static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
// LordHavoc: HalfLife maps have freaky skypolys...
{
if (surf->visframe == r_framecount)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
qglColorMask(1,1,1,1);
{
const entity_render_t *ent = calldata1;
const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
- float colorscale;
- const surfmesh_t *mesh;
rmeshstate_t m;
float alpha;
float modelorg[3];
matrix4x4_t tempmatrix;
float args[4] = {0.05f,0,0,0.04f};
- if (r_waterscroll.value)
+ 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);
- if (gl_textureshader && r_watershader.integer)
- {
- R_Mesh_TextureMatrix(1, &tempmatrix);
- 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);
}
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
}
- if (gl_textureshader && r_watershader.integer)
+ if (gl_textureshader && r_watershader.value && !fogenabled)
{
- m.tex[0] = R_GetTexture(mod_shared_distorttexture);
+ 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);
- colorscale = 1;
- if (gl_combine.integer)
- {
- m.texrgbscale[0] = 4;
- colorscale *= 0.25f;
- }
GL_DepthTest(true);
if (fogenabled)
GL_ColorPointer(varray_color4f);
else
GL_Color(1, 1, 1, alpha);
- if (gl_textureshader && r_watershader.integer)
+ if (gl_textureshader && r_watershader.value && !fogenabled)
{
GL_ActiveTexture (0);
qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
qglEnable (GL_TEXTURE_SHADER_NV);
}
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+
+ 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)
{
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- m.pointer_texcoord[1] = mesh->texcoordtexture2f;
- m.texcombinergb[1] = GL_REPLACE;
- R_Mesh_State_Texture(&m);
- if (fogenabled)
- {
- R_FillColors(varray_color4f, mesh->numverts, 1, 1, 1, alpha);
- RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
- }
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ 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);
}
- if (gl_textureshader && r_watershader.integer)
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+
+ if (gl_textureshader && r_watershader.value && !fogenabled)
{
qglDisable (GL_TEXTURE_SHADER_NV);
GL_ActiveTexture (0);
GL_DepthMask(false);
GL_DepthTest(true);
m.tex[0] = R_GetTexture(texture->skin.fog);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- GL_ColorPointer(varray_color4f);
- R_Mesh_State_Texture(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ 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);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
- if (r_waterscroll.value)
+ if ((gl_textureshader && r_watershader.value && !fogenabled) || r_waterscroll.value)
{
Matrix4x4_CreateIdentity(&tempmatrix);
R_Mesh_TextureMatrix(0, &tempmatrix);
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;
- const surfmesh_t *mesh;
rmeshstate_t m;
float modelorg[3];
Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
GL_DepthTest(true);
GL_ColorPointer(varray_color4f);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+
+ 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))
{
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha);
- if (!(ent->effects & EF_FULLBRIGHT))
- {
- if (surf->dlightframe == r_framecount)
- RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
- if (surf->flags & SURF_LIGHTMAP)
- RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
- }
- RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ 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)
{
- const surfmesh_t *mesh;
rmeshstate_t m;
float modelorg[3];
Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
GL_DepthTest(true);
m.tex[0] = R_GetTexture(texture->skin.glow);
GL_ColorPointer(varray_color4f);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- if (m.tex[0])
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+
+ 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)
{
- const surfmesh_t *mesh;
rmeshstate_t m;
float modelorg[3];
Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
GL_DepthTest(true);
m.tex[0] = R_GetTexture(texture->skin.fog);
GL_ColorPointer(varray_color4f);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- if (m.tex[0])
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+
+ 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_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
int lightmaptexturenum;
float cl;
m.tex[1] = lightmaptexturenum;
// R_Mesh_State_Texture(&m);
//}
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
- m.pointer_texcoord[2] = mesh->texcoorddetail2f;
- R_Mesh_State_Texture(&m);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ GL_VertexPointer(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_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
}
static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
int lightmaptexturenum;
memset(&m, 0, sizeof(m));
m.tex[1] = lightmaptexturenum;
// R_Mesh_State_Texture(&m);
//}
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
- R_Mesh_State_Texture(&m);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ GL_VertexPointer(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_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
}
static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
memset(&m, 0, sizeof(m));
GL_DepthMask(true);
{
if (surf->visframe == r_framecount)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
}
static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
int lightmaptexturenum;
memset(&m, 0, sizeof(m));
m.tex[0] = lightmaptexturenum;
// R_Mesh_State_Texture(&m);
//}
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordlightmap2f;
- R_Mesh_State_Texture(&m);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
}
static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
float modelorg[3];
Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
{
if (surf->visframe == r_framecount)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- if (m.tex[0])
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ 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], 1, 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_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
memset(&m, 0, sizeof(m));
GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
{
if (surf->visframe == r_framecount)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoorddetail2f;
- R_Mesh_State_Texture(&m);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
}
static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
memset(&m, 0, sizeof(m));
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
{
if (surf->visframe == r_framecount)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
}
static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
memset(&m, 0, sizeof(m));
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
{
if (surf->visframe == r_framecount)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
}
{
if (ent->model == NULL)
return;
- if (!ent->model->brushq1.numleafs && ent->model->Draw)
- ent->model->Draw(ent);
+ if (!ent->model->brushq1.numleafs)
+ {
+ if (ent->model->DrawSky)
+ ent->model->DrawSky(ent);
+ if (ent->model->Draw)
+ ent->model->Draw(ent);
+ }
else
{
R_PrepareSurfaces(ent);
int i;
msurface_t *surf;
float projectdistance, f, temp[3], lightradius2;
- surfmesh_t *mesh;
if (ent->model == NULL)
return;
R_Mesh_Matrix(&ent->matrix);
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)
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance);
- }
- }
- }
-}
-
-void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
-{
- int surfnum;
- msurface_t *surf;
- texture_t *t;
- surfmesh_t *mesh;
- if (ent->model == NULL)
- return;
- R_Mesh_Matrix(&ent->matrix);
- R_UpdateTextureInfo(ent);
- for (surfnum = 0;surfnum < numsurfaces;surfnum++)
- {
- surf = surflist[surfnum];
- if (surf->visframe == r_framecount)
- {
- t = surf->texinfo->texture->currentframe;
- if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
- {
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
- R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
- }
+ R_Shadow_Volume(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, lightradius, projectdistance);
}
}
}
msurface_t *surf;
texture_t *t;
float f, lightmins[3], lightmaxs[3];
- surfmesh_t *mesh;
if (ent->model == NULL)
return;
R_Mesh_Matrix(&ent->matrix);
t = surf->texinfo->texture->currentframe;
if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
- R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
- }
+ 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, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
+ 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, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
}
}
}
R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
}
-void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
{
rmeshstate_t m;
- if (!face->numtriangles)
+ if (!face->num_triangles)
return;
- if (face->texture->renderflags)
+ if (skyrendernow)
{
- if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY)
- {
- if (skyrendernow)
- {
- skyrendernow = false;
- if (skyrendermasked)
- R_Sky();
- }
+ skyrendernow = false;
+ if (skyrendermasked)
+ R_Sky();
+ }
- R_Mesh_Matrix(&ent->matrix);
+ R_Mesh_Matrix(&ent->matrix);
- GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
- if (skyrendermasked)
- {
- // depth-only (masking)
- qglColorMask(0,0,0,0);
- // just to make sure that braindead drivers don't draw anything
- // despite that colormask...
- GL_BlendFunc(GL_ZERO, GL_ONE);
- }
- else
- {
- // fog sky
- GL_BlendFunc(GL_ONE, GL_ZERO);
- }
- GL_DepthMask(true);
- GL_DepthTest(true);
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ if (skyrendermasked)
+ {
+ // depth-only (masking)
+ qglColorMask(0,0,0,0);
+ // just to make sure that braindead drivers don't draw anything
+ // despite that colormask...
+ GL_BlendFunc(GL_ZERO, GL_ONE);
+ }
+ else
+ {
+ // fog sky
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ }
+ GL_DepthMask(true);
+ GL_DepthTest(true);
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
- R_Mesh_Draw(face->numvertices, face->numtriangles, face->data_element3i);
- qglColorMask(1,1,1,1);
- return;
- }
- if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW)
- return;
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ qglColorMask(1,1,1,1);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ if (face->texture->skin.glow)
+ {
+ m.tex[0] = R_GetTexture(face->texture->skin.glow);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ GL_Color(1, 1, 1, 1);
}
- R_Mesh_Matrix(&ent->matrix);
- face->visframe = r_framecount;
+ else
+ GL_Color(0, 0, 0, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ m.tex[1] = R_GetTexture(face->lightmaptexture);
+ 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);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
memset(&m, 0, sizeof(m));
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
GL_DepthTest(true);
m.tex[0] = R_GetTexture(face->texture->skin.base);
m.pointer_texcoord[0] = face->data_texcoordtexture2f;
- if (face->lightmaptexture)
+ GL_Color(1, 1, 1, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_SRC_COLOR);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ 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);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ if (face->texture->skin.glow)
{
- m.tex[1] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
- m.texrgbscale[1] = 2;
+ m.tex[0] = R_GetTexture(face->texture->skin.glow);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
GL_Color(1, 1, 1, 1);
}
else
- {
- m.texrgbscale[0] = 2;
- GL_ColorPointer(face->data_color4f);
- }
+ GL_Color(0, 0, 0, 1);
R_Mesh_State_Texture(&m);
GL_VertexPointer(face->data_vertex3f);
- R_Mesh_Draw(face->numvertices, face->numtriangles, face->data_element3i);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
}
-/*
-void R_Q3BSP_DrawSky(entity_render_t *ent)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face)
{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ m.texrgbscale[0] = 2;
+ GL_ColorPointer(face->data_color4f);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ 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);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
+{
+ if (!face->num_triangles)
+ return;
+ if (face->texture->renderflags)
+ {
+ if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY)
+ return;
+ if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW)
+ return;
+ }
+ if (face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT)
+ qglDisable(GL_CULL_FACE);
+ R_Mesh_Matrix(&ent->matrix);
+ face->visframe = r_framecount;
+ if (r_shadow_realtime_world.integer)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
+ else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer)
+ {
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
+ if (face->texture->skin.glow)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ }
+ else if (face->lightmaptexture)
+ {
+ if (r_textureunits.integer >= 2 && gl_combine.integer)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face);
+ else
+ {
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
+ }
+ if (face->texture->skin.glow)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ }
+ else
+ {
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
+ if (face->texture->skin.glow)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ }
+ if (r_ambient.value)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
+ if (face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT)
+ qglEnable(GL_CULL_FACE);
}
-*/
void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
{
int i;
q3mleaf_t *leaf;
- q3mface_t *face;
while (node->isnode)
{
if (R_CullBox(node->mins, node->maxs))
return;
leaf = (q3mleaf_t *)node;
if (pvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7)))
- {
for (i = 0;i < leaf->numleaffaces;i++)
+ leaf->firstleafface[i]->markframe = markframe;
+}
+
+static int r_q3bsp_framecount = -1;
+
+void R_Q3BSP_DrawSky(entity_render_t *ent)
+{
+ int i;
+ q3mface_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_origin, modelorg);
+ if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
{
- face = leaf->firstleafface[i];
- if (face->markframe != markframe)
+ if (r_q3bsp_framecount != r_framecount)
{
- face->markframe = markframe;
- if (!R_CullBox(face->mins, face->maxs))
- R_Q3BSP_DrawFace(ent, face);
+ r_q3bsp_framecount = r_framecount;
+ R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
}
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if (face->markframe == r_framecount && (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY) && !R_CullBox(face->mins, face->maxs))
+ R_Q3BSP_DrawSkyFace(ent, face);
}
+ else
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY))
+ R_Q3BSP_DrawSkyFace(ent, face);
}
}
-
-
void R_Q3BSP_Draw(entity_render_t *ent)
{
int i;
vec3_t modelorg;
model_t *model;
qbyte *pvs;
- static int markframe = 0;
R_Mesh_Matrix(&ent->matrix);
model = ent->model;
if (r_drawcollisionbrushes.integer < 2)
{
Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
- R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
+ {
+ if (r_q3bsp_framecount != r_framecount)
+ {
+ r_q3bsp_framecount = r_framecount;
+ R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
+ }
+ 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))
+ R_Q3BSP_DrawFace(ent, face);
+ }
else
for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
R_Q3BSP_DrawFace(ent, face);
//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_Volume(face->numvertices, face->numtriangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
+ R_Shadow_Volume(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
}
}
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_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
{
- if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->numtriangles)
+ if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->num_triangles)
return;
- R_Shadow_DiffuseLighting(face->numvertices, face->numtriangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, NULL);
- R_Shadow_SpecularLighting(face->numvertices, face->numtriangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, NULL);
+ 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, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, NULL);
+ 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, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, NULL);
}
void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)