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"};
/*
q3mleaf_t *r_q3bsp_maxleaflist[65536];
int r_q3bsp_maxmarksurfaces;
int r_q3bsp_nummarksurfaces;
-q3mface_t *r_q3bsp_maxsurfacelist[65536];
+q3msurface_t *r_q3bsp_maxsurfacelist[65536];
*/
static int dlightdivtable[32768];
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;
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 currentalpha;
- float modelorg[3];
+ float base, colorscale;
+ vec3_t modelorg;
texture_t *texture;
float args[4] = {0.05f,0,0,0.04f};
- int rendertype;
+ int rendertype, turb, fullbright;
R_Mesh_Matrix(&ent->matrix);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- texture = surf->texinfo->texture->currentframe;
- currentalpha = texture->currentalpha;
+ 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_ONE, GL_ZERO);
GL_DepthMask(true);
}
- GL_DepthTest(true);
- GL_Color(1, 1, 1, currentalpha);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = surf->mesh.data_vertex3f;
- 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);
m.texcombinergb[0] = GL_REPLACE;
}
else
{
- RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = surf->mesh.data_vertex3f;
m.pointer_color = varray_color4f;
- m.tex[0] = R_GetTexture(texture->skin.base);
m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- if (r_waterscroll.value)
+ 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);
}
- 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 (fogenabled && rendertype != SURFRENDER_ADD)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
- m.tex[0] = R_GetTexture(texture->skin.fog);
- 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;
- float base, colorscale;
- rmeshstate_t m;
- vec3_t modelorg;
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- 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;
- base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
- GL_DepthTest(true);
- if (ent->effects & EF_ADDITIVE)
- {
- rendertype = SURFRENDER_ADD;
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- }
- 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);
- }
-
- {
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.base);
colorscale = 1;
if (gl_combine.integer)
{
m.texrgbscale[0] = 4;
colorscale *= 0.25f;
}
- m.pointer_color = varray_color4f;
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State(&m);
R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
- if (!(ent->effects & EF_FULLBRIGHT))
+ 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->flags & SURF_LIGHTMAP)
+ 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);
- 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 (texture->skin.glow)
- {
- 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])
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
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;
- 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);
+ if (texture->skin.glow)
+ {
+ 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])
+ {
+ 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);
+ }
}
}
}
}
+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);
+ }
+ }
+}
+
static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
}
}
-static void R_DrawSurfaceChain(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- msurface_t **chain;
- vec3_t center;
- 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_Wall_Vertex_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);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
- }
- else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.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)
- {
- 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)
- {
- 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
- {
- 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 if (texture->flags & SURF_DRAWTURB)
- {
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
- {
- if (surf->visframe == r_framecount)
- {
- if (texture->rendertype == SURFRENDER_OPAQUE)
- RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
- else
- {
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
- }
- }
- }
- }
- else if (texture->flags & SURF_DRAWSKY)
- RSurfShader_Sky(ent, texture, surfchain);
-}
-
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 flagsmask)
{
- int i, f;
- texture_t *t;
+ 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 = model->brushq1.textures;i < model->brushq1.numtextures;i++, t++)
+ for (texturenumber = 0, t = model->brushq1.textures;texturenumber < model->brushq1.numtextures;texturenumber++, t++)
{
- f = t->flags & flagsmask;
- if (f && t->currentframe && model->brushq1.pvstexturechains[i] != NULL)
- R_DrawSurfaceChain(ent, t->currentframe, model->brushq1.pvstexturechains[i]);
+ 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);
+ }
}
}
#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, SURF_DRAWSKY);
- R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
- 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_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_PrepareSurfaces(ent);
+ R_UpdateTextureInfo(ent);
+ R_UpdateLightmapInfo(ent);
R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
}
-void R_Model_Brush_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)
+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)
{
model_t *model = ent->model;
vec3_t lightmins, lightmaxs;
*outnumclusterspointer = 0;
*outnumsurfacespointer = 0;
memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
- memset(outsurfacepvs, 0, (model->numsurfaces + 7) >> 3);
+ memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
if (model == NULL)
{
VectorCopy(lightmins, outmins);
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 (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
+ if (outclusterpvs)
{
- SETPVSBIT(outclusterpvs, leaf->clusterindex);
- outclusterlist[outnumclusters++] = leaf->clusterindex;
+ if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
+ {
+ SETPVSBIT(outclusterpvs, leaf->clusterindex);
+ outclusterlist[outnumclusters++] = leaf->clusterindex;
+ }
}
- for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++)
+ if (outsurfacepvs)
{
- surfaceindex = leaf->firstmarksurface[marksurfaceindex];
- if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
+ for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++)
{
- surface = model->brushq1.surfaces + surfaceindex;
- if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog)
+ surfaceindex = leaf->firstmarksurface[marksurfaceindex];
+ if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
{
- for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
+ surface = model->brushq1.surfaces + surfaceindex;
+ if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog)
{
- 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])))
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
{
- SETPVSBIT(outsurfacepvs, surfaceindex);
- outsurfacelist[outnumsurfaces++] = surfaceindex;
- break;
+ 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;
+ }
}
}
}
*outnumsurfacespointer = outnumsurfaces;
}
-void R_Model_Brush_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
+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;
}
}
-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, int numsurfaces, const int *surfacelist)
+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)
{
model_t *model = ent->model;
vec3_t lightmins, lightmaxs, modelorg;
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++)
{
surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face)
{
int i;
rmeshstate_t m;
memset(&m, 0, sizeof(m));
m.pointer_vertex = face->data_collisionvertex3f;
R_Mesh_State(&m);
- i = ((int)face) / sizeof(q3mface_t);
+ 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);
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));
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));
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));
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));
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_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));
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;
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_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));
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));
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++;
if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
{
void R_Q3BSP_DrawSky(entity_render_t *ent)
{
int i;
- q3mface_t *face;
+ q3msurface_t *face;
vec3_t modelorg;
model_t *model;
R_Mesh_Matrix(&ent->matrix);
void R_Q3BSP_Draw(entity_render_t *ent)
{
int i;
- q3mface_t *face;
+ q3msurface_t *face;
vec3_t modelorg;
model_t *model;
qbyte *pvs;
int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
const int *e;
const float *v[3];
- q3mface_t *surface;
+ q3msurface_t *surface;
q3mleaf_t *leaf;
const qbyte *pvs;
lightmins[0] = relativelightorigin[0] - lightradius;
*outnumclusterspointer = 0;
*outnumsurfacespointer = 0;
memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
- memset(outsurfacepvs, 0, (model->numsurfaces + 7) >> 3);
+ memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
if (model == NULL)
{
VectorCopy(lightmins, outmins);
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 (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
+ if (outclusterpvs)
{
- SETPVSBIT(outclusterpvs, leaf->clusterindex);
- outclusterlist[outnumclusters++] = leaf->clusterindex;
+ if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
+ {
+ SETPVSBIT(outclusterpvs, leaf->clusterindex);
+ outclusterlist[outnumclusters++] = leaf->clusterindex;
+ }
}
- for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++)
+ if (outsurfacepvs)
{
- surface = leaf->firstleafface[marksurfaceindex];
- surfaceindex = surface - model->brushq3.data_faces;
- if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
+ for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++)
{
- if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
+ surface = leaf->firstleafface[marksurfaceindex];
+ surfaceindex = surface - model->brushq3.data_faces;
+ if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
{
- for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+ if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
{
- 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])))
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
{
- SETPVSBIT(outsurfacepvs, surfaceindex);
- outsurfacelist[outnumsurfaces++] = surfaceindex;
- break;
+ 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;
+ }
}
}
}
{
model_t *model = ent->model;
vec3_t lightmins, lightmaxs;
- q3mface_t *surface;
+ q3msurface_t *surface;
int surfacelistindex, j, t;
const int *e;
const float *v[3];
{
model_t *model = ent->model;
vec3_t lightmins, lightmaxs, modelorg;
- q3mface_t *surface;
+ q3msurface_t *surface;
int surfacelistindex;
if (r_drawcollisionbrushes.integer < 2)
{
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);