cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
+cvar_t r_test = {0, "r_test", "0"}; // used for testing renderer code changes, otherwise does nothing
+
rtexturepool_t *r_main_texturepool;
rtexture_t *r_bloom_texture_screen;
rtexture_t *r_bloom_texture_bloom;
rtexture_t *r_texture_notexture;
rtexture_t *r_texture_whitecube;
rtexture_t *r_texture_normalizationcube;
-rtexture_t *r_texture_detailtextures[NUM_DETAILTEXTURES];
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
{
}
}
-static void R_BuildDetailTextures (void)
-{
- int i, x, y, light;
- float vc[3], vx[3], vy[3], vn[3], lightdir[3];
-#define DETAILRESOLUTION 256
- qbyte (*data)[DETAILRESOLUTION][4];
- qbyte (*noise)[DETAILRESOLUTION];
-
- // Allocate the buffers dynamically to avoid having such big guys on the stack
- data = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*data));
- noise = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*noise));
-
- lightdir[0] = 0.5;
- lightdir[1] = 1;
- lightdir[2] = -0.25;
- VectorNormalize(lightdir);
- for (i = 0;i < NUM_DETAILTEXTURES;i++)
- {
- fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
- for (y = 0;y < DETAILRESOLUTION;y++)
- {
- for (x = 0;x < DETAILRESOLUTION;x++)
- {
- vc[0] = x;
- vc[1] = y;
- vc[2] = noise[y][x] * (1.0f / 32.0f);
- vx[0] = x + 1;
- vx[1] = y;
- vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
- vy[0] = x;
- vy[1] = y + 1;
- vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
- VectorSubtract(vx, vc, vx);
- VectorSubtract(vy, vc, vy);
- CrossProduct(vx, vy, vn);
- VectorNormalize(vn);
- light = 128 - DotProduct(vn, lightdir) * 128;
- light = bound(0, light, 255);
- data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
- data[y][x][3] = 255;
- }
- }
- r_texture_detailtextures[i] = R_LoadTexture2D(r_main_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
- }
-
- Mem_Free(noise);
- Mem_Free(data);
-}
-
static void R_BuildBlankTextures(void)
{
qbyte data[4];
t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
switch(side)
{
+ default:
case 0:
v[0] = 1;
v[1] = -t;
r_bloom_texture_bloom = NULL;
R_BuildBlankTextures();
R_BuildNoTexture();
- R_BuildDetailTextures();
if (gl_texturecubemap)
{
R_BuildWhiteCube();
if (l >= 0 && !strcmp(entname + l, ".bsp"))
{
strcpy(entname + l, ".ent");
- if ((entities = FS_LoadFile(entname, tempmempool, true)))
+ if ((entities = (char *)FS_LoadFile(entname, tempmempool, true)))
{
CL_ParseEntityLump(entities);
Mem_Free(entities);
Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
Cvar_RegisterVariable(&developer_texturelogging);
Cvar_RegisterVariable(&gl_lightmaps);
+ Cvar_RegisterVariable(&r_test);
if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
void R_DrawNoModelCallback(const void *calldata1, int calldata2)
{
- const entity_render_t *ent = calldata1;
+ const entity_render_t *ent = (entity_render_t *)calldata1;
int i;
float f1, f2, *c, diff[3];
float color4f[6*4];
}
}
+void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, matrix4x4_t *matrix, float r, float g, float b, float a)
+{
+ texturelayer_t *layer;
+ layer = t->currentlayers + t->currentnumlayers++;
+ layer->type = type;
+ layer->depthmask = depthmask;
+ layer->blendfunc1 = blendfunc1;
+ layer->blendfunc2 = blendfunc2;
+ layer->texture = texture;
+ layer->texmatrix = *matrix;
+ layer->color[0] = r;
+ layer->color[1] = g;
+ layer->color[2] = b;
+ layer->color[3] = a;
+}
+
void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
{
- texture_t *texture = t;
- model_t *model = ent->model;
- int s = ent->skinnum;
- if ((unsigned int)s >= (unsigned int)model->numskins)
- s = 0;
- if (s >= 1)
- c_models++;
- if (model->skinscenes)
+ // FIXME: identify models using a better check than ent->model->brush.shadowmesh
+ //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
+ float currentalpha;
+
{
- if (model->skinscenes[s].framecount > 1)
- s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
- else
- s = model->skinscenes[s].firstframe;
+ texture_t *texture = t;
+ model_t *model = ent->model;
+ int s = ent->skinnum;
+ if ((unsigned int)s >= (unsigned int)model->numskins)
+ s = 0;
+ if (s >= 1)
+ c_models++;
+ if (model->skinscenes)
+ {
+ if (model->skinscenes[s].framecount > 1)
+ s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
+ else
+ s = model->skinscenes[s].firstframe;
+ }
+ if (s > 0)
+ t = t + s * model->num_surfaces;
+ if (t->animated)
+ t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
+ texture->currentframe = t;
}
- if (s > 0)
- t = t + s * model->num_surfaces;
- if (t->animated)
- t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
- texture->currentframe = t;
+
t->currentmaterialflags = t->basematerialflags;
- t->currentalpha = ent->alpha;
+ currentalpha = ent->alpha;
if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
- t->currentalpha *= r_wateralpha.value;
+ currentalpha *= r_wateralpha.value;
if (!(ent->flags & RENDER_LIGHT))
t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
if (ent->effects & EF_ADDITIVE)
t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
- else if (t->currentalpha < 1)
+ else if (currentalpha < 1)
t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
if (ent->effects & EF_NODEPTHTEST)
t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST;
t->currenttexmatrix = r_waterscrollmatrix;
else
t->currenttexmatrix = r_identitymatrix;
+ t->currentnumlayers = 0;
+ if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
+ {
+ if (gl_lightmaps.integer)
+ R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, r_texture_white, &r_identitymatrix, 1, 1, 1, 1);
+ else if (t->currentmaterialflags & MATERIALFLAG_SKY)
+ {
+ // transparent sky would be ridiculous
+ if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_SKY, r_texture_white, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ }
+ else
+ {
+ int blendfunc1, blendfunc2, depthmask;
+ if (t->currentmaterialflags & MATERIALFLAG_ADD)
+ {
+ 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
+ {
+ blendfunc1 = GL_ONE;
+ blendfunc2 = GL_ZERO;
+ depthmask = true;
+ }
+ if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
+ {
+ rtexture_t *currentbasetexture;
+ int layerflags = 0;
+ if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
+ currentbasetexture = (ent->colormap < 0 && t->skin.merged) ? t->skin.merged : t->skin.base;
+ if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+ {
+ R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], currentalpha);
+ if (ent->colormap >= 0 && t->skin.pants)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2], currentalpha);
+ if (ent->colormap >= 0 && t->skin.shirt)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2], currentalpha);
+ }
+ else
+ {
+ float colorscale;
+ colorscale = 2;
+ // 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 / 256.0f);
+ // transparent and fullbright are not affected by r_lightmapintensity
+ if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ 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, currentalpha);
+ else if ((t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) == 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, 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, currentalpha);
+ if (r_ambient.value >= (1.0f/64.0f))
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), currentalpha);
+ if (ent->colormap >= 0 && t->skin.pants)
+ {
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * colorscale, ent->colormap_pantscolor[1] * colorscale, ent->colormap_pantscolor[2] * colorscale, currentalpha);
+ if (r_ambient.value >= (1.0f/64.0f))
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * r_ambient.value * (1.0f / 64.0f), currentalpha);
+ }
+ if (ent->colormap >= 0 && t->skin.shirt)
+ {
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * colorscale, ent->colormap_shirtcolor[1] * colorscale, ent->colormap_shirtcolor[2] * colorscale, currentalpha);
+ if (r_ambient.value >= (1.0f/64.0f))
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * r_ambient.value * (1.0f / 64.0f), currentalpha);
+ }
+ }
+ if (t->skin.glow != NULL)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, 1, 1, 1, currentalpha);
+ if (fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
+ {
+ // if this is opaque use alpha blend which will darken the earlier
+ // passes cheaply.
+ //
+ // if this is an alpha blended material, all the earlier passes
+ // were darkened by fog already, so we only need to add the fog
+ // color ontop through the fog mask texture
+ //
+ // if this is an additive blended material, all the earlier passes
+ // 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, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha);
+ }
+ }
+ }
+ }
}
void R_UpdateAllTextureInfo(entity_render_t *ent)
vec3_t diff;
if (lightmode >= 2)
{
+ // model lighting
vec4_t ambientcolor4f;
vec3_t diffusecolor;
vec3_t diffusenormal;
{
if (surface->lightmapinfo)
{
- rsurface_lightmapcolor4f = varray_color4f;
- for (i = 0, c = rsurface_lightmapcolor4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+ for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
{
const qbyte *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
- float scale = d_lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
- VectorScale(lm, scale, c);
- if (surface->lightmapinfo->styles[1] != 255)
+ if (lm)
{
- int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
- lm += size3;
- scale = d_lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- if (surface->lightmapinfo->styles[2] != 255)
+ float scale = d_lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
+ VectorScale(lm, scale, c);
+ if (surface->lightmapinfo->styles[1] != 255)
{
+ int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
lm += size3;
- scale = d_lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
+ scale = d_lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
VectorMA(c, scale, lm, c);
- if (surface->lightmapinfo->styles[3] != 255)
+ if (surface->lightmapinfo->styles[2] != 255)
{
lm += size3;
- scale = d_lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
+ scale = d_lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
VectorMA(c, scale, lm, c);
+ if (surface->lightmapinfo->styles[3] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ }
}
}
}
+ else
+ VectorClear(c);
}
+ rsurface_lightmapcolor4f = varray_color4f;
}
else
rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f;
c2[2] = c[2] * b;
c2[3] = c[3] * a;
}
+ rsurface_lightmapcolor4f = varray_color4f;
}
R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
GL_Color(r, g, b, a);
static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
{
- int i;
int texturesurfaceindex;
- const float *v;
- float *c;
- float diff[3];
- float colorpants[3], colorshirt[3];
- float f, r, g, b, a, colorscale;
+ int lightmode;
const msurface_t *surface;
- qboolean dolightmap;
- qboolean doambient;
- qboolean dodetail;
- qboolean doglow;
- qboolean dofogpass;
- qboolean fogallpasses;
- qboolean dopants;
- qboolean doshirt;
- qboolean dofullbrightpants;
- qboolean dofullbrightshirt;
qboolean applycolor;
- qboolean lightmode = 0;
- rtexture_t *basetexture;
rmeshstate_t m;
if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
return;
c_faces += texturenumsurfaces;
- // FIXME: identify models using a better check than ent->model->shadowmesh
- if (!(ent->effects & EF_FULLBRIGHT) && !ent->model->brush.shadowmesh)
- lightmode = 2;
- // gl_lightmaps debugging mode skips normal texturing
- if (gl_lightmaps.integer)
- {
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- qglDisable(GL_CULL_FACE);
- GL_Color(1, 1, 1, 1);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- 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, 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);
- }
- qglEnable(GL_CULL_FACE);
- return;
- }
+ // FIXME: identify models using a better check than ent->model->brush.shadowmesh
+ lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT));
- if (texture->currentmaterialflags & MATERIALFLAG_ADD)
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- else
- GL_BlendFunc(GL_ONE, GL_ZERO);
if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
qglDisable(GL_CULL_FACE);
- if (texture->currentmaterialflags & MATERIALFLAG_SKY)
+ if (texture->currentnumlayers)
{
- if (skyrendernow)
+ int layerindex;
+ texturelayer_t *layer;
+ for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++)
{
- skyrendernow = false;
- if (skyrendermasked)
- R_Sky();
- }
- // LordHavoc: HalfLife maps have freaky skypolys...
- //if (!ent->model->brush.ishlbsp)
- {
- R_Mesh_Matrix(&ent->matrix);
- GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
- if (skyrendermasked)
+ vec4_t layercolor;
+ int layertexrgbscale;
+ 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))
{
- // 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);
+ layertexrgbscale = 4;
+ VectorScale(layer->color, 0.25f, layercolor);
}
- else
- {
- // fog sky
- GL_BlendFunc(GL_ONE, GL_ZERO);
- }
- GL_DepthMask(true);
- GL_DepthTest(true);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
{
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- 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);
+ layertexrgbscale = 2;
+ VectorScale(layer->color, 0.5f, layercolor);
}
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
- }
- }
- else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
- {
- // normal surface (wall or water)
- dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
- doambient = r_ambient.value >= (1/64.0f);
- dodetail = r_detailtextures.integer && texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
- doglow = texture->skin.glow != NULL;
- dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD);
- fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
- if (ent->colormap >= 0)
- {
- int b;
- qbyte *bcolor;
- basetexture = texture->skin.base;
- dopants = texture->skin.pants != NULL;
- doshirt = texture->skin.shirt != NULL;
- // 128-224 are backwards ranges
- b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12;
- dofullbrightpants = b >= 224;
- bcolor = (qbyte *) (&palette_complete[b]);
- VectorScale(bcolor, (1.0f / 255.0f), colorpants);
- // 128-224 are backwards ranges
- b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12;
- dofullbrightshirt = b >= 224;
- bcolor = (qbyte *) (&palette_complete[b]);
- VectorScale(bcolor, (1.0f / 255.0f), colorshirt);
- }
- else
- {
- basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
- dopants = false;
- doshirt = false;
- dofullbrightshirt = false;
- dofullbrightpants = false;
- }
- if (dolightmap && r_textureunits.integer >= 2 && gl_combine.integer)
- {
- memset(&m, 0, sizeof(m));
- m.tex[1] = R_GetTexture(basetexture);
- m.texmatrix[1] = texture->currenttexmatrix;
- m.texrgbscale[1] = 2;
- m.pointer_color = varray_color4f;
- R_Mesh_State(&m);
- // transparent is not affected by r_lightmapintensity
- if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
- 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;
- 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_texcoordlightmap2f);
- R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
- if (surface->lightmaptexture)
- 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, 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);
+ layertexrgbscale = 1;
+ VectorScale(layer->color, 1.0f, layercolor);
}
- }
- else if (dolightmap && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) && !lightmode)
- {
- // single texture
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_Color(1, 1, 1, 1);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ layercolor[3] = layer->color[3];
+ GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
+ applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
+ switch (layer->type)
{
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
- if (surface->lightmaptexture)
+ case TEXTURELAYERTYPE_SKY:
+ if (skyrendernow)
{
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- R_Mesh_ColorPointer(NULL);
+ skyrendernow = false;
+ if (skyrendermasked)
+ {
+ R_Sky();
+ // restore entity matrix and GL_Color
+ R_Mesh_Matrix(&ent->matrix);
+ GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
+ }
}
- else
+ // LordHavoc: HalfLife maps have freaky skypolys...
+ //if (!ent->model->brush.ishlbsp)
{
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
+ 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);
+ }
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ 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);
+ }
+ if (skyrendermasked)
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
}
- 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_DST_COLOR, GL_SRC_COLOR);
- GL_DepthMask(false);
- 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);
- m.texmatrix[0] = texture->currenttexmatrix;
- R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 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);
- }
- }
- else
- {
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.texmatrix[0] = texture->currenttexmatrix;
- m.pointer_color = varray_color4f;
- colorscale = 2;
- if (gl_combine.integer)
- {
- m.texrgbscale[0] = 2;
- 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 && 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)
- {
+ break;
+ case TEXTURELAYERTYPE_LITTEXTURE_COMBINE:
+ memset(&m, 0, sizeof(m));
+ m.tex[1] = R_GetTexture(layer->texture);
+ m.texmatrix[1] = layer->texmatrix;
+ m.texrgbscale[1] = layertexrgbscale;
+ m.pointer_color = varray_color4f;
+ R_Mesh_State(&m);
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, lightmode, applycolor, fogallpasses);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+ if (lightmode == 2)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+ }
+ else if (surface->lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+ }
+ else
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+ }
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
- {
+ break;
+ case TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS:
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.texmatrix[0] = layer->texmatrix;
+ m.pointer_color = varray_color4f;
+ m.texrgbscale[0] = layertexrgbscale;
+ R_Mesh_State(&m);
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, 0, applycolor, fogallpasses);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ if (lightmode == 2)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 2, false, false);
+ }
+ else if (surface->lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ else
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 1, 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);
}
- }
- }
- if (dopants)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.pants);
- m.texmatrix[0] = texture->currenttexmatrix;
- m.pointer_color = varray_color4f;
- colorscale = 2;
- if (gl_combine.integer)
- {
- m.texrgbscale[0] = 2;
- 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)
- {
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.texmatrix[0] = layer->texmatrix;
+ m.pointer_color = varray_color4f;
+ m.texrgbscale[0] = layertexrgbscale;
+ R_Mesh_State(&m);
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, lightmode, applycolor, fogallpasses);
+ RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
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
- {
+ break;
+ case TEXTURELAYERTYPE_LITTEXTURE_VERTEX:
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.texmatrix[0] = layer->texmatrix;
+ m.texrgbscale[0] = layertexrgbscale;
+ m.pointer_color = varray_color4f;
+ R_Mesh_State(&m);
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, 0, applycolor, fogallpasses);
+ RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode ? lightmode : 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
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);
}
- }
- }
- if (doshirt)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.shirt);
- m.texmatrix[0] = texture->currenttexmatrix;
- m.pointer_color = varray_color4f;
- colorscale = 2;
- if (gl_combine.integer)
- {
- m.texrgbscale[0] = 2;
- 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)
- {
+ break;
+ case TEXTURELAYERTYPE_TEXTURE:
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.texmatrix[0] = layer->texmatrix;
+ m.pointer_color = varray_color4f;
+ m.texrgbscale[0] = layertexrgbscale;
+ R_Mesh_State(&m);
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, lightmode, applycolor, fogallpasses);
+ RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
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
- {
+ break;
+ case TEXTURELAYERTYPE_FOG:
+ memset(&m, 0, sizeof(m));
+ if (layer->texture)
+ {
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.texmatrix[0] = layer->texmatrix;
+ }
+ R_Mesh_State(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
+ int i;
+ float diff[3];
+ float f, *v, *c;
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, 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);
- }
- }
- }
- if (doambient)
- {
- doambient = false;
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.base);
- m.texmatrix[0] = texture->currenttexmatrix;
- m.pointer_color = varray_color4f;
- colorscale = 1;
- if (gl_combine.integer && (ent->colormod[0] > 1 || ent->colormod[1] > 1 || ent->colormod[2] > 1))
- {
- m.texrgbscale[0] = 4;
- colorscale = 0.25f;
- }
- R_Mesh_State(&m);
- colorscale *= r_ambient.value * (1.0f / 64.0f);
- 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;
- 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, 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);
- }
- }
- if (dodetail)
- {
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- GL_DepthMask(false);
- GL_Color(1, 1, 1, 1);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.detail);
- R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoorddetail2f);
- 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);
- }
- }
- if (doglow)
- {
- // if glow was not already done using multitexture, do it now.
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.glow);
- m.texmatrix[0] = texture->currenttexmatrix;
- m.pointer_color = varray_color4f;
- R_Mesh_State(&m);
- 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, 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);
- }
- }
- if (dofogpass)
- {
- // if this is opaque use alpha blend which will darken the earlier
- // passes cheaply.
- //
- // if this is an alpha blended material, all the earlier passes
- // were darkened by fog already, so we only need to add the fog
- // color ontop through the fog mask texture
- //
- // if this is an additive blended material, all the earlier passes
- // 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).
- if (fogallpasses)
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- else
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.fog);
- m.texmatrix[0] = texture->currenttexmatrix;
- R_Mesh_State(&m);
- r = fogcolor[0];
- g = fogcolor[1];
- b = fogcolor[2];
- 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);
- R_Mesh_ColorPointer(varray_color4f);
- //RSurf_FogPassColors_Vertex3f_Color4f((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->num_vertices, modelorg);
- if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
- {
+ if (layer->texture)
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_ColorPointer(varray_color4f);
for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
VectorSubtract(v, modelorg, diff);
f = exp(fogdensity/DotProduct(diff, diff));
- c[0] = r;
- c[1] = g;
- c[2] = b;
- c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * f * a;
+ c[0] = layercolor[0];
+ c[1] = layercolor[1];
+ c[2] = layercolor[2];
+ c[3] = f * layercolor[3];
}
+ 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
+ break;
+ default:
+ Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
+ }
+ // if trying to do overbright on first pass of an opaque surface
+ // when combine is not supported, brighten as a post process
+ if (layertexrgbscale > 1 && !gl_combine.integer && layer->depthmask)
+ {
+ int scale;
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
- {
- VectorSubtract(v, modelorg, diff);
- f = exp(fogdensity/DotProduct(diff, diff));
- c[0] = r;
- c[1] = g;
- c[2] = b;
- c[3] = f * a;
- }
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ for (scale = 1;scale < layertexrgbscale;scale <<= 1)
+ 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_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);
}
}
}
static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
{
- const entity_render_t *ent = calldata1;
+ const entity_render_t *ent = (entity_render_t *)calldata1;
const msurface_t *surface = ent->model->data_surfaces + calldata2;
vec3_t modelorg;
texture_t *texture;