r_viewcache_t r_viewcache;
cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
+cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
}
-// FIXME: move this to client?
-void FOG_registercvars(void)
+float FogPoint_World(const vec3_t p)
{
- int x;
- double r, alpha;
-
- if (gamemode == GAME_NEHAHRA)
- {
- Cvar_RegisterVariable (&gl_fogenable);
- Cvar_RegisterVariable (&gl_fogdensity);
- Cvar_RegisterVariable (&gl_fogred);
- Cvar_RegisterVariable (&gl_foggreen);
- Cvar_RegisterVariable (&gl_fogblue);
- Cvar_RegisterVariable (&gl_fogstart);
- Cvar_RegisterVariable (&gl_fogend);
- }
+ int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
+ return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
+}
- r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH);
- for (x = 0;x < FOGTABLEWIDTH;x++)
- {
- alpha = exp(r / ((double)x*(double)x));
- if (x == FOGTABLEWIDTH - 1)
- alpha = 1;
- r_refdef.fogtable[x] = bound(0, alpha, 1);
- }
+float FogPoint_Model(const vec3_t p)
+{
+ int fogmasktableindex = (int)(VectorDistance((p), rsurface_modelorg) * r_refdef.fogmasktabledistmultiplier);
+ return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
}
static void R_BuildBlankTextures(void)
static void R_BuildFogTexture(void)
{
int x, b;
- double r, alpha;
#define FOGWIDTH 64
unsigned char data1[FOGWIDTH][4];
//unsigned char data2[FOGWIDTH][4];
- r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
for (x = 0;x < FOGWIDTH;x++)
{
- alpha = exp(r / ((double)x*(double)x));
- if (x == FOGWIDTH - 1)
- alpha = 1;
- b = (int)(256.0 * alpha);
- b = bound(0, b, 255);
- data1[x][0] = 255 - b;
- data1[x][1] = 255 - b;
- data1[x][2] = 255 - b;
+ b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
+ data1[x][0] = b;
+ data1[x][1] = b;
+ data1[x][2] = b;
data1[x][3] = 255;
- //data2[x][0] = b;
- //data2[x][1] = b;
- //data2[x][2] = b;
+ //data2[x][0] = 255 - b;
+ //data2[x][1] = 255 - b;
+ //data2[x][2] = 255 - b;
//data2[x][3] = 255;
}
r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
// lightmapped wall
shaderfilename = "glsl/default.glsl";
permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
- if (r_glsl_deluxemapping.integer >= 1 && rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
+ if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
{
// deluxemapping (light direction texture)
- if (rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
+ if (rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
else
permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
void gl_main_start(void)
{
+ int x;
+ double r, alpha;
+
+ r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
+ for (x = 0;x < FOGMASKTABLEWIDTH;x++)
+ {
+ alpha = 1 - exp(r / ((double)x*(double)x));
+ if (x == FOGMASKTABLEWIDTH - 1)
+ alpha = 0;
+ r_refdef.fogmasktable[x] = bound(0, alpha, 1);
+ }
+
r_main_texturepool = R_AllocTexturePool();
R_BuildBlankTextures();
R_BuildNoTexture();
r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
- FOG_registercvars(); // FIXME: move this fog stuff to client?
+ // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
+ if (gamemode == GAME_NEHAHRA)
+ {
+ Cvar_RegisterVariable (&gl_fogenable);
+ Cvar_RegisterVariable (&gl_fogdensity);
+ Cvar_RegisterVariable (&gl_fogred);
+ Cvar_RegisterVariable (&gl_foggreen);
+ Cvar_RegisterVariable (&gl_fogblue);
+ Cvar_RegisterVariable (&gl_fogstart);
+ Cvar_RegisterVariable (&gl_fogend);
+ }
Cvar_RegisterVariable(&r_nearclip);
+ Cvar_RegisterVariable(&r_showbboxes);
Cvar_RegisterVariable(&r_showsurfaces);
Cvar_RegisterVariable(&r_showtris);
Cvar_RegisterVariable(&r_shownormals);
// (0.9986 * 256 == 255.6)
r_refdef.fogrange = 400 / r_refdef.fog_density;
r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
- r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip;
+ r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
// fog color was already set
}
else
extern void R_DrawPortals (void);
extern cvar_t cl_locs_show;
static void R_DrawLocs(void);
+static void R_DrawEntityBBoxes(void);
void R_RenderScene(void)
{
// don't let sound skip if going slow
R_TimeReport("portals");
}
+ if (r_showbboxes.value > 0)
+ {
+ R_DrawEntityBBoxes();
+ if (r_timereport_active)
+ R_TimeReport("bboxes");
+ }
+
if (gl_support_fragment_shader)
{
qglUseProgramObjectARB(0);CHECKGLERROR
R_ResetViewRendering2D();
}
-/*
+static const int bboxelements[36] =
+{
+ 5, 1, 3, 5, 3, 7,
+ 6, 2, 0, 6, 0, 4,
+ 7, 3, 2, 7, 2, 6,
+ 4, 0, 1, 4, 1, 5,
+ 4, 5, 7, 4, 7, 6,
+ 1, 0, 2, 1, 2, 3,
+};
+
void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
{
int i;
- float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
+ float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthRange(0, 1);
- GL_DepthTest(true);
R_Mesh_Matrix(&identitymatrix);
+ R_Mesh_ResetTextureState();
- vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
+ vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
- R_FillColors(color, 8, cr, cg, cb, ca);
+ R_FillColors(color4f, 8, cr, cg, cb, ca);
if (r_refdef.fogenabled)
{
- for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
+ for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
{
- f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
- f1 = 1 - f2;
+ f1 = FogPoint_World(v);
+ f2 = 1 - f1;
c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
}
}
R_Mesh_VertexPointer(vertex3f, 0, 0);
- R_Mesh_ColorPointer(color, 0, 0);
+ R_Mesh_ColorPointer(color4f, 0, 0);
R_Mesh_ResetTextureState();
- R_Mesh_Draw(8, 12, 0, 0);
+ R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
+}
+
+static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+{
+ int i;
+ float color[4];
+ prvm_edict_t *edict;
+ // this function draws bounding boxes of server entities
+ if (!sv.active)
+ return;
+ SV_VM_Begin();
+ for (i = 0;i < numsurfaces;i++)
+ {
+ edict = PRVM_EDICT_NUM(surfacelist[i]);
+ switch ((int)edict->fields.server->solid)
+ {
+ case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
+ case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
+ case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
+ case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
+ case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
+ default: Vector4Set(color, 0, 0, 0, 0.50);break;
+ }
+ color[3] *= r_showbboxes.value;
+ color[3] = bound(0, color[3], 1);
+ GL_DepthTest(!r_showdisabledepthtest.integer);
+ GL_CullFace(GL_BACK);
+ R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
+ }
+ SV_VM_End();
+}
+
+static void R_DrawEntityBBoxes(void)
+{
+ int i;
+ prvm_edict_t *edict;
+ vec3_t center;
+ // this function draws bounding boxes of server entities
+ if (!sv.active)
+ return;
+ SV_VM_Begin();
+ for (i = 0;i < prog->num_edicts;i++)
+ {
+ edict = PRVM_EDICT_NUM(i);
+ if (edict->priv.server->free)
+ continue;
+ VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
+ R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
+ }
+ SV_VM_End();
}
-*/
int nomodelelements[24] =
{
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
R_Mesh_ColorPointer(color4f, 0, 0);
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
- f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
- f1 = 1 - f2;
+ f1 = FogPoint_World(org);
+ f2 = 1 - f1;
for (i = 0, c = color4f;i < 6;i++, c += 4)
{
c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
{
- float fog = 0.0f, ifog;
+ float fog = 1.0f;
float vertex3f[12];
if (r_refdef.fogenabled)
- fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin));
- ifog = 1 - fog;
+ fog = FogPoint_World(origin);
R_Mesh_Matrix(&identitymatrix);
GL_BlendFunc(blendfunc1, blendfunc2);
R_Mesh_TexBind(0, R_GetTexture(texture));
R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
// FIXME: fixed function path can't properly handle r_view.colorscale > 1
- GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
+ GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
{
R_Mesh_TexBind(0, R_GetTexture(fogtexture));
GL_BlendFunc(blendfunc1, GL_ONE);
+ fog = 1 - fog;
GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
}
const entity_render_t *rsurface_entity;
const model_t *rsurface_model;
texture_t *rsurface_texture;
-qboolean rsurface_uselightmaptexture;
+rtexture_t *rsurface_lightmaptexture;
+rtexture_t *rsurface_deluxemaptexture;
rsurfmode_t rsurface_mode;
int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
}
GL_AlphaTest(false);
rsurface_mode = RSURFMODE_NONE;
- rsurface_uselightmaptexture = false;
+ rsurface_lightmaptexture = NULL;
+ rsurface_deluxemaptexture = NULL;
rsurface_texture = NULL;
}
}
}
-static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
-{
- int i;
- int j;
- const msurface_t *surface = texturesurfacelist[0];
- const msurface_t *surface2;
- int firstvertex;
- int endvertex;
- int numvertices;
- int numtriangles;
- // TODO: lock all array ranges before render, rather than on each surface
- if (texturenumsurfaces == 1)
- {
- R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
- if (deluxemaptexunit >= 0)
- R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
- }
- else if (r_batchmode.integer == 2)
- {
- #define MAXBATCHTRIANGLES 4096
- int batchtriangles = 0;
- int batchelements[MAXBATCHTRIANGLES*3];
- for (i = 0;i < texturenumsurfaces;i = j)
- {
- surface = texturesurfacelist[i];
- R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
- if (deluxemaptexunit >= 0)
- R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
- j = i + 1;
- if (surface->num_triangles > MAXBATCHTRIANGLES)
- {
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
- continue;
- }
- memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
- batchtriangles = surface->num_triangles;
- firstvertex = surface->num_firstvertex;
- endvertex = surface->num_firstvertex + surface->num_vertices;
- for (;j < texturenumsurfaces;j++)
- {
- surface2 = texturesurfacelist[j];
- if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
- break;
- memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
- batchtriangles += surface2->num_triangles;
- firstvertex = min(firstvertex, surface2->num_firstvertex);
- endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
- }
- surface2 = texturesurfacelist[j-1];
- numvertices = endvertex - firstvertex;
- R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
- }
- }
- else if (r_batchmode.integer == 1)
- {
-#if 0
- Con_Printf("%s batch sizes ignoring lightmap:", rsurface_texture->name);
- for (i = 0;i < texturenumsurfaces;i = j)
- {
- surface = texturesurfacelist[i];
- for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
- if (texturesurfacelist[j] != surface2)
- break;
- Con_Printf(" %i", j - i);
- }
- Con_Printf("\n");
- Con_Printf("%s batch sizes honoring lightmap:", rsurface_texture->name);
-#endif
- for (i = 0;i < texturenumsurfaces;i = j)
- {
- surface = texturesurfacelist[i];
- R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
- if (deluxemaptexunit >= 0)
- R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
- for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
- if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
- break;
-#if 0
- Con_Printf(" %i", j - i);
-#endif
- surface2 = texturesurfacelist[j-1];
- numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
- numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
- GL_LockArrays(surface->num_firstvertex, numvertices);
- R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
- }
-#if 0
- Con_Printf("\n");
-#endif
- }
- else
- {
- for (i = 0;i < texturenumsurfaces;i++)
- {
- surface = texturesurfacelist[i];
- R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
- if (deluxemaptexunit >= 0)
- R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
- }
- }
-}
-
static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
int j;
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
{
- f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ f = FogPoint_Model(v);
c2[0] = c[0] * f;
c2[1] = c[1] * f;
c2[2] = c[2] * f;
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
{
- f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ f = FogPoint_Model(v);
c2[0] = f;
c2[1] = f;
c2[2] = f;
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
GL_Color(r, g, b, a);
- RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
+ R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture));
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
R_Mesh_ColorPointer(NULL, 0, 0);
}
- else if (rsurface_uselightmaptexture)
+ else if (rsurface_lightmaptexture)
{
- R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
+ 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_TexBind(8, R_GetTexture(rsurface_deluxemaptexture));
R_Mesh_ColorPointer(NULL, 0, 0);
}
else
R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_lightmapcolor4f);
}
- if (rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
- RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
- else
- RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ if (rsurface_lightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+ {
+ R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+ R_Mesh_TexBind(8, R_GetTexture(rsurface_deluxemaptexture));
+ }
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
{
}
R_Mesh_TextureState(&m);
if (rsurface_lightmode == 2)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
- else if (rsurface_uselightmaptexture)
+ else if (rsurface_lightmaptexture)
RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
else
RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
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, rsurface_modelorg));
+ f = 1 - FogPoint_Model(v);
c[0] = layercolor[0];
c[1] = layercolor[1];
c[2] = layercolor[2];
R_Mesh_TextureState(&m);
if (rsurface_lightmode == 2)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
- else if (rsurface_uselightmaptexture)
+ else if (rsurface_lightmaptexture)
RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
else
RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
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, rsurface_modelorg));
+ f = 1 - FogPoint_Model(v);
c[0] = layer->color[0];
c[1] = layer->color[1];
c[2] = layer->color[2];
texture = surface->texture;
R_UpdateTextureInfo(ent, texture);
rsurface_texture = texture->currentframe;
- rsurface_uselightmaptexture = surface->lightmaptexture != NULL;
+ rsurface_lightmaptexture = surface->lightmaptexture;
+ rsurface_deluxemaptexture = surface->deluxemaptexture;
// scan ahead until we find a different texture
endsurface = min(i + 1024, numsurfaces);
texturenumsurfaces = 0;
for (;j < endsurface;j++)
{
surface = rsurface_model->data_surfaces + surfacelist[j];
- if (texture != surface->texture || rsurface_uselightmaptexture != (surface->lightmaptexture != NULL))
+ if (texture != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
break;
texturesurfacelist[texturenumsurfaces++] = surface;
}
// use skin 1 instead)
texture = surfacelist[i]->texture;
rsurface_texture = texture->currentframe;
- rsurface_uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
+ rsurface_lightmaptexture = surfacelist[i]->lightmaptexture;
+ rsurface_deluxemaptexture = surfacelist[i]->deluxemaptexture;
if (!(rsurface_texture->currentmaterialflags & flagsmask))
{
// if this texture is not the kind we want, skip ahead to the next one
else
{
// simply scan ahead until we find a different texture or lightmap state
- for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
+ for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_lightmaptexture == surfacelist[j]->lightmaptexture;j++)
;
// render the range of surfaces
R_DrawTextureSurfaceList(j - i, surfacelist + i);
flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
f = 0;
t = NULL;
- rsurface_uselightmaptexture = false;
+ rsurface_lightmaptexture = NULL;
+ rsurface_deluxemaptexture = NULL;
rsurface_texture = NULL;
numsurfacelist = 0;
j = model->firstmodelsurface;
flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
f = 0;
t = NULL;
- rsurface_uselightmaptexture = false;
+ rsurface_lightmaptexture = NULL;
+ rsurface_deluxemaptexture = NULL;
rsurface_texture = NULL;
numsurfacelist = 0;
surface = model->data_surfaces + model->firstmodelsurface;