cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"};
cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"};
cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"};
-cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"};
cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0"};
cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "2"};
cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"};
cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"};
-cvar_t developer_texturelogging = {0, "developer_texturelogging", "1"};
+cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1"};
+
+cvar_t developer_texturelogging = {0, "developer_texturelogging", "0"};
cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
rtexture_t *r_texture_whitecube;
rtexture_t *r_texture_normalizationcube;
rtexture_t *r_texture_detailtextures[NUM_DETAILTEXTURES];
-rtexture_t *r_texture_distorttexture[64];
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
{
Mem_Free(data);
}
-static qbyte R_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
-{
- int m = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
- ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
- ((y2 - y0) * morph) +
- (y1));
- return (qbyte)bound(0, m, 255);
-}
-
-static void R_BuildDistortTexture (void)
-{
- int x, y, i, j;
-#define DISTORTRESOLUTION 32
- qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
-
- for (i=0; i<4; i++)
- {
- for (y=0; y<DISTORTRESOLUTION; y++)
- {
- for (x=0; x<DISTORTRESOLUTION; x++)
- {
- data[i][y][x][0] = rand () & 255;
- data[i][y][x][1] = rand () & 255;
- }
- }
- }
-
- for (i=0; i<4; i++)
- {
- for (j=0; j<16; j++)
- {
- r_texture_distorttexture[i*16+j] = NULL;
- if (gl_textureshader)
- {
- for (y=0; y<DISTORTRESOLUTION; y++)
- {
- for (x=0; x<DISTORTRESOLUTION; x++)
- {
- data[4][y][x][0] = R_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
- data[4][y][x][1] = R_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
- }
- }
- r_texture_distorttexture[i*16+j] = R_LoadTexture2D(r_main_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
- }
- }
- }
-}
-
static void R_BuildBlankTextures(void)
{
qbyte data[4];
R_BuildBlankTextures();
R_BuildNoTexture();
R_BuildDetailTextures();
- R_BuildDistortTexture();
if (gl_texturecubemap)
{
R_BuildWhiteCube();
if (cl.worldmodel)
{
strlcpy(entname, cl.worldmodel->name, sizeof(entname));
- l = strlen(entname) - 4;
+ l = (int)strlen(entname) - 4;
if (l >= 0 && !strcmp(entname + l, ".bsp"))
{
strcpy(entname + l, ".ent");
Cvar_RegisterVariable(&r_lerpsprites);
Cvar_RegisterVariable(&r_lerpmodels);
Cvar_RegisterVariable(&r_waterscroll);
- Cvar_RegisterVariable(&r_watershader);
Cvar_RegisterVariable(&r_drawcollisionbrushes);
Cvar_RegisterVariable(&r_bloom);
Cvar_RegisterVariable(&r_bloom_intensity);
Cvar_RegisterVariable(&r_bloom_blur);
Cvar_RegisterVariable(&r_bloom_resolution);
Cvar_RegisterVariable(&r_bloom_power);
+ Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
Cvar_RegisterVariable(&developer_texturelogging);
Cvar_RegisterVariable(&gl_lightmaps);
if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
{
gl_backend_init();
R_Textures_Init();
- Mod_RenderInit();
R_MeshQueue_Init();
GL_Main_Init();
GL_Draw_Init();
UI_Init();
Sbar_Init();
R_LightningBeams_Init();
+ Mod_RenderInit();
}
/*
VID_CheckExtensions();
// LordHavoc: report supported extensions
- Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
+ Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions );
// clear to black (loading plaque will be seen over this)
qglClearColor(0,0,0,1);
t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
else if (t->currentalpha < 1)
t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
+ if (ent->effects & EF_NODEPTHTEST)
+ t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST;
+ if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+ t->currenttexmatrix = r_waterscrollmatrix;
+ else
+ t->currenttexmatrix = r_identitymatrix;
}
void R_UpdateAllTextureInfo(entity_render_t *ent)
rsurface_svector3f = varray_svector3f;
rsurface_tvector3f = varray_tvector3f;
rsurface_normal3f = varray_normal3f;
- Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f);
+ Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
}
// a single autosprite surface can contain multiple sprites...
VectorClear(forward);
rsurface_svector3f = varray_svector3f;
rsurface_tvector3f = varray_tvector3f;
rsurface_normal3f = varray_normal3f;
- Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f);
+ Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
}
Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward);
Matrix4x4_Transform(&ent->inversematrix, r_viewright, right);
R_Mesh_VertexPointer(rsurface_vertex3f);
}
-void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, qboolean lightmodel, qboolean vertexlight, qboolean applycolor, qboolean applyfog)
+void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
{
int i;
float f;
float *v, *c, *c2;
vec3_t diff;
- if (lightmodel)
+ if (lightmode >= 2)
{
vec4_t ambientcolor4f;
vec3_t diffusecolor;
vec3_t diffusenormal;
- if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r, g, b, a, false))
+ if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r*0.5f, g*0.5f, b*0.5f, a, false))
{
rsurface_lightmapcolor4f = varray_color4f;
if (rsurface_normal3f == NULL)
{
rsurface_normal3f = varray_normal3f;
- Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f);
+ Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
}
R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, surface->groupmesh->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, rsurface_lightmapcolor4f + 4 * surface->num_firstvertex);
r = 1;
rsurface_lightmapcolor4f = NULL;
}
}
- else if (vertexlight)
+ else if (lightmode >= 1)
{
if (surface->lightmapinfo)
{
qboolean doglow;
qboolean dofogpass;
qboolean fogallpasses;
- qboolean waterscrolling;
qboolean dopants;
qboolean doshirt;
qboolean dofullbrightpants;
qboolean dofullbrightshirt;
qboolean applycolor;
- qboolean lightmodel = false;
+ qboolean lightmode = 0;
rtexture_t *basetexture;
rmeshstate_t m;
if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
c_faces += texturenumsurfaces;
// FIXME: identify models using a better check than ent->model->shadowmesh
if (!(ent->effects & EF_FULLBRIGHT) && !ent->model->brush.shadowmesh)
- lightmodel = true;
+ lightmode = 2;
// gl_lightmaps debugging mode skips normal texturing
if (gl_lightmaps.integer)
{
R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, lightmodel, !surface->lightmaptexture, false, false);
+ RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, lightmode ? lightmode : !surface->lightmaptexture, false, false);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
else
GL_BlendFunc(GL_ONE, GL_ZERO);
- // water waterscrolling in texture matrix
- waterscrolling = (texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0;
if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
qglDisable(GL_CULL_FACE);
if (texture->currentmaterialflags & MATERIALFLAG_SKY)
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
}
}
- else if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
- {
- // NVIDIA Geforce3 distortion texture shader on water
- float args[4] = {0.05f,0,0,0.04f};
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(r_texture_distorttexture[(int)(r_refdef.time * 16)&63]);
- m.tex[1] = R_GetTexture(texture->skin.base);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_REPLACE;
- Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
- m.texmatrix[1] = r_waterscrollmatrix;
- R_Mesh_State(&m);
-
- GL_Color(1, 1, 1, texture->currentalpha);
- GL_ActiveTexture(0);
- qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
- GL_ActiveTexture(1);
- qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
- qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
- qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
- qglEnable(GL_TEXTURE_SHADER_NV);
-
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
- }
-
- qglDisable(GL_TEXTURE_SHADER_NV);
- qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
- GL_ActiveTexture(0);
- }
else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
{
// normal surface (wall or water)
{
memset(&m, 0, sizeof(m));
m.tex[1] = R_GetTexture(basetexture);
- if (waterscrolling)
- m.texmatrix[1] = r_waterscrollmatrix;
+ m.texmatrix[1] = texture->currenttexmatrix;
m.texrgbscale[1] = 2;
m.pointer_color = varray_color4f;
R_Mesh_State(&m);
colorscale = r_lightmapintensity;
else
colorscale = 1;
+ // q3bsp has no lightmap updates, so the lightstylevalue that
+ // would normally be baked into the lightmaptexture must be
+ // applied to the color
+ if (ent->model->type == mod_brushq3)
+ colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f);
r = ent->colormod[0] * colorscale;
g = ent->colormod[1] * colorscale;
b = ent->colormod[2] * colorscale;
a = texture->currentalpha;
- // q3bsp has no lightmap updates, so the lightstylevalue that
- // would normally be baked into the lightmaptexture must be
- // applied to the color
- if (ent->model->brushq3.data_lightmaps)
- {
- float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
- r *= scale;
- g *= scale;
- b *= scale;
- }
applycolor = r != 1 || g != 1 || b != 1 || a != 1;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
else
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, !surface->lightmaptexture, applycolor, fogallpasses);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode ? lightmode : !surface->lightmaptexture, applycolor, fogallpasses);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
}
- else if (dolightmap && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) && !lightmodel)
+ else if (dolightmap && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) && !lightmode)
{
// single texture
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- if (waterscrolling)
- m.texmatrix[0] = r_waterscrollmatrix;
+ m.texmatrix[0] = texture->currenttexmatrix;
R_Mesh_State(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
{
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- if (waterscrolling)
- m.texmatrix[0] = r_waterscrollmatrix;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.pointer_color = varray_color4f;
colorscale = 2;
if (gl_combine.integer)
// transparent is not affected by r_lightmapintensity
if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
colorscale *= r_lightmapintensity;
+ // q3bsp has no lightmap updates, so the lightstylevalue that
+ // would normally be baked into the lightmaptexture must be
+ // applied to the color
+ if (dolightmap && ent->model->type == mod_brushq3)
+ colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f);
R_Mesh_State(&m);
r = ent->colormod[0] * colorscale;
g = ent->colormod[1] * colorscale;
b = ent->colormod[2] * colorscale;
a = texture->currentalpha;
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
if (dolightmap)
{
- // q3bsp has no lightmap updates, so the lightstylevalue that
- // would normally be baked into the lightmaptexture must be
- // applied to the color
- if (ent->model->brushq3.data_lightmaps)
- {
- float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
- r *= scale;
- g *= scale;
- b *= scale;
- }
- applycolor = r != 1 || g != 1 || b != 1 || a != 1;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
RSurf_SetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode, applycolor, fogallpasses);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
else
{
- applycolor = r != 1 || g != 1 || b != 1 || a != 1;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
RSurf_SetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(texture->skin.pants);
- if (waterscrolling)
- m.texmatrix[0] = r_waterscrollmatrix;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.pointer_color = varray_color4f;
- colorscale = 1;
+ colorscale = 2;
if (gl_combine.integer)
{
m.texrgbscale[0] = 2;
- colorscale *= 0.5f;
+ colorscale = 1;
}
// transparent is not affected by r_lightmapintensity
if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
colorscale *= r_lightmapintensity;
+ // q3bsp has no lightmap updates, so the lightstylevalue that
+ // would normally be baked into the lightmaptexture must be
+ // applied to the color
+ if (dolightmap && !dofullbrightpants && ent->model->type == mod_brushq3)
+ colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f);
R_Mesh_State(&m);
r = ent->colormod[0] * colorpants[0] * colorscale;
g = ent->colormod[1] * colorpants[1] * colorscale;
b = ent->colormod[2] * colorpants[2] * colorscale;
a = texture->currentalpha;
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
if (dolightmap && !dofullbrightpants)
{
- // q3bsp has no lightmap updates, so the lightstylevalue that
- // would normally be baked into the lightmaptexture must be
- // applied to the color
- if (ent->model->brushq3.data_lightmaps)
- {
- float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
- r *= scale;
- g *= scale;
- b *= scale;
- }
- applycolor = r != 1 || g != 1 || b != 1 || a != 1;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
RSurf_SetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode, applycolor, fogallpasses);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
else
{
- applycolor = r != 1 || g != 1 || b != 1 || a != 1;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
RSurf_SetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(texture->skin.shirt);
- if (waterscrolling)
- m.texmatrix[0] = r_waterscrollmatrix;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.pointer_color = varray_color4f;
- colorscale = 1;
+ colorscale = 2;
if (gl_combine.integer)
{
m.texrgbscale[0] = 2;
- colorscale *= 0.5f;
+ colorscale *= 1;
}
// transparent is not affected by r_lightmapintensity
if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
colorscale *= r_lightmapintensity;
+ // q3bsp has no lightmap updates, so the lightstylevalue that
+ // would normally be baked into the lightmaptexture must be
+ // applied to the color
+ if (dolightmap && !dofullbrightshirt && ent->model->type == mod_brushq3)
+ colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f);
R_Mesh_State(&m);
r = ent->colormod[0] * colorshirt[0] * colorscale;
g = ent->colormod[1] * colorshirt[1] * colorscale;
b = ent->colormod[2] * colorshirt[2] * colorscale;
a = texture->currentalpha;
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
if (dolightmap && !dofullbrightshirt)
{
- // q3bsp has no lightmap updates, so the lightstylevalue that
- // would normally be baked into the lightmaptexture must be
- // applied to the color
- if (ent->model->brushq3.data_lightmaps)
- {
- float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
- r *= scale;
- g *= scale;
- b *= scale;
- }
- applycolor = r != 1 || g != 1 || b != 1 || a != 1;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
RSurf_SetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode, applycolor, fogallpasses);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
else
{
- applycolor = r != 1 || g != 1 || b != 1 || a != 1;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
RSurf_SetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
GL_DepthMask(false);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(texture->skin.base);
- if (waterscrolling)
- m.texmatrix[0] = r_waterscrollmatrix;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.pointer_color = varray_color4f;
colorscale = 1;
- if (gl_combine.integer)
+ if (gl_combine.integer && (ent->colormod[0] > 1 || ent->colormod[1] > 1 || ent->colormod[2] > 1))
{
- m.texrgbscale[0] = 2;
- colorscale *= 0.5f;
+ m.texrgbscale[0] = 4;
+ colorscale = 0.25f;
}
R_Mesh_State(&m);
colorscale *= r_ambient.value * (1.0f / 64.0f);
surface = texturesurfacelist[texturesurfaceindex];
RSurf_SetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
GL_DepthMask(false);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(texture->skin.glow);
- if (waterscrolling)
- m.texmatrix[0] = r_waterscrollmatrix;
+ m.texmatrix[0] = texture->currenttexmatrix;
m.pointer_color = varray_color4f;
R_Mesh_State(&m);
- colorscale = 1;
- r = ent->colormod[0] * colorscale;
- g = ent->colormod[1] * colorscale;
- b = ent->colormod[2] * colorscale;
+ r = 1;
+ g = 1;
+ b = 1;
a = texture->currentalpha;
applycolor = r != 1 || g != 1 || b != 1 || a != 1;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
surface = texturesurfacelist[texturesurfaceindex];
RSurf_SetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
GL_DepthMask(false);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(texture->skin.fog);
- if (waterscrolling)
- m.texmatrix[0] = r_waterscrollmatrix;
+ m.texmatrix[0] = texture->currenttexmatrix;
R_Mesh_State(&m);
r = fogcolor[0];
g = fogcolor[1];
tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
Matrix4x4_Transform(&ent->matrix, tempcenter, center);
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->data_surfaces);
+ R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->data_surfaces);
}
}
}