cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
+cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
+/*
+// FIXME: these arrays are huge!
+int r_q1bsp_maxmarkleafs;
+int r_q1bsp_nummarkleafs;
+mleaf_t *r_q1bsp_maxleaflist[65536];
+int r_q1bsp_maxmarksurfaces;
+int r_q1bsp_nummarksurfaces;
+msurface_t *r_q1bsp_maxsurfacelist[65536];
+
+// FIXME: these arrays are huge!
+int r_q3bsp_maxmarkleafs;
+int r_q3bsp_nummarkleafs;
+q3mleaf_t *r_q3bsp_maxleaflist[65536];
+int r_q3bsp_maxmarksurfaces;
+int r_q3bsp_nummarksurfaces;
+q3msurface_t *r_q3bsp_maxsurfacelist[65536];
+*/
+
static int dlightdivtable[32768];
static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
else
{
// clear to no light
- j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
- if (j)
- {
- for (i = 0;i < size3;i++)
- *bl++ = j;
- }
- else
- memset(bl, 0, size*3*sizeof(unsigned int));
+ memset(bl, 0, size*3*sizeof(unsigned int));
if (surf->dlightframe == r_framecount)
{
// set to full bright if no light data
bl = floatblocklights;
if (!ent->model->brushq1.lightdata)
- j = 255*256;
- else
- j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
-
- // clear to no light
- if (j)
{
for (i = 0;i < size3;i++)
- *bl++ = j;
+ bl[i] = 255*256;
}
else
- memset(bl, 0, size*3*sizeof(float));
-
- if (surf->dlightframe == r_framecount)
- {
- surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
- if (surf->cached_dlight)
- c_light_polys++;
- }
-
- // add all the lightmaps
- if (lightmap)
{
- bl = floatblocklights;
- for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
- for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
- bl[i] += lightmap[i] * scale;
+ memset(bl, 0, size*3*sizeof(float));
+
+ if (surf->dlightframe == r_framecount)
+ {
+ surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
+ if (surf->cached_dlight)
+ c_light_polys++;
+ }
+
+ // add all the lightmaps
+ if (lightmap)
+ {
+ bl = floatblocklights;
+ for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+ for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+ bl[i] += lightmap[i] * scale;
+ }
}
stain = surf->stainsamples;
if (skyrendermasked)
{
// depth-only (masking)
- qglColorMask(0,0,0,0);
+ 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);
GL_DepthTest(true);
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
-
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
- qglColorMask(1,1,1,1);
+ GL_ColorMask(1,1,1,1);
}
-static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
+static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
{
const entity_render_t *ent = calldata1;
const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
rmeshstate_t m;
- float alpha;
- float modelorg[3];
+ float currentalpha;
+ float base, colorscale;
+ vec3_t modelorg;
texture_t *texture;
- matrix4x4_t tempmatrix;
- float args[4] = {0.05f,0,0,0.04f};
-
- if (gl_textureshader && r_watershader.value && !fogenabled)
- {
- Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
- R_Mesh_TextureMatrix(1, &tempmatrix);
- Matrix4x4_CreateFromQuakeEntity(&tempmatrix, 0, 0, 0, 0, 0, 0, r_watershader.value);
- R_Mesh_TextureMatrix(0, &tempmatrix);
- }
- else if (r_waterscroll.value)
- {
- // scrolling in texture matrix
- Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
- R_Mesh_TextureMatrix(0, &tempmatrix);
- }
+ float args[4] = {0.05f,0,0,0.04f};
+ int rendertype, turb, fullbright;
R_Mesh_Matrix(&ent->matrix);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- memset(&m, 0, sizeof(m));
- texture = surf->texinfo->texture->currentframe;
- alpha = texture->currentalpha;
- if (texture->rendertype == SURFRENDER_ADD)
+ texture = surf->texinfo->texture;
+ if (texture->animated)
+ texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
+ currentalpha = ent->alpha;
+ if (surf->flags & SURF_WATERALPHA)
+ currentalpha *= r_wateralpha.value;
+
+ GL_DepthTest(true);
+ if (ent->effects & EF_ADDITIVE)
{
+ rendertype = SURFRENDER_ADD;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
}
- else if (texture->rendertype == SURFRENDER_ALPHA)
+ else if (currentalpha < 1 || texture->skin.fog != NULL)
{
+ rendertype = SURFRENDER_ALPHA;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
}
else
{
+ rendertype = SURFRENDER_OPAQUE;
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
}
- if (gl_textureshader && r_watershader.value && !fogenabled)
+
+ turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value;
+ fullbright = (ent->effects & EF_FULLBRIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples;
+ base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+ if (surf->flags & SURF_DRAWTURB)
+ base *= 0.5f;
+ if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled)
{
+ // NVIDIA Geforce3 distortion texture shader on water
+ GL_Color(1, 1, 1, currentalpha);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = surf->mesh.data_vertex3f;
m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
m.tex[1] = R_GetTexture(texture->skin.base);
- }
- else
- m.tex[0] = R_GetTexture(texture->skin.base);
- GL_DepthTest(true);
- if (fogenabled)
- GL_ColorPointer(varray_color4f);
- else
- GL_Color(1, 1, 1, alpha);
- if (gl_textureshader && r_watershader.value && !fogenabled)
- {
- 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_TEXTURE_2D);
- 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);
- }
-
- GL_VertexPointer(surf->mesh.data_vertex3f);
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
- m.texcombinergb[1] = GL_REPLACE;
- R_Mesh_State_Texture(&m);
- if (fogenabled)
- {
- R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
- RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg);
- }
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_REPLACE;
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
+ Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
+ Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+ R_Mesh_State(&m);
+
+ 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);
+
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
- if (gl_textureshader && r_watershader.value && !fogenabled)
- {
- qglDisable (GL_TEXTURE_SHADER_NV);
- GL_ActiveTexture (0);
+ qglDisable(GL_TEXTURE_SHADER_NV);
+ qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+ GL_ActiveTexture(0);
}
-
- if (fogenabled)
+ else
{
memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(texture->skin.fog);
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ m.pointer_color = varray_color4f;
m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- GL_ColorPointer(varray_color4f);
- R_Mesh_State_Texture(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ if (turb)
+ {
+ // scrolling in texture matrix
+ Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+ }
+ colorscale = 1;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
+ }
+ R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
+ if (!fullbright)
+ {
+ if (surf->dlightframe == r_framecount)
+ RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
+ if (surf->samples)
+ RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
+ }
+ RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- }
-
- if ((gl_textureshader && r_watershader.value && !fogenabled) || r_waterscroll.value)
- {
- Matrix4x4_CreateIdentity(&tempmatrix);
- R_Mesh_TextureMatrix(0, &tempmatrix);
- R_Mesh_TextureMatrix(1, &tempmatrix);
- }
-}
-
-static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- msurface_t **chain;
- vec3_t center;
- if (texture->rendertype != SURFRENDER_OPAQUE)
- {
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ GL_LockArrays(0, 0);
+ if (texture->skin.glow)
{
- if (surf->visframe == r_framecount)
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ m.pointer_color = varray_color4f;
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ if (m.tex[0])
{
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ if (turb)
+ {
+ // scrolling in texture matrix
+ Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+ }
}
+ R_Mesh_State(&m);
+ RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ if (fogenabled && rendertype != SURFRENDER_ADD)
+ {
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ m.pointer_color = varray_color4f;
+ m.tex[0] = R_GetTexture(texture->skin.fog);
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ if (m.tex[0])
+ {
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ if (turb)
+ {
+ // scrolling in texture matrix
+ Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+ }
+ }
+ R_Mesh_State(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
- else
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
- if (surf->visframe == r_framecount)
- RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
-}
-
-static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
-{
- float base, colorscale;
- rmeshstate_t m;
- float modelorg[3];
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- memset(&m, 0, sizeof(m));
- if (rendertype == SURFRENDER_ADD)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- }
- else if (rendertype == SURFRENDER_ALPHA)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- }
- else
- {
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- }
- m.tex[0] = R_GetTexture(texture->skin.base);
- colorscale = 1;
- if (gl_combine.integer)
- {
- m.texrgbscale[0] = 4;
- colorscale *= 0.25f;
- }
- base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
- GL_DepthTest(true);
- GL_ColorPointer(varray_color4f);
-
- GL_VertexPointer(surf->mesh.data_vertex3f);
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
- if (!(ent->effects & EF_FULLBRIGHT))
- {
- if (surf->dlightframe == r_framecount)
- RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
- if (surf->flags & SURF_LIGHTMAP)
- RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
- }
- RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-}
-
-static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
-{
- rmeshstate_t m;
- float modelorg[3];
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(texture->skin.glow);
- GL_ColorPointer(varray_color4f);
-
- GL_VertexPointer(surf->mesh.data_vertex3f);
- if (m.tex[0])
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-}
-
-static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
-{
- rmeshstate_t m;
- float modelorg[3];
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(texture->skin.fog);
- GL_ColorPointer(varray_color4f);
-
- GL_VertexPointer(surf->mesh.data_vertex3f);
- if (m.tex[0])
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
if (surf->visframe == r_framecount)
{
lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- //if (m.tex[1] != lightmaptexturenum)
- //{
- m.tex[1] = lightmaptexturenum;
- // R_Mesh_State_Texture(&m);
- //}
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.tex[1] = lightmaptexturenum;
+ m.pointer_vertex = surf->mesh.data_vertex3f;
m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
}
if (surf->visframe == r_framecount)
{
lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- //if (m.tex[1] != lightmaptexturenum)
- //{
- m.tex[1] = lightmaptexturenum;
- // R_Mesh_State_Texture(&m);
- //}
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.tex[1] = lightmaptexturenum;
+ m.pointer_vertex = surf->mesh.data_vertex3f;
m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
}
if (surf->visframe == r_framecount)
{
lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- //if (m.tex[1] != lightmaptexturenum)
- //{
- m.tex[1] = lightmaptexturenum;
- // R_Mesh_State_Texture(&m);
- //}
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.tex[1] = lightmaptexturenum;
+ m.pointer_vertex = surf->mesh.data_vertex3f;
m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
}
{
if (surf->visframe == r_framecount)
{
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_vertex = surf->mesh.data_vertex3f;
m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
}
if (surf->visframe == r_framecount)
{
lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- //if (m.tex[0] != lightmaptexturenum)
- //{
- m.tex[0] = lightmaptexturenum;
- // R_Mesh_State_Texture(&m);
- //}
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.tex[0] = lightmaptexturenum;
+ m.pointer_vertex = surf->mesh.data_vertex3f;
m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+}
+
+static void RSurfShader_OpaqueWall_Pass_BaseAmbient(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
+ {
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
}
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthTest(true);
- GL_ColorPointer(varray_color4f);
+ m.pointer_color = varray_color4f;
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_vertex = surf->mesh.data_vertex3f;
if (m.tex[0])
m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
+ GL_LockArrays(0, surf->mesh.num_vertices);
R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
}
{
if (surf->visframe == r_framecount)
{
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_vertex = surf->mesh.data_vertex3f;
m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
}
{
if (surf->visframe == r_framecount)
{
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_vertex = surf->mesh.data_vertex3f;
m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
}
{
if (surf->visframe == r_framecount)
{
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_vertex = surf->mesh.data_vertex3f;
m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
}
if (surf->visframe == r_framecount)
{
lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- //if (m.tex[0] != lightmaptexturenum)
- //{
- m.tex[0] = lightmaptexturenum;
- // R_Mesh_State_Texture(&m);
- //}
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.tex[0] = lightmaptexturenum;
+ m.pointer_vertex = surf->mesh.data_vertex3f;
m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
}
-static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
-{
- const entity_render_t *ent = calldata1;
- const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
- int rendertype;
- float currentalpha;
- texture_t *texture;
- R_Mesh_Matrix(&ent->matrix);
-
- texture = surf->texinfo->texture;
- if (texture->animated)
- texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
-
- currentalpha = ent->alpha;
- if (ent->effects & EF_ADDITIVE)
- rendertype = SURFRENDER_ADD;
- else if (currentalpha < 1 || texture->skin.fog != NULL)
- rendertype = SURFRENDER_ALPHA;
- else
- rendertype = SURFRENDER_OPAQUE;
-
- RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
- if (texture->skin.glow)
- RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
- if (fogenabled)
- RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
-}
-
-static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- msurface_t **chain;
- vec3_t center;
- if (texture->rendertype != SURFRENDER_OPAQUE)
- {
- // transparent vertex shaded from lightmap
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
- {
- if (surf->visframe == r_framecount)
- {
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
- }
- }
- }
- else if (ent->effects & EF_FULLBRIGHT)
- {
- RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
- if (r_detailtextures.integer)
- RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
- if (texture->skin.glow)
- RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
- }
- /*
- // opaque base lighting
- else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
- {
- if (r_ambient.value > 0)
- {
- }
- else
- RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
- }
- */
- // opaque lightmapped
- else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
- {
- RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
- }
- else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
- {
- RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
- if (texture->skin.glow)
- RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
- }
- else if (r_textureunits.integer >= 2 && gl_combine.integer && !gl_lightmaps.integer)
- {
- RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
- if (r_detailtextures.integer)
- RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
- if (texture->skin.glow)
- RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
- }
- else if (!gl_lightmaps.integer)
- {
- RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
- RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
- if (r_detailtextures.integer)
- RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
- if (texture->skin.glow)
- RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
- }
- else
- {
- RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
- }
-}
-
-Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
-Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
-Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
-
-int Cshader_count = 3;
-Cshader_t *Cshaders[3] =
-{
- &Cshader_wall_lightmap,
- &Cshader_water,
- &Cshader_sky
-};
-
void R_UpdateTextureInfo(entity_render_t *ent)
{
int i, texframe, alttextures;
}
}
+void R_UpdateLightmapInfo(entity_render_t *ent)
+{
+ int i;
+ msurface_t *surface, **surfacechain;
+ model_t *model = ent->model;
+ if (!model)
+ return;
+ if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
+ R_MarkLights(ent);
+ for (i = 0;i < model->brushq1.light_styles;i++)
+ {
+ if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
+ {
+ model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
+ for (surfacechain = model->brushq1.light_styleupdatechains[i];(surface = *surfacechain);surfacechain++)
+ surface->cached_dlight = true;
+ }
+ }
+}
+
void R_PrepareSurfaces(entity_render_t *ent)
{
int i, numsurfaces, *surfacevisframes;
model_t *model;
- msurface_t *surf, *surfaces, **surfchain;
+ msurface_t *surf, *surfaces;
vec3_t modelorg;
if (!ent->model)
model = ent->model;
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- numsurfaces = model->brushq1.nummodelsurfaces;
- surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
- surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
-
- R_UpdateTextureInfo(ent);
-
- if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
- R_MarkLights(ent);
-
- if (model->brushq1.light_ambient != r_ambient.value)
- {
- model->brushq1.light_ambient = r_ambient.value;
- for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
- model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
- }
- else
- {
- for (i = 0;i < model->brushq1.light_styles;i++)
- {
- if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
- {
- model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
- for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++)
- (**surfchain).cached_dlight = true;
- }
- }
- }
-
+ numsurfaces = model->nummodelsurfaces;
+ surfaces = model->brushq1.surfaces + model->firstmodelsurface;
+ surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
{
if (surfacevisframes[i] == r_framecount)
}
}
-void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
+void R_DrawSurfaces(entity_render_t *ent, int flagsmask)
{
- int i;
- texture_t *t;
- if (ent->model == NULL)
+ int texturenumber, f;
+ vec3_t center;
+ msurface_t *surf, **chain, **surfchain;
+ texture_t *t, *texture;
+ model_t *model = ent->model;
+ if (model == NULL)
return;
R_Mesh_Matrix(&ent->matrix);
- for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
- if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
- t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
+ for (texturenumber = 0, t = model->brushq1.textures;texturenumber < model->brushq1.numtextures;texturenumber++, t++)
+ {
+ if ((f = t->flags & flagsmask) && (texture = t->currentframe) && (surfchain = model->brushq1.pvstexturechains[texturenumber]) != NULL)
+ {
+ if (texture->flags & SURF_LIGHTMAP)
+ {
+ if (gl_lightmaps.integer)
+ {
+ RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
+ else if (texture->rendertype != SURFRENDER_OPAQUE)
+ {
+ // transparent vertex shaded from lightmap
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ {
+ if (surf->visframe == r_framecount)
+ {
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
+ }
+ }
+ }
+ else
+ {
+ if (ent->effects & EF_FULLBRIGHT || r_fullbright.integer)
+ {
+ RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+ if (r_detailtextures.integer)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+ if (texture->skin.glow)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+ }
+ else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
+ RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
+ else
+ {
+ if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
+ RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
+ else
+ {
+ if (r_textureunits.integer >= 2 && gl_combine.integer)
+ RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
+ else
+ {
+ RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+ RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
+ }
+ if (r_ambient.value > 0)
+ RSurfShader_OpaqueWall_Pass_BaseAmbient(ent, texture, surfchain);
+ if (r_detailtextures.integer)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+ }
+ if (texture->skin.glow)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+ }
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
+ }
+ else if (texture->flags & SURF_DRAWTURB)
+ {
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ {
+ if (surf->visframe == r_framecount)
+ {
+ if (texture->rendertype == SURFRENDER_OPAQUE)
+ RSurfShader_Transparent_Callback(ent, surf - ent->model->brushq1.surfaces);
+ else
+ {
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
+ }
+ }
+ }
+ }
+ else if (texture->flags & SURF_DRAWSKY)
+ RSurfShader_Sky(ent, texture, surfchain);
+ }
+ }
}
static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
GL_DepthMask(false);
GL_DepthTest(true);
R_Mesh_Matrix(&ent->matrix);
- GL_VertexPointer(varray_vertex3f);
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ m.pointer_vertex = varray_vertex3f;
+ R_Mesh_State(&m);
i = portal - ent->model->brushq1.portals;
GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
else
for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
VectorCopy(portal->points[i].position, v);
+ GL_LockArrays(0, portal->numpoints);
R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
+ GL_LockArrays(0, 0);
}
// LordHavoc: this is just a nice debugging tool, very slow
#if WORLDNODECULLBACKFACES
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
#endif
- numsurfaces = model->brushq1.nummodelsurfaces;
- surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
- surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
- surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
+ numsurfaces = model->nummodelsurfaces;
+ surf = model->brushq1.surfaces + model->firstmodelsurface;
+ surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
+ surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
for (i = 0;i < numsurfaces;i++, surf++)
{
#if WORLDNODECULLBACKFACES
#endif
surf->dlightframe = -1;
}
- R_PrepareSurfaces(ent);
+ R_UpdateTextureInfo(ent);
+ R_UpdateLightmapInfo(ent);
}
void R_SurfaceWorldNode (entity_render_t *ent)
model = ent->model;
if (model == NULL)
return;
- surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
- surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
+ surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
+ surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
R_SurfaceWorldNode (ent);
else
R_PortalWorldNode (ent, viewleaf);
-}
-void R_DrawWorld(entity_render_t *ent)
-{
- if (ent->model == NULL)
- return;
- if (!ent->model->brushq1.num_leafs)
- {
- if (ent->model->DrawSky)
- ent->model->DrawSky(ent);
- if (ent->model->Draw)
- ent->model->Draw(ent);
- }
- else
- {
- R_PrepareSurfaces(ent);
- R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
- R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
- if (r_drawportals.integer)
- R_DrawPortals(ent);
- }
+ if (r_drawportals.integer)
+ R_DrawPortals(ent);
}
-void R_Model_Brush_DrawSky(entity_render_t *ent)
+void R_Q1BSP_DrawSky(entity_render_t *ent)
{
if (ent->model == NULL)
return;
if (ent != &cl_entities[0].render)
R_PrepareBrushModel(ent);
- R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
+ R_PrepareSurfaces(ent);
+ R_DrawSurfaces(ent, SURF_DRAWSKY);
}
-void R_Model_Brush_Draw(entity_render_t *ent)
+void R_Q1BSP_Draw(entity_render_t *ent)
{
if (ent->model == NULL)
return;
c_bmodels++;
if (ent != &cl_entities[0].render)
R_PrepareBrushModel(ent);
- R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
+ R_PrepareSurfaces(ent);
+ R_UpdateTextureInfo(ent);
+ R_UpdateLightmapInfo(ent);
+ R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
}
-void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
{
-#if 0
- int i;
- msurface_t *surf;
- float projectdistance, f, temp[3], lightradius2;
- if (ent->model == NULL)
+ model_t *model = ent->model;
+ vec3_t lightmins, lightmaxs;
+ int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
+ const int *e;
+ const float *v[3];
+ msurface_t *surface;
+ mleaf_t *leaf;
+ const qbyte *pvs;
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ *outnumclusterspointer = 0;
+ *outnumsurfacespointer = 0;
+ memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
+ memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
+ if (model == NULL)
+ {
+ VectorCopy(lightmins, outmins);
+ VectorCopy(lightmaxs, outmaxs);
return;
- R_Mesh_Matrix(&ent->matrix);
- lightradius2 = lightradius * lightradius;
- R_UpdateTextureInfo(ent);
- projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
- //projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
- for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
+ }
+ VectorCopy(relativelightorigin, outmins);
+ VectorCopy(relativelightorigin, outmaxs);
+ if (model->brush.GetPVS)
+ pvs = model->brush.GetPVS(model, relativelightorigin);
+ else
+ pvs = NULL;
+ // FIXME: use BSP recursion as lights are often small
+ for (leafindex = 0, leaf = model->brushq1.data_leafs;leafindex < model->brushq1.num_leafs;leafindex++, leaf++)
{
- if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
+ if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
{
- f = PlaneDiff(relativelightorigin, surf->plane);
- if (surf->flags & SURF_PLANEBACK)
- f = -f;
- // draw shadows only for frontfaces and only if they are close
- if (f >= 0.1 && f < lightradius)
+ outmins[0] = min(outmins[0], leaf->mins[0]);
+ outmins[1] = min(outmins[1], leaf->mins[1]);
+ outmins[2] = min(outmins[2], leaf->mins[2]);
+ outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
+ outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
+ outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
+ if (outclusterpvs)
{
- temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
- temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
- temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
- if (DotProduct(temp, temp) < lightradius2)
- R_Shadow_VolumeFromSphere(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, projectdistance, lightradius);
+ if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
+ {
+ SETPVSBIT(outclusterpvs, leaf->clusterindex);
+ outclusterlist[outnumclusters++] = leaf->clusterindex;
+ }
+ }
+ if (outsurfacepvs)
+ {
+ for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++)
+ {
+ surfaceindex = leaf->firstmarksurface[marksurfaceindex];
+ if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
+ {
+ surface = model->brushq1.surfaces + surfaceindex;
+ if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog)
+ {
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
+ {
+ v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ {
+ SETPVSBIT(outsurfacepvs, surfaceindex);
+ outsurfacelist[outnumsurfaces++] = surfaceindex;
+ break;
+ }
+ }
+ }
+ }
+ }
}
}
}
-#else
- int i, j, t;
+
+ // limit combined leaf box to light boundaries
+ outmins[0] = max(outmins[0], lightmins[0]);
+ outmins[1] = max(outmins[1], lightmins[1]);
+ outmins[2] = max(outmins[2], lightmins[2]);
+ outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
+ outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
+ outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
+
+ *outnumclusterspointer = outnumclusters;
+ *outnumsurfacespointer = outnumsurfaces;
+}
+
+void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
+{
+ model_t *model = ent->model;
+ vec3_t lightmins, lightmaxs;
+ msurface_t *surface;
+ int surfacelistindex, j, t;
const int *e;
- msurface_t *surf;
- float projectdistance;
const float *v[3];
- vec3_t lightmins, lightmaxs;
- if (ent->model == NULL)
- return;
- R_Mesh_Matrix(&ent->matrix);
- R_UpdateTextureInfo(ent);
- projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
- //projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
- lightmins[0] = relativelightorigin[0] - lightradius;
- lightmins[1] = relativelightorigin[1] - lightradius;
- lightmins[2] = relativelightorigin[2] - lightradius;
- lightmaxs[0] = relativelightorigin[0] + lightradius;
- lightmaxs[1] = relativelightorigin[1] + lightradius;
- lightmaxs[2] = relativelightorigin[2] + lightradius;
- R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
- for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
+ if (r_drawcollisionbrushes.integer < 2)
{
- if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ R_Mesh_Matrix(&ent->matrix);
+ R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- for (j = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;j < surf->mesh.num_triangles;j++, t++, e += 3)
+ surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
+ for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->mesh.num_triangles;j++, t++, e += 3)
{
- v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
- v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
- v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
+ v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
shadowmarklist[numshadowmark++] = t;
}
}
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
}
- R_Shadow_VolumeFromList(ent->model->brush.shadowmesh->numverts, ent->model->brush.shadowmesh->numtriangles, ent->model->brush.shadowmesh->vertex3f, ent->model->brush.shadowmesh->element3i, ent->model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
-#endif
}
-void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist)
{
- int surfnum;
- msurface_t *surf;
+ model_t *model = ent->model;
+ vec3_t lightmins, lightmaxs, modelorg;
+ msurface_t *surface;
texture_t *t;
- float f, lightmins[3], lightmaxs[3];
- if (ent->model == NULL)
- return;
- R_Mesh_Matrix(&ent->matrix);
- lightmins[0] = relativelightorigin[0] - lightradius;
- lightmins[1] = relativelightorigin[1] - lightradius;
- lightmins[2] = relativelightorigin[2] - lightradius;
- lightmaxs[0] = relativelightorigin[0] + lightradius;
- lightmaxs[1] = relativelightorigin[1] + lightradius;
- lightmaxs[2] = relativelightorigin[2] + lightradius;
- R_UpdateTextureInfo(ent);
- for (surfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;surfnum < ent->model->brushq1.nummodelsurfaces;surfnum++, surf++)
+ int surfacelistindex;
+ if (r_drawcollisionbrushes.integer < 2)
{
- if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ R_UpdateTextureInfo(ent);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- f = PlaneDiff(relativelightorigin, surf->plane);
- if (surf->flags & SURF_PLANEBACK)
- f = -f;
- if (f >= -0.1 && f < lightradius)
+ surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
+ if (r_shadow_compilingrtlight)
{
- t = surf->texinfo->texture->currentframe;
- if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
- {
- R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
- R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
- }
+ // if compiling an rtlight, capture the mesh
+ t = surface->texinfo->texture;
+ if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL)
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texinfo->texture->skin.base, surface->texinfo->texture->skin.gloss, surface->texinfo->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ }
+ else if (ent != &cl_entities[0].render || surface->visframe == r_framecount)
+ {
+ t = surface->texinfo->texture->currentframe;
+ if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE)
+ R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
}
}
}
void R_DrawCollisionBrush(colbrushf_t *brush)
{
int i;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = brush->points->v;
+ R_Mesh_State(&m);
i = ((int)brush) / sizeof(colbrushf_t);
GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
- GL_VertexPointer(brush->points->v);
+ GL_LockArrays(0, brush->numpoints);
R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
+ GL_LockArrays(0, 0);
+}
+
+void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face)
+{
+ int i;
+ rmeshstate_t m;
+ if (!face->num_collisiontriangles)
+ return;
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = face->data_collisionvertex3f;
+ R_Mesh_State(&m);
+ i = ((int)face) / sizeof(q3msurface_t);
+ GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+ GL_LockArrays(0, face->num_collisionvertices);
+ R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
+ GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3msurface_t *face)
{
rmeshstate_t m;
if (!face->num_triangles)
if (skyrendermasked)
R_Sky();
}
+ if (!r_q3bsp_renderskydepth.integer)
+ return;
R_Mesh_Matrix(&ent->matrix);
if (skyrendermasked)
{
// depth-only (masking)
- qglColorMask(0,0,0,0);
+ 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);
GL_DepthTest(true);
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
- GL_VertexPointer(face->data_vertex3f);
+ GL_LockArrays(0, face->num_vertices);
R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- qglColorMask(1,1,1,1);
+ GL_LockArrays(0, 0);
+ GL_ColorMask(1,1,1,1);
}
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3msurface_t *face)
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
}
else
GL_Color(0, 0, 0, 1);
- R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3msurface_t *face)
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
m.texrgbscale[1] = 2;
GL_Color(1, 1, 1, 1);
- R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3msurface_t *face)
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(face->texture->skin.base);
m.pointer_texcoord[0] = face->data_texcoordtexture2f;
GL_Color(1, 1, 1, 1);
- R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3msurface_t *face)
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(face->lightmaptexture);
m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
GL_Color(1, 1, 1, 1);
- R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3msurface_t *face)
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
else
GL_Color(1, 1, 1, 1);
- R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3msurface_t *face)
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
}
else
GL_Color(0, 0, 0, 1);
- R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3msurface_t *face)
{
int i;
float mul;
if (mul == 2 && gl_combine.integer)
{
m.texrgbscale[0] = 2;
- GL_ColorPointer(face->data_color4f);
+ m.pointer_color = face->data_color4f;
}
else if (mul == 1)
- GL_ColorPointer(face->data_color4f);
+ m.pointer_color = face->data_color4f;
else
{
for (i = 0;i < face->num_vertices;i++)
varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul;
varray_color4f[i*4+3] = face->data_color4f[i*4+3];
}
- GL_ColorPointer(varray_color4f);
+ m.pointer_color = varray_color4f;
}
- R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3msurface_t *face)
{
int i;
float mul;
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
GL_DepthTest(true);
- R_Mesh_State_Texture(&m);
mul = 2.0f;
if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
mul *= r_shadow_realtime_world_lightmaps.value;
if (mul == 1)
- GL_ColorPointer(face->data_color4f);
+ m.pointer_color = face->data_color4f;
else
{
for (i = 0;i < face->num_vertices;i++)
varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
varray_color4f[i*4+3] = face->data_color4f[i*4+3];
}
- GL_ColorPointer(varray_color4f);
+ m.pointer_color = varray_color4f;
}
- GL_VertexPointer(face->data_vertex3f);
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3msurface_t *face)
{
rmeshstate_t m;
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(face->texture->skin.base);
m.pointer_texcoord[0] = face->data_texcoordtexture2f;
GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
- R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
}
void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
{
const entity_render_t *ent = voident;
- q3mface_t *face = ent->model->brushq3.data_faces + facenumber;
+ q3msurface_t *face = ent->model->brushq3.data_faces + facenumber;
rmeshstate_t m;
R_Mesh_Matrix(&ent->matrix);
memset(&m, 0, sizeof(m));
else
{
if (ent->alpha == 1)
- GL_ColorPointer(face->data_color4f);
+ m.pointer_color = face->data_color4f;
else
{
int i;
varray_color4f[i*4+2] = face->data_color4f[i*4+2];
varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
}
- GL_ColorPointer(varray_color4f);
+ m.pointer_color = varray_color4f;
}
}
}
varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
}
- GL_ColorPointer(varray_color4f);
+ m.pointer_color = varray_color4f;
}
- R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
qglDisable(GL_CULL_FACE);
+ GL_LockArrays(0, face->num_vertices);
R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
qglEnable(GL_CULL_FACE);
}
-void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawFace(entity_render_t *ent, q3msurface_t *face)
{
if (!face->num_triangles)
return;
- if (face->texture->surfaceparms)
- {
- if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))
- return;
- }
+ if (face->texture->surfaceflags && (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
+ return;
c_faces++;
- face->visframe = r_framecount;
if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
{
vec3_t facecenter, center;
R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
}
-void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
+void R_Q3BSP_RecursiveWorldNode(q3mnode_t *node)
{
int i;
q3mleaf_t *leaf;
if (!node->plane)
break;
c_nodes++;
- R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
+ R_Q3BSP_RecursiveWorldNode(node->children[0]);
node = node->children[1];
}
leaf = (q3mleaf_t *)node;
- if (CHECKPVSBIT(pvs, leaf->clusterindex))
+ if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
{
c_leafs++;
for (i = 0;i < leaf->numleaffaces;i++)
- leaf->firstleafface[i]->markframe = markframe;
+ leaf->firstleafface[i]->visframe = r_framecount;
}
}
// node-referenced leafs, as some maps are incorrectly compiled with leafs for
// the submodels (which would render the submodels occasionally, as part of
// the world - not good)
-void R_Q3BSP_MarkLeafPVS(entity_render_t *ent, qbyte *pvs, int markframe)
+void R_Q3BSP_MarkLeafPVS(void)
{
int i, j;
q3mleaf_t *leaf;
- for (j = 0, leaf = ent->model->brushq3.data_leafs;j < ent->model->brushq3.num_leafs;j++, leaf++)
+ for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++)
{
- if (CHECKPVSBIT(pvs, leaf->clusterindex))
+ if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
{
c_leafs++;
for (i = 0;i < leaf->numleaffaces;i++)
- leaf->firstleafface[i]->markframe = markframe;
+ leaf->firstleafface[i]->visframe = r_framecount;
}
}
}
void R_Q3BSP_DrawSky(entity_render_t *ent)
{
int i;
- q3mface_t *face;
+ q3msurface_t *face;
vec3_t modelorg;
model_t *model;
- qbyte *pvs;
R_Mesh_Matrix(&ent->matrix);
model = ent->model;
if (r_drawcollisionbrushes.integer < 2)
{
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+ if (ent == &cl_entities[0].render)
{
if (r_q3bsp_framecount != r_framecount)
{
r_q3bsp_framecount = r_framecount;
- R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
- //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
+ R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes);
+ //R_Q3BSP_MarkLeafPVS();
}
for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
- if (face->markframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
+ if (face->visframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
R_Q3BSP_DrawSkyFace(ent, face);
}
else
void R_Q3BSP_Draw(entity_render_t *ent)
{
int i;
- q3mface_t *face;
+ q3msurface_t *face;
vec3_t modelorg;
model_t *model;
qbyte *pvs;
if (r_drawcollisionbrushes.integer < 2)
{
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+ if (ent == &cl_entities[0].render)
{
+ if (model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
if (r_q3bsp_framecount != r_framecount)
{
r_q3bsp_framecount = r_framecount;
- R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
- //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
+ R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes);
+ //R_Q3BSP_MarkLeafPVS();
}
for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
- if (face->markframe == r_framecount && !R_CullBox(face->mins, face->maxs))
+ if (face->visframe == r_framecount && !R_CullBox(face->mins, face->maxs))
R_Q3BSP_DrawFace(ent, face);
}
else
}
if (r_drawcollisionbrushes.integer >= 1)
{
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
- R_Mesh_State_Texture(&m);
qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if (face->num_collisiontriangles)
+ R_Q3BSP_DrawCollisionFace(ent, face);
qglPolygonOffset(0, 0);
}
}
-void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
{
-#if 0
- int i;
- q3mface_t *face;
- vec3_t modelorg, lightmins, lightmaxs;
- model_t *model;
- float projectdistance;
- projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
- if (r_drawcollisionbrushes.integer < 2)
+ model_t *model = ent->model;
+ vec3_t lightmins, lightmaxs;
+ int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
+ const int *e;
+ const float *v[3];
+ q3msurface_t *surface;
+ q3mleaf_t *leaf;
+ const qbyte *pvs;
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ *outnumclusterspointer = 0;
+ *outnumsurfacespointer = 0;
+ memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
+ memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
+ if (model == NULL)
{
- model = ent->model;
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- lightmins[0] = relativelightorigin[0] - lightradius;
- lightmins[1] = relativelightorigin[1] - lightradius;
- lightmins[2] = relativelightorigin[2] - lightradius;
- lightmaxs[0] = relativelightorigin[0] + lightradius;
- lightmaxs[1] = relativelightorigin[1] + lightradius;
- lightmaxs[2] = relativelightorigin[2] + lightradius;
- //if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
- // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
- //else
- for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
- if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
- R_Shadow_VolumeFromSphere(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
+ VectorCopy(lightmins, outmins);
+ VectorCopy(lightmaxs, outmaxs);
+ return;
}
-#else
- int i, j, t;
+ VectorCopy(relativelightorigin, outmins);
+ VectorCopy(relativelightorigin, outmaxs);
+ if (model->brush.GetPVS)
+ pvs = model->brush.GetPVS(model, relativelightorigin);
+ else
+ pvs = NULL;
+ // FIXME: use BSP recursion as lights are often small
+ for (leafindex = 0, leaf = model->brushq3.data_leafs;leafindex < model->brushq3.num_leafs;leafindex++, leaf++)
+ {
+ if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
+ {
+ outmins[0] = min(outmins[0], leaf->mins[0]);
+ outmins[1] = min(outmins[1], leaf->mins[1]);
+ outmins[2] = min(outmins[2], leaf->mins[2]);
+ outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
+ outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
+ outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
+ if (outclusterpvs)
+ {
+ if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
+ {
+ SETPVSBIT(outclusterpvs, leaf->clusterindex);
+ outclusterlist[outnumclusters++] = leaf->clusterindex;
+ }
+ }
+ if (outsurfacepvs)
+ {
+ for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++)
+ {
+ surface = leaf->firstleafface[marksurfaceindex];
+ surfaceindex = surface - model->brushq3.data_faces;
+ if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
+ {
+ if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
+ {
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+ {
+ v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ {
+ SETPVSBIT(outsurfacepvs, surfaceindex);
+ outsurfacelist[outnumsurfaces++] = surfaceindex;
+ break;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ // limit combined leaf box to light boundaries
+ outmins[0] = max(outmins[0], lightmins[0]);
+ outmins[1] = max(outmins[1], lightmins[1]);
+ outmins[2] = max(outmins[2], lightmins[2]);
+ outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
+ outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
+ outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
+
+ *outnumclusterspointer = outnumclusters;
+ *outnumsurfacespointer = outnumsurfaces;
+}
+
+void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
+{
+ model_t *model = ent->model;
+ vec3_t lightmins, lightmaxs;
+ q3msurface_t *surface;
+ int surfacelistindex, j, t;
const int *e;
- q3mface_t *face;
- vec3_t modelorg, lightmins, lightmaxs;
- model_t *model;
- float projectdistance;
- projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ const float *v[3];
if (r_drawcollisionbrushes.integer < 2)
{
- model = ent->model;
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
lightmins[0] = relativelightorigin[0] - lightradius;
lightmins[1] = relativelightorigin[1] - lightradius;
lightmins[2] = relativelightorigin[2] - lightradius;
lightmaxs[0] = relativelightorigin[0] + lightradius;
lightmaxs[1] = relativelightorigin[1] + lightradius;
lightmaxs[2] = relativelightorigin[2] + lightradius;
+ R_Mesh_Matrix(&ent->matrix);
R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
- for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+ surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
+ // FIXME: check some manner of face->rendermode here?
+ if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles && !surface->texture->skin.fog)
{
- for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
+ for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->num_triangles;j++, t++, e += 3)
{
- const float *v[3];
v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
}
}
}
- R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
}
-#endif
-}
-
-void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
-{
- if ((face->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || !face->num_triangles)
- return;
- R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap);
- R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap);
}
-void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist)
{
- int i;
- q3mface_t *face;
- vec3_t modelorg, lightmins, lightmaxs;
- model_t *model;
- //qbyte *pvs;
- //static int markframe = 0;
+ model_t *model = ent->model;
+ vec3_t lightmins, lightmaxs, modelorg;
+ q3msurface_t *surface;
+ int surfacelistindex;
if (r_drawcollisionbrushes.integer < 2)
{
- model = ent->model;
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
lightmins[0] = relativelightorigin[0] - lightradius;
lightmins[1] = relativelightorigin[1] - lightradius;
lightmins[2] = relativelightorigin[2] - lightradius;
lightmaxs[0] = relativelightorigin[0] + lightradius;
lightmaxs[1] = relativelightorigin[1] + lightradius;
lightmaxs[2] = relativelightorigin[2] + lightradius;
- //if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
- // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
- //else
- for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
- if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
- R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ {
+ surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
+ if (r_shadow_compilingrtlight)
+ {
+ // if compiling an rtlight, capture the mesh
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, surface->num_triangles, surface->data_element3i);
+ }
+ else if ((ent != &cl_entities[0].render || surface->visframe == r_framecount) && !(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles)
+ R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
+ }
}
}
Cvar_RegisterVariable(&r_surfaceworldnode);
Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
+ Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
Cvar_RegisterVariable(&gl_lightmaps);
R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);