matrix4x4_t r_identitymatrix;
-int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights, c_meshs, c_meshelements, c_rt_lights, c_rt_clears, c_rt_scissored, c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris, c_rtcached_shadowmeshes, c_rtcached_shadowtris, c_bloom, c_bloomcopies, c_bloomcopypixels, c_bloomdraws, c_bloomdrawpixels;
+renderstats_t renderstats;
// true during envmap command capture
qboolean envmap;
int r_view_width;
int r_view_height;
int r_view_depth;
-float r_view_fov_x;
-float r_view_fov_y;
matrix4x4_t r_view_matrix;
//
//
refdef_t r_refdef;
-// 8.8 fraction of base light value
-unsigned short d_lightstylevalue[256];
-
cvar_t r_showtris = {0, "r_showtris", "0"};
+cvar_t r_shownormals = {0, "r_shownormals", "0"};
cvar_t r_drawentities = {0, "r_drawentities","1"};
cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
cvar_t r_speeds = {0, "r_speeds","0"};
cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"};
cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0"};
-cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "2"};
-cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"};
+cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5"};
+cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4"};
cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"};
-cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"};
+cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "2"};
cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1"};
rtexture_t *r_texture_notexture;
rtexture_t *r_texture_whitecube;
rtexture_t *r_texture_normalizationcube;
+rtexture_t *r_texture_fogattenuation;
+rtexture_t *r_texture_fogintensity;
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
{
vec3_t fogcolor;
vec_t fogdensity;
+vec_t fogrange;
+vec_t fograngerecip;
+int fogtableindex;
+vec_t fogtabledistmultiplier;
+float fogtable[FOGTABLEWIDTH];
float fog_density, fog_red, fog_green, fog_blue;
qboolean fogenabled;
qboolean oldgl_fogenable;
{
fogenabled = true;
fogdensity = -4000.0f / (fog_density * fog_density);
+ // this is the point where the fog reaches 0.9986 alpha, which we
+ // consider a good enough cutoff point for the texture
+ // (0.9986 * 256 == 255.6)
+ fogrange = 400 / fog_density;
+ fograngerecip = 1.0f / fogrange;
+ fogtabledistmultiplier = FOGTABLEWIDTH * fograngerecip;
// fog color was already set
}
else
// FIXME: move this to client?
void FOG_registercvars(void)
{
+ int x;
+ double r, alpha;
+
if (gamemode == GAME_NEHAHRA)
{
Cvar_RegisterVariable (&gl_fogenable);
Cvar_RegisterVariable (&gl_fogstart);
Cvar_RegisterVariable (&gl_fogend);
}
+
+ 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;
+ fogtable[x] = bound(0, alpha, 1);
+ }
}
static void R_BuildBlankTextures(void)
{
- qbyte data[4];
+ unsigned char data[4];
data[0] = 128; // normal X
data[1] = 128; // normal Y
data[2] = 255; // normal Z
static void R_BuildNoTexture(void)
{
int x, y;
- qbyte pix[16][16][4];
+ unsigned char pix[16][16][4];
// this makes a light grey/dark grey checkerboard texture
for (y = 0;y < 16;y++)
{
static void R_BuildWhiteCube(void)
{
- qbyte data[6*1*1*4];
+ unsigned char data[6*1*1*4];
data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
vec3_t v;
vec_t s, t, intensity;
#define NORMSIZE 64
- qbyte data[6][NORMSIZE][NORMSIZE][4];
+ unsigned char data[6][NORMSIZE][NORMSIZE][4];
for (side = 0;side < 6;side++)
{
for (y = 0;y < NORMSIZE;y++)
t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
switch(side)
{
+ default:
case 0:
v[0] = 1;
v[1] = -t;
r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
}
+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;
+ data1[x][3] = 255;
+ data2[x][0] = b;
+ data2[x][1] = b;
+ data2[x][2] = 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);
+ r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+}
+
void gl_main_start(void)
{
r_main_texturepool = R_AllocTexturePool();
R_BuildWhiteCube();
R_BuildNormalizationCube();
}
+ R_BuildFogTexture();
}
void gl_main_shutdown(void)
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, NULL)))
{
CL_ParseEntityLump(entities);
Mem_Free(entities);
// FIXME: move this to client?
FOG_registercvars();
Cvar_RegisterVariable(&r_showtris);
+ Cvar_RegisterVariable(&r_shownormals);
Cvar_RegisterVariable(&r_drawentities);
Cvar_RegisterVariable(&r_drawviewmodel);
Cvar_RegisterVariable(&r_speeds);
for (i = 0;i < r_refdef.numentities;i++)
{
ent = r_refdef.entities[i];
- Mod_CheckLoaded(ent->model);
// some of the renderer still relies on origin...
Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
// some of the renderer still relies on scale...
for (i = 0;i < r_refdef.numentities;i++)
{
ent = r_refdef.entities[i];
- Mod_CheckLoaded(ent->model);
// some of the renderer still relies on origin...
Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
// some of the renderer still relies on scale...
ent = r_refdef.entities[i];
if (ent->visframe == r_framecount)
{
+ renderstats.entities++;
if (ent->model && ent->model->Draw != NULL)
ent->model->Draw(ent);
else
Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
VectorNegate(r_viewleft, r_viewright);
- // LordHavoc: note to all quake engine coders, the special case for 90
- // degrees assumed a square view (wrong), so I removed it, Quake2 has it
- // disabled as well.
+#if 0
+ frustum[0].normal[0] = 0 - 1.0 / r_refdef.frustum_x;
+ frustum[0].normal[1] = 0 - 0;
+ frustum[0].normal[2] = -1 - 0;
+ frustum[1].normal[0] = 0 + 1.0 / r_refdef.frustum_x;
+ frustum[1].normal[1] = 0 + 0;
+ frustum[1].normal[2] = -1 + 0;
+ frustum[2].normal[0] = 0 - 0;
+ frustum[2].normal[1] = 0 - 1.0 / r_refdef.frustum_y;
+ frustum[2].normal[2] = -1 - 0;
+ frustum[3].normal[0] = 0 + 0;
+ frustum[3].normal[1] = 0 + 1.0 / r_refdef.frustum_y;
+ frustum[3].normal[2] = -1 + 0;
+#endif
- // rotate R_VIEWFORWARD right by FOV_X/2 degrees
- RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2));
+#if 0
+ zNear = 1.0;
+ nudge = 1.0 - 1.0 / (1<<23);
+ frustum[4].normal[0] = 0 - 0;
+ frustum[4].normal[1] = 0 - 0;
+ frustum[4].normal[2] = -1 - -nudge;
+ frustum[4].dist = 0 - -2 * zNear * nudge;
+ frustum[5].normal[0] = 0 + 0;
+ frustum[5].normal[1] = 0 + 0;
+ frustum[5].normal[2] = -1 + -nudge;
+ frustum[5].dist = 0 + -2 * zNear * nudge;
+#endif
+
+
+
+#if 0
+ frustum[0].normal[0] = m[3] - m[0];
+ frustum[0].normal[1] = m[7] - m[4];
+ frustum[0].normal[2] = m[11] - m[8];
+ frustum[0].dist = m[15] - m[12];
+
+ frustum[1].normal[0] = m[3] + m[0];
+ frustum[1].normal[1] = m[7] + m[4];
+ frustum[1].normal[2] = m[11] + m[8];
+ frustum[1].dist = m[15] + m[12];
+
+ frustum[2].normal[0] = m[3] - m[1];
+ frustum[2].normal[1] = m[7] - m[5];
+ frustum[2].normal[2] = m[11] - m[9];
+ frustum[2].dist = m[15] - m[13];
+
+ frustum[3].normal[0] = m[3] + m[1];
+ frustum[3].normal[1] = m[7] + m[5];
+ frustum[3].normal[2] = m[11] + m[9];
+ frustum[3].dist = m[15] + m[13];
+
+ frustum[4].normal[0] = m[3] - m[2];
+ frustum[4].normal[1] = m[7] - m[6];
+ frustum[4].normal[2] = m[11] - m[10];
+ frustum[4].dist = m[15] - m[14];
+
+ frustum[5].normal[0] = m[3] + m[2];
+ frustum[5].normal[1] = m[7] + m[6];
+ frustum[5].normal[2] = m[11] + m[10];
+ frustum[5].dist = m[15] + m[14];
+#endif
+
+
+
+ VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_x, r_viewleft, frustum[0].normal);
+ VectorMAM(1, r_viewforward, 1.0 / r_refdef.frustum_x, r_viewleft, frustum[1].normal);
+ VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_y, r_viewup, frustum[2].normal);
+ VectorMAM(1, r_viewforward, 1.0 / r_refdef.frustum_y, r_viewup, frustum[3].normal);
+ VectorCopy(r_viewforward, frustum[4].normal);
+ VectorNormalize(frustum[0].normal);
+ VectorNormalize(frustum[1].normal);
+ VectorNormalize(frustum[2].normal);
+ VectorNormalize(frustum[3].normal);
frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
+ frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
+ frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
+ frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
+ frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
PlaneClassify(&frustum[0]);
+ PlaneClassify(&frustum[1]);
+ PlaneClassify(&frustum[2]);
+ PlaneClassify(&frustum[3]);
+ PlaneClassify(&frustum[4]);
+
+ // LordHavoc: note to all quake engine coders, Quake had a special case
+ // for 90 degrees which assumed a square view (wrong), so I removed it,
+ // Quake2 has it disabled as well.
+
+ // rotate R_VIEWFORWARD right by FOV_X/2 degrees
+ //RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_refdef.fov_x / 2));
+ //frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
+ //PlaneClassify(&frustum[0]);
// rotate R_VIEWFORWARD left by FOV_X/2 degrees
- RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_view_fov_x / 2));
- frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
- PlaneClassify(&frustum[1]);
+ //RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.fov_x / 2));
+ //frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
+ //PlaneClassify(&frustum[1]);
// rotate R_VIEWFORWARD up by FOV_X/2 degrees
- RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_view_fov_y / 2));
- frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
- PlaneClassify(&frustum[2]);
+ //RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.fov_y / 2));
+ //frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
+ //PlaneClassify(&frustum[2]);
// rotate R_VIEWFORWARD down by FOV_X/2 degrees
- RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2));
- frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
- PlaneClassify(&frustum[3]);
+ //RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2));
+ //frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
+ //PlaneClassify(&frustum[3]);
// nearclip plane
- VectorCopy(r_viewforward, frustum[4].normal);
- frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
- PlaneClassify(&frustum[4]);
+ //VectorCopy(r_viewforward, frustum[4].normal);
+ //frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
+ //PlaneClassify(&frustum[4]);
}
static void R_BlendView(void)
{
+ int screenwidth, screenheight;
+ qboolean dobloom;
+ qboolean doblend;
rmeshstate_t m;
- if (r_refdef.viewblend[3] < 0.01f && !r_bloom.integer)
+ // set the (poorly named) screenwidth and screenheight variables to
+ // a power of 2 at least as large as the screen, these will define the
+ // size of the texture to allocate
+ for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
+ for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
+
+ doblend = r_refdef.viewblend[3] >= 0.01f;
+ dobloom = r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512;
+
+ if (!dobloom && !doblend)
return;
GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0;
varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0;
varray_vertex3f[9] = 0;varray_vertex3f[10] = 1;varray_vertex3f[11] = 0;
- if (r_bloom.integer && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512)
+ if (dobloom)
{
- int screenwidth, screenheight, bloomwidth, bloomheight, x, dobloomblend, range;
+ int bloomwidth, bloomheight, x, dobloomblend, range;
float xoffset, yoffset, r;
- c_bloom++;
- // set the (poorly named) screenwidth and screenheight variables to
- // a power of 2 at least as large as the screen, these will define the
- // size of the texture to allocate
- for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
- for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
+ renderstats.bloom++;
// allocate textures as needed
if (!r_bloom_texture_screen)
r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
// copy view into the full resolution screen image texture
GL_ActiveTexture(0);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
- c_bloomcopies++;
- c_bloomcopypixels += r_view_width * r_view_height;
+ renderstats.bloom_copypixels += r_view_width * r_view_height;
// now scale it down to the bloom size and raise to a power of itself
// to darken it (this leaves the really bright stuff bright, and
// everything else becomes very dark)
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(1, 1, 1, 1);
R_Mesh_Draw(0, 4, 2, polygonelements);
- c_bloomdraws++;
- c_bloomdrawpixels += bloomwidth * bloomheight;
+ renderstats.bloom_drawpixels += bloomwidth * bloomheight;
// render multiple times with a multiply blendfunc to raise to a power
GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
for (x = 1;x < r_bloom_power.integer;x++)
{
R_Mesh_Draw(0, 4, 2, polygonelements);
- c_bloomdraws++;
- c_bloomdrawpixels += bloomwidth * bloomheight;
+ renderstats.bloom_drawpixels += bloomwidth * bloomheight;
}
// we now have a darkened bloom image in the framebuffer, copy it into
// the bloom image texture for more processing
R_Mesh_State(&m);
GL_ActiveTexture(0);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
- c_bloomcopies++;
- c_bloomcopypixels += bloomwidth * bloomheight;
+ renderstats.bloom_copypixels += bloomwidth * bloomheight;
// blend on at multiple vertical offsets to achieve a vertical blur
// TODO: do offset blends using GLSL
range = r_bloom_blur.integer * bloomwidth / 320;
continue;
GL_Color(r, r, r, 1);
R_Mesh_Draw(0, 4, 2, polygonelements);
- c_bloomdraws++;
- c_bloomdrawpixels += bloomwidth * bloomheight;
+ renderstats.bloom_drawpixels += bloomwidth * bloomheight;
GL_BlendFunc(GL_ONE, GL_ONE);
}
// copy the vertically blurred bloom view to a texture
GL_ActiveTexture(0);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
- c_bloomcopies++;
- c_bloomcopypixels += bloomwidth * bloomheight;
+ renderstats.bloom_copypixels += bloomwidth * bloomheight;
// blend the vertically blurred image at multiple offsets horizontally
// to finish the blur effect
// TODO: do offset blends using GLSL
continue;
GL_Color(r, r, r, 1);
R_Mesh_Draw(0, 4, 2, polygonelements);
- c_bloomdraws++;
- c_bloomdrawpixels += bloomwidth * bloomheight;
+ renderstats.bloom_drawpixels += bloomwidth * bloomheight;
GL_BlendFunc(GL_ONE, GL_ONE);
}
// copy the blurred bloom view to a texture
GL_ActiveTexture(0);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
- c_bloomcopies++;
- c_bloomcopypixels += bloomwidth * bloomheight;
+ renderstats.bloom_copypixels += bloomwidth * bloomheight;
// go back to full view area
qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
// put the original screen image back in place and blend the bloom
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(1,1,1,1);
R_Mesh_Draw(0, 4, 2, polygonelements);
- c_bloomdraws++;
- c_bloomdrawpixels += r_view_width * r_view_height;
+ renderstats.bloom_drawpixels += r_view_width * r_view_height;
// now blend on the bloom texture if multipass
if (dobloomblend)
{
GL_BlendFunc(GL_ONE, GL_ONE);
GL_Color(1,1,1,1);
R_Mesh_Draw(0, 4, 2, polygonelements);
- c_bloomdraws++;
- c_bloomdrawpixels += r_view_width * r_view_height;
+ renderstats.bloom_drawpixels += r_view_width * r_view_height;
}
}
- if (r_refdef.viewblend[3] >= 0.01f)
+ if (doblend)
{
// apply a color tint to the whole view
memset(&m, 0, sizeof(m));
r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width);
r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height);
r_view_z = 0;
- r_view_fov_x = bound(1, r_refdef.fov_x, 170);
- r_view_fov_y = bound(1, r_refdef.fov_y, 170);
r_view_matrix = r_refdef.viewentitymatrix;
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
r_rtworld = r_shadow_realtime_world.integer;
R_ClearScreen();
R_Textures_Frame();
R_UpdateFog();
- R_UpdateLights();
R_TimeReport("setup");
qglDepthFunc(GL_LEQUAL);
r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
if (r_rtworldshadows || r_rtdlightshadows)
- GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f);
+ GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f);
else
- GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip);
+ GL_SetupView_Mode_Perspective(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f, r_farclip);
GL_SetupView_Orientation_FromEntity(&r_view_matrix);
{
for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
{
- VectorSubtract(v, r_vieworigin, diff);
- f2 = exp(fogdensity/DotProduct(diff, diff));
+ f2 = VERTEXFOGTABLE(VectorDistance(v, r_vieworigin));
f1 = 1 - f2;
c[0] = c[0] * f1 + fogcolor[0] * f2;
c[1] = c[1] * f1 + fogcolor[1] * f2;
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 f1, f2, *c;
float color4f[6*4];
rmeshstate_t m;
R_Mesh_Matrix(&ent->matrix);
{
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
m.pointer_color = color4f;
- VectorSubtract(ent->origin, r_vieworigin, diff);
- f2 = exp(fogdensity/DotProduct(diff, diff));
+ f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_vieworigin));
f1 = 1 - f2;
for (i = 0, c = color4f;i < 6;i++, c += 4)
{
float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
-void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depthdisable, 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)
+void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, 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 diff[3];
+ float fog = 0.0f, ifog;
rmeshstate_t m;
if (fogenabled)
- {
- VectorSubtract(origin, r_vieworigin, diff);
- ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
- }
+ fog = VERTEXFOGTABLE(VectorDistance(origin, r_vieworigin));
+ ifog = 1 - fog;
R_Mesh_Matrix(&r_identitymatrix);
GL_BlendFunc(blendfunc1, blendfunc2);
m.pointer_texcoord[0] = spritetexcoord2f;
m.pointer_vertex = varray_vertex3f;
R_Mesh_State(&m);
- GL_Color(cr, cg, cb, ca);
+ GL_Color(cr * ifog, cg * ifog, cb * ifog, ca);
R_Mesh_Draw(0, 4, 2, polygonelements);
+
+ if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(fogtexture));
+ GL_BlendFunc(blendfunc1, GL_ONE);
+ GL_Color(fogcolor[0] * fog, fogcolor[1] * fog, fogcolor[2] * fog, ca);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
+ }
}
int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v)
}
}
-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, int texrgbscale)
+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->color[1] = g;
layer->color[2] = b;
layer->color[3] = a;
- layer->texrgbscale = texrgbscale;
}
void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
{
// 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;
{
texture_t *texture = t;
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)
}
t->currentmaterialflags = t->basematerialflags;
- t->currentcolorbase[0] = ent->colormod[0];
- t->currentcolorbase[1] = ent->colormod[1];
- t->currentcolorbase[2] = ent->colormod[2];
- t->currentcolorbase[3] = ent->alpha;
+ currentalpha = ent->alpha;
if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
- t->currentcolorbase[3] *= 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->currentcolorbase[3] < 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;
- if (ent->colormap >= 0)
- {
- int b;
- qbyte *bcolor;
- t->currentbasetexture = t->skin.base;
- t->currentdopants = t->skin.pants != NULL;
- t->currentdoshirt = t->skin.shirt != NULL;
- // 128-224 are backwards ranges
- b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12;
- t->currentdofullbrightpants = (b >= 224) || (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
- bcolor = (qbyte *) (&palette_complete[b]);
- t->currentcolorpants[0] = bcolor[0] * (1.0f / 255.0f) * t->currentcolorbase[0];
- t->currentcolorpants[1] = bcolor[1] * (1.0f / 255.0f) * t->currentcolorbase[1];
- t->currentcolorpants[2] = bcolor[2] * (1.0f / 255.0f) * t->currentcolorbase[2];
- t->currentcolorpants[3] = t->currentcolorbase[3];
- // 128-224 are backwards ranges
- b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12;
- t->currentdofullbrightshirt = (b >= 224) || (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
- bcolor = (qbyte *) (&palette_complete[b]);
- t->currentcolorshirt[0] = bcolor[0] * (1.0f / 255.0f) * t->currentcolorbase[0];
- t->currentcolorshirt[1] = bcolor[1] * (1.0f / 255.0f) * t->currentcolorbase[1];
- t->currentcolorshirt[2] = bcolor[2] * (1.0f / 255.0f) * t->currentcolorbase[2];
- t->currentcolorshirt[3] = t->currentcolorbase[3];
- }
- else
- {
- t->currentbasetexture = t->skin.merged ? t->skin.merged : t->skin.base;
- t->currentdopants = false;
- t->currentdoshirt = false;
- t->currentdofullbrightpants = false;
- t->currentdofullbrightshirt = false;
- }
- t->currentfogallpasses = fogenabled && (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
t->currentnumlayers = 0;
if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
{
- 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 (gl_lightmaps.integer)
- R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LIGHTMAP, r_texture_white, &r_identitymatrix, 1, 1, 1, 1, 1);
+ 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, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_SKY, r_texture_white, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1);
+ R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_SKY, r_texture_white, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], 1);
}
- else if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
+ else
{
- int type;
- float colorscale, r, g, b;
- rtexture_t *currentbasetexture;
- 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 (!(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) && ent->model->type == mod_brushq3)
- colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f);
- r = t->currentcolorbase[0] * colorscale;
- g = t->currentcolorbase[1] * colorscale;
- b = t->currentcolorbase[2] * colorscale;
- // transparent and fullbright are not affected by r_lightmapintensity
- if (!(t->currentmaterialflags & (MATERIALFLAG_TRANSPARENT | MATERIALFLAG_FULLBRIGHT)))
+ int blendfunc1, blendfunc2, depthmask;
+ if (t->currentmaterialflags & MATERIALFLAG_ADD)
{
- r *= r_lightmapintensity;
- g *= r_lightmapintensity;
- b *= r_lightmapintensity;
+ blendfunc1 = GL_SRC_ALPHA;
+ blendfunc2 = GL_ONE;
+ depthmask = false;
}
- currentbasetexture = (ent->colormap >= 0 && t->skin.merged) ? t->skin.merged : t->skin.base;
- if (!(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) && r_textureunits.integer >= 2 && gl_combine.integer)
+ else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
{
- if ((r > 2 || g > 2 || b > 2) && gl_combine.integer)
- R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LIGHTMAP_DOUBLEMODULATE_TEXTURE, currentbasetexture, &t->currenttexmatrix, r * 0.25f, g * 0.25f, b * 0.25f, t->currentcolorbase[3], 4);
- else if ((r > 1 || g > 1 || b > 1) && gl_combine.integer)
- R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LIGHTMAP_DOUBLEMODULATE_TEXTURE, currentbasetexture, &t->currenttexmatrix, r * 0.5f, g * 0.5f, b * 0.5f, t->currentcolorbase[3], 2);
- else
- R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LIGHTMAP_DOUBLEMODULATE_TEXTURE, currentbasetexture, &t->currenttexmatrix, r, g, b, t->currentcolorbase[3], 1);
- }
- else if ((t->currentmaterialflags & (MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_TRANSPARENT)) == 0)
- {
- R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LIGHTMAP, r_texture_white, &r_identitymatrix, 1, 1, 1, 1, 1);
- if (r > 1 || g > 1 || b > 1)
- R_Texture_AddLayer(t, false, GL_DST_COLOR, GL_SRC_COLOR, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, r * 0.5f, g * 0.5f, b * 0.5f, t->currentcolorbase[3], 1);
- else
- R_Texture_AddLayer(t, false, GL_ZERO, GL_SRC_COLOR, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, r, g, b, t->currentcolorbase[3], 1);
+ blendfunc1 = GL_SRC_ALPHA;
+ blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ depthmask = false;
}
else
{
- if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
- {
- type = TEXTURELAYERTYPE_TEXTURE;
- r *= 0.5f;
- g *= 0.5f;
- b *= 0.5f;
- }
- else
- type = TEXTURELAYERTYPE_VERTEXTEXTURE;
- if ((r > 2 || g > 2 || b > 2) && gl_combine.integer)
- R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, type, currentbasetexture, &t->currenttexmatrix, r * 0.25f, g * 0.25f, b * 0.25f, t->currentcolorbase[3], 4);
- else if ((r > 1 || g > 1 || b > 1) && gl_combine.integer)
- R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, type, currentbasetexture, &t->currenttexmatrix, r * 0.5f, g * 0.5f, b * 0.5f, t->currentcolorbase[3], 2);
- else
- R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, type, currentbasetexture, &t->currenttexmatrix, r, g, b, t->currentcolorbase[3], 1);
+ blendfunc1 = GL_ONE;
+ blendfunc2 = GL_ZERO;
+ depthmask = true;
}
- if (ent->colormap >= 0 && t->skin.pants)
+ if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
{
- int cb;
- qbyte *cbcolor;
- // 128-224 are backwards ranges
- cb = (ent->colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
- cbcolor = (qbyte *) (&palette_complete[cb]);
- r = cbcolor[0] * (1.0f / 255.0f) * t->currentcolorbase[0] * colorscale;
- g = cbcolor[1] * (1.0f / 255.0f) * t->currentcolorbase[1] * colorscale;
- b = cbcolor[2] * (1.0f / 255.0f) * t->currentcolorbase[2] * colorscale;
- // transparent and fullbright are not affected by r_lightmapintensity
- if ((cb >= 224) || (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+ 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)
{
- type = TEXTURELAYERTYPE_TEXTURE;
- r *= 0.5f;
- g *= 0.5f;
- b *= 0.5f;
+ 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
{
- type = TEXTURELAYERTYPE_VERTEXTEXTURE;
- if (!(t->currentmaterialflags & (MATERIALFLAG_TRANSPARENT | MATERIALFLAG_FULLBRIGHT)))
+ 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 *= r_refdef.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 *= r_lightmapintensity;
- g *= r_lightmapintensity;
- b *= r_lightmapintensity;
+ 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 ((r > 2 || g > 2 || b > 2) && gl_combine.integer)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, type, t->skin.pants, &t->currenttexmatrix, r * 0.25f, g * 0.25f, b * 0.25f, t->currentcolorbase[3], 4);
- else if ((r > 1 || g > 1 || b > 1) && gl_combine.integer)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, type, t->skin.pants, &t->currenttexmatrix, r * 0.5f, g * 0.5f, b * 0.5f, t->currentcolorbase[3], 2);
- else
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, type, t->skin.pants, &t->currenttexmatrix, r, g, b, t->currentcolorbase[3], 1);
- }
- if (ent->colormap >= 0 && t->skin.shirt)
- {
- int cb;
- qbyte *cbcolor;
- // 128-224 are backwards ranges
- cb = (ent->colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
- cbcolor = (qbyte *) (&palette_complete[cb]);
- r = cbcolor[0] * (1.0f / 255.0f) * t->currentcolorbase[0] * colorscale;
- g = cbcolor[1] * (1.0f / 255.0f) * t->currentcolorbase[1] * colorscale;
- b = cbcolor[2] * (1.0f / 255.0f) * t->currentcolorbase[2] * colorscale;
- // transparent and fullbright are not affected by r_lightmapintensity
- if ((cb >= 224) || (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
- {
- type = TEXTURELAYERTYPE_TEXTURE;
- r *= 0.5f;
- g *= 0.5f;
- b *= 0.5f;
- }
- else
- {
- type = TEXTURELAYERTYPE_VERTEXTEXTURE;
- if (!(t->currentmaterialflags & (MATERIALFLAG_TRANSPARENT | MATERIALFLAG_FULLBRIGHT)))
+ if (ent->colormap >= 0 && t->skin.shirt)
{
- r *= r_lightmapintensity;
- g *= r_lightmapintensity;
- b *= r_lightmapintensity;
+ 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 ((r > 2 || g > 2 || b > 2) && gl_combine.integer)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, type, t->skin.shirt, &t->currenttexmatrix, r * 0.25f, g * 0.25f, b * 0.25f, t->currentcolorbase[3], 4);
- else if ((r > 1 || g > 1 || b > 1) && gl_combine.integer)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, type, t->skin.shirt, &t->currenttexmatrix, r * 0.5f, g * 0.5f, b * 0.5f, t->currentcolorbase[3], 2);
- else
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, type, t->skin.shirt, &t->currenttexmatrix, r, g, b, t->currentcolorbase[3], 1);
- }
- if (r_ambient.value >= (1.0f/64.0f))
- {
- r = t->currentcolorbase[0] * colorscale * r_ambient.value * (1.0f / 64.0f);
- g = t->currentcolorbase[1] * colorscale * r_ambient.value * (1.0f / 64.0f);
- b = t->currentcolorbase[2] * colorscale * r_ambient.value * (1.0f / 64.0f);
- if ((r > 2 || g > 2 || b > 2) && gl_combine.integer)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, r * 0.25f, g * 0.25f, b * 0.25f, t->currentcolorbase[3], 4);
- else if ((r > 1 || g > 1 || b > 1) && gl_combine.integer)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, r * 0.5f, g * 0.5f, b * 0.5f, t->currentcolorbase[3], 2);
- else
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, r, g, b, t->currentcolorbase[3], 1);
- }
- 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, t->currentcolorbase[3], 1);
- 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->currentfogallpasses ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentcolorbase[3], 1);
+ 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);
+ }
}
}
}
int i;
float f;
float *v, *c, *c2;
- vec3_t diff;
if (lightmode >= 2)
{
// model lighting
{
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)
+ const unsigned char *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
+ 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 = r_refdef.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 = r_refdef.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 = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
VectorMA(c, scale, lm, c);
+ if (surface->lightmapinfo->styles[3] != 255)
+ {
+ lm += size3;
+ scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ }
}
}
}
+ else
+ VectorClear(c);
}
rsurface_lightmapcolor4f = varray_color4f;
}
{
for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
{
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg));
c2[0] = c[0] * f;
c2[1] = c[1] * f;
c2[2] = c[2] * f;
{
for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
{
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg));
c2[0] = f;
c2[1] = f;
c2[2] = f;
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 texturesurfaceindex;
rmeshstate_t m;
if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
return;
- c_faces += texturenumsurfaces;
+ renderstats.entities_surfaces += texturenumsurfaces;
// FIXME: identify models using a better check than ent->model->brush.shadowmesh
lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 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;
- }
GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
qglDisable(GL_CULL_FACE);
texturelayer_t *layer;
for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++)
{
+ vec4_t layercolor;
+ int layertexrgbscale;
GL_DepthMask(layer->depthmask);
GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
- GL_Color(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
- applycolor = layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1;
+ if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
+ {
+ layertexrgbscale = 4;
+ VectorScale(layer->color, 0.25f, layercolor);
+ }
+ else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
+ {
+ layertexrgbscale = 2;
+ VectorScale(layer->color, 0.5f, layercolor);
+ }
+ else
+ {
+ layertexrgbscale = 1;
+ VectorScale(layer->color, 1.0f, layercolor);
+ }
+ 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)
{
case TEXTURELAYERTYPE_SKY:
R_Sky();
// restore entity matrix and GL_Color
R_Mesh_Matrix(&ent->matrix);
- GL_Color(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
+ GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
}
}
// LordHavoc: HalfLife maps have freaky skypolys...
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
}
break;
- case TEXTURELAYERTYPE_LIGHTMAP_DOUBLEMODULATE_TEXTURE:
+ case TEXTURELAYERTYPE_LITTEXTURE_COMBINE:
memset(&m, 0, sizeof(m));
m.tex[1] = R_GetTexture(layer->texture);
m.texmatrix[1] = layer->texmatrix;
- m.texrgbscale[1] = layer->texrgbscale;
+ m.texrgbscale[1] = layertexrgbscale;
m.pointer_color = varray_color4f;
R_Mesh_State(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
if (lightmode == 2)
{
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_SetColorPointer(ent, surface, modelorg, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 2, applycolor, texture->currentfogallpasses);
+ 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, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 0, applycolor, texture->currentfogallpasses);
+ 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, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 1, applycolor, texture->currentfogallpasses);
+ 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);
}
break;
- case TEXTURELAYERTYPE_LIGHTMAP:
+ 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++)
{
if (lightmode == 2)
{
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_SetColorPointer(ent, surface, modelorg, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 2, applycolor, false);
+ RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 2, false, false);
}
else if (surface->lightmaptexture)
{
else
{
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- // TODO: use a specialized RSurf_SetColorPointer
- RSurf_SetColorPointer(ent, surface, modelorg, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 1, applycolor, false);
+ 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);
}
+ 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, 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);
+ }
break;
- case TEXTURELAYERTYPE_VERTEXTEXTURE:
+ 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;
- m.texrgbscale[0] = layer->texrgbscale;
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, layer->color[0], layer->color[1], layer->color[2], layer->color[3], lightmode ? lightmode : 1, applycolor, texture->currentfogallpasses);
+ 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);
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.pointer_color = varray_color4f;
- m.texrgbscale[0] = layer->texrgbscale;
+ 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, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 0, applycolor, texture->currentfogallpasses);
+ 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);
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_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] = layer->color[0];
- c[1] = layer->color[1];
- c[2] = layer->color[2];
- c[3] = f * layer->color[3];
+ f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
+ 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));
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++)
+ {
+ 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);
+ }
+ }
+ }
+ if (r_shownormals.integer && !r_showtrispass)
+ {
+ int j, k;
+ float v[3];
+ GL_DepthTest(true);
+ GL_DepthMask(texture->currentlayers->depthmask);
+ GL_BlendFunc(texture->currentlayers->blendfunc1, texture->currentlayers->blendfunc2);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ if (!rsurface_svector3f)
+ {
+ rsurface_svector3f = varray_svector3f;
+ rsurface_tvector3f = varray_tvector3f;
+ rsurface_normal3f = varray_normal3f;
+ Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+ }
+ GL_Color(1, 0, 0, 1);
+ qglBegin(GL_LINES);
+ for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
+ {
+ VectorCopy(rsurface_vertex3f + k * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface_svector3f + k * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ GL_Color(0, 0, 1, 1);
+ for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
+ {
+ VectorCopy(rsurface_vertex3f + k * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface_tvector3f + k * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ GL_Color(0, 1, 0, 1);
+ for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
+ {
+ VectorCopy(rsurface_vertex3f + k * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface_normal3f + k * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ }
}
}
if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
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;
void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
{
int i, j, f, flagsmask;
+ int counttriangles = 0;
msurface_t *surface, **surfacechain;
texture_t *t, *texture;
model_t *model = ent->model;
{
for (i = 0;i < model->brushq1.light_styles;i++)
{
- if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
+ if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
{
- model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
+ model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
for (;(surface = *surfacechain);surfacechain++)
surface->cached_dlight = true;
R_BuildLightMap(ent, surface);
// add face to draw list
surfacelist[numsurfacelist++] = surface;
+ counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
R_BuildLightMap(ent, surface);
// add face to draw list
surfacelist[numsurfacelist++] = surface;
+ counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
}
if (numsurfacelist)
R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ if (!r_showtrispass)
+ renderstats.entities_triangles += counttriangles;
}