustum[3].normal);
frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
+ frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
+ frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
+ frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
+ frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
PlaneClassify(&frustum[0]);
+ PlaneClassify(&frustum[1]);
+ PlaneClassify(&frustum[2]);
+ PlaneClassify(&frustum[3]);
+ PlaneClassify(&frustum[4]);
+
+ // LordHavoc: note to all quake engine coders, Quake had a special case
+ // for 90 degrees which 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));
+ //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_view_fov_x / 2));
- frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
- PlaneClassify(&frustum[1]);
+ //RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.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_view_fov_y / 2));
- frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
- PlaneClassify(&frustum[2]);
+ //RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.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_view_fov_y / 2));
- frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
- PlaneClassify(&frustum[3]);
+ //RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2));
+ //frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
+ //PlaneClassify(&frustum[3]);
// nearclip plane
- VectorCopy(r_viewforward, frustum[4].normal);
- frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
- PlaneClassify(&frustum[4]);
+ //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)
{
+ int screenwidth, screenheight;
+ qboolean dobloom;
+ qboolean doblend;
rmeshstate_t m;
- if (r_refdef.viewblend[3] < 0.01f && !r_bloom.integer)
+ // 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);
+
+ doblend = r_refdef.viewblend[3] >= 0.01f;
+ dobloom = r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && 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 (!dobloom && !doblend)
return;
GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
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 (dobloom)
{
- int screenwidth, screenheight, bloomwidth, bloomheight, x, dobloomblend, range;
+ int 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.realwidth;screenwidth *= 2);
- for (screenheight = 1;screenheight < vid.realheight;screenheight *= 2);
+ renderstats.bloom++;
// 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);
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.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
- c_bloomcopies++;
- c_bloomcopypixels += r_view_width * r_view_height;
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
+ renderstats.bloom_copypixels += 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.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+ 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;
+ renderstats.bloom_drawpixels += 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++)
{
R_Mesh_Draw(0, 4, 2, polygonelements);
- c_bloomdraws++;
- c_bloomdrawpixels += bloomwidth * bloomheight;
+ renderstats.bloom_drawpixels += bloomwidth * bloomheight;
}
// we now have a darkened bloom image in the framebuffer, copy it into
// the bloom image texture for more processing
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.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
- c_bloomcopies++;
- c_bloomcopypixels += bloomwidth * bloomheight;
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
+ renderstats.bloom_copypixels += 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;
continue;
GL_Color(r, r, r, 1);
R_Mesh_Draw(0, 4, 2, polygonelements);
- c_bloomdraws++;
- c_bloomdrawpixels += bloomwidth * bloomheight;
+ renderstats.bloom_drawpixels += 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.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
- c_bloomcopies++;
- c_bloomcopypixels += bloomwidth * bloomheight;
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
+ renderstats.bloom_copypixels += bloomwidth * bloomheight;
// blend the vertically blurred image at multiple offsets horizontally
// to finish the blur effect
// TODO: do offset blends using GLSL
continue;
GL_Color(r, r, r, 1);
R_Mesh_Draw(0, 4, 2, polygonelements);
- c_bloomdraws++;
- c_bloomdrawpixels += bloomwidth * bloomheight;
+ renderstats.bloom_drawpixels += 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.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
- c_bloomcopies++;
- c_bloomcopypixels += bloomwidth * bloomheight;
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
+ renderstats.bloom_copypixels += bloomwidth * bloomheight;
// go back to full view area
- qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+ 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));
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;
+ renderstats.bloom_drawpixels += r_view_width * r_view_height;
// now blend on the bloom texture if multipass
if (dobloomblend)
{
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;
+ renderstats.bloom_drawpixels += r_view_width * r_view_height;
}
}
- if (r_refdef.viewblend[3] >= 0.01f)
+ if (doblend)
{
// apply a color tint to the whole view
memset(&m, 0, sizeof(m));
if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
return; //Host_Error ("R_RenderView: NULL worldmodel");
- r_view_width = bound(0, r_refdef.width, vid.realwidth);
- r_view_height = bound(0, r_refdef.height, vid.realheight);
+ 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.realwidth - r_refdef.width);
- r_view_y = bound(0, r_refdef.y, vid.realheight - r_refdef.height);
+ 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_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.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+ 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);
R_BlendView();
R_TimeReport("blendview");
- GL_Scissor(0, 0, vid.realwidth, vid.realheight);
+ GL_Scissor(0, 0, vid.width, vid.height);
+ GL_ScissorTest(false);
+}
+
+//[515]: csqc
+void CSQC_R_ClearScreen (void)
+{
+ if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
+ return; //Host_Error ("R_RenderView: NULL worldmodel");
+
+ 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_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_TimeReport("setup");
+}
+
+//[515]: csqc
+void CSQC_R_RenderScene (void)
+{
+ qglDepthFunc(GL_LEQUAL);
+ qglPolygonOffset(0, 0);
+ qglEnable(GL_POLYGON_OFFSET_FILL);
+
+ 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);
+extern void VM_AddPolygonsToMeshQueue (void);
void R_RenderScene(void)
{
// don't let sound skip if going slow
R_MeshQueue_BeginScene();
- GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
-
R_SetFrustum();
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);
+ GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f);
else
- GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip);
+ GL_SetupView_Mode_Perspective(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f, r_farclip);
GL_SetupView_Orientation_FromEntity(&r_view_matrix);
R_Shadow_UpdateWorldLightSelection();
- // don't let sound skip if going slow
- if (r_refdef.extraupdate)
- S_ExtraUpdate ();
-
- GL_ShowTrisColor(0.025, 0.025, 0, 1);
- if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
+ for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++)
{
- r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
- R_TimeReport("worldsky");
- }
+ if (r_showtrispass)
+ {
+ rmeshstate_t m;
+ r_showtrispass = 0;
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthTest(!r_showdisabledepthtest.integer);
+ GL_DepthMask(GL_FALSE);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ //qglEnable(GL_LINE_SMOOTH);
+ qglEnable(GL_POLYGON_OFFSET_LINE);
+ qglPolygonOffset(0, r_showtris_polygonoffset.value);
+ r_showtrispass = 1;
+ }
- if (R_DrawBrushModelsSky())
- R_TimeReport("bmodelsky");
+ if (cl.csqc_vidvars.drawworld)
+ {
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
- 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");
- }
+ 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");
+ }
- // don't let sound skip if going slow
- if (r_refdef.extraupdate)
- S_ExtraUpdate ();
+ if (R_DrawBrushModelsSky())
+ R_TimeReport("bmodelsky");
- GL_ShowTrisColor(0, 0.015, 0, 1);
+ 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");
+ }
+ }
- R_DrawModels();
- R_TimeReport("models");
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
- // don't let sound skip if going slow
- if (r_refdef.extraupdate)
- S_ExtraUpdate ();
+ GL_ShowTrisColor(0, 0.015, 0, 1);
- GL_ShowTrisColor(0, 0, 0.033, 1);
- R_ShadowVolumeLighting(false);
- R_TimeReport("rtlights");
+ R_DrawModels();
+ R_TimeReport("models");
- // don't let sound skip if going slow
- if (r_refdef.extraupdate)
- S_ExtraUpdate ();
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
- GL_ShowTrisColor(0.1, 0, 0, 1);
+ GL_ShowTrisColor(0, 0, 0.033, 1);
+ R_ShadowVolumeLighting(false);
+ R_TimeReport("rtlights");
- R_DrawLightningBeams();
- R_TimeReport("lightning");
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
- R_DrawParticles();
- R_TimeReport("particles");
+ GL_ShowTrisColor(0.1, 0, 0, 1);
- R_DrawExplosions();
- R_TimeReport("explosions");
+ if (cl.csqc_vidvars.drawworld)
+ {
+ R_DrawLightningBeams();
+ R_TimeReport("lightning");
- R_MeshQueue_RenderTransparent();
- R_TimeReport("drawtrans");
+ R_DrawParticles();
+ R_TimeReport("particles");
- R_DrawCoronas();
- R_TimeReport("coronas");
+ R_DrawExplosions();
+ R_TimeReport("explosions");
+ }
- R_DrawWorldCrosshair();
- R_TimeReport("crosshair");
+ R_MeshQueue_RenderTransparent();
+ R_TimeReport("drawtrans");
- R_MeshQueue_Render();
- R_MeshQueue_EndScene();
+ if (cl.csqc_vidvars.drawworld)
+ {
+ R_DrawCoronas();
+ R_TimeReport("coronas");
+ }
+ if(cl.csqc_vidvars.drawcrosshair)
+ {
+ R_DrawWorldCrosshair();
+ R_TimeReport("crosshair");
+ }
- if ((r_shadow_visiblelighting.integer || r_shadow_visiblevolumes.integer) && !r_showtrispass)
- {
- R_ShadowVolumeLighting(true);
- R_TimeReport("visiblevolume");
+ VM_AddPolygonsToMeshQueue();
+
+ R_MeshQueue_Render();
+
+ if (r_showtrispass)
+ {
+ //qglDisable(GL_LINE_SMOOTH);
+ qglDisable(GL_POLYGON_OFFSET_LINE);
+ }
}
- GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+ r_showtrispass = 0;
+
+ R_MeshQueue_EndScene();
// don't let sound skip if going slow
if (r_refdef.extraupdate)
{
for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
{
- VectorSubtract(v, r_vieworigin, diff);
- f2 = exp(fogdensity/DotProduct(diff, diff));
+ f2 = VERTEXFOGTABLE(VectorDistance(v, r_vieworigin));
f1 = 1 - f2;
c[0] = c[0] * f1 + fogcolor[0] * f2;
c[1] = c[1] * f1 + fogcolor[1] * f2;
0.5f, 0.0f, 0.0f, 1.0f
};
-void R_DrawNoModelCallback(const void *calldata1, int calldata2)
+void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
{
- const entity_render_t *ent = calldata1;
int i;
- float f1, f2, *c, diff[3];
+ float f1, f2, *c;
float color4f[6*4];
rmeshstate_t m;
R_Mesh_Matrix(&ent->matrix);
{
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
m.pointer_color = color4f;
- VectorSubtract(ent->origin, r_vieworigin, diff);
- f2 = exp(fogdensity/DotProduct(diff, diff));
+ f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_vieworigin));
f1 = 1 - f2;
for (i = 0, c = color4f;i < 6;i++, c += 4)
{
void R_DrawNoModel(entity_render_t *ent)
{
//if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModelCallback, ent, 0);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
//else
// R_DrawNoModelCallback(ent, 0);
}
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)
+void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, 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)
{
- float diff[3];
+ float fog = 0.0f, ifog;
rmeshstate_t m;
if (fogenabled)
- {
- VectorSubtract(origin, r_vieworigin, diff);
- ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
- }
+ fog = VERTEXFOGTABLE(VectorDistance(origin, r_vieworigin));
+ ifog = 1 - fog;
R_Mesh_Matrix(&r_identitymatrix);
GL_BlendFunc(blendfunc1, blendfunc2);
m.pointer_texcoord[0] = spritetexcoord2f;
m.pointer_vertex = varray_vertex3f;
R_Mesh_State(&m);
- GL_Color(cr, cg, cb, ca);
+ GL_Color(cr * ifog, cg * ifog, cb * ifog, ca);
R_Mesh_Draw(0, 4, 2, polygonelements);
+
+ if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(fogtexture));
+ GL_BlendFunc(blendfunc1, GL_ONE);
+ GL_Color(fogcolor[0] * fog, fogcolor[1] * fog, fogcolor[2] * fog, ca);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
+ }
}
int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v)
{
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);
+ 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);
w = !w;
}
if (tempnumpoints < 3)
}
}
+void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, matrix4x4_t *matrix, float r, float g, float b, float a)
+{
+ texturelayer_t *layer;
+ layer = t->currentlayers + t->currentnumlayers++;
+ layer->type = type;
+ layer->depthmask = depthmask;
+ layer->blendfunc1 = blendfunc1;
+ layer->blendfunc2 = blendfunc2;
+ layer->texture = texture;
+ layer->texmatrix = *matrix;
+ layer->color[0] = r;
+ layer->color[1] = g;
+ layer->color[2] = b;
+ layer->color[3] = a;
+}
+
void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *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)
+ // FIXME: identify models using a better check than ent->model->brush.shadowmesh
+ //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
+
{
- 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;
+ texture_t *texture = t;
+ model_t *model = ent->model;
+ int s = ent->skinnum;
+ if ((unsigned int)s >= (unsigned int)model->numskins)
+ s = 0;
+ 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;
}
- if (s > 0)
- t = t->currentframe = t + s * model->num_surfaces;
- if (t->animated)
- t = t->currentframe = 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];
+
t->currentmaterialflags = t->basematerialflags;
t->currentalpha = ent->alpha;
if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
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;
+ if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+ t->currenttexmatrix = r_waterscrollmatrix;
+ else
+ t->currenttexmatrix = r_identitymatrix;
+ t->currentnumlayers = 0;
+ if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
+ {
+ if (gl_lightmaps.integer)
+ R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, r_texture_white, &r_identitymatrix, 1, 1, 1, 1);
+ else if (t->currentmaterialflags & MATERIALFLAG_SKY)
+ {
+ // transparent sky would be ridiculous
+ if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_SKY, r_texture_white, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ }
+ else
+ {
+ int blendfunc1, blendfunc2, depthmask;
+ if (t->currentmaterialflags & MATERIALFLAG_ADD)
+ {
+ blendfunc1 = GL_SRC_ALPHA;
+ blendfunc2 = GL_ONE;
+ depthmask = false;
+ }
+ else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
+ {
+ blendfunc1 = GL_SRC_ALPHA;
+ blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ depthmask = false;
+ }
+ else
+ {
+ blendfunc1 = GL_ONE;
+ blendfunc2 = GL_ZERO;
+ depthmask = true;
+ }
+ if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
+ {
+ rtexture_t *currentbasetexture;
+ int layerflags = 0;
+ if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ 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;
+ if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+ {
+ // fullbright is not affected by r_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);
+ }
+ else
+ {
+ float colorscale;
+ colorscale = 2;
+ // 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->type == mod_brushq3)
+ colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
+ colorscale *= r_lightmapintensity;
+ if (r_textureunits.integer >= 2 && gl_combine.integer)
+ R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_COMBINE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
+ else if ((t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) == 0)
+ R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale * 0.5f, ent->colormod[1] * colorscale * 0.5f, ent->colormod[2] * colorscale * 0.5f, t->currentalpha);
+ else
+ R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
+ if (r_ambient.value >= (1.0f/64.0f))
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+ if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
+ {
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
+ if (r_ambient.value >= (1.0f/64.0f))
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+ }
+ if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
+ {
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
+ 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);
+ }
+ }
+ if (t->skin.glow != NULL)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, 1, 1, 1, t->currentalpha);
+ if (fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
+ {
+ // 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).
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentalpha);
+ }
+ }
+ }
+ }
}
void R_UpdateAllTextureInfo(entity_render_t *ent)
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);
+ 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, r_smoothnormals_areaweighting.integer);
}
// a single autosprite surface can contain multiple sprites...
VectorClear(forward);
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);
+ 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, r_smoothnormals_areaweighting.integer);
}
Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward);
Matrix4x4_Transform(&ent->inversematrix, r_viewright, right);
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)
+void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
{
int i;
float f;
float *v, *c, *c2;
- vec3_t diff;
- if (lightmodel)
+ if (lightmode >= 2)
{
+ // model lighting
vec4_t ambientcolor4f;
vec3_t diffusecolor;
vec3_t diffusenormal;
- if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r, g, b, a, false))
+ if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r*0.5f, g*0.5f, b*0.5f, 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);
+ Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
}
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;
rsurface_lightmapcolor4f = NULL;
}
}
- else if (vertexlight)
+ else if (lightmode >= 1)
{
if (surface->lightmapinfo)
{
- rsurface_lightmapcolor4f = varray_color4f;
- for (i = 0, c = rsurface_lightmapcolor4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+ for (i = 0, c = varray_color4f + 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)
+ const unsigned char *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
+ if (lm)
{
- 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)
+ float scale = r_refdef.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[2]] * (1.0f / 32768.0f);
+ scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
VectorMA(c, scale, lm, c);
- if (surface->lightmapinfo->styles[3] != 255)
+ if (surface->lightmapinfo->styles[2] != 255)
{
lm += size3;
- scale = d_lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
+ scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
VectorMA(c, scale, lm, c);
+ if (surface->lightmapinfo->styles[3] != 255)
+ {
+ lm += size3;
+ scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ }
}
}
}
+ else
+ VectorClear(c);
}
+ rsurface_lightmapcolor4f = varray_color4f;
}
else
rsurface_lightmapcolor4f = surface->groupmesh->data_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));
+ f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg));
c2[0] = c[0] * f;
c2[1] = c[1] * f;
c2[2] = c[2] * f;
{
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));
+ f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg));
c2[0] = f;
c2[1] = f;
c2[2] = f;
c2[2] = c[2] * b;
c2[3] = c[3] * a;
}
+ rsurface_lightmapcolor4f = varray_color4f;
}
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, base, colorscale;
+ int lightmode;
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;
- texture = texture->currentframe;
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;
- }
+ renderstats.entities_surfaces += texturenumsurfaces;
+ // FIXME: identify models using a better check than ent->model->brush.shadowmesh
+ lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
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)
+ if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
qglDisable(GL_CULL_FACE);
- if (texture->currentmaterialflags & MATERIALFLAG_SKY)
+ if (texture->currentnumlayers)
{
- if (skyrendernow)
- {
- skyrendernow = false;
- if (skyrendermasked)
- R_Sky();
- }
- // LordHavoc: HalfLife maps have freaky skypolys...
- //if (!ent->model->brush.ishlbsp)
+ int layerindex;
+ texturelayer_t *layer;
+ for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++)
{
- R_Mesh_Matrix(&ent->matrix);
- GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
- if (skyrendermasked)
+ vec4_t layercolor;
+ int layertexrgbscale;
+ GL_DepthMask(layer->depthmask);
+ GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
+ if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
{
- // 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);
+ layertexrgbscale = 4;
+ VectorScale(layer->color, 0.25f, layercolor);
}
- 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 && 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);
- colorscale = 1;
- r = ent->colormod[0] * colorscale;
- g = ent->colormod[1] * colorscale;
- b = ent->colormod[2] * colorscale;
- a = texture->currentalpha;
- base = r_ambient.value * (1.0f / 64.0f);
- // 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)
+ else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
{
- float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
- r *= scale;
- g *= scale;
- b *= scale;
+ layertexrgbscale = 2;
+ VectorScale(layer->color, 0.5f, layercolor);
}
- applycolor = r != 1 || g != 1 || b != 1 || a != 1;
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ else
{
- 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);
+ layertexrgbscale = 1;
+ VectorScale(layer->color, 1.0f, layercolor);
}
- }
- else if (dolightmap && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
- {
- // 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++)
+ layercolor[3] = layer->color[3];
+ GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
+ applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
+ switch (layer->type)
{
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
- if (surface->lightmaptexture)
+ case TEXTURELAYERTYPE_SKY:
+ if (skyrendernow)
{
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- R_Mesh_ColorPointer(NULL);
+ skyrendernow = false;
+ if (skyrendermasked)
+ {
+ R_Sky();
+ // restore entity matrix and GL_Color
+ R_Mesh_Matrix(&ent->matrix);
+ GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
+ }
}
- else //if (r == 1 && g == 1 && b == 1)
+ // LordHavoc: HalfLife maps have freaky skypolys...
+ //if (!ent->model->brush.ishlbsp)
{
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
+ 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);
+ }
+ 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);
+ }
+ if (skyrendermasked)
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
}
- 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 = 1;
- if (gl_combine.integer)
- {
- m.texrgbscale[0] = 4;
- colorscale *= 0.25f;
- }
- 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)
+ break;
+ case TEXTURELAYERTYPE_LITTEXTURE_COMBINE:
+ memset(&m, 0, sizeof(m));
+ m.tex[1] = R_GetTexture(layer->texture);
+ m.texmatrix[1] = layer->texmatrix;
+ m.texrgbscale[1] = layertexrgbscale;
+ m.pointer_color = varray_color4f;
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
- r *= scale;
- g *= scale;
- b *= scale;
+ 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 (lightmode == 2)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+ }
+ else if (surface->lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+ }
+ else
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+ }
+ 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);
}
- applycolor = r != 1 || g != 1 || b != 1 || a != 1;
+ break;
+ case TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS:
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.texmatrix[0] = layer->texmatrix;
+ m.pointer_color = varray_color4f;
+ m.texrgbscale[0] = layertexrgbscale;
+ 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);
- RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ if (lightmode == 2)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 2, false, false);
+ }
+ else 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));
+ RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 1, 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);
}
- }
- else
- {
- applycolor = r != 1 || g != 1 || b != 1 || a != 1;
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.texmatrix[0] = layer->texmatrix;
+ m.pointer_color = varray_color4f;
+ m.texrgbscale[0] = layertexrgbscale;
+ 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);
- RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+ RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
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] = 4;
- colorscale *= 0.25f;
- }
- 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;
+ break;
+ case TEXTURELAYERTYPE_LITTEXTURE_VERTEX:
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.texmatrix[0] = layer->texmatrix;
+ m.texrgbscale[0] = layertexrgbscale;
+ m.pointer_color = varray_color4f;
+ 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);
- RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses);
+ RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode ? lightmode : 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
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;
+ break;
+ case TEXTURELAYERTYPE_TEXTURE:
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.texmatrix[0] = layer->texmatrix;
+ m.pointer_color = varray_color4f;
+ m.texrgbscale[0] = layertexrgbscale;
+ 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);
- RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+ RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
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] = 4;
- colorscale *= 0.25f;
- }
- 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)
+ break;
+ case TEXTURELAYERTYPE_FOG:
+ memset(&m, 0, sizeof(m));
+ if (layer->texture)
{
- float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
- r *= scale;
- g *= scale;
- b *= scale;
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.texmatrix[0] = layer->texmatrix;
}
- applycolor = r != 1 || g != 1 || b != 1 || a != 1;
+ R_Mesh_State(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
+ int i;
+ float f, *v, *c;
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);
+ if (layer->texture)
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_ColorPointer(varray_color4f);
+ 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)
+ {
+ f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
+ c[0] = layercolor[0];
+ c[1] = layercolor[1];
+ c[2] = layercolor[2];
+ c[3] = f * layercolor[3];
+ }
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);
}
+ break;
+ default:
+ Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
}
- else
+ // if trying to do overbright on first pass of an opaque surface
+ // when combine is not supported, brighten as a post process
+ if (layertexrgbscale > 1 && !gl_combine.integer && layer->depthmask)
{
- applycolor = r != 1 || g != 1 || b != 1 || a != 1;
+ int scale;
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ 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_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));
+ for (scale = 1;scale < layertexrgbscale;scale <<= 1)
+ 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] = 4;
- colorscale *= 0.25f;
- }
- R_Mesh_State(&m);
- base = r_ambient.value * (1.0f / 64.0f);
- r = ent->colormod[0] * colorscale * base;
- g = ent->colormod[1] * colorscale * base;
- b = ent->colormod[2] * colorscale * base;
- 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 (r_shownormals.integer && !r_showtrispass)
{
- // 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);
+ int j, k;
+ float v[3];
+ GL_DepthTest(!r_showdisabledepthtest.integer);
+ GL_DepthMask(texture->currentlayers->depthmask);
+ GL_BlendFunc(texture->currentlayers->blendfunc1, texture->currentlayers->blendfunc2);
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))
+ if (!rsurface_svector3f)
{
- 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;
- }
+ 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, r_smoothnormals_areaweighting.integer);
}
- else
+ GL_Color(1, 0, 0, 1);
+ qglBegin(GL_LINES);
+ for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
{
- 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;
- }
+ VectorCopy(rsurface_vertex3f + k * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface_svector3f + k * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ GL_Color(0, 0, 1, 1);
+ for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
+ {
+ VectorCopy(rsurface_vertex3f + k * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface_tvector3f + k * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ GL_Color(0, 1, 0, 1);
+ for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
+ {
+ VectorCopy(rsurface_vertex3f + k * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface_normal3f + k * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
}
- 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);
+ qglEnd();
}
}
}
- if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
qglEnable(GL_CULL_FACE);
}
-static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
+static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
{
- const entity_render_t *ent = calldata1;
- const msurface_t *surface = ent->model->data_surfaces + calldata2;
+ const msurface_t *surface = ent->model->data_surfaces + surfacenumber;
vec3_t modelorg;
texture_t *texture;
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(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->data_surfaces);
+ R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_DrawSurface_TransparentCallback, ent, surface - ent->model->data_surfaces, r_shadow_rtlight);
}
}
}
void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
{
int i, j, f, flagsmask;
+ int counttriangles = 0;
msurface_t *surface, **surfacechain;
texture_t *t, *texture;
model_t *model = ent->model;
{
for (i = 0;i < model->brushq1.light_styles;i++)
{
- if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
+ if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
{
- model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
+ model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
for (;(surface = *surfacechain);surfacechain++)
surface->cached_dlight = true;
numsurfacelist = 0;
}
t = surface->texture;
- f = t->currentmaterialflags & flagsmask;
texture = t->currentframe;
+ f = texture->currentmaterialflags & flagsmask;
}
if (f && surface->num_triangles)
{
R_BuildLightMap(ent, surface);
// add face to draw list
surfacelist[numsurfacelist++] = surface;
+ counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
numsurfacelist = 0;
}
t = surface->texture;
- f = t->currentmaterialflags & flagsmask;
texture = t->currentframe;
+ f = texture->currentmaterialflags & flagsmask;
}
if (f && surface->num_triangles)
{
R_BuildLightMap(ent, surface);
// add face to draw list
surfacelist[numsurfacelist++] = surface;
+ counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
}
if (numsurfacelist)
R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ if (!r_showtrispass)
+ renderstats.entities_triangles += counttriangles;
}