layer->color[3] = a;
}
+static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
+{
+ double index, f;
+ index = parms[2] + r_refdef.time * parms[3];
+ index -= floor(index);
+ switch (func)
+ {
+ default:
+ case Q3WAVEFUNC_NONE:
+ case Q3WAVEFUNC_NOISE:
+ case Q3WAVEFUNC_COUNT:
+ f = 0;
+ break;
+ case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
+ case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
+ case Q3WAVEFUNC_SAWTOOTH: f = index;break;
+ case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
+ case Q3WAVEFUNC_TRIANGLE:
+ index *= 4;
+ f = index - floor(index);
+ if (index < 1)
+ f = f;
+ else if (index < 2)
+ f = 1 - f;
+ else if (index < 3)
+ f = -f;
+ else
+ f = -(1 - f);
+ break;
+ }
+ return (float)(parms[0] + parms[1] * f);
+}
+
void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
{
int i;
model_t *model = ent->model;
+ float f;
+ float tcmat[12];
// switch to an alternate material if this is a q1bsp animated material
{
t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
if (ent->flags & RENDER_VIEWMODEL)
t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
- if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
- t->currenttexmatrix = r_waterscrollmatrix;
- else
- t->currenttexmatrix = identitymatrix;
if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
+ switch(t->tcmod)
+ {
+ case Q3TCMOD_COUNT:
+ case Q3TCMOD_NONE:
+ if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+ t->currenttexmatrix = r_waterscrollmatrix;
+ else
+ t->currenttexmatrix = identitymatrix;
+ break;
+ case Q3TCMOD_ENTITYTRANSLATE:
+ // this is used in Q3 to allow the gamecode to control texcoord
+ // scrolling on the entity, which is not supported in darkplaces yet.
+ Matrix4x4_CreateTranslate(&t->currenttexmatrix, 0, 0, 0);
+ break;
+ case Q3TCMOD_ROTATE:
+ Matrix4x4_CreateTranslate(&t->currenttexmatrix, 0.5, 0.5, 0);
+ Matrix4x4_ConcatRotate(&t->currenttexmatrix, t->tcmod_parms[0] * r_refdef.time, 0, 0, 1);
+ Matrix4x4_ConcatTranslate(&t->currenttexmatrix, -0.5, -0.5, 0);
+ break;
+ case Q3TCMOD_SCALE:
+ Matrix4x4_CreateScale3(&t->currenttexmatrix, t->tcmod_parms[0], t->tcmod_parms[1], 1);
+ break;
+ case Q3TCMOD_SCROLL:
+ Matrix4x4_CreateTranslate(&t->currenttexmatrix, t->tcmod_parms[0] * r_refdef.time, t->tcmod_parms[1] * r_refdef.time, 0);
+ break;
+ case Q3TCMOD_STRETCH:
+ f = 1.0f / R_EvaluateQ3WaveFunc(t->tcmod_wavefunc, t->tcmod_parms);
+ Matrix4x4_CreateFromQuakeEntity(&t->currenttexmatrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
+ break;
+ case Q3TCMOD_TRANSFORM:
+ VectorSet(tcmat + 0, t->tcmod_parms[0], t->tcmod_parms[1], 0);
+ VectorSet(tcmat + 3, t->tcmod_parms[2], t->tcmod_parms[3], 0);
+ VectorSet(tcmat + 6, 0 , 0 , 1);
+ VectorSet(tcmat + 9, t->tcmod_parms[4], t->tcmod_parms[5], 0);
+ Matrix4x4_FromArray12FloatGL(&t->currenttexmatrix, tcmat);
+ break;
+ case Q3TCMOD_TURBULENT:
+ // this is handled in the RSurf_PrepareVertices function
+ t->currenttexmatrix = identitymatrix;
+ break;
+ }
+
t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
t->glosstexture = r_texture_white;
if (rsurface.array_modelvertex3f)
Mem_Free(rsurface.array_modelvertex3f);
rsurface.array_size = (newvertices + 1023) & ~1023;
- base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[31]));
+ base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
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_deformednormal3f = base + rsurface.array_size * 21;
rsurface.array_texcoord3f = base + rsurface.array_size * 24;
rsurface.array_color4f = base + rsurface.array_size * 27;
+ rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
}
void RSurf_CleanUp(void)
rsurface.normal3f = rsurface.modelnormal3f;
rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+ rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
}
void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
rsurface.normal3f = rsurface.modelnormal3f;
rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+ rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
}
static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
}
+ if (rsurface.texture->tcmod == Q3TCMOD_TURBULENT)
+ {
+ // make turbulent versions of only the texcoords used by the specified surfaces
+ int texturesurfaceindex;
+ float amplitude = rsurface.texture->tcmod_parms[1];
+ float animpos = rsurface.texture->tcmod_parms[2] + r_refdef.time * rsurface.texture->tcmod_parms[3];
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ int j;
+ const float *v1, *in_tc;
+ float *out_tc;
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.modeltexcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
+ {
+ out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+ out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+ }
+ }
+ rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
+ rsurface.texcoordtexture2f_bufferobject = 0;
+ rsurface.texcoordtexture2f_bufferoffset = 0;
+ }
+ else
+ {
+ rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
+ rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
+ rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
+ }
+ rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
+ rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
+ rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
}
RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
else
RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
- R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordtexture2f, rsurface.modeltexcoordtexture2f_bufferobject, rsurface.modeltexcoordtexture2f_bufferoffset);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
m.tex[1] = R_GetTexture(layer->texture);
m.texmatrix[1] = layer->texmatrix;
m.texrgbscale[1] = layertexrgbscale;
- m.pointer_texcoord[1] = rsurface.modeltexcoordtexture2f;
- m.pointer_texcoord_bufferobject[1] = rsurface.modeltexcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.modeltexcoordtexture2f_bufferoffset;
+ m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
if (rsurface.lightmode == 2)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.texrgbscale[0] = layertexrgbscale;
- m.pointer_texcoord[0] = rsurface.modeltexcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordtexture2f_bufferoffset;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
break;
{
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface.modeltexcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordtexture2f_bufferoffset;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
}
R_Mesh_TextureState(&m);
// generate a color array for the fog pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface.modeltexcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordtexture2f_bufferoffset;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
}
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface.modeltexcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordtexture2f_bufferoffset;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
if (rsurface.lightmode == 2)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface.modeltexcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordtexture2f_bufferoffset;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
break;
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface.modeltexcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordtexture2f_bufferoffset;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
}
else