2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // r_surf.c: surface-related refresh code
25 #define MAX_LIGHTMAP_SIZE 256
27 static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
28 static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
30 static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
32 cvar_t r_ambient = {0, "r_ambient", "0"};
33 cvar_t r_drawportals = {0, "r_drawportals", "0"};
34 cvar_t r_testvis = {0, "r_testvis", "0"};
35 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
36 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
37 cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
38 cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
39 cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
40 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
41 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
43 static int dlightdivtable[32768];
45 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface)
47 int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
49 float dist, impact[3], local[3];
54 smax = (surface->extents[0] >> 4) + 1;
55 tmax = (surface->extents[1] >> 4) + 1;
58 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
60 if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
61 continue; // not lit by this light
63 Matrix4x4_Transform(matrix, light->origin, local);
64 dist = DotProduct (local, surface->plane->normal) - surface->plane->dist;
66 // for comparisons to minimum acceptable light
67 // compensate for LIGHTOFFSET
68 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
75 if (surface->plane->type < 3)
77 VectorCopy(local, impact);
78 impact[surface->plane->type] -= dist;
82 impact[0] = local[0] - surface->plane->normal[0] * dist;
83 impact[1] = local[1] - surface->plane->normal[1] * dist;
84 impact[2] = local[2] - surface->plane->normal[2] * dist;
87 impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0];
88 impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1];
90 s = bound(0, impacts, smax * 16) - impacts;
91 t = bound(0, impactt, tmax * 16) - impactt;
92 i = s * s + t * t + dist2;
96 // reduce calculations
97 for (s = 0, i = impacts; s < smax; s++, i -= 16)
98 sdtable[s] = i * i + dist2;
100 maxdist3 = maxdist - dist2;
102 // convert to 8.8 blocklights format
103 red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
104 green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
105 blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
106 subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
110 for (t = 0;t < tmax;t++, i -= 16)
113 // make sure some part of it is visible on this line
116 maxdist2 = maxdist - td;
117 for (s = 0;s < smax;s++)
119 if (sdtable[s] < maxdist2)
121 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
125 bl[1] += (green * k);
140 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface)
142 int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
143 float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
148 smax = (surface->extents[0] >> 4) + 1;
149 tmax = (surface->extents[1] >> 4) + 1;
152 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
154 if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
155 continue; // not lit by this light
157 Matrix4x4_Transform(matrix, light->origin, local);
158 dist = DotProduct (local, surface->plane->normal) - surface->plane->dist;
160 // for comparisons to minimum acceptable light
161 // compensate for LIGHTOFFSET
162 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
165 dist2 += LIGHTOFFSET;
166 if (dist2 >= maxdist)
169 if (surface->plane->type < 3)
171 VectorCopy(local, impact);
172 impact[surface->plane->type] -= dist;
176 impact[0] = local[0] - surface->plane->normal[0] * dist;
177 impact[1] = local[1] - surface->plane->normal[1] * dist;
178 impact[2] = local[2] - surface->plane->normal[2] * dist;
181 impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0];
182 impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1];
184 td = bound(0, impacts, smax * 16) - impacts;
185 td1 = bound(0, impactt, tmax * 16) - impactt;
186 td = td * td + td1 * td1 + dist2;
190 // reduce calculations
191 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
192 sdtable[s] = td1 * td1 + dist2;
194 maxdist3 = maxdist - dist2;
196 // convert to 8.8 blocklights format
197 red = light->rtlight.lightmap_light[0];
198 green = light->rtlight.lightmap_light[1];
199 blue = light->rtlight.lightmap_light[2];
200 subtract = light->rtlight.lightmap_subtract * 32768.0f;
201 bl = floatblocklights;
204 for (t = 0;t < tmax;t++, td1 -= 16.0f)
207 // make sure some part of it is visible on this line
210 maxdist2 = maxdist - td;
211 for (s = 0;s < smax;s++)
213 if (sdtable[s] < maxdist2)
215 k = (32768.0f / (sdtable[s] + td)) - subtract;
235 Combine and scale multiple lightmaps into the 8.8 format in blocklights
238 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
240 if (!r_floatbuildlightmap.integer)
242 int smax, tmax, i, j, size, size3, maps, stride, l;
243 unsigned int *bl, scale;
244 qbyte *lightmap, *out, *stain;
246 // update cached lighting info
247 surface->cached_dlight = 0;
249 smax = (surface->extents[0]>>4)+1;
250 tmax = (surface->extents[1]>>4)+1;
253 lightmap = surface->samples;
255 // set to full bright if no light data
257 if (!ent->model->brushq1.lightdata)
259 for (i = 0;i < size3;i++)
265 memset(bl, 0, size*3*sizeof(unsigned int));
267 if (surface->dlightframe == r_framecount)
269 surface->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surface);
270 if (surface->cached_dlight)
274 // add all the lightmaps
278 for (maps = 0;maps < MAXLIGHTMAPS && surface->styles[maps] != 255;maps++, lightmap += size3)
279 for (scale = d_lightstylevalue[surface->styles[maps]], i = 0;i < size3;i++)
280 bl[i] += lightmap[i] * scale;
284 stain = surface->stainsamples;
287 // the >> 16 shift adjusts down 8 bits to account for the stainmap
288 // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
289 // be doubled during rendering to achieve 2x overbright
290 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
291 if (ent->model->brushq1.lightmaprgba)
293 stride = (surface->lightmaptexturestride - smax) * 4;
294 for (i = 0;i < tmax;i++, out += stride)
296 for (j = 0;j < smax;j++)
298 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
299 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
300 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
307 stride = (surface->lightmaptexturestride - smax) * 3;
308 for (i = 0;i < tmax;i++, out += stride)
310 for (j = 0;j < smax;j++)
312 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
313 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
314 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
319 R_UpdateTexture(surface->lightmaptexture, templight);
323 int smax, tmax, i, j, size, size3, maps, stride, l;
325 qbyte *lightmap, *out, *stain;
327 // update cached lighting info
328 surface->cached_dlight = 0;
330 smax = (surface->extents[0]>>4)+1;
331 tmax = (surface->extents[1]>>4)+1;
334 lightmap = surface->samples;
336 // set to full bright if no light data
337 bl = floatblocklights;
338 if (!ent->model->brushq1.lightdata)
340 for (i = 0;i < size3;i++)
345 memset(bl, 0, size*3*sizeof(float));
347 if (surface->dlightframe == r_framecount)
349 surface->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surface);
350 if (surface->cached_dlight)
354 // add all the lightmaps
357 bl = floatblocklights;
358 for (maps = 0;maps < MAXLIGHTMAPS && surface->styles[maps] != 255;maps++, lightmap += size3)
359 for (scale = d_lightstylevalue[surface->styles[maps]], i = 0;i < size3;i++)
360 bl[i] += lightmap[i] * scale;
364 stain = surface->stainsamples;
365 bl = floatblocklights;
367 // this scaling adjusts down 8 bits to account for the stainmap
368 // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will
369 // be doubled during rendering to achieve 2x overbright
370 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
371 scale = 1.0f / (1 << 16);
372 if (ent->model->brushq1.lightmaprgba)
374 stride = (surface->lightmaptexturestride - smax) * 4;
375 for (i = 0;i < tmax;i++, out += stride)
377 for (j = 0;j < smax;j++)
379 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
380 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
381 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
388 stride = (surface->lightmaptexturestride - smax) * 3;
389 for (i = 0;i < tmax;i++, out += stride)
391 for (j = 0;j < smax;j++)
393 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
394 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
395 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
400 R_UpdateTexture(surface->lightmaptexture, templight);
404 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
406 float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
407 msurface_t *surface, *endsurface;
408 int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
412 maxdist = radius * radius;
413 invradius = 1.0f / radius;
418 ndist = PlaneDiff(origin, node->plane);
421 node = node->children[0];
426 node = node->children[1];
430 dist2 = ndist * ndist;
431 maxdist3 = maxdist - dist2;
433 if (node->plane->type < 3)
435 VectorCopy(origin, impact);
436 impact[node->plane->type] -= ndist;
440 impact[0] = origin[0] - node->plane->normal[0] * ndist;
441 impact[1] = origin[1] - node->plane->normal[1] * ndist;
442 impact[2] = origin[2] - node->plane->normal[2] * ndist;
445 for (surface = model->brush.data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
447 if (surface->stainsamples)
449 smax = (surface->extents[0] >> 4) + 1;
450 tmax = (surface->extents[1] >> 4) + 1;
452 impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0];
453 impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1];
455 s = bound(0, impacts, smax * 16) - impacts;
456 t = bound(0, impactt, tmax * 16) - impactt;
457 i = s * s + t * t + dist2;
461 // reduce calculations
462 for (s = 0, i = impacts; s < smax; s++, i -= 16)
463 sdtable[s] = i * i + dist2;
465 bl = surface->stainsamples;
470 for (t = 0;t < tmax;t++, i -= 16)
473 // make sure some part of it is visible on this line
476 maxdist2 = maxdist - td;
477 for (s = 0;s < smax;s++)
479 if (sdtable[s] < maxdist2)
481 ratio = lhrandom(0.0f, 1.0f);
482 a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
483 if (a >= (1.0f / 64.0f))
487 bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
488 bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
489 bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
499 // force lightmap upload
501 surface->cached_dlight = true;
505 if (node->children[0]->plane)
507 if (node->children[1]->plane)
509 R_StainNode(node->children[0], model, origin, radius, fcolor);
510 node = node->children[1];
515 node = node->children[0];
519 else if (node->children[1]->plane)
521 node = node->children[1];
526 void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
530 entity_render_t *ent;
533 if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes)
538 fcolor[3] = ca1 * (1.0f / 64.0f);
539 fcolor[4] = cr2 - cr1;
540 fcolor[5] = cg2 - cg1;
541 fcolor[6] = cb2 - cb1;
542 fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
544 R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
546 // look for embedded bmodels
547 for (n = 0;n < cl_num_brushmodel_entities;n++)
549 ent = cl_brushmodel_entities[n];
551 if (model && model->name[0] == '*')
553 Mod_CheckLoaded(model);
554 if (model->brush.data_nodes)
556 Matrix4x4_Transform(&ent->inversematrix, origin, org);
557 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
565 =============================================================
569 =============================================================
572 static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
577 if (styles[0] != 255)
579 for (i = 0;i < numverts;i++, c += 4)
581 lm = samples + lightmapoffsets[i];
582 scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
583 VectorMA(c, scale, lm, c);
584 if (styles[1] != 255)
587 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
588 VectorMA(c, scale, lm, c);
589 if (styles[2] != 255)
592 scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
593 VectorMA(c, scale, lm, c);
594 if (styles[3] != 255)
597 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
598 VectorMA(c, scale, lm, c);
606 static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
612 for (i = 0;i < numverts;i++, v += 3, c += 4)
614 VectorSubtract(v, modelorg, diff);
615 f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
616 VectorScale(c, f, c);
619 else if (colorscale != 1)
620 for (i = 0;i < numverts;i++, c += 4)
621 VectorScale(c, colorscale, c);
624 static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
633 for (i = 0;i < numverts;i++, v += 3, c += 4)
635 VectorSubtract(v, modelorg, diff);
636 f = 1 - exp(fogdensity/DotProduct(diff, diff));
645 for (i = 0;i < numverts;i++, c += 4)
655 static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
662 for (i = 0;i < numverts;i++, v += 3, c += 4)
664 VectorSubtract(v, modelorg, diff);
665 f = exp(fogdensity/DotProduct(diff, diff));
673 static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
678 int i, l, lit = false;
679 const dlight_t *light;
681 for (l = 0;l < r_numdlights;l++)
683 if (dlightbits[l >> 5] & (1 << (l & 31)))
685 light = &r_dlight[l];
686 Matrix4x4_Transform(matrix, light->origin, lightorigin);
687 for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
689 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
690 if (f < light->rtlight.lightmap_cullradius2)
692 f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
693 VectorMA(c, f, light->rtlight.lightmap_light, c);
702 static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
704 const entity_render_t *ent = calldata1;
705 const msurface_t *surface = ent->model->brush.data_surfaces + calldata2;
708 float base, colorscale;
711 float args[4] = {0.05f,0,0,0.04f};
712 int rendertype, turb, fullbright;
714 R_Mesh_Matrix(&ent->matrix);
715 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
717 texture = surface->texture;
718 if (texture->animated)
719 texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (r_refdef.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
720 currentalpha = ent->alpha;
721 if (texture->flags & SURF_WATERALPHA)
722 currentalpha *= r_wateralpha.value;
724 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
725 if (ent->effects & EF_ADDITIVE)
727 rendertype = SURFRENDER_ADD;
728 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
731 else if (currentalpha < 1 || texture->skin.fog != NULL)
733 rendertype = SURFRENDER_ALPHA;
734 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
739 rendertype = SURFRENDER_OPAQUE;
740 GL_BlendFunc(GL_ONE, GL_ZERO);
741 GL_DepthMask(!(ent->effects & EF_NODEPTHTEST));
744 turb = (texture->flags & SURF_DRAWTURB) && r_waterscroll.value;
745 fullbright = !(ent->flags & RENDER_LIGHT) || (texture->flags & SURF_DRAWFULLBRIGHT) || !surface->samples;
746 base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
747 if (texture->flags & SURF_DRAWTURB)
749 if ((texture->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled && fullbright && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
751 // NVIDIA Geforce3 distortion texture shader on water
752 GL_Color(1, 1, 1, currentalpha);
753 memset(&m, 0, sizeof(m));
754 m.pointer_vertex = surface->mesh.data_vertex3f;
755 m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]);
756 m.tex[1] = R_GetTexture(texture->skin.base);
757 m.texcombinergb[0] = GL_REPLACE;
758 m.texcombinergb[1] = GL_REPLACE;
759 m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
760 m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
761 Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
762 Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
766 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
768 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
769 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
770 qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
771 qglEnable(GL_TEXTURE_SHADER_NV);
773 GL_LockArrays(0, surface->mesh.num_vertices);
774 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
777 qglDisable(GL_TEXTURE_SHADER_NV);
778 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
783 memset(&m, 0, sizeof(m));
784 m.pointer_vertex = surface->mesh.data_vertex3f;
785 m.pointer_color = varray_color4f;
786 m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
787 m.tex[0] = R_GetTexture(texture->skin.base);
790 // scrolling in texture matrix
791 Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
794 if (gl_combine.integer)
796 m.texrgbscale[0] = 4;
799 R_FillColors(varray_color4f, surface->mesh.num_vertices, base * ent->colormod[0], base * ent->colormod[1], base * ent->colormod[2], currentalpha);
802 if (surface->dlightframe == r_framecount)
803 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surface->dlightbits, surface->mesh.num_vertices, surface->mesh.data_vertex3f, varray_color4f, 1);
804 if (surface->samples)
805 RSurf_AddLightmapToVertexColors_Color4f(surface->mesh.data_lightmapoffsets, varray_color4f,surface->mesh.num_vertices, surface->samples, ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3, surface->styles);
807 RSurf_FogColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, colorscale, surface->mesh.num_vertices, modelorg);
809 GL_LockArrays(0, surface->mesh.num_vertices);
810 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
812 if (texture->skin.glow)
814 memset(&m, 0, sizeof(m));
815 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
817 m.pointer_color = varray_color4f;
818 m.tex[0] = R_GetTexture(texture->skin.glow);
819 m.pointer_vertex = surface->mesh.data_vertex3f;
822 m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
825 // scrolling in texture matrix
826 Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
830 RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surface->mesh.num_vertices, modelorg);
831 GL_LockArrays(0, surface->mesh.num_vertices);
832 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
835 if (fogenabled && rendertype != SURFRENDER_ADD)
837 memset(&m, 0, sizeof(m));
838 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
840 m.pointer_color = varray_color4f;
841 m.tex[0] = R_GetTexture(texture->skin.fog);
842 m.pointer_vertex = surface->mesh.data_vertex3f;
845 m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
848 // scrolling in texture matrix
849 Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
853 RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surface->mesh.num_vertices, modelorg);
854 GL_LockArrays(0, surface->mesh.num_vertices);
855 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
861 void R_UpdateTextureInfo(entity_render_t *ent)
863 int i, texframe, alttextures;
869 alttextures = ent->frame != 0;
870 texframe = (int)(r_refdef.time * 5.0f);
871 for (i = 0;i < ent->model->brush.num_textures;i++)
873 t = ent->model->brush.data_textures + i;
874 t->currentalpha = ent->alpha;
875 if (t->flags & SURF_WATERALPHA)
876 t->currentalpha *= r_wateralpha.value;
877 if (ent->effects & EF_ADDITIVE)
878 t->rendertype = SURFRENDER_ADD;
879 else if (t->currentalpha < 1 || t->skin.fog != NULL)
880 t->rendertype = SURFRENDER_ALPHA;
882 t->rendertype = SURFRENDER_OPAQUE;
883 // we don't need to set currentframe if t->animated is false because
884 // it was already set up by the texture loader for non-animating
886 t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
890 void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist)
892 int texturesurfaceindex;
893 vec3_t center, modelorg;
896 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
897 if (gl_lightmaps.integer)
899 GL_BlendFunc(GL_ONE, GL_ZERO);
902 GL_Color(1, 1, 1, 1);
903 memset(&m, 0, sizeof(m));
904 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
906 surface = texturesurfacelist[texturesurfaceindex];
907 m.tex[0] = R_GetTexture(surface->lightmaptexture);
908 m.pointer_vertex = surface->mesh.data_vertex3f;
909 m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
911 GL_LockArrays(0, surface->mesh.num_vertices);
912 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
916 else if (texture->rendertype != SURFRENDER_OPAQUE)
918 // transparent vertex shaded from lightmap
919 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
921 surface = texturesurfacelist[texturesurfaceindex];
923 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
924 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
925 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
926 Matrix4x4_Transform(&ent->matrix, tempcenter, center);
927 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
930 else if (texture->flags & SURF_LIGHTMAP)
932 qboolean dolightmap = (ent->flags & RENDER_LIGHT);
933 qboolean dobase = true;
934 qboolean doambient = r_ambient.value > 0;
935 qboolean dodetail = r_detailtextures.integer != 0;
936 qboolean doglow = texture->skin.glow != NULL;
937 qboolean dofog = fogenabled;
938 // multitexture cases
939 if (r_textureunits.integer >= 2 && gl_combine.integer && dobase && dolightmap)
943 GL_BlendFunc(GL_ONE, GL_ZERO);
946 GL_Color(1, 1, 1, 1);
947 GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
948 memset(&m, 0, sizeof(m));
949 m.tex[0] = R_GetTexture(texture->skin.base);
950 m.texrgbscale[1] = 2;
951 if (r_textureunits.integer >= 3 && !doambient && dodetail)
953 m.tex[2] = R_GetTexture(texture->skin.detail);
954 m.texrgbscale[2] = 2;
956 if (r_textureunits.integer >= 3 && texture->skin.glow)
958 m.tex[3] = R_GetTexture(texture->skin.glow);
959 m.texcombinergb[3] = GL_ADD;
961 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
963 surface = texturesurfacelist[texturesurfaceindex];
964 m.tex[1] = R_GetTexture(surface->lightmaptexture);
965 m.pointer_vertex = surface->mesh.data_vertex3f;
966 m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
967 m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
968 m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f;
969 m.pointer_texcoord[3] = surface->mesh.data_texcoordtexture2f;
971 GL_LockArrays(0, surface->mesh.num_vertices);
972 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
978 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
980 surface = texturesurfacelist[texturesurfaceindex];
981 m.tex[1] = R_GetTexture(surface->lightmaptexture);
982 m.pointer_vertex = surface->mesh.data_vertex3f;
983 m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
984 m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
985 m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f;
987 GL_LockArrays(0, surface->mesh.num_vertices);
988 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
993 else if (r_textureunits.integer >= 3 && !doambient && !dodetail && doglow)
995 m.tex[2] = R_GetTexture(texture->skin.glow);
996 m.texcombinergb[2] = GL_ADD;
998 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1000 surface = texturesurfacelist[texturesurfaceindex];
1001 m.tex[1] = R_GetTexture(surface->lightmaptexture);
1002 m.pointer_vertex = surface->mesh.data_vertex3f;
1003 m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
1004 m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
1005 m.pointer_texcoord[2] = surface->mesh.data_texcoordtexture2f;
1007 GL_LockArrays(0, surface->mesh.num_vertices);
1008 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
1009 GL_LockArrays(0, 0);
1013 // anything not handled above
1016 GL_BlendFunc(GL_ONE, GL_ZERO);
1019 GL_Color(1, 1, 1, 1);
1020 if (ent->flags & RENDER_LIGHT)
1021 GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
1023 GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
1024 memset(&m, 0, sizeof(m));
1025 m.tex[0] = R_GetTexture(texture->skin.base);
1026 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1028 surface = texturesurfacelist[texturesurfaceindex];
1029 m.pointer_vertex = surface->mesh.data_vertex3f;
1030 m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
1032 GL_LockArrays(0, surface->mesh.num_vertices);
1033 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
1034 GL_LockArrays(0, 0);
1037 GL_DepthMask(false);
1040 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1041 GL_DepthMask(false);
1043 GL_Color(1, 1, 1, 1);
1044 memset(&m, 0, sizeof(m));
1045 m.tex[0] = R_GetTexture(texture->skin.base);
1046 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1048 surface = texturesurfacelist[texturesurfaceindex];
1049 m.tex[0] = R_GetTexture(surface->lightmaptexture);
1050 m.pointer_vertex = surface->mesh.data_vertex3f;
1051 m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
1053 GL_LockArrays(0, surface->mesh.num_vertices);
1054 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
1055 GL_LockArrays(0, 0);
1060 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1061 GL_DepthMask(false);
1063 memset(&m, 0, sizeof(m));
1064 GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1);
1065 m.tex[0] = R_GetTexture(texture->skin.base);
1066 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1068 surface = texturesurfacelist[texturesurfaceindex];
1069 m.pointer_vertex = surface->mesh.data_vertex3f;
1070 m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
1072 GL_LockArrays(0, surface->mesh.num_vertices);
1073 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
1074 GL_LockArrays(0, 0);
1079 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1080 GL_DepthMask(false);
1082 GL_Color(1, 1, 1, 1);
1083 memset(&m, 0, sizeof(m));
1084 m.tex[0] = R_GetTexture(texture->skin.detail);
1085 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1087 surface = texturesurfacelist[texturesurfaceindex];
1088 m.pointer_vertex = surface->mesh.data_vertex3f;
1089 m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
1091 GL_LockArrays(0, surface->mesh.num_vertices);
1092 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
1093 GL_LockArrays(0, 0);
1098 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1099 GL_DepthMask(false);
1101 GL_Color(1, 1, 1, 1);
1102 memset(&m, 0, sizeof(m));
1103 m.tex[0] = R_GetTexture(texture->skin.glow);
1104 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1106 surface = texturesurfacelist[texturesurfaceindex];
1107 m.pointer_vertex = surface->mesh.data_vertex3f;
1108 m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
1110 GL_LockArrays(0, surface->mesh.num_vertices);
1111 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
1112 GL_LockArrays(0, 0);
1117 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1118 GL_DepthMask(false);
1120 memset(&m, 0, sizeof(m));
1121 m.pointer_color = varray_color4f;
1122 m.tex[0] = R_GetTexture(texture->skin.glow);
1123 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1125 surface = texturesurfacelist[texturesurfaceindex];
1126 m.pointer_vertex = surface->mesh.data_vertex3f;
1128 m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
1130 RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surface->mesh.num_vertices, modelorg);
1131 GL_LockArrays(0, surface->mesh.num_vertices);
1132 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
1133 GL_LockArrays(0, 0);
1137 else if (texture->flags & SURF_DRAWTURB)
1139 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1141 surface = texturesurfacelist[texturesurfaceindex];
1142 RSurfShader_Transparent_Callback(ent, surface - ent->model->brush.data_surfaces);
1145 else if (texture->flags & SURF_DRAWSKY)
1149 skyrendernow = false;
1150 if (skyrendermasked)
1153 // LordHavoc: HalfLife maps have freaky skypolys...
1154 if (!ent->model->brush.ishlbsp)
1156 R_Mesh_Matrix(&ent->matrix);
1157 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
1158 if (skyrendermasked)
1160 // depth-only (masking)
1161 GL_ColorMask(0,0,0,0);
1162 // just to make sure that braindead drivers don't draw anything
1163 // despite that colormask...
1164 GL_BlendFunc(GL_ZERO, GL_ONE);
1169 GL_BlendFunc(GL_ONE, GL_ZERO);
1173 memset(&m, 0, sizeof(m));
1174 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1176 surface = texturesurfacelist[texturesurfaceindex];
1177 m.pointer_vertex = surface->mesh.data_vertex3f;
1179 GL_LockArrays(0, surface->mesh.num_vertices);
1180 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
1181 GL_LockArrays(0, 0);
1183 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1188 void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
1190 int i, j, f, flagsmask;
1191 msurface_t *surface, **surfacechain;
1192 texture_t *t, *texture;
1193 model_t *model = ent->model;
1195 const int maxsurfacelist = 1024;
1196 int numsurfacelist = 0;
1197 msurface_t *surfacelist[1024];
1200 R_Mesh_Matrix(&ent->matrix);
1201 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1203 if (ent != r_refdef.worldentity)
1205 // because bmodels can be reused, we have to clear dlightframe every time
1206 surface = model->brush.data_surfaces + model->firstmodelsurface;
1207 for (i = 0;i < model->nummodelsurfaces;i++, surface++)
1208 surface->dlightframe = -1;
1211 // update light styles
1214 if (r_dynamic.integer && !r_rtdlight)
1216 for (i = 0;i < model->brushq1.light_styles;i++)
1218 if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1220 model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1221 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
1222 for (;(surface = *surfacechain);surfacechain++)
1223 surface->cached_dlight = true;
1228 R_UpdateTextureInfo(ent);
1229 flagsmask = skysurfaces ? SURF_DRAWSKY : (SURF_DRAWTURB | SURF_LIGHTMAP);
1233 for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++)
1235 if (ent != r_refdef.worldentity || r_worldsurfacevisible[j])
1237 surface = model->brush.data_surfaces + j;
1238 if (t != surface->texture)
1242 R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist);
1245 t = surface->texture;
1246 f = t->flags & flagsmask;
1247 texture = t->currentframe;
1251 // add face to draw list and update lightmap if necessary
1253 if (surface->cached_dlight && surface->lightmaptexture != NULL)
1254 R_BuildLightMap(ent, surface);
1255 surfacelist[numsurfacelist++] = surface;
1256 if (numsurfacelist >= maxsurfacelist)
1258 R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist);
1265 R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist);
1268 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1273 const mportal_t *portal = calldata1;
1274 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1275 GL_DepthMask(false);
1277 R_Mesh_Matrix(&r_identitymatrix);
1279 memset(&m, 0, sizeof(m));
1280 m.pointer_vertex = varray_vertex3f;
1284 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
1285 ((i & 0x0038) >> 3) * (1.0f / 7.0f),
1286 ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
1288 if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
1290 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1291 VectorCopy(portal->points[i].position, v);
1294 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1295 VectorCopy(portal->points[i].position, v);
1296 GL_LockArrays(0, portal->numpoints);
1297 R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1298 GL_LockArrays(0, 0);
1301 // LordHavoc: this is just a nice debugging tool, very slow
1302 static void R_DrawPortals(void)
1307 model_t *model = r_refdef.worldmodel;
1310 for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
1312 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1313 if (!R_CullBox(portal->mins, portal->maxs))
1315 VectorClear(center);
1316 for (i = 0;i < portal->numpoints;i++)
1317 VectorAdd(center, portal->points[i].position, center);
1318 f = ixtable[portal->numpoints];
1319 VectorScale(center, f, center);
1320 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum);
1325 void R_WorldVisibility(void)
1327 model_t *model = r_refdef.worldmodel;
1332 if (model->type == mod_brushq3)
1336 memset(r_worldsurfacevisible, 0, r_refdef.worldmodel->brush.num_surfaces);
1337 for (j = 0, leaf = r_refdef.worldmodel->brush.data_leafs;j < r_refdef.worldmodel->brush.num_leafs;j++, leaf++)
1339 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
1342 for (i = 0;i < leaf->numleafsurfaces;i++)
1343 r_worldsurfacevisible[leaf->firstleafsurface[i]] = 1;
1347 else if (model->type == mod_brushq1)
1354 mleaf_t *leafstack[8192];
1355 qbyte leafvisited[32768];
1357 viewleaf = model->brushq1.PointInLeaf(model, r_vieworigin);
1361 memset(r_worldsurfacevisible, 0, r_refdef.worldmodel->brush.num_surfaces);
1362 if (viewleaf->clusterindex < 0 || r_surfaceworldnode.integer)
1364 // equivilant to quake's RecursiveWorldNode but faster and more effective
1365 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
1367 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox (leaf->mins, leaf->maxs))
1370 if (leaf->numleafsurfaces)
1371 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
1372 r_worldsurfacevisible[*mark] = true;
1378 // LordHavoc: portal-passage worldnode with PVS;
1379 // follows portals leading outward from viewleaf, does not venture
1380 // offscreen or into leafs that are not visible, faster than Quake's
1381 // RecursiveWorldNode
1382 leafstack[0] = viewleaf;
1384 memset(leafvisited, 0, r_refdef.worldmodel->brush.num_leafs);
1385 while (leafstackpos)
1388 leaf = leafstack[--leafstackpos];
1389 leafvisited[leaf - r_refdef.worldmodel->brush.data_leafs] = 1;
1390 // draw any surfaces bounding this leaf
1391 if (leaf->numleafsurfaces)
1392 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
1393 r_worldsurfacevisible[*mark] = true;
1394 // follow portals into other leafs
1395 for (p = leaf->portals;p;p = p->next)
1396 if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !leafvisited[p->past - r_refdef.worldmodel->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex) && !R_CullBox(p->mins, p->maxs))
1397 leafstack[leafstackpos++] = p->past;
1401 if (r_drawportals.integer)
1406 void R_Q1BSP_DrawSky(entity_render_t *ent)
1408 if (ent->model == NULL)
1410 R_DrawSurfaces(ent, true);
1413 void R_Q1BSP_Draw(entity_render_t *ent)
1415 if (ent->model == NULL)
1418 R_DrawSurfaces(ent, false);
1421 void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
1423 model_t *model = ent->model;
1424 vec3_t lightmins, lightmaxs;
1425 int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
1428 msurface_t *surface;
1431 lightmins[0] = relativelightorigin[0] - lightradius;
1432 lightmins[1] = relativelightorigin[1] - lightradius;
1433 lightmins[2] = relativelightorigin[2] - lightradius;
1434 lightmaxs[0] = relativelightorigin[0] + lightradius;
1435 lightmaxs[1] = relativelightorigin[1] + lightradius;
1436 lightmaxs[2] = relativelightorigin[2] + lightradius;
1437 *outnumclusterspointer = 0;
1438 *outnumsurfacespointer = 0;
1439 memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
1440 memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
1443 VectorCopy(lightmins, outmins);
1444 VectorCopy(lightmaxs, outmaxs);
1447 VectorCopy(relativelightorigin, outmins);
1448 VectorCopy(relativelightorigin, outmaxs);
1449 if (model->brush.GetPVS)
1450 pvs = model->brush.GetPVS(model, relativelightorigin);
1453 // FIXME: use BSP recursion as lights are often small
1454 for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++)
1456 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
1458 outmins[0] = min(outmins[0], leaf->mins[0]);
1459 outmins[1] = min(outmins[1], leaf->mins[1]);
1460 outmins[2] = min(outmins[2], leaf->mins[2]);
1461 outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
1462 outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
1463 outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
1466 if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
1468 SETPVSBIT(outclusterpvs, leaf->clusterindex);
1469 outclusterlist[outnumclusters++] = leaf->clusterindex;
1474 for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
1476 surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
1477 if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
1479 surface = model->brush.data_surfaces + surfaceindex;
1480 if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && (surface->texture->flags & SURF_LIGHTMAP) && !surface->texture->skin.fog)
1482 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
1484 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
1485 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
1486 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
1487 if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1489 SETPVSBIT(outsurfacepvs, surfaceindex);
1490 outsurfacelist[outnumsurfaces++] = surfaceindex;
1501 // limit combined leaf box to light boundaries
1502 outmins[0] = max(outmins[0], lightmins[0]);
1503 outmins[1] = max(outmins[1], lightmins[1]);
1504 outmins[2] = max(outmins[2], lightmins[2]);
1505 outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
1506 outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
1507 outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
1509 *outnumclusterspointer = outnumclusters;
1510 *outnumsurfacespointer = outnumsurfaces;
1513 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
1515 model_t *model = ent->model;
1516 vec3_t lightmins, lightmaxs;
1517 msurface_t *surface;
1518 int surfacelistindex;
1519 if (r_drawcollisionbrushes.integer < 2)
1521 lightmins[0] = relativelightorigin[0] - lightradius;
1522 lightmins[1] = relativelightorigin[1] - lightradius;
1523 lightmins[2] = relativelightorigin[2] - lightradius;
1524 lightmaxs[0] = relativelightorigin[0] + lightradius;
1525 lightmaxs[1] = relativelightorigin[1] + lightradius;
1526 lightmaxs[2] = relativelightorigin[2] + lightradius;
1527 R_Mesh_Matrix(&ent->matrix);
1528 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1529 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1531 surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
1532 R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
1534 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
1538 void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
1540 model_t *model = ent->model;
1541 vec3_t lightmins, lightmaxs, modelorg;
1542 msurface_t *surface;
1544 int surfacelistindex;
1545 if (r_drawcollisionbrushes.integer < 2)
1547 lightmins[0] = relativelightorigin[0] - lightradius;
1548 lightmins[1] = relativelightorigin[1] - lightradius;
1549 lightmins[2] = relativelightorigin[2] - lightradius;
1550 lightmaxs[0] = relativelightorigin[0] + lightradius;
1551 lightmaxs[1] = relativelightorigin[1] + lightradius;
1552 lightmaxs[2] = relativelightorigin[2] + lightradius;
1553 R_Mesh_Matrix(&ent->matrix);
1554 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1555 R_UpdateTextureInfo(ent);
1556 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1558 surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
1559 if (r_shadow_compilingrtlight)
1561 // if compiling an rtlight, capture the mesh
1562 t = surface->texture;
1563 if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL)
1564 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
1566 else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surface - ent->model->brush.data_surfaces])
1568 t = surface->texture->currentframe;
1569 // FIXME: transparent surfaces need to be lit later
1570 if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE)
1571 R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
1577 void R_DrawCollisionBrush(colbrushf_t *brush)
1581 memset(&m, 0, sizeof(m));
1582 m.pointer_vertex = brush->points->v;
1584 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
1585 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
1586 GL_LockArrays(0, brush->numpoints);
1587 R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
1588 GL_LockArrays(0, 0);
1591 void R_Q3BSP_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
1595 if (!surface->mesh.num_collisiontriangles)
1597 memset(&m, 0, sizeof(m));
1598 m.pointer_vertex = surface->mesh.data_collisionvertex3f;
1600 i = (int)(((size_t)surface) / sizeof(msurface_t));
1601 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
1602 GL_LockArrays(0, surface->mesh.num_collisionvertices);
1603 R_Mesh_Draw(surface->mesh.num_collisionvertices, surface->mesh.num_collisiontriangles, surface->mesh.data_collisionelement3i);
1604 GL_LockArrays(0, 0);
1607 void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int surfacenumber)
1609 const entity_render_t *ent = voident;
1610 msurface_t *surface = ent->model->brush.data_surfaces + surfacenumber;
1612 R_Mesh_Matrix(&ent->matrix);
1613 memset(&m, 0, sizeof(m));
1614 if ((ent->effects & EF_ADDITIVE) || (surface->texture->textureflags & Q3TEXTUREFLAG_ADDITIVE))
1615 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1617 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1618 GL_DepthMask(false);
1619 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
1620 m.tex[0] = R_GetTexture(surface->texture->skin.base);
1621 m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
1622 // LordHavoc: quake3 was not able to do this; lit transparent surfaces
1623 if (gl_combine.integer)
1625 m.texrgbscale[0] = 2;
1626 if (r_textureunits.integer >= 2)
1628 m.tex[1] = R_GetTexture(surface->lightmaptexture);
1629 m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
1630 GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
1634 if (ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1 && ent->alpha == 1)
1635 m.pointer_color = surface->mesh.data_lightmapcolor4f;
1639 for (i = 0;i < surface->mesh.num_vertices;i++)
1641 varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0];
1642 varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1];
1643 varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2];
1644 varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha;
1646 m.pointer_color = varray_color4f;
1653 for (i = 0;i < surface->mesh.num_vertices;i++)
1655 varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * 2.0f;
1656 varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * 2.0f;
1657 varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * 2.0f;
1658 varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha;
1660 m.pointer_color = varray_color4f;
1662 if (surface->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
1665 float center[3], center2[3], forward[3], right[3], up[3], v[4][3];
1666 matrix4x4_t matrix1, imatrix1;
1667 R_Mesh_Matrix(&r_identitymatrix);
1668 // a single autosprite surface can contain multiple sprites...
1669 for (j = 0;j < surface->mesh.num_vertices - 3;j += 4)
1671 VectorClear(center);
1672 for (i = 0;i < 4;i++)
1673 VectorAdd(center, surface->mesh.data_vertex3f + (j+i) * 3, center);
1674 VectorScale(center, 0.25f, center);
1675 Matrix4x4_Transform(&ent->matrix, center, center2);
1676 // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
1677 Matrix4x4_FromVectors(&matrix1, surface->mesh.data_normal3f + j*3, surface->mesh.data_svector3f + j*3, surface->mesh.data_tvector3f + j*3, center);
1678 Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
1679 for (i = 0;i < 4;i++)
1680 Matrix4x4_Transform(&imatrix1, surface->mesh.data_vertex3f + (j+i)*3, v[i]);
1681 if (surface->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
1683 forward[0] = r_vieworigin[0] - center2[0];
1684 forward[1] = r_vieworigin[1] - center2[1];
1686 VectorNormalize(forward);
1687 right[0] = forward[1];
1688 right[1] = -forward[0];
1696 VectorCopy(r_viewforward, forward);
1697 VectorCopy(r_viewright, right);
1698 VectorCopy(r_viewup, up);
1700 for (i = 0;i < 4;i++)
1701 VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3);
1703 m.pointer_vertex = varray_vertex3f;
1706 m.pointer_vertex = surface->mesh.data_vertex3f;
1708 if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1709 qglDisable(GL_CULL_FACE);
1710 GL_LockArrays(0, surface->mesh.num_vertices);
1711 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
1712 GL_LockArrays(0, 0);
1713 if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1714 qglEnable(GL_CULL_FACE);
1717 void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumsurfaces, msurface_t **texturesurfacelist)
1719 int i, texturesurfaceindex;
1720 msurface_t *surface;
1721 qboolean dolightmap;
1727 if (!texturenumsurfaces)
1729 c_faces += texturenumsurfaces;
1730 // gl_lightmaps debugging mode skips normal texturing
1731 if (gl_lightmaps.integer)
1735 GL_BlendFunc(GL_ONE, GL_ZERO);
1736 qglDisable(GL_CULL_FACE);
1737 memset(&m, 0, sizeof(m));
1738 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1740 surface = texturesurfacelist[texturesurfaceindex];
1741 m.tex[0] = R_GetTexture(surface->lightmaptexture);
1742 m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
1743 if (surface->lightmaptexture)
1745 GL_Color(1, 1, 1, 1);
1746 m.pointer_color = NULL;
1749 m.pointer_color = surface->mesh.data_lightmapcolor4f;
1750 m.pointer_vertex = surface->mesh.data_vertex3f;
1752 GL_LockArrays(0, surface->mesh.num_vertices);
1753 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
1754 GL_LockArrays(0, 0);
1756 qglEnable(GL_CULL_FACE);
1759 // transparent surfaces get sorted for later drawing
1760 if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
1762 vec3_t facecenter, center;
1763 // drawing sky transparently would be too difficult
1764 if (t->surfaceparms & Q3SURFACEPARM_SKY)
1766 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1768 surface = texturesurfacelist[texturesurfaceindex];
1769 facecenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
1770 facecenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
1771 facecenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
1772 Matrix4x4_Transform(&ent->matrix, facecenter, center);
1773 R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, surface - ent->model->brush.data_surfaces);
1777 // sky surfaces draw sky if needed and render themselves as a depth mask
1778 if (t->surfaceparms & Q3SURFACEPARM_SKY)
1782 skyrendernow = false;
1783 if (skyrendermasked)
1786 if (!r_q3bsp_renderskydepth.integer)
1789 R_Mesh_Matrix(&ent->matrix);
1791 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
1792 if (skyrendermasked)
1794 // depth-only (masking)
1795 GL_ColorMask(0,0,0,0);
1796 // just to make sure that braindead drivers don't draw anything
1797 // despite that colormask...
1798 GL_BlendFunc(GL_ZERO, GL_ONE);
1803 GL_BlendFunc(GL_ONE, GL_ZERO);
1808 memset(&m, 0, sizeof(m));
1809 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1811 surface = texturesurfacelist[texturesurfaceindex];
1812 m.pointer_vertex = surface->mesh.data_vertex3f;
1814 GL_LockArrays(0, surface->mesh.num_vertices);
1815 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
1816 GL_LockArrays(0, 0);
1818 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1821 // anything else is a typical wall, lightmap * texture + glow
1822 dolightmap = (ent->flags & RENDER_LIGHT);
1824 doambient = r_ambient.value > 0;
1825 doglow = t->skin.glow != NULL;
1827 if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1828 qglDisable(GL_CULL_FACE);
1829 if (!dolightmap && dobase)
1835 GL_BlendFunc(GL_ONE, GL_ZERO);
1836 GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
1837 if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1838 qglDisable(GL_CULL_FACE);
1839 memset(&m, 0, sizeof(m));
1840 m.tex[0] = R_GetTexture(t->skin.base);
1841 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1843 surface = texturesurfacelist[texturesurfaceindex];
1844 m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
1845 m.pointer_vertex = surface->mesh.data_vertex3f;
1847 GL_LockArrays(0, surface->mesh.num_vertices);
1848 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
1849 GL_LockArrays(0, 0);
1852 if (r_lightmapintensity <= 0 && dolightmap && dobase)
1858 GL_BlendFunc(GL_ONE, GL_ZERO);
1859 GL_Color(0, 0, 0, 1);
1860 memset(&m, 0, sizeof(m));
1861 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1863 surface = texturesurfacelist[texturesurfaceindex];
1864 m.pointer_vertex = surface->mesh.data_vertex3f;
1866 GL_LockArrays(0, surface->mesh.num_vertices);
1867 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
1868 GL_LockArrays(0, 0);
1871 if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase)
1873 // dualtexture combine
1878 GL_BlendFunc(GL_ONE, GL_ZERO);
1879 memset(&m, 0, sizeof(m));
1880 m.tex[0] = R_GetTexture(t->skin.base);
1881 GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
1882 m.pointer_color = NULL;
1883 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1885 surface = texturesurfacelist[texturesurfaceindex];
1886 if (!surface->lightmaptexture)
1888 m.tex[1] = R_GetTexture(surface->lightmaptexture);
1889 m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
1890 m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
1891 m.texrgbscale[1] = 2;
1892 m.pointer_vertex = surface->mesh.data_vertex3f;
1894 GL_LockArrays(0, surface->mesh.num_vertices);
1895 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
1896 GL_LockArrays(0, 0);
1898 if (r_lightmapintensity == 1 && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
1900 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1902 surface = texturesurfacelist[texturesurfaceindex];
1903 if (surface->lightmaptexture)
1905 m.tex[1] = R_GetTexture(surface->lightmaptexture);
1906 m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
1907 m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
1908 m.texrgbscale[1] = 2;
1909 m.pointer_color = surface->mesh.data_lightmapcolor4f;
1910 m.pointer_vertex = surface->mesh.data_vertex3f;
1912 GL_LockArrays(0, surface->mesh.num_vertices);
1913 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
1914 GL_LockArrays(0, 0);
1919 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1921 surface = texturesurfacelist[texturesurfaceindex];
1922 if (surface->lightmaptexture)
1924 m.tex[1] = R_GetTexture(surface->lightmaptexture);
1925 m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
1926 m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
1927 m.texrgbscale[1] = 2;
1928 m.pointer_color = varray_color4f;
1929 for (i = 0;i < surface->mesh.num_vertices;i++)
1931 varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * r_lightmapintensity;
1932 varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * r_lightmapintensity;
1933 varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * r_lightmapintensity;
1934 varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3];
1936 m.pointer_vertex = surface->mesh.data_vertex3f;
1938 GL_LockArrays(0, surface->mesh.num_vertices);
1939 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
1940 GL_LockArrays(0, 0);
1949 GL_BlendFunc(GL_ONE, GL_ZERO);
1950 memset(&m, 0, sizeof(m));
1951 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1953 surface = texturesurfacelist[texturesurfaceindex];
1954 m.tex[0] = R_GetTexture(surface->lightmaptexture);
1955 m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
1956 if (surface->lightmaptexture)
1957 m.pointer_color = NULL;
1959 m.pointer_color = surface->mesh.data_lightmapcolor4f;
1960 m.pointer_vertex = surface->mesh.data_vertex3f;
1962 GL_LockArrays(0, surface->mesh.num_vertices);
1963 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
1964 GL_LockArrays(0, 0);
1969 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1970 GL_DepthMask(false);
1972 GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
1973 memset(&m, 0, sizeof(m));
1974 m.tex[0] = R_GetTexture(t->skin.base);
1975 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1977 surface = texturesurfacelist[texturesurfaceindex];
1978 m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
1979 m.pointer_vertex = surface->mesh.data_vertex3f;
1981 GL_LockArrays(0, surface->mesh.num_vertices);
1982 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
1983 GL_LockArrays(0, 0);
1988 GL_BlendFunc(GL_ONE, GL_ONE);
1989 GL_DepthMask(false);
1991 GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1);
1992 memset(&m, 0, sizeof(m));
1993 m.tex[0] = R_GetTexture(t->skin.base);
1994 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1996 surface = texturesurfacelist[texturesurfaceindex];
1997 m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
1998 m.pointer_vertex = surface->mesh.data_vertex3f;
2000 GL_LockArrays(0, surface->mesh.num_vertices);
2001 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
2002 GL_LockArrays(0, 0);
2007 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2008 GL_DepthMask(false);
2010 GL_Color(1, 1, 1, 1);
2011 memset(&m, 0, sizeof(m));
2012 m.tex[0] = R_GetTexture(t->skin.glow);
2013 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2015 surface = texturesurfacelist[texturesurfaceindex];
2016 m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
2017 m.pointer_vertex = surface->mesh.data_vertex3f;
2019 GL_LockArrays(0, surface->mesh.num_vertices);
2020 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
2021 GL_LockArrays(0, 0);
2027 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2028 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2029 GL_DepthMask(false);
2031 GL_Color(1, 1, 1, 1);
2032 memset(&m, 0, sizeof(m));
2033 m.tex[0] = R_GetTexture(t->skin.fog);
2034 m.pointer_color = varray_color4f;
2035 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2037 surface = texturesurfacelist[texturesurfaceindex];
2039 m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
2040 m.pointer_vertex = surface->mesh.data_vertex3f;
2042 RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surface->mesh.num_vertices, modelorg);
2043 GL_LockArrays(0, surface->mesh.num_vertices);
2044 R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
2045 GL_LockArrays(0, 0);
2048 if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2049 qglEnable(GL_CULL_FACE);
2052 void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces)
2054 int i, j, f, flagsmask, flags;
2055 msurface_t *surface;
2056 model_t *model = ent->model;
2058 const int maxfaces = 1024;
2059 int numsurfaces = 0;
2060 msurface_t *surfacelist[1024];
2061 R_Mesh_Matrix(&ent->matrix);
2062 flagsmask = Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY;
2064 flags = Q3SURFACEFLAG_SKY;
2070 for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++)
2072 if (ent != r_refdef.worldentity || r_worldsurfacevisible[j])
2074 surface = model->brush.data_surfaces + j;
2075 if (t != surface->texture)
2079 R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist);
2082 t = surface->texture;
2083 f = t->surfaceflags & flagsmask;
2087 if (!surface->mesh.num_triangles)
2089 surfacelist[numsurfaces++] = surface;
2090 if (numsurfaces >= maxfaces)
2092 R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist);
2099 R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist);
2102 void R_Q3BSP_DrawSky(entity_render_t *ent)
2104 if (r_drawcollisionbrushes.integer < 2)
2105 R_Q3BSP_DrawFaces(ent, true);
2108 void R_Q3BSP_Draw(entity_render_t *ent)
2110 if (r_drawcollisionbrushes.integer < 2)
2111 R_Q3BSP_DrawFaces(ent, false);
2112 if (r_drawcollisionbrushes.integer >= 1)
2115 model_t *model = ent->model;
2116 msurface_t *surface;
2117 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2118 GL_DepthMask(false);
2120 qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
2121 for (i = 0;i < model->brushq3.data_models[model->brush.submodel].numbrushes;i++)
2122 if (model->brushq3.data_models[model->brush.submodel].firstbrush[i].colbrushf && model->brushq3.data_models[model->brush.submodel].firstbrush[i].colbrushf->numtriangles)
2123 R_DrawCollisionBrush(model->brushq3.data_models[model->brush.submodel].firstbrush[i].colbrushf);
2124 for (i = 0, surface = model->brushq3.data_models[model->brush.submodel].firstsurface;i < model->brushq3.data_models[model->brush.submodel].numsurfaces;i++, surface++)
2125 if (surface->mesh.num_collisiontriangles)
2126 R_Q3BSP_DrawCollisionSurface(ent, surface);
2127 qglPolygonOffset(0, 0);
2131 void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
2133 model_t *model = ent->model;
2134 vec3_t lightmins, lightmaxs;
2135 int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
2138 msurface_t *surface;
2141 lightmins[0] = relativelightorigin[0] - lightradius;
2142 lightmins[1] = relativelightorigin[1] - lightradius;
2143 lightmins[2] = relativelightorigin[2] - lightradius;
2144 lightmaxs[0] = relativelightorigin[0] + lightradius;
2145 lightmaxs[1] = relativelightorigin[1] + lightradius;
2146 lightmaxs[2] = relativelightorigin[2] + lightradius;
2147 *outnumclusterspointer = 0;
2148 *outnumsurfacespointer = 0;
2149 memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
2150 memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
2153 VectorCopy(lightmins, outmins);
2154 VectorCopy(lightmaxs, outmaxs);
2157 VectorCopy(relativelightorigin, outmins);
2158 VectorCopy(relativelightorigin, outmaxs);
2159 if (model->brush.GetPVS)
2160 pvs = model->brush.GetPVS(model, relativelightorigin);
2163 // FIXME: use BSP recursion as lights are often small
2164 for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++)
2166 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
2168 outmins[0] = min(outmins[0], leaf->mins[0]);
2169 outmins[1] = min(outmins[1], leaf->mins[1]);
2170 outmins[2] = min(outmins[2], leaf->mins[2]);
2171 outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
2172 outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
2173 outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
2176 if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
2178 SETPVSBIT(outclusterpvs, leaf->clusterindex);
2179 outclusterlist[outnumclusters++] = leaf->clusterindex;
2184 for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
2186 surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
2187 surface = model->brush.data_surfaces + surfaceindex;
2188 if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
2190 if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) && surface->mesh.num_triangles)
2192 if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2194 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
2196 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2197 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2198 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2199 if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
2201 SETPVSBIT(outsurfacepvs, surfaceindex);
2202 outsurfacelist[outnumsurfaces++] = surfaceindex;
2209 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
2211 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2212 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2213 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2214 if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
2216 SETPVSBIT(outsurfacepvs, surfaceindex);
2217 outsurfacelist[outnumsurfaces++] = surfaceindex;
2229 // limit combined leaf box to light boundaries
2230 outmins[0] = max(outmins[0], lightmins[0]);
2231 outmins[1] = max(outmins[1], lightmins[1]);
2232 outmins[2] = max(outmins[2], lightmins[2]);
2233 outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
2234 outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
2235 outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
2237 *outnumclusterspointer = outnumclusters;
2238 *outnumsurfacespointer = outnumsurfaces;
2241 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
2243 model_t *model = ent->model;
2244 vec3_t lightmins, lightmaxs;
2245 msurface_t *surface;
2246 int surfacelistindex;
2247 if (r_drawcollisionbrushes.integer < 2)
2249 lightmins[0] = relativelightorigin[0] - lightradius;
2250 lightmins[1] = relativelightorigin[1] - lightradius;
2251 lightmins[2] = relativelightorigin[2] - lightradius;
2252 lightmaxs[0] = relativelightorigin[0] + lightradius;
2253 lightmaxs[1] = relativelightorigin[1] + lightradius;
2254 lightmaxs[2] = relativelightorigin[2] + lightradius;
2255 R_Mesh_Matrix(&ent->matrix);
2256 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
2257 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2259 surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
2260 // FIXME: check some manner of surface->rendermode here?
2261 if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && !(surface->texture->surfaceparms & (Q3SURFACEPARM_SKY | Q3SURFACEPARM_TRANS)) && !(surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED))
2262 R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
2264 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
2268 void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
2270 model_t *model = ent->model;
2271 vec3_t lightmins, lightmaxs, modelorg;
2272 msurface_t *surface;
2273 int surfacelistindex;
2274 if (r_drawcollisionbrushes.integer < 2)
2276 lightmins[0] = relativelightorigin[0] - lightradius;
2277 lightmins[1] = relativelightorigin[1] - lightradius;
2278 lightmins[2] = relativelightorigin[2] - lightradius;
2279 lightmaxs[0] = relativelightorigin[0] + lightradius;
2280 lightmaxs[1] = relativelightorigin[1] + lightradius;
2281 lightmaxs[2] = relativelightorigin[2] + lightradius;
2282 R_Mesh_Matrix(&ent->matrix);
2283 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2284 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2286 surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
2287 if (r_shadow_compilingrtlight)
2289 // if compiling an rtlight, capture the mesh
2290 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
2292 else if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->mesh.num_triangles)
2294 if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2295 qglDisable(GL_CULL_FACE);
2296 R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
2297 if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2298 qglEnable(GL_CULL_FACE);
2305 static void gl_surf_start(void)
2309 static void gl_surf_shutdown(void)
2313 static void gl_surf_newmap(void)
2318 void GL_Surf_Init(void)
2321 dlightdivtable[0] = 4194304;
2322 for (i = 1;i < 32768;i++)
2323 dlightdivtable[i] = 4194304 / (i << 7);
2325 Cvar_RegisterVariable(&r_ambient);
2326 Cvar_RegisterVariable(&r_drawportals);
2327 Cvar_RegisterVariable(&r_testvis);
2328 Cvar_RegisterVariable(&r_floatbuildlightmap);
2329 Cvar_RegisterVariable(&r_detailtextures);
2330 Cvar_RegisterVariable(&r_surfaceworldnode);
2331 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
2332 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2333 Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
2334 Cvar_RegisterVariable(&gl_lightmaps);
2336 //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);