int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes
cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"};
-cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "1"};
+cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "0"};
cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"};
cvar_t gl_nosubimage = {"gl_nosubimage", "0"};
cvar_t r_ambient = {"r_ambient", "0"};
+cvar_t gl_vertex = {"gl_vertex", "0"};
+cvar_t gl_texsort = {"gl_texsort", "1"};
//cvar_t gl_funnywalls = {"gl_funnywalls", "0"}; // LordHavoc: see BuildSurfaceDisplayList
-qboolean lightmaprgba, nosubimagefragments, nosubimage;
+qboolean lightmaprgba, nosubimagefragments, nosubimage, skyisvisible;
int lightmapbytes;
-qboolean skyisvisible;
extern qboolean gl_arrays;
extern int r_dlightframecount;
-void glrsurf_init()
+void gl_surf_start()
+{
+}
+
+void gl_surf_shutdown()
+{
+}
+
+void GL_Surf_Init()
{
int i;
for (i = 0;i < MAX_LIGHTMAPS;i++)
Cvar_RegisterVariable(&gl_nosubimage);
Cvar_RegisterVariable(&r_ambient);
// Cvar_RegisterVariable(&gl_funnywalls);
+ Cvar_RegisterVariable(&gl_vertex);
+ Cvar_RegisterVariable(&gl_texsort);
// check if it's the glquake minigl driver
if (strncasecmp(gl_vendor,"3Dfx",4)==0)
if (!gl_arrays)
// Cvar_SetValue("gl_nosubimage", 1);
Cvar_SetValue("gl_lightmode", 0);
}
+
+ R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown);
}
extern qboolean lighthalf;
{
int smax, tmax;
// upload the new lightmap texture fragment
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
+ if(r_upload.value)
+ glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
if (nosubimage || nosubimagefragments)
{
if (lightmapupdate[lnum][0] > s->light_t)
if (lightmaprgba)
{
R_BuildLightMap (s, templight, smax * 4);
- glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
+ if(r_upload.value)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
}
else
{
R_BuildLightMap (s, templight, smax * 3);
- glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
+ if(r_upload.value)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
}
}
}
extern int alphaskytexture;
extern float speedscale; // for top sky and bottom sky
-qboolean mtexenabled = false;
-
extern char skyname[];
void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-//extern cvar_t r_dynamicwater;
float turbsin[256] =
{
#include "gl_warp_sin.h"
{
if (lightmapupdate[i][0] < lightmapupdate[i][1])
{
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
- if (nosubimage)
+ if(r_upload.value)
{
- if (lightmaprgba)
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
- else
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
- }
- else
- {
- if (lightmaprgba)
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0]));
+ glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
+ if (nosubimage)
+ {
+ if (lightmaprgba)
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
+ else
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
+ }
else
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0]));
+ {
+ if (lightmaprgba)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0]));
+ else
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0]));
+ }
}
}
lightmapupdate[i][0] = BLOCK_HEIGHT;
}
}
-/*
-================
-DrawTextureChains
-================
-*/
-extern qboolean hlbsp;
-extern void R_Sky();
-extern char skyname[];
-//extern qboolean SV_TestLine (hull_t *hull, int num, vec3_t p1, vec3_t p2);
-void DrawTextureChains (void)
-{
-// int i, j, l;
- int i, j;
- msurface_t *s;
- texture_t *t;
- glpoly_t *p;
- float *v, os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
-// vec3_t shadecolor;
+float wvert[1024*6]; // used by the following functions
- // first the sky
- skypolyclear();
- for (j = 0;j < cl.worldmodel->numtextures;j++)
+void RSurf_DrawSky(msurface_t *s, int transform)
+{
+ glpoly_t *p;
+ int i;
+ float *v;
+ for (p=s->polys ; p ; p=p->next)
{
- if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
- continue;
- // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
- if (s->flags & SURF_DRAWSKY)
+ if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
{
- cl.worldmodel->textures[j]->texturechain = NULL;
- t = R_TextureAnimation (cl.worldmodel->textures[j]);
- skyisvisible = true;
- if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
+ skypoly[currentskypoly].firstvert = currentskyvert;
+ skypoly[currentskypoly++].verts = p->numverts;
+ if (transform)
{
- for (;s;s = s->texturechain)
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
{
- for (p=s->polys ; p ; p=p->next)
- {
- if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
- {
- skypoly[currentskypoly].firstvert = currentskyvert;
- skypoly[currentskypoly++].verts = p->numverts;
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- skyvert[currentskyvert].v[0] = v[0];
- skyvert[currentskyvert].v[1] = v[1];
- skyvert[currentskyvert++].v[2] = v[2];
- }
- }
- }
+ softwaretransform(v, skyvert[currentskyvert].v);
+ currentskyvert++;
+ }
+ }
+ else
+ {
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ {
+ skyvert[currentskyvert].v[0] = v[0];
+ skyvert[currentskyvert].v[1] = v[1];
+ skyvert[currentskyvert++].v[2] = v[2];
}
}
}
}
- skypolyrender(); // fogged sky polys, affects depth
-
- if (skyname[0] && skyisvisible && !fogenabled)
- R_Sky(); // does not affect depth, draws over the sky polys
+}
- // then walls
- wallpolyclear();
- for (j = 0;j < cl.worldmodel->numtextures;j++)
+int RSurf_Light(int *dlightbits, glpoly_t *polys)
+{
+ float cr, cg, cb, radius, radius2, f, *v, *wv;
+ int i, a, b, lit = false;
+ unsigned int c, d;
+ dlight_t *light;
+ vec_t *lightorigin;
+ glpoly_t *p;
+ for (a = 0;a < 8;a++)
{
- if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
- continue;
- // subdivided water surface warp
- if (!(s->flags & SURF_DRAWTURB))
+ if ((c = dlightbits[a]))
{
- cl.worldmodel->textures[j]->texturechain = NULL;
- t = R_TextureAnimation (cl.worldmodel->textures[j]);
- for (;s;s = s->texturechain)
+ for (b = 0, d = 1;c;b++, d <<= 1)
{
- // check for lightmap modification
- if (r_dynamic.value)
+ if (c & d)
{
- if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf
- || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
- || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
- || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
- || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
- R_UpdateLightmap(s, s->lightmaptexturenum);
- }
- for (p = s->polys;p;p = p->next)
- {
- if (currentwallpoly >= MAX_WALLPOLYS)
- break;
- v = &s->polys->verts[0][0];
- wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
- wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
- wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
- wallpoly[currentwallpoly].firstvert = currentwallvert;
- wallpoly[currentwallpoly].numverts = p->numverts;
- if (wallpoly[currentwallpoly++].lit = s->dlightframe == r_dlightframecount && r_dynamic.value)
+ c -= d;
+ light = &cl_dlights[a * 32 + b];
+ lightorigin = light->origin;
+ cr = light->color[0];
+ cg = light->color[1];
+ cb = light->color[2];
+ radius = light->radius*light->radius*LIGHTSCALE;
+ radius2 = radius * (256.0f / LIGHTSCALE);
+ wv = wvert;
+ for (p = polys;p;p = p->next)
{
- for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
+ for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
{
- /*
- int dj;
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 0;
- for (dj = 0;dj < (MAX_DLIGHTS >> 5);dj++)
+ f = VectorDistance2(wv, lightorigin);
+ if (f < radius)
{
- if (s->dlightbits[dj])
- {
- int di;
- for (di=0 ; di<32 ; di++)
- {
- if ((1 << (di&31)) & s->dlightbits[di>>5])
- {
- vec3_t ddist;
- dlight_t *dl;
- float dr;
- float df;
- float dt;
- dl = &cl_dlights[(dj<<5)+di];
- VectorSubtract(dl->origin, v, ddist);
- df = DotProduct(ddist, ddist) + 65536.0f;
- dr = dl->radius * dl->radius * 16.0f;
- if (df < dr)
- {
- VectorNormalize(ddist);
- dt = DotProduct(ddist, s->plane->normal);
- if (s->flags & SURF_PLANEBACK)
- dt = -dt;
- if (dt > 0.0f)
- {
- dr *= (dt * 0.5f + 0.5f);
- if (df < dr)
- {
- */
- /*
- vec3_t v2, v3;
- VectorSubtract(v, ddist, v3); // pull off surface
- if (s->flags & SURF_PLANEBACK)
- {
- VectorSubtract(dl->origin, s->plane->normal, v2);
- VectorSubtract(v3, s->plane->normal, v3);
- }
- else
- {
- VectorAdd(dl->origin, s->plane->normal, v2);
- VectorAdd(v3, s->plane->normal, v3);
- }
- if (SV_TestLine(&cl.worldmodel->hulls[0], 0, v2, v3))
-// if (SV_TestLine(&cl.worldmodel->hulls[0], 0, dl->origin, v))
- {
- */
- /*
- float dbrightness = dr * 16.0f / df;
- shadecolor[0] += dbrightness * dl->color[0];
- shadecolor[1] += dbrightness * dl->color[1];
- shadecolor[2] += dbrightness * dl->color[2];
- //}
- }
- }
- }
- }
- }
- }
+ f = radius2 / (f + LIGHTOFFSET);
+ wv[3] += cr * f;
+ wv[4] += cg * f;
+ wv[5] += cb * f;
+ lit = true;
}
- //R_DynamicLightPoint(shadecolor, v, s->dlightbits);
- if (lighthalf)
- {
- shadecolor[0] *= 0.5f;
- shadecolor[1] *= 0.5f;
- shadecolor[2] *= 0.5f;
- }
- wallvert[currentwallvert].r = (byte) (bound(0, (int) shadecolor[0], 255));
- wallvert[currentwallvert].g = (byte) (bound(0, (int) shadecolor[1], 255));
- wallvert[currentwallvert].b = (byte) (bound(0, (int) shadecolor[2], 255));
- */
- wallvert[currentwallvert].r = (byte) (bound(0, (int) v[9], 255));
- wallvert[currentwallvert].g = (byte) (bound(0, (int) v[10], 255));
- wallvert[currentwallvert].b = (byte) (bound(0, (int) v[11], 255));
- wallvert[currentwallvert].a = 255;
- wallvert[currentwallvert].vert[0] = v[0];
- wallvert[currentwallvert].vert[1] = v[1];
- wallvert[currentwallvert].vert[2] = v[2];
- wallvert[currentwallvert].s = v[3];
- wallvert[currentwallvert].t = v[4];
- wallvert[currentwallvert].u = v[5];
- wallvert[currentwallvert++].v = v[6];
- }
- }
- else
- {
- for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
- {
- wallvert[currentwallvert].vert[0] = v[0];
- wallvert[currentwallvert].vert[1] = v[1];
- wallvert[currentwallvert].vert[2] = v[2];
- wallvert[currentwallvert].s = v[3];
- wallvert[currentwallvert].t = v[4];
- wallvert[currentwallvert].u = v[5];
- wallvert[currentwallvert++].v = v[6];
+ wv += 6;
}
}
}
}
}
}
- UploadLightmaps();
- wallpolyrender();
+ return lit;
+}
- // then water (water gets diverted to transpoly list)
- for (j = 0;j < cl.worldmodel->numtextures;j++)
+void RSurf_DrawWater(msurface_t *s, texture_t *t, int transform, int alpha)
+{
+ int i;
+ float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
+ glpoly_t *p;
+ float *wv, *v;
+ wv = wvert;
+ for (p = s->polys;p;p = p->next)
{
- if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
- continue;
- cl.worldmodel->textures[j]->texturechain = NULL;
- t = R_TextureAnimation (cl.worldmodel->textures[j]);
- // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
- // subdivided water surface warp
- if (s->flags & SURF_DRAWTURB)
+ for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
{
- int alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
- // FIXME: make fog texture if water texture is transparent?
- if (r_waterripple.value)
- {
- if (lighthalf)
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- transpolyvert(v[0], v[1], v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128) >> 1,(int) (v[10]+128) >> 1,(int) (v[11]+128) >> 1,alpha);
- transpolyend();
- }
- }
- }
- else
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- transpolyvert(v[0], v[1], v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128),(int) (v[10]+128),(int) (v[11]+128),alpha);
- transpolyend();
- }
- }
- }
- }
+ if (transform)
+ softwaretransform(v, wv);
else
- {
- if (lighthalf)
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128) >> 1,(int) (v[10]+128) >> 1,(int) (v[11]+128) >> 1,alpha);
- transpolyend();
- }
- }
- }
- else
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128),(int) (v[10]+128),(int) (v[11]+128),alpha);
- transpolyend();
- }
- }
- }
- }
- /*
- int light, alpha, r = 0, g = 0, b = 0;
- vec3_t nv, shadecolor;
- alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
- light = false;
- if (s->flags & SURF_DRAWFULLBRIGHT)
- r = g = b = lighthalf ? 128 : 255;
- else if (s->dlightframe == r_dlightframecount && r_dynamic.value)
- light = true;
- else
- r = g = b = (lighthalf ? 64 : 128) + (int) (r_ambient.value * 2.0f);
+ VectorCopy(v, wv);
if (r_waterripple.value)
+ wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
+ wv[3] = wv[4] = wv[5] = 128.0f;
+ wv += 6;
+ }
+ }
+ if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+ RSurf_Light(s->dlightbits, s->polys);
+ wv = wvert;
+ // FIXME: make fog texture if water texture is transparent?
+ for (p=s->polys ; p ; p=p->next)
+ {
+ transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+ transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), wv[3], wv[4], wv[5], alpha);
+ transpolyend();
+ }
+}
+
+void RSurf_DrawWall(msurface_t *s, texture_t *t, int transform)
+{
+ int i, lit = false, polys = 0, verts = 0;
+ float *v, *wv;
+ glpoly_t *p;
+ wallpoly_t *wp;
+ wallvert_t *out;
+ // check for lightmap modification
+ if (r_dynamic.value)
+ {
+ if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf
+ || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
+ || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
+ || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
+ || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
+ R_UpdateLightmap(s, s->lightmaptexturenum);
+ }
+ wv = wvert;
+ for (p = s->polys;p;p = p->next)
+ {
+ for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ {
+ if (transform)
+ softwaretransform(v, wv);
+ else
+ VectorCopy(v, wv);
+ wv[3] = wv[4] = wv[5] = 0.0f;
+ wv += 6;
+ }
+ verts += p->numverts;
+ polys++;
+ }
+ if ((currentwallpoly + polys > MAX_WALLPOLYS) || (currentwallvert+verts > MAX_WALLVERTS))
+ return;
+ if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+ lit = RSurf_Light(s->dlightbits, s->polys);
+ wv = wvert;
+ wp = &wallpoly[currentwallpoly];
+ out = &wallvert[currentwallvert];
+ currentwallpoly += polys;
+ for (p = s->polys;p;p = p->next)
+ {
+ v = p->verts[0];
+ wp->texnum = (unsigned short) t->gl_texturenum;
+ wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
+ wp->glowtexnum = (unsigned short) t->gl_glowtexturenum;
+ wp->firstvert = currentwallvert;
+ wp->numverts = p->numverts;
+ wp->lit = lit;
+ wp++;
+ currentwallvert += p->numverts;
+ for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, wv += 6, out++)
+ {
+ if (lit)
{
if (lighthalf)
{
- if (light)
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- nv[0] = v[0];
- nv[1] = v[1];
- nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
- R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha);
- }
- transpolyend();
- }
- }
- }
- else
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- nv[0] = v[0];
- nv[1] = v[1];
- nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
- }
- transpolyend();
- }
- }
- }
+ out->r = (byte) (bound(0, (int) wv[3] >> 1, 255));
+ out->g = (byte) (bound(0, (int) wv[4] >> 1, 255));
+ out->b = (byte) (bound(0, (int) wv[5] >> 1, 255));
+ out->a = 255;
}
else
{
- if (light)
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- nv[0] = v[0];
- nv[1] = v[1];
- nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
- R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha);
- }
- transpolyend();
- }
- }
- }
- else
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- nv[0] = v[0];
- nv[1] = v[1];
- nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
- }
- transpolyend();
- }
- }
- }
+ out->r = (byte) (bound(0, (int) wv[3], 255));
+ out->g = (byte) (bound(0, (int) wv[4], 255));
+ out->b = (byte) (bound(0, (int) wv[5], 255));
+ out->a = 255;
}
}
+ out->vert[0] = wv[0];
+ out->vert[1] = wv[1];
+ out->vert[2] = wv[2];
+ out->s = v[3];
+ out->t = v[4];
+ out->u = v[5];
+ out->v = v[6];
+ }
+ }
+}
+
+// LordHavoc: transparent brush models
+extern int r_dlightframecount;
+extern float modelalpha;
+
+void RSurf_DrawWallVertex(msurface_t *s, texture_t *t, int transform, int isbmodel)
+{
+ int i, alpha, size3;
+ float *v, *wv, scale;
+ glpoly_t *p;
+ byte *lm;
+ alpha = (int) (modelalpha * 255.0f);
+ size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3; // *3 for colored lighting
+ wv = wvert;
+ for (p = s->polys;p;p = p->next)
+ {
+ for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ {
+ if (transform)
+ softwaretransform(v, wv);
else
+ VectorCopy(v, wv);
+ wv[3] = wv[4] = wv[5] = r_ambient.value * 2.0f;
+ if (s->styles[0] != 255)
{
- if (lighthalf)
- {
- if (light)
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
- R_DynamicLightPoint(shadecolor, v, s->dlightbits);
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha);
- }
- transpolyend();
- }
- }
- }
- else
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
- }
- transpolyend();
- }
- }
- }
- }
- else
+ lm = (byte *)((long) s->samples + (int) v[7]);
+ scale = d_lightstylevalue[s->styles[0]] * (1.0f / 128.0f);wv[3] += lm[size3*0+0] * scale;wv[4] += lm[size3*0+1] * scale;wv[5] += lm[size3*0+2] * scale;
+ if (s->styles[1] != 255)
{
- if (light)
+ scale = d_lightstylevalue[s->styles[1]] * (1.0f / 128.0f);wv[3] += lm[size3*1+0] * scale;wv[4] += lm[size3*1+1] * scale;wv[5] += lm[size3*1+2] * scale;
+ if (s->styles[2] != 255)
{
- for (;s;s = s->texturechain)
+ scale = d_lightstylevalue[s->styles[2]] * (1.0f / 128.0f);wv[3] += lm[size3*2+0] * scale;wv[4] += lm[size3*2+1] * scale;wv[5] += lm[size3*2+2] * scale;
+ if (s->styles[3] != 255)
{
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
- R_DynamicLightPoint(shadecolor, v, s->dlightbits);
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha);
- }
- transpolyend();
- }
- }
- }
- else
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
- }
- transpolyend();
- }
+ scale = d_lightstylevalue[s->styles[3]] * (1.0f / 128.0f);wv[3] += lm[size3*3+0] * scale;wv[4] += lm[size3*3+1] * scale;wv[5] += lm[size3*3+2] * scale;
}
}
}
}
- */
+ wv += 6;
+ }
+ }
+ if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+ RSurf_Light(s->dlightbits, s->polys);
+ wv = wvert;
+ if (isbmodel && (currententity->colormod[0] != 1 || currententity->colormod[1] != 1 || currententity->colormod[2] != 1))
+ {
+ for (p = s->polys;p;p = p->next)
+ {
+ v = p->verts[0];
+ transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+ transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3] * currententity->colormod[0], wv[4] * currententity->colormod[1], wv[5] * currententity->colormod[2], alpha);
+ transpolyend();
+ }
+ }
+ else
+ {
+ for (p = s->polys;p;p = p->next)
+ {
+ v = p->verts[0];
+ transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+ transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3], wv[4], wv[5], alpha);
+ transpolyend();
}
}
}
-// LordHavoc: transparent brush models
-extern int r_dlightframecount;
-extern float modelalpha;
-extern vec3_t shadecolor;
-//qboolean R_CullBox (vec3_t mins, vec3_t maxs);
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
-void EmitWaterPolys (msurface_t *fa);
-void R_OldMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model);
+/*
+================
+DrawTextureChains
+================
+*/
+extern qboolean hlbsp;
+extern char skyname[];
+void R_DrawSurf(msurface_t *s, int isbmodel, int vertexlit)
+{
+ texture_t *t;
+ if (s->flags & SURF_DRAWSKY)
+ {
+ skyisvisible = true;
+ if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
+ RSurf_DrawSky(s, false);
+ return;
+ }
+ t = R_TextureAnimation (s->texinfo->texture);
+ if (s->flags & SURF_DRAWTURB)
+ {
+ RSurf_DrawWater(s, t, false, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
+ return;
+ }
+ if (vertexlit)
+ RSurf_DrawWallVertex(s, t, false, false);
+ else
+ RSurf_DrawWall(s, t, false);
+}
+
+void DrawTextureChains (void)
+{
+ int n;
+ msurface_t *s;
+ texture_t *t;
+
+ for (n = 0;n < cl.worldmodel->numtextures;n++)
+ {
+ if (!cl.worldmodel->textures[n] || !(s = cl.worldmodel->textures[n]->texturechain))
+ continue;
+ cl.worldmodel->textures[n]->texturechain = NULL;
+// for (;s;s = s->texturechain)
+// R_DrawSurf(s, false, gl_vertex.value);
+ // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
+ // sky
+ if (s->flags & SURF_DRAWSKY)
+ {
+ skyisvisible = true;
+ if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
+ for (;s;s = s->texturechain)
+ RSurf_DrawSky(s, false);
+ continue;
+ }
+ t = R_TextureAnimation (cl.worldmodel->textures[n]);
+ // subdivided water surface warp
+ if (s->flags & SURF_DRAWTURB)
+ {
+ int alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
+ for (;s;s = s->texturechain)
+ RSurf_DrawWater(s, t, false, alpha);
+ continue;
+ }
+ if (gl_vertex.value)
+ for (;s;s = s->texturechain)
+ RSurf_DrawWallVertex(s, t, false, false);
+ else
+ for (;s;s = s->texturechain)
+ RSurf_DrawWall(s, t, false);
+ }
+}
+
+void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model);
/*
=================
*/
void R_DrawBrushModel (entity_t *e)
{
- int i, j/*, l*/, smax, tmax, size3, maps;
- vec3_t mins, maxs, nv;
+ int i;
+ vec3_t mins, maxs;
msurface_t *s;
- mplane_t *pplane;
model_t *clmodel;
- qboolean rotated, vertexlit = false;
- float dot, *v, scale;
+ int rotated, vertexlit = false;
texture_t *t;
- byte *lm;
- float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
- glpoly_t *p;
+ vec3_t org;
currententity = e;
// calculate dynamic lighting for bmodel if it's not an
// instanced model
- if (modelalpha == 1 && clmodel->firstmodelsurface != 0 && !(currententity->effects & EF_FULLBRIGHT) && currententity->colormod[0] == 1 && currententity->colormod[2] == 1 && currententity->colormod[2] == 1)
+ for (i = 0;i < MAX_DLIGHTS;i++)
{
- int k;
- vec3_t org;
- for (k=0 ; k<MAX_DLIGHTS ; k++)
- {
- if ((cl_dlights[k].die < cl.time) || (!cl_dlights[k].radius))
- continue;
+ if ((cl_dlights[i].die < cl.time) || (!cl_dlights[i].radius))
+ continue;
- VectorSubtract(cl_dlights[k].origin, currententity->origin, org);
- R_OldMarkLights (org, &cl_dlights[k], 1<<(k&31), k >> 5, clmodel); //, clmodel->nodes + clmodel->hulls[0].firstclipnode);
- }
+ VectorSubtract(cl_dlights[i].origin, currententity->origin, org);
+ R_NoVisMarkLights (org, &cl_dlights[i], 1<<(i&31), i >> 5, clmodel);
}
- else
- vertexlit = true;
+ vertexlit = modelalpha != 1 || clmodel->firstmodelsurface == 0 || (currententity->effects & EF_FULLBRIGHT) || currententity->colormod[0] != 1 || currententity->colormod[2] != 1 || currententity->colormod[2] != 1;
e->angles[0] = -e->angles[0]; // stupid quake bug
softwaretransformforentity (e);
e->angles[0] = -e->angles[0]; // stupid quake bug
// draw texture
- for (j = 0;j < clmodel->nummodelsurfaces;j++, s++)
+ for (i = 0;i < clmodel->nummodelsurfaces;i++, s++)
{
- // find which side of the node we are on
- pplane = s->plane;
-
- dot = DotProduct (modelorg, pplane->normal) - pplane->dist;
-
- // draw the polygon
- if (((s->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
- (!(s->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON)))
+ if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
{
+// R_DrawSurf(s, true, vertexlit || s->texinfo->texture->transparent);
if (s->flags & SURF_DRAWSKY)
- continue;
- if (s->flags & SURF_DRAWTURB)
{
- int alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
- // FIXME: make fog texture if water texture is transparent?
- if (r_waterripple.value)
- {
- if (lighthalf)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, nv);
- transpolyvert(nv[0], nv[1], nv[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128) >> 1,(int) (v[10]+128) >> 1,(int) (v[11]+128) >> 1,alpha);
- }
- transpolyend();
- }
- }
- else
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, nv);
- transpolyvert(nv[0], nv[1], nv[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128),(int) (v[10]+128),(int) (v[11]+128),alpha);
- }
- transpolyend();
- }
- }
- }
- else
- {
- if (lighthalf)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, nv);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128) >> 1,(int) (v[10]+128) >> 1,(int) (v[11]+128) >> 1,alpha);
- }
- transpolyend();
- }
- }
- else
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, nv);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128),(int) (v[10]+128),(int) (v[11]+128),alpha);
- }
- transpolyend();
- }
- }
- }
- /*
- glpoly_t *p;
- int light, alpha, r = 0, g = 0, b = 0;
- vec3_t shadecolor;
-
- if (s->flags & SURF_DRAWNOALPHA)
- alpha = modelalpha*255.0f;
- else
- alpha = r_wateralpha.value*modelalpha*255.0f;
- light = false;
- if (s->flags & SURF_DRAWFULLBRIGHT || currententity->effects & EF_FULLBRIGHT)
- {
- if (lighthalf)
- {
- r = 128.0f * currententity->colormod[0];
- g = 128.0f * currententity->colormod[1];
- b = 128.0f * currententity->colormod[2];
- }
- else
- {
- r = 255.0f * currententity->colormod[0];
- g = 255.0f * currententity->colormod[1];
- b = 255.0f * currententity->colormod[2];
- }
- }
- else if (s->dlightframe == r_dlightframecount && r_dynamic.value)
- light = true;
- else
- {
- if (lighthalf)
- {
- r = 64.0f * currententity->colormod[0] + (int) r_ambient.value;
- g = 64.0f * currententity->colormod[1] + (int) r_ambient.value;
- b = 64.0f * currententity->colormod[2] + (int) r_ambient.value;
- }
- else
- {
- r = 128.0f * currententity->colormod[0] + (int) (r_ambient.value * 2.0f);
- g = 128.0f * currententity->colormod[1] + (int) (r_ambient.value * 2.0f);
- b = 128.0f * currententity->colormod[2] + (int) (r_ambient.value * 2.0f);
- }
- }
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, nv);
- if (r_waterripple.value)
- nv[2] += r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- if (light)
- {
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
- R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
- if (lighthalf)
- {
- r = (int) ((float) (shadecolor[0] * currententity->colormod[0])) >> 1;
- g = (int) ((float) (shadecolor[1] * currententity->colormod[1])) >> 1;
- b = (int) ((float) (shadecolor[2] * currententity->colormod[2])) >> 1;
- }
- else
- {
- r = (int) ((float) (shadecolor[0] * currententity->colormod[0]));
- g = (int) ((float) (shadecolor[1] * currententity->colormod[1]));
- b = (int) ((float) (shadecolor[2] * currententity->colormod[2]));
- }
- }
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
- }
- transpolyend();
- }
- */
+ RSurf_DrawSky(s, true);
continue;
}
t = R_TextureAnimation (s->texinfo->texture);
- if (vertexlit || s->texinfo->texture->transparent)
+ if (s->flags & SURF_DRAWTURB)
{
- // FIXME: could be a transparent water texture
- if ((currententity->effects & EF_FULLBRIGHT) || !s->samples)
- {
- for (p = s->polys;p;p = p->next)
- {
- if (currenttranspoly >= MAX_TRANSPOLYS)
- continue;
- v = &p->verts[0][0];
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- for (i = 0;i < p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, nv);
- transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], 255,255,255,modelalpha*255.0f);
- }
- transpolyend();
- }
- }
- else
- {
- smax = (s->extents[0]>>4)+1;
- tmax = (s->extents[1]>>4)+1;
- size3 = smax*tmax*3; // *3 for colored lighting
- for (p = s->polys;p;p = p->next)
- {
- if (currenttranspoly >= MAX_TRANSPOLYS)
- continue;
- v = &p->verts[0][0];
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- for (i = 0;i < p->numverts;i++, v += VERTEXSIZE)
- {
- shadecolor[0] = shadecolor[1] = shadecolor[2] = r_ambient.value * 2.0f;
- lm = (byte *)((long) s->samples + ((int) v[8] * smax + (int) v[7]) * 3); // LordHavoc: *3 for colored lighting
- for (maps = 0;maps < MAXLIGHTMAPS && s->styles[maps] != 255;maps++)
- {
- scale = d_lightstylevalue[s->styles[maps]] * (1.0 / 128.0);
- shadecolor[0] += lm[0] * scale;
- shadecolor[1] += lm[1] * scale;
- shadecolor[2] += lm[2] * scale;
- lm += size3; // LordHavoc: *3 for colored lighting
- }
- softwaretransform(v, nv);
- R_DynamicLightPointNoMask(shadecolor, nv); // LordHavoc: dynamic lighting
- if (lighthalf)
- {
- transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], (int) shadecolor[0] >> 1, (int) shadecolor[1] >> 1, (int) shadecolor[2] >> 1, modelalpha*255.0f);
- }
- else
- {
- transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], shadecolor[0], shadecolor[1], shadecolor[2], modelalpha*255.0f);
- }
- }
- transpolyend();
- }
- }
+ RSurf_DrawWater(s, t, true, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
+ continue;
}
+ if (vertexlit || s->texinfo->texture->transparent)
+ RSurf_DrawWallVertex(s, t, true, true);
else
- {
- // check for lightmap modification
- if (r_dynamic.value)
- {
- if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf
- || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
- || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
- || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
- || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
- R_UpdateLightmap(s, s->lightmaptexturenum);
- }
- for (p = s->polys;p;p = p->next)
- {
- if (currentwallpoly >= MAX_WALLPOLYS)
- break;
- v = &s->polys->verts[0][0];
- wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
- wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
- wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
- wallpoly[currentwallpoly].firstvert = currentwallvert;
- wallpoly[currentwallpoly].numverts = p->numverts;
- if (wallpoly[currentwallpoly++].lit = s->dlightframe == r_dlightframecount && r_dynamic.value)
- {
- for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
- {
- /*
- softwaretransform(v, nv);
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 0;
-// R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
- R_DynamicLightPointNoMask(shadecolor, nv);
- if (lighthalf)
- {
- shadecolor[0] *= 0.5f;
- shadecolor[1] *= 0.5f;
- shadecolor[2] *= 0.5f;
- }
- wallvert[currentwallvert].r = (byte) (bound(0, (int) shadecolor[0], 255));
- wallvert[currentwallvert].g = (byte) (bound(0, (int) shadecolor[1], 255));
- wallvert[currentwallvert].b = (byte) (bound(0, (int) shadecolor[2], 255));
- wallvert[currentwallvert].a = 255;
- wallvert[currentwallvert].vert[0] = nv[0];
- wallvert[currentwallvert].vert[1] = nv[1];
- wallvert[currentwallvert].vert[2] = nv[2];
- */
- softwaretransform(v, wallvert[currentwallvert].vert);
- wallvert[currentwallvert].r = (byte) (bound(0, (int) v[9], 255));
- wallvert[currentwallvert].g = (byte) (bound(0, (int) v[10], 255));
- wallvert[currentwallvert].b = (byte) (bound(0, (int) v[11], 255));
- wallvert[currentwallvert].a = 255;
- wallvert[currentwallvert].s = v[3];
- wallvert[currentwallvert].t = v[4];
- wallvert[currentwallvert].u = v[5];
- wallvert[currentwallvert++].v = v[6];
- }
- }
- else
- {
- for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, wallvert[currentwallvert].vert);
- wallvert[currentwallvert].s = v[3];
- wallvert[currentwallvert].t = v[4];
- wallvert[currentwallvert].u = v[5];
- wallvert[currentwallvert++].v = v[6];
- }
- }
- }
- }
+ RSurf_DrawWall(s, t, true);
}
}
UploadLightmaps();
void R_StoreEfrags (efrag_t **ppefrag);
+struct nodestack_s
+{
+ int side;
+ mnode_t *node;
+} nodestack[8192];
+
/*
================
R_WorldNode
*/
void R_WorldNode ()
{
- int c, side, s = 0;
- double dot;
- struct
- {
- double dot;
- mnode_t *node;
- } nodestack[8192];
+ int side, texsort, vertex;
+ struct nodestack_s *nstack;
mnode_t *node;
+ mleaf_t *pleaf;
+ msurface_t *surf, *endsurf, **mark, **endmark;
+ nstack = nodestack;
+ texsort = gl_texsort.value;
+ vertex = gl_vertex.value;
if (!(node = cl.worldmodel->nodes))
return;
{
if (node->contents != CONTENTS_SOLID)
{
- mleaf_t *pleaf;
pleaf = (mleaf_t *)node;
c_leafs++;
- if ((c = pleaf->nummarksurfaces))
+ if (pleaf->nummarksurfaces)
{
- msurface_t **mark;
mark = pleaf->firstmarksurface;
+ endmark = mark + pleaf->nummarksurfaces;
do
{
(*mark)->visframe = r_framecount;
mark++;
- } while (--c);
+ }
+ while (mark < endmark);
}
// deal with model fragments in this leaf
R_StoreEfrags (&pleaf->efrags);
}
- if (!s)
+ if (nstack <= nodestack)
break;
- node = nodestack[--s].node;
- dot = nodestack[s].dot;
+ nstack--;
+ node = nstack->node;
+ side = nstack->side;
goto loc0;
}
c_nodes++;
- // node is just a decision point, so go down the apropriate sides
+ // node is just a decision point, so go down the apropriate sides
- // find which side of the node we are on
- dot = (node->plane->type < 3 ? modelorg[node->plane->type] : DotProduct (modelorg, node->plane->normal)) - node->plane->dist;
+ // find which side of the node we are on
+ side = PlaneDist(modelorg, node->plane) < node->plane->dist;
- // recurse down the children, front side first
- side = dot < 0;
+ // recurse down the children, front side first
if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3))
{
- nodestack[s].node = node;
- nodestack[s++].dot = dot;
+ nstack->node = node;
+ nstack->side = !side; // go down back side when we come back up
+ nstack++;
node = node->children[side];
continue;
}
+ side = !side;
loc0:
- // backside
- side = dot >= 0;
// draw stuff
- if ((c = node->numsurfaces))
+ if (node->numsurfaces)
{
- msurface_t *surf;
surf = cl.worldmodel->surfaces + node->firstsurface;
+ endsurf = surf + node->numsurfaces;
- if (side)
+ if (texsort)
{
- for (;c;c--, surf++)
+ if (side)
+ {
+ do
+ {
+ if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
+ {
+ surf->texturechain = surf->texinfo->texture->texturechain;
+ surf->texinfo->texture->texturechain = surf;
+ }
+ surf++;
+ }
+ while (surf < endsurf);
+ }
+ else
{
- if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
+ do
{
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = surf;
+ if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+ {
+ surf->texturechain = surf->texinfo->texture->texturechain;
+ surf->texinfo->texture->texturechain = surf;
+ }
+ surf++;
}
+ while (surf < endsurf);
}
}
else
{
- for (;c;c--, surf++)
+ if (side)
{
- if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+ do
{
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = surf;
+ if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
+ R_DrawSurf(surf, false, vertex);
+ surf++;
}
+ while (surf < endsurf);
+ }
+ else
+ {
+ do
+ {
+ if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+ R_DrawSurf(surf, false, vertex);
+ surf++;
+ }
+ while (surf < endsurf);
}
}
}
continue;
}
- if (!s)
+ if (nstack <= nodestack)
break;
- node = nodestack[--s].node;
- dot = nodestack[s].dot;
+ nstack--;
+ node = nstack->node;
+ side = nstack->side;
goto loc0;
}
}
currententity = &ent;
softwaretransformidentity(); // LordHavoc: clear transform
- skyisvisible = false;
if (cl.worldmodel)
R_WorldNode ();
- glClear (GL_DEPTH_BUFFER_BIT);
-
R_PushDlights (); // now mark the lit surfaces
DrawTextureChains ();
-
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
*/
// returns a texture number and the position inside it
-int AllocBlock (int w, int h, int *x, int *y)
+int AllocBlock (int w, int h, short *x, short *y)
{
int i, j;
int best, best2;
{
byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*3];
memset(blank, 0, sizeof(blank));
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- if (lightmaprgba)
- glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
- else
- glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank);
+ if(r_upload.value)
+ {
+ glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ if (lightmaprgba)
+ glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
+ else
+ glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank);
+ }
}
for (i=0 ; i<w ; i++)
*/
void BuildSurfaceDisplayList (msurface_t *fa)
{
- int i, lindex, lnumverts;
+ int i, j, lindex, lnumverts;
medge_t *pedges, *r_pedge;
int vertpage;
float *vec;
vec = r_pcurrentvertbase[r_pedge->v[1]].position;
}
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
- s /= fa->texinfo->texture->width;
-
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
- t /= fa->texinfo->texture->height;
VectorCopy (vec, poly->verts[i]);
- poly->verts[i][3] = s;
- poly->verts[i][4] = t;
+ poly->verts[i][3] = s / fa->texinfo->texture->width;
+ poly->verts[i][4] = t / fa->texinfo->texture->height;
//
// lightmap texture coordinates
//
- s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
s -= fa->texturemins[0];
- poly->verts[i][7] = bound(0l, ((int)s>>4), (fa->extents[0]>>4)); // LordHavoc: raw lightmap coordinates
- s += fa->light_s*16;
+ t -= fa->texturemins[1];
s += 8;
+ t += 8;
+ // LordHavoc: calc lightmap data offset
+ j = (bound(0l, (int)t>>4, fa->extents[1]>>4) * ((fa->extents[0]>>4)+1) + bound(0l, (int)s>>4, fa->extents[0]>>4)) * 3;
+ poly->verts[i][7] = j;
+ s += fa->light_s*16;
s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
- t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
- t -= fa->texturemins[1];
- poly->verts[i][8] = bound(0l, ((int)t>>4), (fa->extents[1]>>4)); // LordHavoc: raw lightmap coordinates
t += fa->light_t*16;
- t += 8;
t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
poly->verts[i][5] = s;
}
*/
poly->numverts = lnumverts;
-
- /*
- int i, k, lindex, lnumverts;
- medge_t *pedges, *r_pedge;
- int vertpage, points;
- float *vec;
- float s, t;
- glpoly_t *poly;
- float point1[1024][VERTEXSIZE], point[1024][VERTEXSIZE];
-
-// reconstruct the polygon
- pedges = currentmodel->edges;
- lnumverts = fa->numedges;
- vertpage = 0;
-
- //
- // draw texture
- //
- for (i=0 ; i<lnumverts ; i++)
- {
- lindex = currentmodel->surfedges[fa->firstedge + i];
-
- if (lindex > 0)
- {
- r_pedge = &pedges[lindex];
- vec = r_pcurrentvertbase[r_pedge->v[0]].position;
- }
- else
- {
- r_pedge = &pedges[-lindex];
- vec = r_pcurrentvertbase[r_pedge->v[1]].position;
- }
- s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
- s /= fa->texinfo->texture->width;
-
- t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
- t /= fa->texinfo->texture->height;
-
- VectorCopy (vec, point1[i]);
- point1[i][3] = s;
- point1[i][4] = t;
-
- //
- // lightmap texture coordinates
- //
- s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
- s -= fa->texturemins[0];
- point1[i][7] = bound(0l, ((int)s>>4), (fa->extents[0]>>4)); // LordHavoc: raw lightmap coordinates
- s += fa->light_s*16;
- s += 8;
- s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
-
- t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
- t -= fa->texturemins[1];
- point1[i][8] = bound(0l, ((int)t>>4), (fa->extents[1]>>4)); // LordHavoc: raw lightmap coordinates
- t += fa->light_t*16;
- t += 8;
- t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
-
- point1[i][5] = s;
- point1[i][6] = t;
- }
-
- if (fa->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
- {
- poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
- poly->next = fa->polys;
- poly->flags = fa->flags;
- fa->polys = poly;
- poly->numverts = lnumverts;
- memcpy(poly->verts, &point1[0][0], lnumverts*VERTEXSIZE*sizeof(float));
- return;
- }
-
-#define VectorCopy9(a,b) {for(k = 0;k < VERTEXSIZE;k++) b[k]=a[k];}
- points = 0;
-#if 0
- int j;
- float center[VERTEXSIZE];
- // subdivide by placing a point at the center (more tris)
- // LordHavoc:
- // you, the reader, have stumbled upon the most amusing visual artifact I have
- // encountered to date, saved here for historical/hysterical reasons :)
- if (gl_funnywalls.value)
- for (j = 0;j < 5;j++)
- center[j] = 0;
- else
- for (j = 0;j < VERTEXSIZE;j++)
- center[j] = 0;
- for (i = 0;i < lnumverts;i++)
- for (j = 0;j < VERTEXSIZE;j++)
- center[j] += point1[i][j];
- s = 1.0f / lnumverts;
- for (i = 0;i < VERTEXSIZE;i++)
- center[i] *= s;
- for (i = 0;i < lnumverts;i++)
- {
- VectorCopy9(center, point[points]);points++;
- VectorCopy9(point1[i], point[points]);points++;
- VectorCopy9(point1[(i+1)%lnumverts], point[points]);points++;
- }
-#else
- // subdivide by turning it into a fan (less tris)
- for (i = 1;i < lnumverts-1;i++)
- {
- VectorCopy9(point1[0], point[points]);points++;
- VectorCopy9(point1[i], point[points]);points++;
- VectorCopy9(point1[i+1], point[points]);points++;
- }
-#endif
-#if 0
- {
- float p1[VERTEXSIZE], p2[VERTEXSIZE], p3[VERTEXSIZE], p4[VERTEXSIZE], p5[VERTEXSIZE], p6[VERTEXSIZE]
- // now subdivide any large triangles
- for (j = 0;j < points;j+=3)
- {
- if (points > (1024-9))
- break;
- while ((max(point[j][0], max(point[j+1][0], point[j+2][0])) - min(point[j][0], min(point[j+1][0], point[j+2][0]))) > 128
- || (max(point[j][1], max(point[j+1][1], point[j+2][1])) - min(point[j][1], min(point[j+1][1], point[j+2][1]))) > 128
- || (max(point[j][2], max(point[j+1][2], point[j+2][2])) - min(point[j][2], min(point[j+1][2], point[j+2][2]))) > 128)
- {
- if (points > (1024-9))
- break;
- #define halfway(v, a, b) for (k = 0;k < VERTEXSIZE;k++) v[k] = (a[k] + b[k]) * 0.5f;
- VectorCopy9(point[j+0], p1);
- VectorCopy9(point[j+1], p3);
- VectorCopy9(point[j+2], p5);
- halfway(p2, p1, p3);
- halfway(p4, p3, p5);
- halfway(p6, p5, p1);
- // build tri 1 (top middle)
- VectorCopy9(p1, point[j+0]);
- VectorCopy9(p2, point[j+1]);
- VectorCopy9(p6, point[j+2]);
- // build tri 2 (bottom right)
- VectorCopy9(p2, point[points+0]);
- VectorCopy9(p3, point[points+1]);
- VectorCopy9(p4, point[points+2]);
- // build tri 3 (bottom left)
- VectorCopy9(p4, point[points+3]);
- VectorCopy9(p5, point[points+4]);
- VectorCopy9(p6, point[points+5]);
- // build tri 4 (middle)
- VectorCopy9(p2, point[points+6]);
- VectorCopy9(p4, point[points+7]);
- VectorCopy9(p6, point[points+8]);
- points+=9;
- }
- }
- }
-#endif
- poly = Hunk_Alloc (sizeof(glpoly_t) + (points-4) * VERTEXSIZE*sizeof(float));
- poly->next = fa->polys;
- poly->flags = fa->flags;
- fa->polys = poly;
- poly->numverts = 0;
- poly->numtris = points / 3;
- memcpy(&poly->verts[0][0], &point[0][0], points * VERTEXSIZE*sizeof(float));
- */
}
/*
if (lightmaprgba)
{
R_BuildLightMap (surf, templight, smax * 4);
- glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
+ if(r_upload.value)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
}
else
{
R_BuildLightMap (surf, templight, smax * 3);
- glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
+ if(r_upload.value)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
}
}
if (nosubimage || nosubimagefragments)
{
- if (gl_mtexable)
- qglSelectTexture(gl_mtex_enum+1);
+ if(r_upload.value)
+ if (gl_mtexable)
+ qglSelectTexture(gl_mtex_enum+1);
for (i = 0;i < MAX_LIGHTMAPS;i++)
{
if (!allocated[i][0])
break;
lightmapupdate[i][0] = BLOCK_HEIGHT;
lightmapupdate[i][1] = 0;
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- if (lightmaprgba)
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
- else
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
+ if(r_upload.value)
+ {
+ glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ if (lightmaprgba)
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
+ else
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
+ }
}
- if (gl_mtexable)
- qglSelectTexture(gl_mtex_enum+0);
+ if(r_upload.value)
+ if (gl_mtexable)
+ qglSelectTexture(gl_mtex_enum+0);
}
}