memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
}
-void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting)
+int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
{
// select a permutation of the lighting shader appropriate to this
// combination of texture, entity, light source, and fogging, only use the
// minimum features necessary to avoid wasting rendering time in the
// fragment shader on features that are not being used
int permutation = 0;
- float specularscale = texture->specularscale;
+ float specularscale = rsurface_texture->specularscale;
r_glsl_permutation = NULL;
if (r_shadow_rtlight)
{
}
else
{
- if (modellighting)
- permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
- else if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
+ if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
{
- if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
- permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
+ if (modellighting)
+ permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
else
- permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+ {
+ if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && rsurface_lightmaptexture)
+ {
+ if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
+ permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
+ else
+ permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+ }
+ else if (r_glsl_deluxemapping.integer >= 2) // fake mode
+ permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+ }
}
- else if (r_glsl_deluxemapping.integer >= 2) // fake mode
- permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
- if (texture->skin.glow)
+ if (rsurface_texture->skin.glow)
permutation |= SHADERPERMUTATION_GLOW;
}
if (specularscale > 0)
permutation |= SHADERPERMUTATION_SPECULAR;
if (fogenabled)
permutation |= SHADERPERMUTATION_FOG;
- if (texture->colormapping)
+ if (rsurface_texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
if (r_glsl_offsetmapping.integer)
{
if (r_glsl_permutations[permutation].program)
break;
if (!i)
- return; // utterly failed
+ return 0; // utterly failed
}
}
}
r_glsl_permutation = r_glsl_permutations + permutation;
CHECKGLERROR
qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
- R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
+ R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
{
- R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
- //if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
+ if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale);
}
else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
{
- if (texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
if (r_glsl_permutation->loc_AmbientColor >= 0)
qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, 1, 1, 1);
else
{
if (r_glsl_permutation->loc_AmbientColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, ent->modellight_ambient[0], ent->modellight_ambient[1], ent->modellight_ambient[2]);
+ qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]);
if (r_glsl_permutation->loc_DiffuseColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, ent->modellight_diffuse[0], ent->modellight_diffuse[1], ent->modellight_diffuse[2]);
+ qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0], rsurface_entity->modellight_diffuse[1], rsurface_entity->modellight_diffuse[2]);
if (r_glsl_permutation->loc_SpecularColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, ent->modellight_diffuse[0] * texture->specularscale, ent->modellight_diffuse[1] * texture->specularscale, ent->modellight_diffuse[2] * texture->specularscale);
+ qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[1] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[2] * rsurface_texture->specularscale);
if (r_glsl_permutation->loc_LightDir >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_LightDir, ent->modellight_lightdir[0], ent->modellight_lightdir[1], ent->modellight_lightdir[2]);
+ qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
}
}
else
if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_lightmapintensity * 2.0f);
if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_lightmapintensity * specularscale * 2.0f);
}
- if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(texture->skin.nmap));
- if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(texture->basetexture));
- if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(texture->glosstexture));
+ if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->skin.nmap));
+ if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
+ if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
//if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
- if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(texture->skin.pants));
- if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(texture->skin.shirt));
- if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
- if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
- if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(texture->skin.glow));
+ if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->skin.pants));
+ if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->skin.shirt));
+ //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+ //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+ if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->skin.glow));
if (r_glsl_permutation->loc_FogColor >= 0)
{
// additive passes are only darkened by fog, not tinted
- if (r_shadow_rtlight || (texture->currentmaterialflags & MATERIALFLAG_ADD))
+ if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
else
qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogcolor[0], fogcolor[1], fogcolor[2]);
}
- if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, modelorg[0], modelorg[1], modelorg[2]);
+ if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
if (r_glsl_permutation->loc_Color_Pants >= 0)
{
- if (texture->skin.pants)
- qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]);
+ if (rsurface_texture->skin.pants)
+ qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
else
qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
}
if (r_glsl_permutation->loc_Color_Shirt >= 0)
{
- if (texture->skin.shirt)
- qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]);
+ if (rsurface_texture->skin.shirt)
+ qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
else
qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
}
if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, fograngerecip);
- if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, texture->specularpower);
+ if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
CHECKGLERROR
+ return permutation;
+}
+
+void R_SwitchSurfaceShader(int permutation)
+{
+ if (r_glsl_permutation != r_glsl_permutations + permutation)
+ {
+ r_glsl_permutation = r_glsl_permutations + permutation;
+ CHECKGLERROR
+ qglUseProgramObjectARB(r_glsl_permutation->program);
+ CHECKGLERROR
+ }
}
void gl_main_start(void)
}
}
-static void R_DrawCollisionBrush(colbrushf_t *brush)
+static void R_DrawCollisionBrush(const colbrushf_t *brush)
{
int i;
R_Mesh_VertexPointer(brush->points->v);
GL_LockArrays(0, 0);
}
-static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
+static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
{
int i;
if (!surface->num_collisiontriangles)
if (!(ent->flags & RENDER_LIGHT))
t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
if (ent->effects & EF_ADDITIVE)
- t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
+ t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
else if (t->currentalpha < 1)
- t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
+ t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
if (ent->effects & EF_NODEPTHTEST)
t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST;
if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
{
blendfunc1 = GL_SRC_ALPHA;
blendfunc2 = GL_ONE;
- depthmask = false;
}
else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
{
blendfunc1 = GL_SRC_ALPHA;
blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- depthmask = false;
+ }
+ else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
+ {
+ blendfunc1 = t->customblendfunc[0];
+ blendfunc2 = t->customblendfunc[1];
}
else
{
blendfunc1 = GL_ONE;
blendfunc2 = GL_ZERO;
- depthmask = true;
}
+ depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
{
rtexture_t *currentbasetexture;
int layerflags = 0;
- if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->skin.merged) ? t->skin.merged : t->skin.base;
if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
float colorscale;
colorscale = 2;
// q3bsp has no lightmap updates, so the lightstylevalue that
- // would normally be baked into the lightmaptexture must be
+ // would normally be baked into the lightmap must be
// applied to the color
if (ent->model->type == mod_brushq3)
colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
colorscale *= r_lightmapintensity;
if (r_textureunits.integer >= 2 && gl_combine.integer)
R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_COMBINE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
- else if ((t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) == 0)
+ else if ((t->currentmaterialflags & MATERIALFLAG_BLENDED) == 0)
R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale * 0.5f, ent->colormod[1] * colorscale * 0.5f, ent->colormod[2] * colorscale * 0.5f, t->currentalpha);
else
R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
// were darkened by fog already, and we should not add fog color
// (because the background was not darkened, there is no fog color
// that was lost behind it).
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentalpha);
}
}
}
}
int rsurface_array_size = 0;
-float *rsurface_array_vertex3f = NULL;
-float *rsurface_array_svector3f = NULL;
-float *rsurface_array_tvector3f = NULL;
-float *rsurface_array_normal3f = NULL;
+float *rsurface_array_modelvertex3f = NULL;
+float *rsurface_array_modelsvector3f = NULL;
+float *rsurface_array_modeltvector3f = NULL;
+float *rsurface_array_modelnormal3f = NULL;
+float *rsurface_array_deformedvertex3f = NULL;
+float *rsurface_array_deformedsvector3f = NULL;
+float *rsurface_array_deformedtvector3f = NULL;
+float *rsurface_array_deformednormal3f = NULL;
float *rsurface_array_color4f = NULL;
float *rsurface_array_texcoord3f = NULL;
void R_Mesh_ResizeArrays(int newvertices)
{
+ float *base;
if (rsurface_array_size >= newvertices)
return;
- if (rsurface_array_vertex3f)
- Mem_Free(rsurface_array_vertex3f);
+ if (rsurface_array_modelvertex3f)
+ Mem_Free(rsurface_array_modelvertex3f);
rsurface_array_size = (newvertices + 1023) & ~1023;
- rsurface_array_vertex3f = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[19]));
- rsurface_array_svector3f = rsurface_array_vertex3f + rsurface_array_size * 3;
- rsurface_array_tvector3f = rsurface_array_vertex3f + rsurface_array_size * 6;
- rsurface_array_normal3f = rsurface_array_vertex3f + rsurface_array_size * 9;
- rsurface_array_color4f = rsurface_array_vertex3f + rsurface_array_size * 12;
- rsurface_array_texcoord3f = rsurface_array_vertex3f + rsurface_array_size * 16;
+ base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
+ rsurface_array_modelvertex3f = base + rsurface_array_size * 0;
+ rsurface_array_modelsvector3f = base + rsurface_array_size * 3;
+ rsurface_array_modeltvector3f = base + rsurface_array_size * 6;
+ rsurface_array_modelnormal3f = base + rsurface_array_size * 9;
+ rsurface_array_deformedvertex3f = base + rsurface_array_size * 12;
+ rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
+ rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
+ rsurface_array_deformednormal3f = base + rsurface_array_size * 21;
+ rsurface_array_texcoord3f = base + rsurface_array_size * 24;
+ rsurface_array_color4f = base + rsurface_array_size * 27;
}
+float *rsurface_modelvertex3f;
+float *rsurface_modelsvector3f;
+float *rsurface_modeltvector3f;
+float *rsurface_modelnormal3f;
float *rsurface_vertex3f;
float *rsurface_svector3f;
float *rsurface_tvector3f;
float *rsurface_normal3f;
float *rsurface_lightmapcolor4f;
vec3_t rsurface_modelorg;
+qboolean rsurface_generatedvertex;
const entity_render_t *rsurface_entity;
const model_t *rsurface_model;
-const texture_t *rsurface_texture;
+texture_t *rsurface_texture;
+rtexture_t *rsurface_lightmaptexture;
+rsurfmode_t rsurface_mode;
+texture_t *rsurface_glsl_texture;
-void RSurf_PrepareVerticesForBatch(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
+void RSurf_ActiveEntity(const entity_render_t *ent)
{
- VectorCopy(modelorg, rsurface_modelorg);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, rsurface_modelorg);
rsurface_entity = ent;
rsurface_model = ent->model;
- rsurface_texture = texture;
if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, rsurface_modelorg);
if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && (rsurface_model->surfmesh.data_morphvertex3f || rsurface_model->surfmesh.data_vertexboneweights))
{
- rsurface_vertex3f = rsurface_array_vertex3f;
- rsurface_svector3f = NULL;
- rsurface_tvector3f = NULL;
- rsurface_normal3f = NULL;
- Mod_Alias_GetMesh_Vertex3f(rsurface_model, rsurface_entity->frameblend, rsurface_array_vertex3f);
+ rsurface_modelvertex3f = rsurface_array_modelvertex3f;
+ rsurface_modelsvector3f = NULL;
+ rsurface_modeltvector3f = NULL;
+ rsurface_modelnormal3f = NULL;
+ Mod_Alias_GetMesh_Vertex3f(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f);
+ rsurface_generatedvertex = true;
+ }
+ else
+ {
+ rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
+ rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
+ rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
+ rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
+ rsurface_generatedvertex = false;
+ }
+ rsurface_vertex3f = rsurface_modelvertex3f;
+ rsurface_svector3f = rsurface_modelsvector3f;
+ rsurface_tvector3f = rsurface_modeltvector3f;
+ rsurface_normal3f = rsurface_modelnormal3f;
+ rsurface_mode = RSURFMODE_NONE;
+}
+
+void RSurf_CleanUp(void)
+{
+ if (rsurface_mode == RSURFMODE_GLSL)
+ qglUseProgramObjectARB(0);
+ GL_AlphaTest(false);
+ rsurface_mode = RSURFMODE_NONE;
+ rsurface_lightmaptexture = NULL;
+ rsurface_texture = NULL;
+ rsurface_glsl_texture = NULL;
+}
+
+void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+ if (rsurface_generatedvertex)
+ {
if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
generatetangents = true;
if (generatetangents)
generatenormals = true;
- if (generatenormals && !rsurface_normal3f)
+ if (generatenormals && !rsurface_modelnormal3f)
{
- rsurface_normal3f = rsurface_array_normal3f;
- Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
+ rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
+ Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer);
}
- if (generatetangents && !rsurface_svector3f)
+ if (generatetangents && !rsurface_modelsvector3f)
{
- Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_normal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_svector3f, rsurface_array_tvector3f, r_smoothnormals_areaweighting.integer);
- rsurface_svector3f = rsurface_array_svector3f;
- rsurface_tvector3f = rsurface_array_tvector3f;
+ rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
+ rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
+ Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
}
}
- else
- {
- rsurface_vertex3f = rsurface_model->surfmesh.data_vertex3f;
- rsurface_svector3f = rsurface_model->surfmesh.data_svector3f;
- rsurface_tvector3f = rsurface_model->surfmesh.data_tvector3f;
- rsurface_normal3f = rsurface_model->surfmesh.data_normal3f;
- }
if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
{
int texturesurfaceindex;
Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewforward, forward);
Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewright, right);
Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewup, up);
- if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
- {
- forward[0] = rsurface_modelorg[0] - center[0];
- forward[1] = rsurface_modelorg[1] - center[1];
- forward[2] = 0;
- VectorNormalize(forward);
- right[0] = forward[1];
- right[1] = -forward[0];
- right[2] = 0;
- VectorSet(up, 0, 0, 1);
- }
// make deformed versions of only the vertices used by the specified surfaces
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
for (i = 0;i < 4;i++)
VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
VectorScale(center, 0.25f, center);
+ if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+ {
+ forward[0] = rsurface_modelorg[0] - center[0];
+ forward[1] = rsurface_modelorg[1] - center[1];
+ forward[2] = 0;
+ VectorNormalize(forward);
+ right[0] = forward[1];
+ right[1] = -forward[0];
+ right[2] = 0;
+ VectorSet(up, 0, 0, 1);
+ }
// FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
for (i = 0;i < 4;i++)
Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
for (i = 0;i < 4;i++)
- VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_vertex3f + (surface->num_firstvertex+i+j) * 3);
+ VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_modelvertex3f + (surface->num_firstvertex+i+j) * 3);
}
- Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
- Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_normal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, r_smoothnormals_areaweighting.integer);
+ Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
+ Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
}
- rsurface_vertex3f = rsurface_array_vertex3f;
- rsurface_svector3f = rsurface_array_svector3f;
- rsurface_tvector3f = rsurface_array_tvector3f;
- rsurface_normal3f = rsurface_array_normal3f;
+ rsurface_vertex3f = rsurface_array_deformedvertex3f;
+ rsurface_svector3f = rsurface_array_deformedsvector3f;
+ rsurface_tvector3f = rsurface_array_deformedtvector3f;
+ rsurface_normal3f = rsurface_array_deformednormal3f;
}
R_Mesh_VertexPointer(rsurface_vertex3f);
}
RSurf_Draw(surface);
}
-static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist, const vec3_t modelorg)
+static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
int texturesurfaceindex;
int lightmode;
- const msurface_t *surface;
- model_t *model = ent->model;
qboolean applycolor;
qboolean applyfog;
rmeshstate_t m;
- if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
return;
r_shadow_rtlight = NULL;
renderstats.entities_surfaces += texturenumsurfaces;
- // FIXME: identify models using a better check than model->brush.shadowmesh
- lightmode = ((ent->effects & EF_FULLBRIGHT) || model->brush.shadowmesh) ? 0 : 2;
- GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
+ // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
+ lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
+ GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
qglDisable(GL_CULL_FACE);
if (r_showsurfaces.integer)
{
- GL_DepthMask(true);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_ColorPointer(NULL);
- R_Mesh_ResetTextureState();
- RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, false, texturenumsurfaces, texturesurfacelist);
+ if (rsurface_mode != RSURFMODE_SHOWSURFACES)
+ {
+ rsurface_mode = RSURFMODE_SHOWSURFACES;
+ GL_DepthMask(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
+ }
+ RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
int k = (int)(((size_t)surface) / sizeof(msurface_t));
GL_Color((k & 15) * (1.0f / 16.0f), ((k >> 4) & 15) * (1.0f / 16.0f), ((k >> 8) & 15) * (1.0f / 16.0f), 0.2f);
- surface = texturesurfacelist[texturesurfaceindex];
RSurf_Draw(surface);
}
}
- else if (texture->currentmaterialflags & MATERIALFLAG_SKY)
+ else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
{
// transparent sky would be ridiculous
- if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
{
- if (skyrendernow)
+ if (rsurface_mode != RSURFMODE_SKY)
{
- skyrendernow = false;
- R_Sky();
- // restore entity matrix
- R_Mesh_Matrix(&ent->matrix);
+ if (rsurface_mode == RSURFMODE_GLSL)
+ qglUseProgramObjectARB(0);
+ rsurface_mode = RSURFMODE_SKY;
+ if (skyrendernow)
+ {
+ skyrendernow = false;
+ R_Sky();
+ // restore entity matrix
+ R_Mesh_Matrix(&rsurface_entity->matrix);
+ }
+ GL_DepthMask(true);
+ // LordHavoc: HalfLife maps have freaky skypolys so don't use
+ // skymasking on them, and Quake3 never did sky masking (unlike
+ // software Quake and software Quake2), so disable the sky masking
+ // in Quake3 maps as it causes problems with q3map2 sky tricks,
+ // and skymasking also looks very bad when noclipping outside the
+ // level, so don't use it then either.
+ if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis)
+ {
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
+ if (skyrendermasked)
+ {
+ // depth-only (masking)
+ GL_ColorMask(0,0,0,0);
+ // just to make sure that braindead drivers don't draw
+ // anything despite that colormask...
+ GL_BlendFunc(GL_ZERO, GL_ONE);
+ }
+ else
+ {
+ // fog sky
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ }
+ }
}
- GL_DepthMask(true);
// LordHavoc: HalfLife maps have freaky skypolys so don't use
// skymasking on them, and Quake3 never did sky masking (unlike
// software Quake and software Quake2), so disable the sky masking
// in Quake3 maps as it causes problems with q3map2 sky tricks,
// and skymasking also looks very bad when noclipping outside the
// level, so don't use it then either.
- if (model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis)
+ if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis)
{
- GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
- R_Mesh_ColorPointer(NULL);
- R_Mesh_ResetTextureState();
- if (skyrendermasked)
- {
- // depth-only (masking)
- GL_ColorMask(0,0,0,0);
- // just to make sure that braindead drivers don't draw
- // anything despite that colormask...
- GL_BlendFunc(GL_ZERO, GL_ONE);
- }
- else
- {
- // fog sky
- GL_BlendFunc(GL_ONE, GL_ZERO);
- }
- RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, false, texturenumsurfaces, texturesurfacelist);
+ RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
RSurf_Draw(surface);
}
if (skyrendermasked)
}
}
}
- else if (r_glsl.integer && gl_support_fragment_shader)
+ else if (rsurface_texture->currentnumlayers && r_glsl.integer && gl_support_fragment_shader)
{
- if (texture->currentmaterialflags & MATERIALFLAG_ADD)
+ if (rsurface_mode != RSURFMODE_GLSL)
{
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
+ rsurface_mode = RSURFMODE_GLSL;
+ rsurface_glsl_texture = NULL;
+ R_Mesh_ResetTextureState();
}
- else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
+ if (rsurface_glsl_texture != rsurface_texture)
{
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
+ rsurface_glsl_texture = rsurface_texture;
+ GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
+ GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
+ GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
+ R_SetupSurfaceShader(vec3_origin, lightmode == 2);
+ //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false);
+ //if (r_glsl_deluxemapping.integer)
+ // permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true);
+ R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
+ if (lightmode != 2)
+ R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
+ GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
}
- else
- {
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- }
-
- R_Mesh_ColorPointer(NULL);
- R_Mesh_ResetTextureState();
- GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha);
- R_SetupSurfaceShader(ent, texture, modelorg, vec3_origin, lightmode == 2);
if (!r_glsl_permutation)
return;
- RSurf_PrepareVerticesForBatch(ent, texture, modelorg, true, true, texturenumsurfaces, texturesurfacelist);
- R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+ RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
- if (lightmode == 2)
+ if (lightmode != 2)
{
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ if (rsurface_lightmaptexture)
{
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_Draw(surface);
+ R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+ R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+ R_Mesh_ColorPointer(NULL);
}
- }
- else
- {
- R_Mesh_TexCoordPointer(4, 2, model->surfmesh.data_texcoordlightmap2f);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ else
{
- surface = texturesurfacelist[texturesurfaceindex];
- if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(7, R_GetTexture(surface->lightmaptexture));
- if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
- R_Mesh_TexBind(8, R_GetTexture(surface->deluxemaptexture));
- R_Mesh_ColorPointer(NULL);
- }
- else
- {
- R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
- if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
- R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
- R_Mesh_ColorPointer(model->surfmesh.data_lightmapcolor4f);
- }
- RSurf_Draw(surface);
+ R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+ R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+ R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
}
}
- qglUseProgramObjectARB(0);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_Draw(surface);
+ }
}
- else if (texture->currentnumlayers)
+ else if (rsurface_texture->currentnumlayers)
{
int layerindex;
- texturelayer_t *layer;
- RSurf_PrepareVerticesForBatch(ent, texture, modelorg, true, false, texturenumsurfaces, texturesurfacelist);
- for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++)
+ const texturelayer_t *layer;
+ if (rsurface_mode != RSURFMODE_MULTIPASS)
+ {
+ if (rsurface_mode == RSURFMODE_GLSL)
+ qglUseProgramObjectARB(0);
+ rsurface_mode = RSURFMODE_MULTIPASS;
+ }
+ RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
+ for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
{
vec4_t layercolor;
int layertexrgbscale;
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ {
+ if (layerindex == 0)
+ GL_AlphaTest(true);
+ else
+ {
+ GL_AlphaTest(false);
+ qglDepthFunc(GL_EQUAL);
+ }
+ }
GL_DepthMask(layer->depthmask);
GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
{
case TEXTURELAYERTYPE_LITTEXTURE_COMBINE:
memset(&m, 0, sizeof(m));
- m.pointer_texcoord[0] = model->surfmesh.data_texcoordlightmap2f;
+ m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
m.tex[1] = R_GetTexture(layer->texture);
m.texmatrix[1] = layer->texmatrix;
m.texrgbscale[1] = layertexrgbscale;
- m.pointer_texcoord[1] = model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
R_Mesh_TextureState(&m);
if (lightmode == 2)
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
}
}
+ else if (rsurface_lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+ }
+ }
else
{
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
- }
- else
- {
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
- }
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
}
}
break;
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.texrgbscale[0] = layertexrgbscale;
- m.pointer_texcoord[0] = model->surfmesh.data_texcoordlightmap2f;
+ m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
R_Mesh_TextureState(&m);
if (lightmode == 2)
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
RSurf_DrawLightmap(surface, 1, 1, 1, 1, 2, false, false);
}
}
+ else if (rsurface_lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DrawLightmap(surface, 1, 1, 1, 1, 0, false, false);
+ }
+ }
else
{
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- RSurf_DrawLightmap(surface, 1, 1, 1, 1, 0, false, false);
- }
- else
- {
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_DrawLightmap(surface, 1, 1, 1, 1, 1, false, false);
- }
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DrawLightmap(surface, 1, 1, 1, 1, 1, false, false);
}
}
GL_LockArrays(0, 0);
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.texrgbscale[0] = layertexrgbscale;
- m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
R_Mesh_TextureState(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, false);
}
break;
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.texrgbscale[0] = layertexrgbscale;
- m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
R_Mesh_TextureState(&m);
if (lightmode == 2)
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
}
}
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
}
}
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.texrgbscale[0] = layertexrgbscale;
- m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
R_Mesh_TextureState(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
}
break;
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
R_Mesh_TextureState(&m);
}
else
{
int i;
float f, *v, *c;
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
- f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
+ f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
c[0] = layercolor[0];
c[1] = layercolor[1];
c[2] = layercolor[2];
R_Mesh_ResetTextureState();
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
for (scale = 1;scale < layertexrgbscale;scale <<= 1)
RSurf_Draw(surface);
}
GL_LockArrays(0, 0);
}
}
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ {
+ qglDepthFunc(GL_LEQUAL);
+ GL_AlphaTest(false);
+ }
}
GL_LockArrays(0, 0);
- if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
+ if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
qglEnable(GL_CULL_FACE);
}
static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
{
msurface_t *surface = ent->model->data_surfaces + surfacenumber;
- vec3_t modelorg;
- texture_t *texture;
- texture = surface->texture;
- if (texture->basematerialflags & MATERIALFLAG_SKY)
+ rsurface_texture = surface->texture;
+ if (rsurface_texture->basematerialflags & MATERIALFLAG_SKY)
return; // transparent sky is too difficult
- R_UpdateTextureInfo(ent, texture);
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- R_DrawTextureSurfaceList(ent, texture->currentframe, 1, &surface, modelorg);
+ RSurf_ActiveEntity(ent);
+ R_UpdateTextureInfo(ent, rsurface_texture);
+ rsurface_texture = rsurface_texture->currentframe;
+ R_DrawTextureSurfaceList(1, &surface);
+ RSurf_CleanUp();
}
-void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist, const vec3_t modelorg)
+void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
int texturesurfaceindex;
- const msurface_t *surface;
vec3_t tempcenter, center;
- if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
{
// drawing sky transparently would be too difficult
- if (!(texture->currentmaterialflags & MATERIALFLAG_SKY))
+ if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY))
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
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(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_DrawSurface_TransparentCallback, ent, surface - ent->model->data_surfaces, r_shadow_rtlight);
+ Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
}
}
}
else
- R_DrawTextureSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg);
+ R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
}
extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
{
int i, j, f, flagsmask;
int counttriangles = 0;
- msurface_t *surface, **surfacechain;
- texture_t *t, *texture;
+ texture_t *t;
model_t *model = ent->model;
- vec3_t modelorg;
const int maxsurfacelist = 1024;
int numsurfacelist = 0;
msurface_t *surfacelist[1024];
if (model == NULL)
return;
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+
+ RSurf_ActiveEntity(ent);
// update light styles
if (!skysurfaces && model->brushq1.light_styleupdatechains)
{
+ msurface_t *surface, **surfacechain;
for (i = 0;i < model->brushq1.light_styles;i++)
{
if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
f = 0;
t = NULL;
- texture = NULL;
+ rsurface_lightmaptexture = NULL;
+ rsurface_texture = NULL;
numsurfacelist = 0;
if (ent == r_refdef.worldentity)
{
+ msurface_t *surface;
for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
{
if (!r_worldsurfacevisible[j])
continue;
- if (t != surface->texture)
+ if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
{
if (numsurfacelist)
{
- R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
numsurfacelist = 0;
}
t = surface->texture;
- texture = t->currentframe;
- f = texture->currentmaterialflags & flagsmask;
+ rsurface_lightmaptexture = surface->lightmaptexture;
+ rsurface_texture = t->currentframe;
+ f = rsurface_texture->currentmaterialflags & flagsmask;
}
if (f && surface->num_triangles)
{
counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
- R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
numsurfacelist = 0;
}
}
}
else
{
+ msurface_t *surface;
for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
{
- if (t != surface->texture)
+ if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
{
if (numsurfacelist)
{
- R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
numsurfacelist = 0;
}
t = surface->texture;
- texture = t->currentframe;
- f = texture->currentmaterialflags & flagsmask;
+ rsurface_lightmaptexture = surface->lightmaptexture;
+ rsurface_texture = t->currentframe;
+ f = rsurface_texture->currentmaterialflags & flagsmask;
}
if (f && surface->num_triangles)
{
counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
- R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
numsurfacelist = 0;
}
}
}
}
if (numsurfacelist)
- R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
renderstats.entities_triangles += counttriangles;
- if (gl_support_fragment_shader)
- qglUseProgramObjectARB(0);
+ RSurf_CleanUp();
if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
{
int i;
- msurface_t *surface;
+ const msurface_t *surface;
q3mbrush_t *brush;
R_Mesh_Matrix(&ent->matrix);
R_Mesh_ColorPointer(NULL);
if (r_showtris.integer || r_shownormals.integer)
{
int k, l;
+ msurface_t *surface;
const int *elements;
vec3_t v;
GL_DepthTest(true);
{
if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j])
continue;
- texture = surface->texture->currentframe;
- if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+ rsurface_texture = surface->texture->currentframe;
+ if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
{
- RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, r_shownormals.integer != 0, 1, &surface);
+ RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
if (r_showtris.integer)
{
- if (!texture->currentlayers->depthmask)
+ if (!rsurface_texture->currentlayers->depthmask)
GL_Color(r_showtris.value, 0, 0, 1);
else if (ent == r_refdef.worldentity)
GL_Color(r_showtris.value, r_showtris.value, r_showtris.value, 1);
}
}
}
+ rsurface_texture = NULL;
if (r_showdisabledepthtest.integer)
qglDepthFunc(GL_LEQUAL);
}