#define MAX_LIGHTMAP_SIZE 256
-static signed int blocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
-static byte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
+static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
cvar_t r_ambient = {0, "r_ambient", "0"};
cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"};
cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"};
cvar_t r_drawportals = {0, "r_drawportals", "0"};
cvar_t r_testvis = {0, "r_testvis", "0"};
-
-static void gl_surf_start(void)
-{
-}
-
-static void gl_surf_shutdown(void)
-{
-}
-
-static void gl_surf_newmap(void)
-{
-}
-
-void GL_Surf_Init(void)
-{
- Cvar_RegisterVariable(&r_ambient);
- Cvar_RegisterVariable(&r_vertexsurfaces);
- Cvar_RegisterVariable(&r_dlightmap);
- Cvar_RegisterVariable(&r_drawportals);
- Cvar_RegisterVariable(&r_testvis);
-
- R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
-}
+cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
static int dlightdivtable[32768];
-static int R_AddDynamicLights (msurface_t *surf)
+static int R_IntAddDynamicLights (msurface_t *surf)
{
- int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract;
+ int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract;
unsigned int *bl;
- float dist;
- vec3_t impact, local;
+ float dist, impact[3], local[3];
// LordHavoc: use 64bit integer... shame it's not very standardized...
#if _MSC_VER || __BORLANDC__
lit = false;
- if (!dlightdivtable[1])
- {
- dlightdivtable[0] = 4194304;
- for (s = 1; s < 32768; s++)
- dlightdivtable[s] = 4194304 / (s << 7);
- }
-
smax = (surf->extents[0] >> 4) + 1;
tmax = (surf->extents[1] >> 4) + 1;
+ smax3 = smax * 3;
for (lnum = 0; lnum < r_numdlights; lnum++)
{
continue; // not lit by this light
softwareuntransform(r_dlight[lnum].origin, local);
-// VectorSubtract (r_dlight[lnum].origin, currentrenderentity->origin, local);
dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
// for comparisons to minimum acceptable light
- maxdist = (int) r_dlight[lnum].cullradius2;
-
- // already clamped, skip this
- // clamp radius to avoid exceeding 32768 entry division table
- //if (maxdist > 4194304)
- // maxdist = 4194304;
+ // compensate for LIGHTOFFSET
+ maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
dist2 = dist * dist;
dist2 += LIGHTOFFSET;
if (dist2 >= maxdist)
continue;
- impact[0] = local[0] - surf->plane->normal[0] * dist;
- impact[1] = local[1] - surf->plane->normal[1] * dist;
- impact[2] = local[2] - surf->plane->normal[2] * dist;
+ if (surf->plane->type < 3)
+ {
+ VectorCopy(local, impact);
+ impact[surf->plane->type] -= dist;
+ }
+ else
+ {
+ impact[0] = local[0] - surf->plane->normal[0] * dist;
+ impact[1] = local[1] - surf->plane->normal[1] * dist;
+ impact[2] = local[2] - surf->plane->normal[2] * dist;
+ }
impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
green = r_dlight[lnum].light[1];
blue = r_dlight[lnum].light[2];
subtract = (int) (r_dlight[lnum].lightsubtract * 4194304.0f);
- bl = blocklights;
- smax3 = smax * 3;
+ bl = intblocklights;
i = impactt;
for (t = 0;t < tmax;t++, i -= 16)
return lit;
}
+static int R_FloatAddDynamicLights (msurface_t *surf)
+{
+ int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
+ float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
+
+ lit = false;
+
+ smax = (surf->extents[0] >> 4) + 1;
+ tmax = (surf->extents[1] >> 4) + 1;
+ smax3 = smax * 3;
+
+ for (lnum = 0; lnum < r_numdlights; lnum++)
+ {
+ if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+ continue; // not lit by this light
+
+ softwareuntransform(r_dlight[lnum].origin, local);
+ dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+
+ // for comparisons to minimum acceptable light
+ // compensate for LIGHTOFFSET
+ maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
+
+ dist2 = dist * dist;
+ dist2 += LIGHTOFFSET;
+ if (dist2 >= maxdist)
+ continue;
+
+ if (surf->plane->type < 3)
+ {
+ VectorCopy(local, impact);
+ impact[surf->plane->type] -= dist;
+ }
+ else
+ {
+ impact[0] = local[0] - surf->plane->normal[0] * dist;
+ impact[1] = local[1] - surf->plane->normal[1] * dist;
+ impact[2] = local[2] - surf->plane->normal[2] * dist;
+ }
+
+ impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+ impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+ td = bound(0, impacts, smax * 16) - impacts;
+ td1 = bound(0, impactt, tmax * 16) - impactt;
+ td = td * td + td1 * td1 + dist2;
+ if (td > maxdist)
+ continue;
+
+ // reduce calculations
+ for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
+ sdtable[s] = td1 * td1 + dist2;
+
+ maxdist3 = maxdist - dist2;
+
+ // convert to 8.8 blocklights format
+ red = r_dlight[lnum].light[0];
+ green = r_dlight[lnum].light[1];
+ blue = r_dlight[lnum].light[2];
+ subtract = r_dlight[lnum].lightsubtract * 16384.0f;
+ bl = floatblocklights;
+
+ td1 = impactt;
+ for (t = 0;t < tmax;t++, td1 -= 16.0f)
+ {
+ td = td1 * td1;
+ // make sure some part of it is visible on this line
+ if (td < maxdist3)
+ {
+ maxdist2 = maxdist - td;
+ for (s = 0;s < smax;s++)
+ {
+ if (sdtable[s] < maxdist2)
+ {
+ k = (16384.0f / (sdtable[s] + td)) - subtract;
+ bl[0] += red * k;
+ bl[1] += green * k;
+ bl[2] += blue * k;
+ lit = true;
+ }
+ bl += 3;
+ }
+ }
+ else // skip line
+ bl += smax3;
+ }
+ }
+ return lit;
+}
+
/*
===============
R_BuildLightMap
*/
static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
{
- int smax, tmax, i, j, size, size3, shift, scale, maps, *bl, stride, l;
- byte *lightmap, *out;
-
- // update cached lighting info
- surf->cached_dlight = 0;
- surf->cached_lightscalebit = lightscalebit;
- surf->cached_ambient = r_ambient.value;
- surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
- surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
- surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
- surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
-
- smax = (surf->extents[0]>>4)+1;
- tmax = (surf->extents[1]>>4)+1;
- size = smax*tmax;
- size3 = size*3;
- lightmap = surf->samples;
-
-// set to full bright if no light data
- if ((currentrenderentity->effects & EF_FULLBRIGHT) || !cl.worldmodel->lightdata)
+ if (!r_floatbuildlightmap.integer)
{
- bl = blocklights;
- for (i = 0;i < size;i++)
+ int smax, tmax, i, j, size, size3, shift, maps, stride, l;
+ unsigned int *bl, scale;
+ qbyte *lightmap, *out, *stain;
+
+ // update cached lighting info
+ surf->cached_dlight = 0;
+ surf->cached_lightscalebit = lightscalebit;
+ surf->cached_ambient = r_ambient.value;
+ surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
+ surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
+ surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
+ surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
+
+ smax = (surf->extents[0]>>4)+1;
+ tmax = (surf->extents[1]>>4)+1;
+ size = smax*tmax;
+ size3 = size*3;
+ lightmap = surf->samples;
+
+ // set to full bright if no light data
+ bl = intblocklights;
+ if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata)
{
- *bl++ = 255*256;
- *bl++ = 255*256;
- *bl++ = 255*256;
+ for (i = 0;i < size3;i++)
+ bl[i] = 255*256;
}
+ 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));
+
+ if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+ {
+ surf->cached_dlight = R_IntAddDynamicLights(surf);
+ if (surf->cached_dlight)
+ c_light_polys++;
+ else if (dlightchanged)
+ return; // don't upload if only updating dlights and none mattered
+ }
+
+ // add all the lightmaps
+ if (lightmap)
+ {
+ bl = intblocklights;
+ 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;
+ bl = intblocklights;
+ out = templight;
+ // deal with lightmap brightness scale
+ shift = 7 + lightscalebit + 8;
+ if (currentrenderentity->model->lightmaprgba)
+ {
+ stride = (surf->lightmaptexturestride - smax) * 4;
+ for (i = 0;i < tmax;i++, out += stride)
+ {
+ for (j = 0;j < smax;j++)
+ {
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ *out++ = 255;
+ }
+ }
+ }
+ else
+ {
+ stride = (surf->lightmaptexturestride - smax) * 3;
+ for (i = 0;i < tmax;i++, out += stride)
+ {
+ for (j = 0;j < smax;j++)
+ {
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ }
+ }
+ }
+
+ R_UpdateTexture(surf->lightmaptexture, templight);
}
else
{
-// clear to no light
- j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style
+ int smax, tmax, i, j, size, size3, maps, stride, l;
+ float *bl, scale;
+ qbyte *lightmap, *out, *stain;
+
+ // update cached lighting info
+ surf->cached_dlight = 0;
+ surf->cached_lightscalebit = lightscalebit;
+ surf->cached_ambient = r_ambient.value;
+ surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
+ surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
+ surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
+ surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
+
+ smax = (surf->extents[0]>>4)+1;
+ tmax = (surf->extents[1]>>4)+1;
+ size = smax*tmax;
+ size3 = size*3;
+ lightmap = surf->samples;
+
+ // set to full bright if no light data
+ bl = floatblocklights;
+ if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->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)
{
- bl = blocklights;
for (i = 0;i < size3;i++)
*bl++ = j;
}
else
- memset(&blocklights[0], 0, size*3*sizeof(int));
+ memset(bl, 0, size*3*sizeof(float));
if (surf->dlightframe == r_framecount && r_dlightmap.integer)
{
- surf->cached_dlight = R_AddDynamicLights(surf);
+ surf->cached_dlight = R_FloatAddDynamicLights(surf);
if (surf->cached_dlight)
c_light_polys++;
else if (dlightchanged)
return; // don't upload if only updating dlights and none mattered
}
-// add all the lightmaps
+ // add all the lightmaps
if (lightmap)
- for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
- for (scale = d_lightstylevalue[surf->styles[maps]], bl = blocklights, i = 0;i < size3;i++)
- *bl++ += *lightmap++ * scale;
- }
+ {
+ 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;
+ }
- bl = blocklights;
- out = templight;
- // deal with lightmap brightness scale
- shift = 7 + lightscalebit;
- if (currentrenderentity->model->lightmaprgba)
- {
- stride = (surf->lightmaptexturestride - smax) * 4;
- for (i = 0;i < tmax;i++, out += stride)
+ stain = surf->stainsamples;
+ bl = floatblocklights;
+ out = templight;
+ // deal with lightmap brightness scale
+ scale = 1.0f / (1 << (7 + lightscalebit + 8));
+ if (currentrenderentity->model->lightmaprgba)
+ {
+ stride = (surf->lightmaptexturestride - smax) * 4;
+ for (i = 0;i < tmax;i++, out += stride)
+ {
+ for (j = 0;j < smax;j++)
+ {
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ *out++ = 255;
+ }
+ }
+ }
+ else
{
- for (j = 0;j < smax;j++)
+ stride = (surf->lightmaptexturestride - smax) * 3;
+ for (i = 0;i < tmax;i++, out += stride)
{
- l = *bl++ >> shift;*out++ = min(l, 255);
- l = *bl++ >> shift;*out++ = min(l, 255);
- l = *bl++ >> shift;*out++ = min(l, 255);
- *out++ = 255;
+ for (j = 0;j < smax;j++)
+ {
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ }
}
}
+
+ R_UpdateTexture(surf->lightmaptexture, templight);
}
- else
+}
+
+void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, int icolor[8])
+{
+ float ndist;
+ msurface_t *surf, *endsurf;
+ int sdtable[256], td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, dist2, impacts, impactt, subtract, a, stained, cr, cg, cb, ca, ratio;
+ qbyte *bl;
+ vec3_t impact;
+ // LordHavoc: use 64bit integer... shame it's not very standardized...
+#if _MSC_VER || __BORLANDC__
+ __int64 k;
+#else
+ long long k;
+#endif
+
+
+ // for comparisons to minimum acceptable light
+ // compensate for 4096 offset
+ maxdist = radius * radius + 4096;
+
+ // clamp radius to avoid exceeding 32768 entry division table
+ if (maxdist > 4194304)
+ maxdist = 4194304;
+
+ subtract = (int) ((1.0f / maxdist) * 4194304.0f);
+
+loc0:
+ if (node->contents < 0)
+ return;
+ ndist = PlaneDiff(origin, node->plane);
+ if (ndist > radius)
{
- stride = (surf->lightmaptexturestride - smax) * 3;
- for (i = 0;i < tmax;i++, out += stride)
+ node = node->children[0];
+ goto loc0;
+ }
+ if (ndist < -radius)
+ {
+ node = node->children[1];
+ goto loc0;
+ }
+
+ dist2 = ndist * ndist;
+ dist2 += 4096.0f;
+ if (dist2 < maxdist)
+ {
+ maxdist3 = maxdist - dist2;
+
+ if (node->plane->type < 3)
{
- for (j = 0;j < smax;j++)
+ VectorCopy(origin, impact);
+ impact[node->plane->type] -= ndist;
+ }
+ else
+ {
+ impact[0] = origin[0] - node->plane->normal[0] * ndist;
+ impact[1] = origin[1] - node->plane->normal[1] * ndist;
+ impact[2] = origin[2] - node->plane->normal[2] * ndist;
+ }
+
+ for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
+ {
+ if (surf->stainsamples)
{
- l = *bl++ >> shift;*out++ = min(l, 255);
- l = *bl++ >> shift;*out++ = min(l, 255);
- l = *bl++ >> shift;*out++ = min(l, 255);
+ smax = (surf->extents[0] >> 4) + 1;
+ tmax = (surf->extents[1] >> 4) + 1;
+
+ impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+ impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+ s = bound(0, impacts, smax * 16) - impacts;
+ t = bound(0, impactt, tmax * 16) - impactt;
+ i = s * s + t * t + dist2;
+ if (i > maxdist)
+ continue;
+
+ // reduce calculations
+ for (s = 0, i = impacts; s < smax; s++, i -= 16)
+ sdtable[s] = i * i + dist2;
+
+ // convert to 8.8 blocklights format
+ bl = surf->stainsamples;
+ smax3 = smax * 3;
+ stained = false;
+
+ i = impactt;
+ for (t = 0;t < tmax;t++, i -= 16)
+ {
+ td = i * i;
+ // make sure some part of it is visible on this line
+ if (td < maxdist3)
+ {
+ maxdist2 = maxdist - td;
+ for (s = 0;s < smax;s++)
+ {
+ if (sdtable[s] < maxdist2)
+ {
+ k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
+ if (k > 0)
+ {
+ ratio = rand() & 255;
+ ca = (((icolor[7] - icolor[3]) * ratio) >> 8) + icolor[3];
+ a = (ca * k) >> 8;
+ if (a > 0)
+ {
+ a = bound(0, a, 256);
+ cr = (((icolor[4] - icolor[0]) * ratio) >> 8) + icolor[0];
+ cg = (((icolor[5] - icolor[1]) * ratio) >> 8) + icolor[1];
+ cb = (((icolor[6] - icolor[2]) * ratio) >> 8) + icolor[2];
+ bl[0] = (qbyte) ((((cr - (int) bl[0]) * a) >> 8) + (int) bl[0]);
+ bl[1] = (qbyte) ((((cg - (int) bl[1]) * a) >> 8) + (int) bl[1]);
+ bl[2] = (qbyte) ((((cb - (int) bl[2]) * a) >> 8) + (int) bl[2]);
+ stained = true;
+ }
+ }
+ }
+ bl += 3;
+ }
+ }
+ else // skip line
+ bl += smax3;
+ }
+ // force lightmap upload
+ if (stained)
+ surf->cached_dlight = true;
}
}
}
- R_UpdateTexture(surf->lightmaptexture, templight);
+ if (node->children[0]->contents >= 0)
+ {
+ if (node->children[1]->contents >= 0)
+ {
+ R_StainNode(node->children[0], model, origin, radius, icolor);
+ node = node->children[1];
+ goto loc0;
+ }
+ else
+ {
+ node = node->children[0];
+ goto loc0;
+ }
+ }
+ else if (node->children[1]->contents >= 0)
+ {
+ node = node->children[1];
+ goto loc0;
+ }
}
-/*
-===============
-R_TextureAnimation
-
-Returns the proper texture for a given time and base texture
-===============
-*/
-/*
-// note: this was manually inlined in R_PrepareSurfaces
-static texture_t *R_TextureAnimation (texture_t *base)
+void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
{
- if (currentrenderentity->frame && base->alternate_anims != NULL)
- base = base->alternate_anims;
-
- if (base->anim_total < 2)
- return base;
+ int n, icolor[8];
+ entity_render_t *ent;
+ model_t *model;
+ vec3_t org;
+ icolor[0] = cr1;
+ icolor[1] = cg1;
+ icolor[2] = cb1;
+ icolor[3] = ca1;
+ icolor[4] = cr2;
+ icolor[5] = cg2;
+ icolor[6] = cb2;
+ icolor[7] = ca2;
+
+ model = cl.worldmodel;
+ softwaretransformidentity();
+ R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor);
- return base->anim_frames[(int)(cl.time * 5.0f) % base->anim_total];
+ // look for embedded bmodels
+ for (n = 0;n < cl_num_brushmodel_entities;n++)
+ {
+ ent = cl_brushmodel_entities[n];
+ model = ent->model;
+ if (model && model->name[0] == '*')
+ {
+ Mod_CheckLoaded(model);
+ if (model->type == mod_brush)
+ {
+ softwaretransformforentity(ent);
+ softwareuntransform(origin, org);
+ R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, icolor);
+ }
+ }
+ }
}
-*/
/*
};
#define TURBSCALE (256.0 / (2 * M_PI))
-#define MAX_SURFVERTS 1024
+// only need to hold as many verts as the mesh splitter will allow in model_brush.c
+#define MAX_SURFVERTS 3072
typedef struct
{
float v[4];
surfvert_t;
static surfvert_t svert[MAX_SURFVERTS]; // used by the following functions
-static int RSurfShader_Sky(int stage, msurface_t *s)
+static void RSurfShader_Sky(msurface_t *firstsurf)
{
- int i;
- float number, length, dir[3], speedscale;
- surfvertex_t *v;
- surfvert_t *sv;
- rmeshinfo_t m;
+ msurface_t *surf;
+ int i;
+ float number, length, dir[3], speedscale;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ surfmesh_t *mesh;
+ rmeshinfo_t m;
// LordHavoc: HalfLife maps have freaky skypolys...
if (currentrenderentity->model->ishlbsp)
- return true;
+ return;
- if (stage == 0)
+ if (skyrendermasked)
{
- if (skyrendermasked)
+ if (skyrendernow)
+ {
+ skyrendernow = false;
+ R_Sky();
+ }
+ for (surf = firstsurf;surf;surf = surf->chain)
{
- if (skyrendernow)
- {
- skyrendernow = false;
- R_Sky();
- }
// draw depth-only polys
memset(&m, 0, sizeof(m));
m.transparent = false;
m.blendfunc1 = GL_ZERO;
m.blendfunc2 = GL_ONE;
m.depthwrite = true;
- m.numtriangles = s->mesh.numtriangles;
- m.numverts = s->mesh.numverts;
- m.index = s->mesh.index;
- //m.cr = 0;
- //m.cg = 0;
- //m.cb = 0;
- //m.ca = 0;
- if (softwaretransform_complexity)
- {
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
- softwaretransform(v->v, sv->v);
- }
- else
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- m.vertex = &s->mesh.vertex[0].v[0];
- m.vertexstep = sizeof(surfvertex_t);
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ m.index = mesh->index;
+ if (softwaretransform_complexity)
+ {
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ softwaretransform(v->v, sv->v);
+ }
+ else
+ {
+ m.vertex = &mesh->vertex[0].v[0];
+ m.vertexstep = sizeof(surfvertex_t);
+ }
+ R_Mesh_Draw(&m);
}
- R_Mesh_Draw(&m);
}
- else if (skyrenderglquake)
+ }
+ else if (skyrenderglquake)
+ {
+ for (surf = firstsurf;surf;surf = surf->chain)
{
memset(&m, 0, sizeof(m));
m.transparent = false;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
- m.numtriangles = s->mesh.numtriangles;
- m.numverts = s->mesh.numverts;
- m.index = s->mesh.index;
m.vertex = &svert[0].v[0];
m.vertexstep = sizeof(surfvert_t);
m.cr = 1;
m.cg = 1;
m.cb = 1;
m.ca = 1;
- if (r_mergesky.integer)
- m.tex[0] = R_GetTexture(mergeskytexture);
- else
- m.tex[0] = R_GetTexture(solidskytexture);
+ m.tex[0] = R_GetTexture(solidskytexture);
m.texcoords[0] = &svert[0].st[0];
m.texcoordstep[0] = sizeof(surfvert_t);
speedscale = cl.time * (8.0/128.0);
speedscale -= (int)speedscale;
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- softwaretransform(v->v, sv->v);
- VectorSubtract (sv->v, r_origin, dir);
- // flatten the sphere
- dir[2] *= 3;
-
- number = DotProduct(dir, dir);
- #if SLOWMATH
- length = 3.0f / sqrt(number);
- #else
- *((long *)&length) = 0x5f3759df - ((* (long *) &number) >> 1);
- length = 3.0f * (length * (1.5f - (number * 0.5f * length * length)));
- #endif
-
- sv->st[0] = speedscale + dir[0] * length;
- sv->st[1] = speedscale + dir[1] * length;
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ m.index = mesh->index;
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ VectorSubtract (sv->v, r_origin, dir);
+ // flatten the sphere
+ dir[2] *= 3;
+
+ number = DotProduct(dir, dir);
+ #if SLOWMATH
+ length = 3.0f / sqrt(number);
+ #else
+ *((int *)&length) = 0x5f3759df - ((* (int *) &number) >> 1);
+ length = 3.0f * (length * (1.5f - (number * 0.5f * length * length)));
+ #endif
+
+ sv->st[0] = speedscale + dir[0] * length;
+ sv->st[1] = speedscale + dir[1] * length;
+ }
+ R_Mesh_Draw(&m);
}
- R_Mesh_Draw(&m);
}
- else
+ }
+ else
+ {
+ for (surf = firstsurf;surf;surf = surf->chain)
{
// flat color
memset(&m, 0, sizeof(m));
m.transparent = false;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
- m.numtriangles = s->mesh.numtriangles;
- m.numverts = s->mesh.numverts;
- m.index = s->mesh.index;
m.cr = fogcolor[0];
m.cg = fogcolor[1];
m.cb = fogcolor[2];
m.ca = 1;
- if (softwaretransform_complexity)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
- softwaretransform(v->v, sv->v);
- }
- else
- {
- m.vertex = &s->mesh.vertex[0].v[0];
- m.vertexstep = sizeof(surfvertex_t);
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ m.index = mesh->index;
+ if (softwaretransform_complexity)
+ {
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ softwaretransform(v->v, sv->v);
+ }
+ else
+ {
+ m.vertex = &mesh->vertex[0].v[0];
+ m.vertexstep = sizeof(surfvertex_t);
+ }
+ R_Mesh_Draw(&m);
}
- R_Mesh_Draw(&m);
}
- return false;
}
- else if (stage == 1)
+ if (skyrenderglquake)
{
- if (skyrenderglquake && !r_mergesky.integer)
+ for (surf = firstsurf;surf;surf = surf->chain)
{
memset(&m, 0, sizeof(m));
m.transparent = false;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- m.numtriangles = s->mesh.numtriangles;
- m.numverts = s->mesh.numverts;
- m.index = s->mesh.index;
m.vertex = &svert[0].v[0];
m.vertexstep = sizeof(surfvert_t);
m.cr = 1;
m.texcoordstep[0] = sizeof(surfvert_t);
speedscale = cl.time * (16.0/128.0);
speedscale -= (int)speedscale;
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- softwaretransform(v->v, sv->v);
- VectorSubtract (sv->v, r_origin, dir);
- // flatten the sphere
- dir[2] *= 3;
-
- number = DotProduct(dir, dir);
- #if SLOWMATH
- length = 3.0f / sqrt(number);
- #else
- *((long *)&length) = 0x5f3759df - ((* (long *) &number) >> 1);
- length = 3.0f * (length * (1.5f - (number * 0.5f * length * length)));
- #endif
-
- sv->st[0] = speedscale + dir[0] * length;
- sv->st[1] = speedscale + dir[1] * length;
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ m.index = mesh->index;
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ VectorSubtract (sv->v, r_origin, dir);
+ // flatten the sphere
+ dir[2] *= 3;
+
+ number = DotProduct(dir, dir);
+ #if SLOWMATH
+ length = 3.0f / sqrt(number);
+ #else
+ *((int *)&length) = 0x5f3759df - ((* (int *) &number) >> 1);
+ length = 3.0f * (length * (1.5f - (number * 0.5f * length * length)));
+ #endif
+
+ sv->st[0] = speedscale + dir[0] * length;
+ sv->st[1] = speedscale + dir[1] * length;
+ }
+ R_Mesh_Draw(&m);
}
- R_Mesh_Draw(&m);
- return false;
}
- return true;
}
- else
- return true;
}
static int RSurf_Light(int *dlightbits, int numverts)
return lit;
}
-static void RSurfShader_Water_Pass_Base(msurface_t *s)
+static void RSurfShader_Water_Pass_Base(msurface_t *surf)
{
- int i;
- float diff[3], alpha, ifog;
- surfvertex_t *v;
- surfvert_t *sv;
- rmeshinfo_t m;
- alpha = currentrenderentity->alpha * (s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
+ int i;
+ float diff[3], alpha, ifog;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ surfmesh_t *mesh;
+ rmeshinfo_t m;
+ alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
memset(&m, 0, sizeof(m));
- if (alpha != 1 || s->currenttexture->fogtexture != NULL)
+ if (alpha != 1 || surf->currenttexture->fogtexture != NULL)
{
m.transparent = true;
m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE; //_MINUS_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
}
else
{
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
}
- m.numtriangles = s->mesh.numtriangles;
- m.numverts = s->mesh.numverts;
- m.index = s->mesh.index;
m.vertex = &svert[0].v[0];
m.vertexstep = sizeof(surfvert_t);
m.color = &svert[0].c[0];
m.colorstep = sizeof(surfvert_t);
- m.tex[0] = R_GetTexture(s->currenttexture->texture);
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
m.texcoords[0] = &svert[0].st[0];
m.texcoordstep[0] = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- softwaretransform(v->v, sv->v);
- if (r_waterripple.value)
- sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
- if (s->flags & SURF_DRAWFULLBRIGHT)
- {
- sv->c[0] = 1;
- sv->c[1] = 1;
- sv->c[2] = 1;
- sv->c[3] = alpha;
- }
- else
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ m.index = mesh->index;
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
{
- sv->c[0] = 0.5f;
- sv->c[1] = 0.5f;
- sv->c[2] = 0.5f;
- sv->c[3] = alpha;
+ softwaretransform(v->v, sv->v);
+ if (r_waterripple.value)
+ sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
+ if (surf->flags & SURF_DRAWFULLBRIGHT)
+ {
+ sv->c[0] = 1;
+ sv->c[1] = 1;
+ sv->c[2] = 1;
+ sv->c[3] = alpha;
+ }
+ else
+ {
+ sv->c[0] = 0.5f;
+ sv->c[1] = 0.5f;
+ sv->c[2] = 0.5f;
+ sv->c[3] = alpha;
+ }
+ sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+ sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
}
- sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
- sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
- }
- if (s->dlightframe == r_framecount && !(s->flags & SURF_DRAWFULLBRIGHT))
- RSurf_Light(s->dlightbits, m.numverts);
- if (fogenabled/* && m.blendfunc2 == GL_ONE_MINUS_SRC_ALPHA*/)
- {
- for (i = 0, sv = svert;i < m.numverts;i++, sv++)
+ if (surf->dlightframe == r_framecount && !(surf->flags & SURF_DRAWFULLBRIGHT))
+ RSurf_Light(surf->dlightbits, m.numverts);
+ if (fogenabled && (surf->flags & SURF_DRAWNOALPHA))
{
- VectorSubtract(sv->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] *= ifog;
- sv->c[1] *= ifog;
- sv->c[2] *= ifog;
+ for (i = 0, sv = svert;i < m.numverts;i++, sv++)
+ {
+ VectorSubtract(sv->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] *= ifog;
+ sv->c[1] *= ifog;
+ sv->c[2] *= ifog;
+ }
}
+ R_Mesh_Draw(&m);
}
- R_Mesh_Draw(&m);
}
-static void RSurfShader_Water_Pass_Glow(msurface_t *s)
+static void RSurfShader_Water_Pass_Glow(msurface_t *surf)
{
- int i;
- float diff[3], alpha, ifog;
- surfvertex_t *v;
- surfvert_t *sv;
- rmeshinfo_t m;
- alpha = currentrenderentity->alpha * (s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
+ int i;
+ float diff[3], alpha, ifog;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ surfmesh_t *mesh;
+ rmeshinfo_t m;
+ alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
memset(&m, 0, sizeof(m));
- m.transparent = alpha != 1 || s->currenttexture->fogtexture != NULL;
+ m.transparent = alpha != 1 || surf->currenttexture->fogtexture != NULL;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.numtriangles = s->mesh.numtriangles;
- m.numverts = s->mesh.numverts;
- m.index = s->mesh.index;
m.vertex = &svert[0].v[0];
m.vertexstep = sizeof(surfvert_t);
m.cr = 1;
m.cg = 1;
m.cb = 1;
m.ca = alpha;
- m.tex[0] = R_GetTexture(s->currenttexture->glowtexture);
+ m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
m.texcoords[0] = &svert[0].st[0];
m.texcoordstep[0] = sizeof(surfvert_t);
- if (fogenabled)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- m.color = &svert[0].c[0];
- m.colorstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ m.index = mesh->index;
+ if (fogenabled)
{
- softwaretransform(v->v, sv->v);
- if (r_waterripple.value)
- sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
- sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
- sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
- VectorSubtract(sv->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] = m.cr * ifog;
- sv->c[1] = m.cg * ifog;
- sv->c[2] = m.cb * ifog;
- sv->c[3] = m.ca;
+ m.color = &svert[0].c[0];
+ m.colorstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ if (r_waterripple.value)
+ sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
+ sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+ sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+ VectorSubtract(sv->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] = m.cr * ifog;
+ sv->c[1] = m.cg * ifog;
+ sv->c[2] = m.cb * ifog;
+ sv->c[3] = m.ca;
+ }
}
- }
- else
- {
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ else
{
- softwaretransform(v->v, sv->v);
- if (r_waterripple.value)
- sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
- sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
- sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ if (r_waterripple.value)
+ sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
+ sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+ sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+ }
}
+ R_Mesh_Draw(&m);
}
- R_Mesh_Draw(&m);
}
-static void RSurfShader_Water_Pass_Fog(msurface_t *s)
+static void RSurfShader_Water_Pass_Fog(msurface_t *surf)
{
- int i;
- float alpha;
- surfvertex_t *v;
- surfvert_t *sv;
- rmeshinfo_t m;
- vec3_t diff;
- alpha = currentrenderentity->alpha * (s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
+ int i;
+ float alpha;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ surfmesh_t *mesh;
+ rmeshinfo_t m;
+ vec3_t diff;
+ alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
memset(&m, 0, sizeof(m));
- m.transparent = alpha != 1 || s->currenttexture->fogtexture != NULL;
+ m.transparent = alpha != 1 || surf->currenttexture->fogtexture != NULL;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.numtriangles = s->mesh.numtriangles;
- m.numverts = s->mesh.numverts;
- m.index = s->mesh.index;
m.vertex = &svert[0].v[0];
m.vertexstep = sizeof(surfvert_t);
m.color = &svert[0].c[0];
m.colorstep = sizeof(surfvert_t);
- m.tex[0] = R_GetTexture(s->currenttexture->fogtexture);
+ m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
m.texcoords[0] = &svert[0].st[0];
m.texcoordstep[0] = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- softwaretransform(v->v, sv->v);
- if (r_waterripple.value)
- sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
- if (m.tex[0])
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ m.index = mesh->index;
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
{
- sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
- sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+ softwaretransform(v->v, sv->v);
+ if (r_waterripple.value)
+ sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
+ if (m.tex[0])
+ {
+ sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+ sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+ }
+ VectorSubtract(sv->v, r_origin, diff);
+ sv->c[0] = fogcolor[0];
+ sv->c[1] = fogcolor[1];
+ sv->c[2] = fogcolor[2];
+ sv->c[3] = alpha * exp(fogdensity/DotProduct(diff, diff));
}
- VectorSubtract(sv->v, r_origin, diff);
- sv->c[0] = fogcolor[0];
- sv->c[1] = fogcolor[1];
- sv->c[2] = fogcolor[2];
- sv->c[3] = alpha * exp(fogdensity/DotProduct(diff, diff));
+ R_Mesh_Draw(&m);
}
- R_Mesh_Draw(&m);
}
-static int RSurfShader_Water(int stage, msurface_t *s)
+static void RSurfShader_Water(msurface_t *firstsurf)
{
- switch(stage)
- {
- case 0:
- RSurfShader_Water_Pass_Base(s);
- return false;
- case 1:
- if (s->currenttexture->glowtexture)
- RSurfShader_Water_Pass_Glow(s);
- return false;
- case 2:
- if (fogenabled && (s->flags & SURF_DRAWNOALPHA))
- {
- RSurfShader_Water_Pass_Fog(s);
- return false;
- }
- else
- return true;
- default:
- return true;
- }
+ msurface_t *surf;
+ for (surf = firstsurf;surf;surf = surf->chain)
+ RSurfShader_Water_Pass_Base(surf);
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->glowtexture)
+ RSurfShader_Water_Pass_Glow(surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ RSurfShader_Water_Pass_Fog(surf);
}
-static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *s)
+static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *surf)
{
- int i;
- float diff[3], ifog;
- surfvertex_t *v;
- surfvert_t *sv;
- rmeshinfo_t m;
+ int i;
+ float diff[3], ifog;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ surfmesh_t *mesh;
+ rmeshinfo_t m;
memset(&m, 0, sizeof(m));
if (currentrenderentity->effects & EF_ADDITIVE)
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
}
- else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
{
m.transparent = true;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
}
- m.numtriangles = s->mesh.numtriangles;
- m.numverts = s->mesh.numverts;
- m.index = s->mesh.index;
- m.cr = 1;
- if (lighthalf)
- m.cr *= 2;
- if (gl_combine.integer)
- m.cr *= 4;
- m.cg = m.cr;
- m.cb = m.cr;
+ m.cr = m.cg = m.cb = (float) (1 << lightscalebit);
m.ca = currentrenderentity->alpha;
- m.tex[0] = R_GetTexture(s->currenttexture->texture);
- m.tex[1] = R_GetTexture(s->lightmaptexture);
- m.texcoords[0] = &s->mesh.vertex->st[0];
- m.texcoords[1] = &s->mesh.vertex->uv[0];
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ m.tex[1] = R_GetTexture(surf->lightmaptexture);
m.texcoordstep[0] = sizeof(surfvertex_t);
m.texcoordstep[1] = sizeof(surfvertex_t);
- if (fogenabled)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- m.color = &svert[0].c[0];
- m.colorstep = sizeof(surfvert_t);
- if (softwaretransform_complexity)
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ m.index = mesh->index;
+ m.texcoords[0] = &mesh->vertex->st[0];
+ m.texcoords[1] = &mesh->vertex->uv[0];
+ if (fogenabled)
{
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ m.color = &svert[0].c[0];
+ m.colorstep = sizeof(surfvert_t);
+ if (softwaretransform_complexity)
{
- softwaretransform(v->v, sv->v);
- VectorSubtract(sv->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] = m.cr * ifog;
- sv->c[1] = m.cg * ifog;
- sv->c[2] = m.cb * ifog;
- sv->c[3] = m.ca;
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ VectorSubtract(sv->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] = m.cr * ifog;
+ sv->c[1] = m.cg * ifog;
+ sv->c[2] = m.cb * ifog;
+ sv->c[3] = m.ca;
+ }
}
- }
- else
- {
- m.vertex = &s->mesh.vertex->v[0];
- m.vertexstep = sizeof(surfvertex_t);
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ else
{
- VectorSubtract(v->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] = m.cr * ifog;
- sv->c[1] = m.cg * ifog;
- sv->c[2] = m.cb * ifog;
- sv->c[3] = m.ca;
+ m.vertex = &mesh->vertex->v[0];
+ m.vertexstep = sizeof(surfvertex_t);
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ {
+ VectorSubtract(v->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] = m.cr * ifog;
+ sv->c[1] = m.cg * ifog;
+ sv->c[2] = m.cb * ifog;
+ sv->c[3] = m.ca;
+ }
}
}
- }
- else
- {
- if (softwaretransform_complexity)
- {
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
- softwaretransform(v->v, sv->v);
- }
else
{
- m.vertex = &s->mesh.vertex->v[0];
- m.vertexstep = sizeof(surfvertex_t);
+ if (softwaretransform_complexity)
+ {
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ softwaretransform(v->v, sv->v);
+ }
+ else
+ {
+ m.vertex = &mesh->vertex->v[0];
+ m.vertexstep = sizeof(surfvertex_t);
+ }
}
+ R_Mesh_Draw(&m);
}
- R_Mesh_Draw(&m);
}
-static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *s)
+static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *surf)
{
- int i;
- surfvertex_t *v;
- surfvert_t *sv;
- rmeshinfo_t m;
+ int i;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ surfmesh_t *mesh;
+ rmeshinfo_t m;
memset(&m, 0, sizeof(m));
m.transparent = false;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
- m.numtriangles = s->mesh.numtriangles;
- m.numverts = s->mesh.numverts;
- m.index = s->mesh.index;
- if (lighthalf)
- {
- m.cr = 2;
- m.cg = 2;
- m.cb = 2;
- }
- else
- {
- m.cr = 1;
- m.cg = 1;
- m.cb = 1;
- }
+ m.cr = m.cg = m.cb = (float) (1 << v_overbrightbits.integer);
m.ca = 1;
- m.tex[0] = R_GetTexture(s->currenttexture->texture);
- m.texcoords[0] = &s->mesh.vertex->st[0];
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
m.texcoordstep[0] = sizeof(surfvertex_t);
- if (softwaretransform_complexity)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
- softwaretransform(v->v, sv->v);
- }
- else
- {
- m.vertex = &s->mesh.vertex->v[0];
- m.vertexstep = sizeof(surfvertex_t);
- }
- R_Mesh_Draw(&m);
-}
-
-static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *s)
-{
- int i;
- float diff[3], ifog;
- surfvertex_t *v;
- surfvert_t *sv;
- rmeshinfo_t m;
-
- memset(&m, 0, sizeof(m));
- m.transparent = false;
- m.blendfunc1 = GL_ZERO;
- m.blendfunc2 = GL_SRC_COLOR;
- m.numtriangles = s->mesh.numtriangles;
- m.numverts = s->mesh.numverts;
- m.index = s->mesh.index;
- m.cr = 1;
- if (lighthalf)
- m.cr *= 2.0f;
- m.cg = m.cr;
- m.cb = m.cr;
- m.ca = 1;
- m.tex[0] = R_GetTexture(s->lightmaptexture);
- m.texcoords[0] = &s->mesh.vertex->uv[0];
- m.texcoordstep[0] = sizeof(surfvertex_t);
- if (fogenabled)
- {
- m.color = &svert[0].c[0];
- m.colorstep = sizeof(surfvert_t);
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ m.index = mesh->index;
+ m.texcoords[0] = &mesh->vertex->st[0];
if (softwaretransform_complexity)
{
m.vertex = &svert[0].v[0];
m.vertexstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
- {
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
softwaretransform(v->v, sv->v);
- VectorSubtract(sv->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] = m.cr * ifog;
- sv->c[1] = m.cg * ifog;
- sv->c[2] = m.cb * ifog;
- sv->c[3] = m.ca;
- }
}
else
{
- m.vertex = &s->mesh.vertex->v[0];
+ m.vertex = &mesh->vertex->v[0];
m.vertexstep = sizeof(surfvertex_t);
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
- {
- VectorSubtract(v->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] = m.cr * ifog;
- sv->c[1] = m.cg * ifog;
- sv->c[2] = m.cb * ifog;
- sv->c[3] = m.ca;
- }
}
+ R_Mesh_Draw(&m);
}
- else
+}
+
+static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf)
+{
+ int i;
+ float diff[3], ifog;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ surfmesh_t *mesh;
+ rmeshinfo_t m;
+
+ memset(&m, 0, sizeof(m));
+ m.transparent = false;
+ m.blendfunc1 = GL_ZERO;
+ m.blendfunc2 = GL_SRC_COLOR;
+ m.cr = m.cg = m.cb = (float) (1 << v_overbrightbits.integer);
+ m.ca = 1;
+ m.tex[0] = R_GetTexture(surf->lightmaptexture);
+ m.texcoordstep[0] = sizeof(surfvertex_t);
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- if (softwaretransform_complexity)
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ m.index = mesh->index;
+ m.texcoords[0] = &mesh->vertex->uv[0];
+ if (fogenabled)
{
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
- softwaretransform(v->v, sv->v);
+ m.color = &svert[0].c[0];
+ m.colorstep = sizeof(surfvert_t);
+ if (softwaretransform_complexity)
+ {
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ VectorSubtract(sv->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] = m.cr * ifog;
+ sv->c[1] = m.cg * ifog;
+ sv->c[2] = m.cb * ifog;
+ sv->c[3] = m.ca;
+ }
+ }
+ else
+ {
+ m.vertex = &mesh->vertex->v[0];
+ m.vertexstep = sizeof(surfvertex_t);
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ {
+ VectorSubtract(v->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] = m.cr * ifog;
+ sv->c[1] = m.cg * ifog;
+ sv->c[2] = m.cb * ifog;
+ sv->c[3] = m.ca;
+ }
+ }
}
else
{
- m.vertex = &s->mesh.vertex->v[0];
- m.vertexstep = sizeof(surfvertex_t);
+ if (softwaretransform_complexity)
+ {
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ softwaretransform(v->v, sv->v);
+ }
+ else
+ {
+ m.vertex = &mesh->vertex->v[0];
+ m.vertexstep = sizeof(surfvertex_t);
+ }
}
+ R_Mesh_Draw(&m);
}
- R_Mesh_Draw(&m);
}
-static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *s)
+static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
{
- int i, size3;
- float c[3], base[3], scale, diff[3], ifog;
- surfvertex_t *v;
- surfvert_t *sv;
- rmeshinfo_t m;
- byte *lm;
+ int i, size3;
+ float c[3], base[3], scale, diff[3], ifog;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ surfmesh_t *mesh;
+ rmeshinfo_t m;
+ qbyte *lm;
- size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3;
+ size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
base[0] = base[1] = base[2] = r_ambient.value * (1.0f / 128.0f);
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
}
- else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
{
m.transparent = true;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
}
- m.numtriangles = s->mesh.numtriangles;
- m.numverts = s->mesh.numverts;
- m.index = s->mesh.index;
m.vertex = &svert[0].v[0];
m.vertexstep = sizeof(surfvert_t);
m.color = &svert[0].c[0];
m.colorstep = sizeof(surfvert_t);
- m.tex[0] = R_GetTexture(s->currenttexture->texture);
- m.texcoords[0] = &s->mesh.vertex->st[0];
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
m.texcoordstep[0] = sizeof(surfvertex_t);
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- softwaretransform(v->v, sv->v);
- VectorCopy(base, c);
- if (s->styles[0] != 255)
- {
- lm = s->samples + v->lightmapoffset;
- scale = d_lightstylevalue[s->styles[0]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- if (s->styles[1] != 255)
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ m.index = mesh->index;
+ m.texcoords[0] = &mesh->vertex->st[0];
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ VectorCopy(base, c);
+ if (surf->styles[0] != 255)
{
- lm += size3;
- scale = d_lightstylevalue[s->styles[1]] * (1.0f / 32768.0f);
+ lm = surf->samples + v->lightmapoffset;
+ scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
VectorMA(c, scale, lm, c);
- if (s->styles[2] != 255)
+ if (surf->styles[1] != 255)
{
lm += size3;
- scale = d_lightstylevalue[s->styles[2]] * (1.0f / 32768.0f);
+ scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
VectorMA(c, scale, lm, c);
- if (s->styles[3] != 255)
+ if (surf->styles[2] != 255)
{
lm += size3;
- scale = d_lightstylevalue[s->styles[3]] * (1.0f / 32768.0f);
+ scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
VectorMA(c, scale, lm, c);
+ if (surf->styles[3] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ }
}
}
}
+ sv->c[0] = c[0];
+ sv->c[1] = c[1];
+ sv->c[2] = c[2];
+ sv->c[3] = currentrenderentity->alpha;
}
- sv->c[0] = c[0];
- sv->c[1] = c[1];
- sv->c[2] = c[2];
- sv->c[3] = currentrenderentity->alpha;
- }
- if (s->dlightframe == r_framecount)
- RSurf_Light(s->dlightbits, m.numverts);
- if (fogenabled)
- {
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ if (surf->dlightframe == r_framecount)
+ RSurf_Light(surf->dlightbits, m.numverts);
+ if (fogenabled)
{
- VectorSubtract(sv->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] *= ifog;
- sv->c[1] *= ifog;
- sv->c[2] *= ifog;
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ {
+ VectorSubtract(sv->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] *= ifog;
+ sv->c[1] *= ifog;
+ sv->c[2] *= ifog;
+ }
}
+ R_Mesh_Draw(&m);
}
- R_Mesh_Draw(&m);
}
-static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *s)
+static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
{
- int i;
- float diff[3], ifog;
- surfvertex_t *v;
- surfvert_t *sv;
- rmeshinfo_t m;
+ int i;
+ float diff[3], ifog;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ surfmesh_t *mesh;
+ rmeshinfo_t m;
memset(&m, 0, sizeof(m));
if (currentrenderentity->effects & EF_ADDITIVE)
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
}
- else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
{
m.transparent = true;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
}
- m.numtriangles = s->mesh.numtriangles;
- m.numverts = s->mesh.numverts;
- m.index = s->mesh.index;
m.vertex = &svert[0].v[0];
m.vertexstep = sizeof(surfvert_t);
- m.tex[0] = R_GetTexture(s->currenttexture->texture);
- m.texcoords[0] = &s->mesh.vertex->st[0];
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
m.texcoordstep[0] = sizeof(surfvertex_t);
- if (fogenabled)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- m.color = &svert[0].c[0];
- m.colorstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ m.index = mesh->index;
+ m.texcoords[0] = &mesh->vertex->st[0];
+ if (fogenabled)
{
- softwaretransform(v->v, sv->v);
- VectorSubtract(sv->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] = ifog;
- sv->c[1] = ifog;
- sv->c[2] = ifog;
- sv->c[3] = currentrenderentity->alpha;
+ m.color = &svert[0].c[0];
+ m.colorstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ VectorSubtract(sv->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] = ifog;
+ sv->c[1] = ifog;
+ sv->c[2] = ifog;
+ sv->c[3] = currentrenderentity->alpha;
+ }
}
+ else
+ {
+ m.cr = m.cg = m.cb = 1;
+ m.ca = currentrenderentity->alpha;
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ softwaretransform(v->v, sv->v);
+ }
+ R_Mesh_Draw(&m);
}
- else
- {
- m.cr = m.cg = m.cb = 1;
- m.ca = currentrenderentity->alpha;
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
- softwaretransform(v->v, sv->v);
- }
- R_Mesh_Draw(&m);
}
-static void RSurfShader_Wall_Pass_Light(msurface_t *s)
+static void RSurfShader_Wall_Pass_Light(msurface_t *surf)
{
- int i;
- float diff[3], ifog;
- surfvertex_t *v;
- surfvert_t *sv;
- rmeshinfo_t m;
+ int i;
+ float diff[3], ifog;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ surfmesh_t *mesh;
+ rmeshinfo_t m;
memset(&m, 0, sizeof(m));
if (currentrenderentity->effects & EF_ADDITIVE)
m.transparent = true;
- else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
m.transparent = true;
else
m.transparent = false;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.numtriangles = s->mesh.numtriangles;
- m.numverts = s->mesh.numverts;
- m.index = s->mesh.index;
m.vertex = &svert[0].v[0];
m.vertexstep = sizeof(surfvert_t);
m.color = &svert[0].c[0];
m.colorstep = sizeof(surfvert_t);
- m.tex[0] = R_GetTexture(s->currenttexture->texture);
- m.texcoords[0] = &s->mesh.vertex->st[0];
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
m.texcoordstep[0] = sizeof(surfvertex_t);
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
- {
- softwaretransform(v->v, sv->v);
- sv->c[0] = 0;
- sv->c[1] = 0;
- sv->c[2] = 0;
- sv->c[3] = currentrenderentity->alpha;
- }
- if (RSurf_Light(s->dlightbits, m.numverts))
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- if (fogenabled)
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ m.index = mesh->index;
+ m.texcoords[0] = &mesh->vertex->st[0];
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
{
- for (i = 0, sv = svert;i < m.numverts;i++, sv++)
+ softwaretransform(v->v, sv->v);
+ sv->c[0] = 0;
+ sv->c[1] = 0;
+ sv->c[2] = 0;
+ sv->c[3] = currentrenderentity->alpha;
+ }
+ if (RSurf_Light(surf->dlightbits, m.numverts))
+ {
+ if (fogenabled)
{
- VectorSubtract(sv->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] *= ifog;
- sv->c[1] *= ifog;
- sv->c[2] *= ifog;
+ for (i = 0, sv = svert;i < m.numverts;i++, sv++)
+ {
+ VectorSubtract(sv->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] *= ifog;
+ sv->c[1] *= ifog;
+ sv->c[2] *= ifog;
+ }
}
+ R_Mesh_Draw(&m);
}
- R_Mesh_Draw(&m);
}
}
-static void RSurfShader_Wall_Pass_Glow(msurface_t *s)
+static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
{
- int i;
- float diff[3], ifog;
- surfvertex_t *v;
- surfvert_t *sv;
- rmeshinfo_t m;
+ int i;
+ float diff[3], ifog;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ surfmesh_t *mesh;
+ rmeshinfo_t m;
memset(&m, 0, sizeof(m));
if (currentrenderentity->effects & EF_ADDITIVE)
m.transparent = true;
- else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
m.transparent = true;
else
m.transparent = false;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.numtriangles = s->mesh.numtriangles;
- m.numverts = s->mesh.numverts;
- m.index = s->mesh.index;
m.cr = 1;
m.cg = 1;
m.cb = 1;
m.ca = currentrenderentity->alpha;
- m.tex[0] = R_GetTexture(s->currenttexture->glowtexture);
- m.texcoords[0] = &s->mesh.vertex->st[0];
+ m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
m.texcoordstep[0] = sizeof(surfvertex_t);
- if (fogenabled)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- m.color = &svert[0].c[0];
- m.colorstep = sizeof(surfvert_t);
- if (softwaretransform_complexity)
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ m.index = mesh->index;
+ m.texcoords[0] = &mesh->vertex->st[0];
+ if (fogenabled)
{
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ m.color = &svert[0].c[0];
+ m.colorstep = sizeof(surfvert_t);
+ if (softwaretransform_complexity)
{
- softwaretransform(v->v, sv->v);
- VectorSubtract(sv->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] = m.cr * ifog;
- sv->c[1] = m.cg * ifog;
- sv->c[2] = m.cb * ifog;
- sv->c[3] = m.ca;
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ VectorSubtract(sv->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] = m.cr * ifog;
+ sv->c[1] = m.cg * ifog;
+ sv->c[2] = m.cb * ifog;
+ sv->c[3] = m.ca;
+ }
}
- }
- else
- {
- m.vertex = &s->mesh.vertex->v[0];
- m.vertexstep = sizeof(surfvertex_t);
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ else
{
- VectorSubtract(v->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] = m.cr * ifog;
- sv->c[1] = m.cg * ifog;
- sv->c[2] = m.cb * ifog;
- sv->c[3] = m.ca;
+ m.vertex = &mesh->vertex->v[0];
+ m.vertexstep = sizeof(surfvertex_t);
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ {
+ VectorSubtract(v->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] = m.cr * ifog;
+ sv->c[1] = m.cg * ifog;
+ sv->c[2] = m.cb * ifog;
+ sv->c[3] = m.ca;
+ }
}
}
- }
- else
- {
- if (softwaretransform_complexity)
- {
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
- softwaretransform(v->v, sv->v);
- }
else
{
- m.vertex = &s->mesh.vertex->v[0];
- m.vertexstep = sizeof(surfvertex_t);
+ if (softwaretransform_complexity)
+ {
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ softwaretransform(v->v, sv->v);
+ }
+ else
+ {
+ m.vertex = &mesh->vertex->v[0];
+ m.vertexstep = sizeof(surfvertex_t);
+ }
}
+ R_Mesh_Draw(&m);
}
- R_Mesh_Draw(&m);
}
-static void RSurfShader_Wall_Pass_Fog(msurface_t *s)
+static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
{
- int i;
- surfvertex_t *v;
- surfvert_t *sv;
- rmeshinfo_t m;
- vec3_t diff;
+ int i;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ rmeshinfo_t m;
+ surfmesh_t *mesh;
+ vec3_t diff;
memset(&m, 0, sizeof(m));
if (currentrenderentity->effects & EF_ADDITIVE)
m.transparent = true;
- else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
m.transparent = true;
else
m.transparent = false;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.numtriangles = s->mesh.numtriangles;
- m.numverts = s->mesh.numverts;
- m.index = s->mesh.index;
m.color = &svert[0].c[0];
m.colorstep = sizeof(surfvert_t);
- m.tex[0] = R_GetTexture(s->currenttexture->fogtexture);
- m.texcoords[0] = &s->mesh.vertex->st[0];
+ m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
m.texcoordstep[0] = sizeof(surfvertex_t);
- if (softwaretransform_complexity)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ m.index = mesh->index;
+ m.texcoords[0] = &mesh->vertex->st[0];
+ if (softwaretransform_complexity)
{
- softwaretransform(v->v, sv->v);
- VectorSubtract(sv->v, r_origin, diff);
- sv->c[0] = fogcolor[0];
- sv->c[1] = fogcolor[1];
- sv->c[2] = fogcolor[2];
- sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ VectorSubtract(sv->v, r_origin, diff);
+ sv->c[0] = fogcolor[0];
+ sv->c[1] = fogcolor[1];
+ sv->c[2] = fogcolor[2];
+ sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
+ }
}
- }
- else
- {
- m.vertex = &s->mesh.vertex->v[0];
- m.vertexstep = sizeof(surfvertex_t);
- for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ else
{
- VectorSubtract(v->v, r_origin, diff);
- sv->c[0] = fogcolor[0];
- sv->c[1] = fogcolor[1];
- sv->c[2] = fogcolor[2];
- sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
+ m.vertex = &mesh->vertex->v[0];
+ m.vertexstep = sizeof(surfvertex_t);
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ {
+ VectorSubtract(v->v, r_origin, diff);
+ sv->c[0] = fogcolor[0];
+ sv->c[1] = fogcolor[1];
+ sv->c[2] = fogcolor[2];
+ sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
+ }
}
+ R_Mesh_Draw(&m);
}
- R_Mesh_Draw(&m);
}
-static int RSurfShader_Wall_Fullbright(int stage, msurface_t *s)
+static void RSurfShader_Wall_Fullbright(msurface_t *firstsurf)
{
- switch(stage)
+ msurface_t *surf;
+ for (surf = firstsurf;surf;surf = surf->chain)
{
- case 0:
- RSurfShader_Wall_Pass_BaseFullbright(s);
- return false;
- case 1:
- if (s->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(s);
- return false;
- default:
- return true;
+ c_brush_polys++;
+ RSurfShader_Wall_Pass_BaseFullbright(surf);
}
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->glowtexture)
+ RSurfShader_Wall_Pass_Glow(surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ RSurfShader_Wall_Pass_Fog(surf);
}
-static int RSurfShader_Wall_Vertex(int stage, msurface_t *s)
+static void RSurfShader_Wall_Vertex(msurface_t *firstsurf)
{
- switch(stage)
+ msurface_t *surf;
+ for (surf = firstsurf;surf;surf = surf->chain)
{
- case 0:
- RSurfShader_Wall_Pass_BaseVertex(s);
- return false;
- case 1:
- if (s->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(s);
- return false;
- default:
- return true;
+ c_brush_polys++;
+ RSurfShader_Wall_Pass_BaseVertex(surf);
}
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->glowtexture)
+ RSurfShader_Wall_Pass_Glow(surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ RSurfShader_Wall_Pass_Fog(surf);
}
-static int RSurfShader_Wall_Lightmap(int stage, msurface_t *s)
+static void RSurfShader_Wall_Lightmap(msurface_t *firstsurf)
{
+ msurface_t *surf;
if (r_vertexsurfaces.integer)
{
- switch(stage)
- {
- case 0:
- RSurfShader_Wall_Pass_BaseVertex(s);
- return false;
- case 1:
- if (s->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(s);
- return false;
- default:
- return true;
+ for (surf = firstsurf;surf;surf = surf->chain)
+ {
+ c_brush_polys++;
+ RSurfShader_Wall_Pass_BaseVertex(surf);
}
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->glowtexture)
+ RSurfShader_Wall_Pass_Glow(surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ RSurfShader_Wall_Pass_Fog(surf);
}
else if (r_multitexture.integer)
{
if (r_dlightmap.integer)
{
- switch(stage)
+ for (surf = firstsurf;surf;surf = surf->chain)
{
- case 0:
- RSurfShader_Wall_Pass_BaseMTex(s);
- return false;
- case 1:
- if (s->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(s);
- return false;
- default:
- return true;
+ c_brush_polys++;
+ RSurfShader_Wall_Pass_BaseMTex(surf);
}
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->glowtexture)
+ RSurfShader_Wall_Pass_Glow(surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ RSurfShader_Wall_Pass_Fog(surf);
}
else
{
- switch(stage)
+ for (surf = firstsurf;surf;surf = surf->chain)
{
- case 0:
- RSurfShader_Wall_Pass_BaseMTex(s);
- return false;
- case 1:
- if (s->dlightframe == r_framecount)
- RSurfShader_Wall_Pass_Light(s);
- return false;
- case 2:
- if (s->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(s);
- return false;
- default:
- return true;
+ c_brush_polys++;
+ RSurfShader_Wall_Pass_BaseMTex(surf);
}
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->dlightframe == r_framecount)
+ RSurfShader_Wall_Pass_Light(surf);
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->glowtexture)
+ RSurfShader_Wall_Pass_Glow(surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ RSurfShader_Wall_Pass_Fog(surf);
}
}
- else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE)
+ else if (firstsurf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE)
{
- switch(stage)
- {
- case 0:
- RSurfShader_Wall_Pass_BaseVertex(s);
- return false;
- case 1:
- if (s->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(s);
- return false;
- default:
- return true;
+ for (surf = firstsurf;surf;surf = surf->chain)
+ {
+ c_brush_polys++;
+ RSurfShader_Wall_Pass_BaseVertex(surf);
}
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->glowtexture)
+ RSurfShader_Wall_Pass_Glow(surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ RSurfShader_Wall_Pass_Fog(surf);
}
else
{
if (r_dlightmap.integer)
{
- switch(stage)
+ for (surf = firstsurf;surf;surf = surf->chain)
{
- case 0:
- RSurfShader_Wall_Pass_BaseTexture(s);
- return false;
- case 1:
- RSurfShader_Wall_Pass_BaseLightmap(s);
- return false;
- case 2:
- if (s->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(s);
- return false;
- default:
- return true;
+ c_brush_polys++;
+ RSurfShader_Wall_Pass_BaseTexture(surf);
}
+ for (surf = firstsurf;surf;surf = surf->chain)
+ RSurfShader_Wall_Pass_BaseLightmap(surf);
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->glowtexture)
+ RSurfShader_Wall_Pass_Glow(surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ RSurfShader_Wall_Pass_Fog(surf);
}
else
{
- switch(stage)
+ for (surf = firstsurf;surf;surf = surf->chain)
{
- case 0:
- RSurfShader_Wall_Pass_BaseTexture(s);
- return false;
- case 1:
- RSurfShader_Wall_Pass_BaseLightmap(s);
- return false;
- case 2:
- if (s->dlightframe == r_framecount)
- RSurfShader_Wall_Pass_Light(s);
- return false;
- case 3:
- if (s->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(s);
- return false;
- default:
- return true;
+ c_brush_polys++;
+ RSurfShader_Wall_Pass_BaseTexture(surf);
}
+ for (surf = firstsurf;surf;surf = surf->chain)
+ RSurfShader_Wall_Pass_BaseLightmap(surf);
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->dlightframe == r_framecount)
+ RSurfShader_Wall_Pass_Light(surf);
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->glowtexture)
+ RSurfShader_Wall_Pass_Glow(surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ RSurfShader_Wall_Pass_Fog(surf);
}
}
}
-static int RSurfShader_Wall_Fog(int stage, msurface_t *s)
-{
- if (stage == 0 && fogenabled)
- {
- RSurfShader_Wall_Pass_Fog(s);
- return false;
- }
- else
- return true;
-}
-
/*
=============================================================
msurface_t *surf, **mark, **endmark;
mleaf_t *leaf;
tinyplane_t plane;
- byte *worldvis;
+ qbyte *worldvis;
worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
goto loc1;
}
-Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex, RSurfShader_Wall_Fog}, NULL};
-Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap, RSurfShader_Wall_Fog}, NULL};
-Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright, RSurfShader_Wall_Fog}, NULL};
-Cshader_t Cshader_water = {{NULL, RSurfShader_Water, NULL}, NULL};
-Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL, NULL}, NULL};
+Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex}, NULL};
+Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, NULL};
+Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, NULL};
+Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, NULL};
+Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, NULL};
int Cshader_count = 5;
Cshader_t *Cshaders[5] =
void R_PrepareSurfaces(void)
{
- int i;
+ int i, alttextures, texframe, framecount;
texture_t *t;
model_t *model;
msurface_t *surf;
Cshaders[i]->chain = NULL;
model = currentrenderentity->model;
+ alttextures = currentrenderentity->frame != 0;
+ texframe = (int)(cl.time * 5.0f);
for (i = 0;i < model->nummodelsurfaces;i++)
{
{
surf->insertframe = r_framecount;
c_faces++;
- // manually inlined R_TextureAnimation
- //t = R_TextureAnimation(surf->texinfo->texture);
t = surf->texinfo->texture;
- if (t->alternate_anims != NULL && currentrenderentity->frame)
- t = t->alternate_anims;
- if (t->anim_total >= 2)
- t = t->anim_frames[(int)(cl.time * 5.0f) % t->anim_total];
- surf->currenttexture = t;
+ if (t->animated)
+ {
+ framecount = t->anim_total[alttextures];
+ if (framecount >= 2)
+ surf->currenttexture = t->anim_frames[alttextures][texframe % framecount];
+ else
+ surf->currenttexture = t->anim_frames[alttextures][0];
+ }
+ else
+ surf->currenttexture = t;
}
surf->chain = surf->shader->chain;
void R_DrawSurfaces (int type)
{
- int i, stage;
- msurface_t *surf;
+ int i;
Cshader_t *shader;
for (i = 0;i < Cshader_count;i++)
{
shader = Cshaders[i];
if (shader->chain && shader->shaderfunc[type])
- for (stage = 0;stage < 1000;stage++)
- for (surf = shader->chain;surf;surf = surf->chain)
- if (shader->shaderfunc[type](stage, surf))
- goto done;
-done:;
+ shader->shaderfunc[type](shader->chain);
}
}
-void R_DrawSurfacesAll (void)
-{
- R_DrawSurfaces(SHADERSTAGE_SKY);
- R_DrawSurfaces(SHADERSTAGE_NORMAL);
- R_DrawSurfaces(SHADERSTAGE_FOG);
-}
-
static float portalpointbuffer[256][3];
void R_DrawPortals(void)
{
int drawportals, i;
-// mleaf_t *leaf, *endleaf;
mportal_t *portal, *endportal;
- mvertex_t *point/*, *endpoint*/;
+ mvertex_t *point;
rmeshinfo_t m;
drawportals = r_drawportals.integer;
+
if (drawportals < 1)
return;
- /*
- leaf = cl.worldmodel->leafs;
- endleaf = leaf + cl.worldmodel->numleafs;
- for (;leaf < endleaf;leaf++)
- {
- if (leaf->visframe == r_framecount && leaf->portals)
- {
- i = leaf - cl.worldmodel->leafs;
- r = (i & 0x0007) << 5;
- g = (i & 0x0038) << 2;
- b = (i & 0x01C0) >> 1;
- portal = leaf->portals;
- while (portal)
- {
- transpolybegin(0, 0, 0, TPOLYTYPE_ALPHA);
- point = portal->points + portal->numpoints - 1;
- endpoint = portal->points;
- for (;point >= endpoint;point--)
- transpolyvertub(point->position[0], point->position[1], point->position[2], 0, 0, r, g, b, 32);
- transpolyend();
- portal = portal->next;
- }
- }
- }
- */
+
memset(&m, 0, sizeof(m));
m.transparent = true;
m.blendfunc1 = GL_SRC_ALPHA;
void R_SetupForBModelRendering(void)
{
int i;
- msurface_t *s;
+ msurface_t *surf;
model_t *model;
vec3_t modelorg;
for (i = 0;i < model->nummodelsurfaces;i++)
{
- s = model->modelsortedsurfaces[i];
- if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
- s->visframe = r_framecount;
+ surf = model->modelsortedsurfaces[i];
+ if (((surf->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, surf->plane) >= 0))
+ surf->visframe = r_framecount;
else
- s->visframe = -1;
- s->worldnodeframe = -1;
- s->lightframe = -1;
- s->dlightframe = -1;
- s->insertframe = -1;
+ surf->visframe = -1;
+ surf->worldnodeframe = -1;
+ surf->lightframe = -1;
+ surf->dlightframe = -1;
+ surf->insertframe = -1;
}
}
static void R_SurfMarkLights (void)
{
int i;
- msurface_t *s;
+ msurface_t *surf;
if (r_dynamic.integer)
R_MarkLights();
{
for (i = 0;i < currentrenderentity->model->nummodelsurfaces;i++)
{
- s = currentrenderentity->model->modelsortedsurfaces[i];
- if (s->visframe == r_framecount && s->lightmaptexture != NULL)
+ surf = currentrenderentity->model->modelsortedsurfaces[i];
+ if (surf->visframe == r_framecount && surf->lightmaptexture != NULL)
{
- if (s->cached_dlight
- || s->cached_ambient != r_ambient.value
- || s->cached_lightscalebit != lightscalebit)
- R_BuildLightMap(s, false); // base lighting changed
+ if (surf->cached_dlight
+ || surf->cached_ambient != r_ambient.value
+ || surf->cached_lightscalebit != lightscalebit)
+ R_BuildLightMap(surf, false); // base lighting changed
else if (r_dynamic.integer)
{
- if (s->styles[0] != 255 && (d_lightstylevalue[s->styles[0]] != s->cached_light[0]
- || (s->styles[1] != 255 && (d_lightstylevalue[s->styles[1]] != s->cached_light[1]
- || (s->styles[2] != 255 && (d_lightstylevalue[s->styles[2]] != s->cached_light[2]
- || (s->styles[3] != 255 && (d_lightstylevalue[s->styles[3]] != s->cached_light[3]))))))))
- //if (s->cached_light[0] != d_lightstylevalue[s->styles[0]]
- // || s->cached_light[1] != d_lightstylevalue[s->styles[1]]
- // || s->cached_light[2] != d_lightstylevalue[s->styles[2]]
- // || s->cached_light[3] != d_lightstylevalue[s->styles[3]])
- R_BuildLightMap(s, false); // base lighting changed
- else if (s->dlightframe == r_framecount && r_dlightmap.integer)
- R_BuildLightMap(s, true); // only dlights
+ if (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0]
+ || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1]
+ || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2]
+ || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3]))))))))
+ R_BuildLightMap(surf, false); // base lighting changed
+ else if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+ R_BuildLightMap(surf, true); // only dlights
}
}
}
if (!skyrendermasked)
R_DrawSurfaces(SHADERSTAGE_SKY);
R_DrawSurfaces(SHADERSTAGE_NORMAL);
- R_DrawSurfaces(SHADERSTAGE_FOG);
}
+
+static void gl_surf_start(void)
+{
+}
+
+static void gl_surf_shutdown(void)
+{
+}
+
+static void gl_surf_newmap(void)
+{
+}
+
+void GL_Surf_Init(void)
+{
+ int i;
+ dlightdivtable[0] = 4194304;
+ for (i = 1;i < 32768;i++)
+ dlightdivtable[i] = 4194304 / (i << 7);
+
+ Cvar_RegisterVariable(&r_ambient);
+ Cvar_RegisterVariable(&r_vertexsurfaces);
+ Cvar_RegisterVariable(&r_dlightmap);
+ Cvar_RegisterVariable(&r_drawportals);
+ Cvar_RegisterVariable(&r_testvis);
+ Cvar_RegisterVariable(&r_floatbuildlightmap);
+
+ R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
+}
+