static int dlightdivtable[32768];
-static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
+static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface)
{
int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
unsigned int *bl;
lit = false;
- smax = (surf->extents[0] >> 4) + 1;
- tmax = (surf->extents[1] >> 4) + 1;
+ smax = (surface->extents[0] >> 4) + 1;
+ tmax = (surface->extents[1] >> 4) + 1;
smax3 = smax * 3;
for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
{
- if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+ if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
continue; // not lit by this light
Matrix4x4_Transform(matrix, light->origin, local);
- dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+ dist = DotProduct (local, surface->plane->normal) - surface->plane->dist;
// for comparisons to minimum acceptable light
// compensate for LIGHTOFFSET
if (dist2 >= maxdist)
continue;
- if (surf->plane->type < 3)
+ if (surface->plane->type < 3)
{
VectorCopy(local, impact);
- impact[surf->plane->type] -= dist;
+ impact[surface->plane->type] -= dist;
}
else
{
- impact[0] = local[0] - surf->plane->normal[0] * dist;
- impact[1] = local[1] - surf->plane->normal[1] * dist;
- impact[2] = local[2] - surf->plane->normal[2] * dist;
+ impact[0] = local[0] - surface->plane->normal[0] * dist;
+ impact[1] = local[1] - surface->plane->normal[1] * dist;
+ impact[2] = local[2] - surface->plane->normal[2] * dist;
}
- impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
- impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+ impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0];
+ impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1];
s = bound(0, impacts, smax * 16) - impacts;
t = bound(0, impactt, tmax * 16) - impactt;
return lit;
}
-static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
+static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface)
{
int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
lit = false;
- smax = (surf->extents[0] >> 4) + 1;
- tmax = (surf->extents[1] >> 4) + 1;
+ smax = (surface->extents[0] >> 4) + 1;
+ tmax = (surface->extents[1] >> 4) + 1;
smax3 = smax * 3;
for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
{
- if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+ if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
continue; // not lit by this light
Matrix4x4_Transform(matrix, light->origin, local);
- dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+ dist = DotProduct (local, surface->plane->normal) - surface->plane->dist;
// for comparisons to minimum acceptable light
// compensate for LIGHTOFFSET
if (dist2 >= maxdist)
continue;
- if (surf->plane->type < 3)
+ if (surface->plane->type < 3)
{
VectorCopy(local, impact);
- impact[surf->plane->type] -= dist;
+ impact[surface->plane->type] -= dist;
}
else
{
- impact[0] = local[0] - surf->plane->normal[0] * dist;
- impact[1] = local[1] - surf->plane->normal[1] * dist;
- impact[2] = local[2] - surf->plane->normal[2] * dist;
+ impact[0] = local[0] - surface->plane->normal[0] * dist;
+ impact[1] = local[1] - surface->plane->normal[1] * dist;
+ impact[2] = local[2] - surface->plane->normal[2] * dist;
}
- impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
- impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+ impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0];
+ impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1];
td = bound(0, impacts, smax * 16) - impacts;
td1 = bound(0, impactt, tmax * 16) - impactt;
Combine and scale multiple lightmaps into the 8.8 format in blocklights
===============
*/
-static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
+static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
{
if (!r_floatbuildlightmap.integer)
{
qbyte *lightmap, *out, *stain;
// update cached lighting info
- surf->cached_dlight = 0;
+ surface->cached_dlight = 0;
- smax = (surf->extents[0]>>4)+1;
- tmax = (surf->extents[1]>>4)+1;
+ smax = (surface->extents[0]>>4)+1;
+ tmax = (surface->extents[1]>>4)+1;
size = smax*tmax;
size3 = size*3;
- lightmap = surf->samples;
+ lightmap = surface->samples;
// set to full bright if no light data
bl = intblocklights;
// clear to no light
memset(bl, 0, size*3*sizeof(unsigned int));
- if (surf->dlightframe == r_framecount)
+ if (surface->dlightframe == r_framecount)
{
- surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
- if (surf->cached_dlight)
+ surface->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surface);
+ if (surface->cached_dlight)
c_light_polys++;
}
if (lightmap)
{
bl = intblocklights;
- for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
- for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+ for (maps = 0;maps < MAXLIGHTMAPS && surface->styles[maps] != 255;maps++, lightmap += size3)
+ for (scale = d_lightstylevalue[surface->styles[maps]], i = 0;i < size3;i++)
bl[i] += lightmap[i] * scale;
}
}
- stain = surf->stainsamples;
+ stain = surface->stainsamples;
bl = intblocklights;
out = templight;
// the >> 16 shift adjusts down 8 bits to account for the stainmap
// (0 = 0.0, 128 = 1.0, 256 = 2.0)
if (ent->model->brushq1.lightmaprgba)
{
- stride = (surf->lightmaptexturestride - smax) * 4;
+ stride = (surface->lightmaptexturestride - smax) * 4;
for (i = 0;i < tmax;i++, out += stride)
{
for (j = 0;j < smax;j++)
}
else
{
- stride = (surf->lightmaptexturestride - smax) * 3;
+ stride = (surface->lightmaptexturestride - smax) * 3;
for (i = 0;i < tmax;i++, out += stride)
{
for (j = 0;j < smax;j++)
}
}
- R_UpdateTexture(surf->lightmaptexture, templight);
+ R_UpdateTexture(surface->lightmaptexture, templight);
}
else
{
qbyte *lightmap, *out, *stain;
// update cached lighting info
- surf->cached_dlight = 0;
+ surface->cached_dlight = 0;
- smax = (surf->extents[0]>>4)+1;
- tmax = (surf->extents[1]>>4)+1;
+ smax = (surface->extents[0]>>4)+1;
+ tmax = (surface->extents[1]>>4)+1;
size = smax*tmax;
size3 = size*3;
- lightmap = surf->samples;
+ lightmap = surface->samples;
// set to full bright if no light data
bl = floatblocklights;
{
memset(bl, 0, size*3*sizeof(float));
- if (surf->dlightframe == r_framecount)
+ if (surface->dlightframe == r_framecount)
{
- surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
- if (surf->cached_dlight)
+ surface->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surface);
+ if (surface->cached_dlight)
c_light_polys++;
}
if (lightmap)
{
bl = floatblocklights;
- for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
- for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+ for (maps = 0;maps < MAXLIGHTMAPS && surface->styles[maps] != 255;maps++, lightmap += size3)
+ for (scale = d_lightstylevalue[surface->styles[maps]], i = 0;i < size3;i++)
bl[i] += lightmap[i] * scale;
}
}
- stain = surf->stainsamples;
+ stain = surface->stainsamples;
bl = floatblocklights;
out = templight;
// this scaling adjusts down 8 bits to account for the stainmap
scale = 1.0f / (1 << 16);
if (ent->model->brushq1.lightmaprgba)
{
- stride = (surf->lightmaptexturestride - smax) * 4;
+ stride = (surface->lightmaptexturestride - smax) * 4;
for (i = 0;i < tmax;i++, out += stride)
{
for (j = 0;j < smax;j++)
}
else
{
- stride = (surf->lightmaptexturestride - smax) * 3;
+ stride = (surface->lightmaptexturestride - smax) * 3;
for (i = 0;i < tmax;i++, out += stride)
{
for (j = 0;j < smax;j++)
}
}
- R_UpdateTexture(surf->lightmaptexture, templight);
+ R_UpdateTexture(surface->lightmaptexture, templight);
}
}
void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
{
float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
- msurface_t *surf, *endsurf;
+ msurface_t *surface, *endsurface;
int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
qbyte *bl;
vec3_t impact;
impact[2] = origin[2] - node->plane->normal[2] * ndist;
}
- for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
+ for (surface = model->brush.data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
{
- if (surf->stainsamples)
+ if (surface->stainsamples)
{
- smax = (surf->extents[0] >> 4) + 1;
- tmax = (surf->extents[1] >> 4) + 1;
+ smax = (surface->extents[0] >> 4) + 1;
+ tmax = (surface->extents[1] >> 4) + 1;
- impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
- impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+ impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0];
+ impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1];
s = bound(0, impacts, smax * 16) - impacts;
t = bound(0, impactt, tmax * 16) - impactt;
for (s = 0, i = impacts; s < smax; s++, i -= 16)
sdtable[s] = i * i + dist2;
- bl = surf->stainsamples;
+ bl = surface->stainsamples;
smax3 = smax * 3;
stained = false;
}
// force lightmap upload
if (stained)
- surf->cached_dlight = true;
+ surface->cached_dlight = true;
}
}
static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
{
const entity_render_t *ent = calldata1;
- const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
+ const msurface_t *surface = ent->model->brush.data_surfaces + calldata2;
rmeshstate_t m;
float currentalpha;
float base, colorscale;
R_Mesh_Matrix(&ent->matrix);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- texture = surf->texinfo->texture;
+ texture = surface->texture;
if (texture->animated)
texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (r_refdef.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
currentalpha = ent->alpha;
- if (surf->flags & SURF_WATERALPHA)
+ if (texture->flags & SURF_WATERALPHA)
currentalpha *= r_wateralpha.value;
GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
GL_DepthMask(!(ent->effects & EF_NODEPTHTEST));
}
- turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value;
- fullbright = !(ent->flags & RENDER_LIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples;
+ turb = (texture->flags & SURF_DRAWTURB) && r_waterscroll.value;
+ fullbright = !(ent->flags & RENDER_LIGHT) || (texture->flags & SURF_DRAWFULLBRIGHT) || !surface->samples;
base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
- if (surf->flags & SURF_DRAWTURB)
+ if (texture->flags & SURF_DRAWTURB)
base *= 0.5f;
- if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled && fullbright && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
+ if ((texture->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled && fullbright && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
{
// NVIDIA Geforce3 distortion texture shader on water
GL_Color(1, 1, 1, currentalpha);
memset(&m, 0, sizeof(m));
- m.pointer_vertex = surf->mesh.data_vertex3f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]);
m.tex[1] = R_GetTexture(texture->skin.base);
m.texcombinergb[0] = GL_REPLACE;
m.texcombinergb[1] = GL_REPLACE;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
R_Mesh_State(&m);
qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
qglEnable(GL_TEXTURE_SHADER_NV);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
GL_LockArrays(0, 0);
qglDisable(GL_TEXTURE_SHADER_NV);
else
{
memset(&m, 0, sizeof(m));
- m.pointer_vertex = surf->mesh.data_vertex3f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
m.pointer_color = varray_color4f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
m.tex[0] = R_GetTexture(texture->skin.base);
if (turb)
{
m.texrgbscale[0] = 4;
colorscale *= 0.25f;
}
- R_FillColors(varray_color4f, surf->mesh.num_vertices, base * ent->colormod[0], base * ent->colormod[1], base * ent->colormod[2], currentalpha);
+ R_FillColors(varray_color4f, surface->mesh.num_vertices, base * ent->colormod[0], base * ent->colormod[1], base * ent->colormod[2], currentalpha);
if (!fullbright)
{
- if (surf->dlightframe == r_framecount)
- RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
- if (surf->samples)
- RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
+ if (surface->dlightframe == r_framecount)
+ RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surface->dlightbits, surface->mesh.num_vertices, surface->mesh.data_vertex3f, varray_color4f, 1);
+ if (surface->samples)
+ RSurf_AddLightmapToVertexColors_Color4f(surface->mesh.data_lightmapoffsets, varray_color4f,surface->mesh.num_vertices, surface->samples, ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3, surface->styles);
}
- RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
+ RSurf_FogColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, colorscale, surface->mesh.num_vertices, modelorg);
R_Mesh_State(&m);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
GL_LockArrays(0, 0);
if (texture->skin.glow)
{
GL_DepthMask(false);
m.pointer_color = varray_color4f;
m.tex[0] = R_GetTexture(texture->skin.glow);
- m.pointer_vertex = surf->mesh.data_vertex3f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
if (m.tex[0])
{
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
if (turb)
{
// scrolling in texture matrix
}
}
R_Mesh_State(&m);
- RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surface->mesh.num_vertices, modelorg);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
GL_LockArrays(0, 0);
}
if (fogenabled && rendertype != SURFRENDER_ADD)
GL_DepthMask(false);
m.pointer_color = varray_color4f;
m.tex[0] = R_GetTexture(texture->skin.fog);
- m.pointer_vertex = surf->mesh.data_vertex3f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
if (m.tex[0])
{
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
if (turb)
{
// scrolling in texture matrix
}
}
R_Mesh_State(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surface->mesh.num_vertices, modelorg);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
GL_LockArrays(0, 0);
}
}
void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist)
{
int texturesurfaceindex;
- vec3_t center, modelorg;
+ vec3_t tempcenter, center, modelorg;
+ msurface_t *surface;
rmeshstate_t m;
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
if (gl_lightmaps.integer)
memset(&m, 0, sizeof(m));
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ surface = texturesurfacelist[texturesurfaceindex];
m.tex[0] = R_GetTexture(surface->lightmaptexture);
m.pointer_vertex = surface->mesh.data_vertex3f;
m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
// transparent vertex shaded from lightmap
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- Matrix4x4_Transform(&ent->matrix, surface->poly_center, center);
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brushq1.surfaces);
+ surface = texturesurfacelist[texturesurfaceindex];
+ tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+ tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+ tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&ent->matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
}
}
else if (texture->flags & SURF_LIGHTMAP)
doglow = false;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ surface = texturesurfacelist[texturesurfaceindex];
m.tex[1] = R_GetTexture(surface->lightmaptexture);
m.pointer_vertex = surface->mesh.data_vertex3f;
m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ surface = texturesurfacelist[texturesurfaceindex];
m.tex[1] = R_GetTexture(surface->lightmaptexture);
m.pointer_vertex = surface->mesh.data_vertex3f;
m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
doglow = false;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ surface = texturesurfacelist[texturesurfaceindex];
m.tex[1] = R_GetTexture(surface->lightmaptexture);
m.pointer_vertex = surface->mesh.data_vertex3f;
m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
m.tex[0] = R_GetTexture(texture->skin.base);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ surface = texturesurfacelist[texturesurfaceindex];
m.pointer_vertex = surface->mesh.data_vertex3f;
m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
R_Mesh_State(&m);
m.tex[0] = R_GetTexture(texture->skin.base);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ surface = texturesurfacelist[texturesurfaceindex];
m.tex[0] = R_GetTexture(surface->lightmaptexture);
m.pointer_vertex = surface->mesh.data_vertex3f;
m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
m.tex[0] = R_GetTexture(texture->skin.base);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ surface = texturesurfacelist[texturesurfaceindex];
m.pointer_vertex = surface->mesh.data_vertex3f;
m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
R_Mesh_State(&m);
m.tex[0] = R_GetTexture(texture->skin.detail);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ surface = texturesurfacelist[texturesurfaceindex];
m.pointer_vertex = surface->mesh.data_vertex3f;
m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
R_Mesh_State(&m);
m.tex[0] = R_GetTexture(texture->skin.glow);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ surface = texturesurfacelist[texturesurfaceindex];
m.pointer_vertex = surface->mesh.data_vertex3f;
m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
R_Mesh_State(&m);
m.tex[0] = R_GetTexture(texture->skin.glow);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ surface = texturesurfacelist[texturesurfaceindex];
m.pointer_vertex = surface->mesh.data_vertex3f;
if (m.tex[0])
m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- RSurfShader_Transparent_Callback(ent, surface - ent->model->brushq1.surfaces);
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurfShader_Transparent_Callback(ent, surface - ent->model->brush.data_surfaces);
}
}
else if (texture->flags & SURF_DRAWSKY)
memset(&m, 0, sizeof(m));
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ surface = texturesurfacelist[texturesurfaceindex];
m.pointer_vertex = surface->mesh.data_vertex3f;
R_Mesh_State(&m);
GL_LockArrays(0, surface->mesh.num_vertices);
if (ent != r_refdef.worldentity)
{
// because bmodels can be reused, we have to clear dlightframe every time
- surface = model->brushq1.surfaces + model->firstmodelsurface;
+ surface = model->brush.data_surfaces + model->firstmodelsurface;
for (i = 0;i < model->nummodelsurfaces;i++, surface++)
surface->dlightframe = -1;
}
{
if (ent != r_refdef.worldentity || r_worldsurfacevisible[j])
{
- surface = model->brushq1.surfaces + j;
- if (t != surface->texinfo->texture)
+ surface = model->brush.data_surfaces + j;
+ if (t != surface->texture)
{
if (numsurfacelist)
{
R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist);
numsurfacelist = 0;
}
- t = surface->texinfo->texture;
+ t = surface->texture;
f = t->flags & flagsmask;
texture = t->currentframe;
}
{
int i, j;
mleaf_t *leaf;
- memset(r_worldsurfacevisible, 0, r_refdef.worldmodel->brushq3.num_faces);
+ memset(r_worldsurfacevisible, 0, r_refdef.worldmodel->brush.num_surfaces);
for (j = 0, leaf = r_refdef.worldmodel->brush.data_leafs;j < r_refdef.worldmodel->brush.num_leafs;j++, leaf++)
{
if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
{
c_leafs++;
- for (i = 0;i < leaf->numleaffaces;i++)
- r_worldsurfacevisible[leaf->firstleafface[i]] = 1;
+ for (i = 0;i < leaf->numleafsurfaces;i++)
+ r_worldsurfacevisible[leaf->firstleafsurface[i]] = 1;
}
}
}
if (!viewleaf)
return;
- memset(r_worldsurfacevisible, 0, r_refdef.worldmodel->brushq1.numsurfaces);
+ memset(r_worldsurfacevisible, 0, r_refdef.worldmodel->brush.num_surfaces);
if (viewleaf->clusterindex < 0 || r_surfaceworldnode.integer)
{
// equivilant to quake's RecursiveWorldNode but faster and more effective
if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox (leaf->mins, leaf->maxs))
{
c_leafs++;
- if (leaf->numleaffaces)
- for (i = 0, mark = leaf->firstleafface;i < leaf->numleaffaces;i++, mark++)
+ if (leaf->numleafsurfaces)
+ for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
r_worldsurfacevisible[*mark] = true;
}
}
leaf = leafstack[--leafstackpos];
leafvisited[leaf - r_refdef.worldmodel->brush.data_leafs] = 1;
// draw any surfaces bounding this leaf
- if (leaf->numleaffaces)
- for (i = 0, mark = leaf->firstleafface;i < leaf->numleaffaces;i++, mark++)
+ if (leaf->numleafsurfaces)
+ for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
r_worldsurfacevisible[*mark] = true;
// follow portals into other leafs
for (p = leaf->portals;p;p = p->next)
{
model_t *model = ent->model;
vec3_t lightmins, lightmaxs;
- int t, leafindex, leaffaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
+ int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
const int *e;
const float *v[3];
msurface_t *surface;
}
if (outsurfacepvs)
{
- for (leaffaceindex = 0;leaffaceindex < leaf->numleaffaces;leaffaceindex++)
+ for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
{
- surfaceindex = leaf->firstleafface[leaffaceindex];
+ surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
{
- surface = model->brushq1.surfaces + surfaceindex;
- if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog)
+ surface = model->brush.data_surfaces + surfaceindex;
+ if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && (surface->texture->flags & SURF_LIGHTMAP) && !surface->texture->skin.fog)
{
for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
{
R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
- R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs);
+ surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
+ R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
}
R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
}
R_UpdateTextureInfo(ent);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
+ surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
if (r_shadow_compilingrtlight)
{
// if compiling an rtlight, capture the mesh
- t = surface->texinfo->texture;
+ t = surface->texture;
if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL)
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texinfo->texture->skin.base, surface->texinfo->texture->skin.gloss, surface->texinfo->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
}
- else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surface - ent->model->brushq1.surfaces])
+ else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surface - ent->model->brush.data_surfaces])
{
- t = surface->texinfo->texture->currentframe;
+ t = surface->texture->currentframe;
// FIXME: transparent surfaces need to be lit later
if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE)
R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face)
+void R_Q3BSP_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
{
int i;
rmeshstate_t m;
- if (!face->mesh.num_collisiontriangles)
+ if (!surface->mesh.num_collisiontriangles)
return;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = face->mesh.data_collisionvertex3f;
+ m.pointer_vertex = surface->mesh.data_collisionvertex3f;
R_Mesh_State(&m);
- i = (int)(((size_t)face) / sizeof(q3msurface_t));
+ i = (int)(((size_t)surface) / sizeof(msurface_t));
GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
- GL_LockArrays(0, face->mesh.num_collisionvertices);
- R_Mesh_Draw(face->mesh.num_collisionvertices, face->mesh.num_collisiontriangles, face->mesh.data_collisionelement3i);
+ GL_LockArrays(0, surface->mesh.num_collisionvertices);
+ R_Mesh_Draw(surface->mesh.num_collisionvertices, surface->mesh.num_collisiontriangles, surface->mesh.data_collisionelement3i);
GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
+void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int surfacenumber)
{
const entity_render_t *ent = voident;
- q3msurface_t *face = ent->model->brushq3.data_faces + facenumber;
+ msurface_t *surface = ent->model->brush.data_surfaces + surfacenumber;
rmeshstate_t m;
R_Mesh_Matrix(&ent->matrix);
memset(&m, 0, sizeof(m));
- if ((ent->effects & EF_ADDITIVE) || (face->texture->textureflags & Q3TEXTUREFLAG_ADDITIVE))
+ if ((ent->effects & EF_ADDITIVE) || (surface->texture->textureflags & Q3TEXTUREFLAG_ADDITIVE))
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
else
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
- m.tex[0] = R_GetTexture(face->texture->skin.base);
- m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
+ m.tex[0] = R_GetTexture(surface->texture->skin.base);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
// LordHavoc: quake3 was not able to do this; lit transparent surfaces
if (gl_combine.integer)
{
m.texrgbscale[0] = 2;
if (r_textureunits.integer >= 2)
{
- m.tex[1] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[1] = face->mesh.data_texcoordlightmap2f;
+ m.tex[1] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
}
else
{
if (ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1 && ent->alpha == 1)
- m.pointer_color = face->mesh.data_lightmapcolor4f;
+ m.pointer_color = surface->mesh.data_lightmapcolor4f;
else
{
int i;
- for (i = 0;i < face->mesh.num_vertices;i++)
+ for (i = 0;i < surface->mesh.num_vertices;i++)
{
- varray_color4f[i*4+0] = face->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0];
- varray_color4f[i*4+1] = face->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1];
- varray_color4f[i*4+2] = face->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2];
- varray_color4f[i*4+3] = face->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha;
+ varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0];
+ varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1];
+ varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2];
+ varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha;
}
m.pointer_color = varray_color4f;
}
else
{
int i;
- for (i = 0;i < face->mesh.num_vertices;i++)
+ for (i = 0;i < surface->mesh.num_vertices;i++)
{
- varray_color4f[i*4+0] = face->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * 2.0f;
- varray_color4f[i*4+1] = face->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * 2.0f;
- varray_color4f[i*4+2] = face->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * 2.0f;
- varray_color4f[i*4+3] = face->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha;
+ varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * 2.0f;
+ varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * 2.0f;
+ varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * 2.0f;
+ varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha;
}
m.pointer_color = varray_color4f;
}
- if (face->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ if (surface->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
{
int i, j;
float center[3], center2[3], forward[3], right[3], up[3], v[4][3];
matrix4x4_t matrix1, imatrix1;
R_Mesh_Matrix(&r_identitymatrix);
// a single autosprite surface can contain multiple sprites...
- for (j = 0;j < face->mesh.num_vertices - 3;j += 4)
+ for (j = 0;j < surface->mesh.num_vertices - 3;j += 4)
{
VectorClear(center);
for (i = 0;i < 4;i++)
- VectorAdd(center, face->mesh.data_vertex3f + (j+i) * 3, center);
+ VectorAdd(center, surface->mesh.data_vertex3f + (j+i) * 3, center);
VectorScale(center, 0.25f, center);
Matrix4x4_Transform(&ent->matrix, center, center2);
// FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
- Matrix4x4_FromVectors(&matrix1, face->mesh.data_normal3f + j*3, face->mesh.data_svector3f + j*3, face->mesh.data_tvector3f + j*3, center);
+ Matrix4x4_FromVectors(&matrix1, surface->mesh.data_normal3f + j*3, surface->mesh.data_svector3f + j*3, surface->mesh.data_tvector3f + j*3, center);
Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
for (i = 0;i < 4;i++)
- Matrix4x4_Transform(&imatrix1, face->mesh.data_vertex3f + (j+i)*3, v[i]);
- if (face->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+ Matrix4x4_Transform(&imatrix1, surface->mesh.data_vertex3f + (j+i)*3, v[i]);
+ if (surface->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
{
forward[0] = r_vieworigin[0] - center2[0];
forward[1] = r_vieworigin[1] - center2[1];
m.pointer_vertex = varray_vertex3f;
}
else
- m.pointer_vertex = face->mesh.data_vertex3f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
R_Mesh_State(&m);
- if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
qglDisable(GL_CULL_FACE);
- GL_LockArrays(0, face->mesh.num_vertices);
- R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
GL_LockArrays(0, 0);
- if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
qglEnable(GL_CULL_FACE);
}
-void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumfaces, q3msurface_t **texturefacelist)
+void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumsurfaces, msurface_t **texturesurfacelist)
{
- int i, texturefaceindex;
+ int i, texturesurfaceindex;
+ msurface_t *surface;
qboolean dolightmap;
qboolean dobase;
qboolean doambient;
qboolean doglow;
qboolean dofog;
rmeshstate_t m;
- if (!texturenumfaces)
+ if (!texturenumsurfaces)
return;
- c_faces += texturenumfaces;
+ c_faces += texturenumsurfaces;
// gl_lightmaps debugging mode skips normal texturing
if (gl_lightmaps.integer)
{
GL_BlendFunc(GL_ONE, GL_ZERO);
qglDisable(GL_CULL_FACE);
memset(&m, 0, sizeof(m));
- for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- q3msurface_t *face = texturefacelist[texturefaceindex];
- m.tex[0] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[0] = face->mesh.data_texcoordlightmap2f;
- if (face->lightmaptexture)
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.tex[0] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+ if (surface->lightmaptexture)
{
GL_Color(1, 1, 1, 1);
m.pointer_color = NULL;
}
else
- m.pointer_color = face->mesh.data_lightmapcolor4f;
- m.pointer_vertex = face->mesh.data_vertex3f;
+ m.pointer_color = surface->mesh.data_lightmapcolor4f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(0, face->mesh.num_vertices);
- R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
GL_LockArrays(0, 0);
}
qglEnable(GL_CULL_FACE);
// drawing sky transparently would be too difficult
if (t->surfaceparms & Q3SURFACEPARM_SKY)
return;
- for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- q3msurface_t *face = texturefacelist[texturefaceindex];
- facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
- facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
- facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
+ surface = texturesurfacelist[texturesurfaceindex];
+ facecenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+ facecenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+ facecenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
Matrix4x4_Transform(&ent->matrix, facecenter, center);
- R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
+ R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, surface - ent->model->brush.data_surfaces);
}
return;
}
GL_DepthTest(true);
memset(&m, 0, sizeof(m));
- for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- q3msurface_t *face = texturefacelist[texturefaceindex];
- m.pointer_vertex = face->mesh.data_vertex3f;
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = surface->mesh.data_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(0, face->mesh.num_vertices);
- R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
GL_LockArrays(0, 0);
}
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
qglDisable(GL_CULL_FACE);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(t->skin.base);
- for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- q3msurface_t *face = texturefacelist[texturefaceindex];
- m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
- m.pointer_vertex = face->mesh.data_vertex3f;
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(0, face->mesh.num_vertices);
- R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
GL_LockArrays(0, 0);
}
}
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(0, 0, 0, 1);
memset(&m, 0, sizeof(m));
- for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- q3msurface_t *face = texturefacelist[texturefaceindex];
- m.pointer_vertex = face->mesh.data_vertex3f;
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = surface->mesh.data_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(0, face->mesh.num_vertices);
- R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
GL_LockArrays(0, 0);
}
}
m.tex[0] = R_GetTexture(t->skin.base);
GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
m.pointer_color = NULL;
- for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- q3msurface_t *face = texturefacelist[texturefaceindex];
- if (!face->lightmaptexture)
+ surface = texturesurfacelist[texturesurfaceindex];
+ if (!surface->lightmaptexture)
continue;
- m.tex[1] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = face->mesh.data_texcoordlightmap2f;
+ m.tex[1] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
m.texrgbscale[1] = 2;
- m.pointer_vertex = face->mesh.data_vertex3f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(0, face->mesh.num_vertices);
- R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
GL_LockArrays(0, 0);
}
if (r_lightmapintensity == 1 && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
{
- for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- q3msurface_t *face = texturefacelist[texturefaceindex];
- if (face->lightmaptexture)
+ surface = texturesurfacelist[texturesurfaceindex];
+ if (surface->lightmaptexture)
continue;
- m.tex[1] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = face->mesh.data_texcoordlightmap2f;
+ m.tex[1] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
m.texrgbscale[1] = 2;
- m.pointer_color = face->mesh.data_lightmapcolor4f;
- m.pointer_vertex = face->mesh.data_vertex3f;
+ m.pointer_color = surface->mesh.data_lightmapcolor4f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(0, face->mesh.num_vertices);
- R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
GL_LockArrays(0, 0);
}
}
else
{
- for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- q3msurface_t *face = texturefacelist[texturefaceindex];
- if (face->lightmaptexture)
+ surface = texturesurfacelist[texturesurfaceindex];
+ if (surface->lightmaptexture)
continue;
- m.tex[1] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = face->mesh.data_texcoordlightmap2f;
+ m.tex[1] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
m.texrgbscale[1] = 2;
m.pointer_color = varray_color4f;
- for (i = 0;i < face->mesh.num_vertices;i++)
+ for (i = 0;i < surface->mesh.num_vertices;i++)
{
- varray_color4f[i*4+0] = face->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * r_lightmapintensity;
- varray_color4f[i*4+1] = face->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * r_lightmapintensity;
- varray_color4f[i*4+2] = face->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * r_lightmapintensity;
- varray_color4f[i*4+3] = face->mesh.data_lightmapcolor4f[i*4+3];
+ varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * r_lightmapintensity;
+ varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * r_lightmapintensity;
+ varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * r_lightmapintensity;
+ varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3];
}
- m.pointer_vertex = face->mesh.data_vertex3f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(0, face->mesh.num_vertices);
- R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
GL_LockArrays(0, 0);
}
}
GL_DepthTest(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
memset(&m, 0, sizeof(m));
- for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- q3msurface_t *face = texturefacelist[texturefaceindex];
- m.tex[0] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[0] = face->mesh.data_texcoordlightmap2f;
- if (face->lightmaptexture)
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.tex[0] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+ if (surface->lightmaptexture)
m.pointer_color = NULL;
else
- m.pointer_color = face->mesh.data_lightmapcolor4f;
- m.pointer_vertex = face->mesh.data_vertex3f;
+ m.pointer_color = surface->mesh.data_lightmapcolor4f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(0, face->mesh.num_vertices);
- R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
GL_LockArrays(0, 0);
}
}
GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(t->skin.base);
- for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- q3msurface_t *face = texturefacelist[texturefaceindex];
- m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
- m.pointer_vertex = face->mesh.data_vertex3f;
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(0, face->mesh.num_vertices);
- R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
GL_LockArrays(0, 0);
}
}
GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(t->skin.base);
- for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- q3msurface_t *face = texturefacelist[texturefaceindex];
- m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
- m.pointer_vertex = face->mesh.data_vertex3f;
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(0, face->mesh.num_vertices);
- R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
GL_LockArrays(0, 0);
}
}
GL_Color(1, 1, 1, 1);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(t->skin.glow);
- for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- q3msurface_t *face = texturefacelist[texturefaceindex];
- m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
- m.pointer_vertex = face->mesh.data_vertex3f;
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(0, face->mesh.num_vertices);
- R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
GL_LockArrays(0, 0);
}
}
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(t->skin.fog);
m.pointer_color = varray_color4f;
- for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- q3msurface_t *face = texturefacelist[texturefaceindex];
+ surface = texturesurfacelist[texturesurfaceindex];
if (m.tex[0])
- m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
- m.pointer_vertex = face->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
R_Mesh_State(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(face->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, face->mesh.num_vertices, modelorg);
- GL_LockArrays(0, face->mesh.num_vertices);
- R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+ RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surface->mesh.num_vertices, modelorg);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
GL_LockArrays(0, 0);
}
}
void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces)
{
int i, j, f, flagsmask, flags;
- q3msurface_t *face;
+ msurface_t *surface;
model_t *model = ent->model;
texture_t *t;
const int maxfaces = 1024;
- int numfaces = 0;
- q3msurface_t *facelist[1024];
+ int numsurfaces = 0;
+ msurface_t *surfacelist[1024];
R_Mesh_Matrix(&ent->matrix);
flagsmask = Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY;
if (skyfaces)
flags = 0;
t = NULL;
f = 0;
- numfaces = 0;
+ numsurfaces = 0;
for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++)
{
if (ent != r_refdef.worldentity || r_worldsurfacevisible[j])
{
- face = model->brushq3.data_faces + j;
- if (t != face->texture)
+ surface = model->brush.data_surfaces + j;
+ if (t != surface->texture)
{
- if (numfaces)
+ if (numsurfaces)
{
- R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
- numfaces = 0;
+ R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist);
+ numsurfaces = 0;
}
- t = face->texture;
+ t = surface->texture;
f = t->surfaceflags & flagsmask;
}
if (f == flags)
{
- if (!face->mesh.num_triangles)
+ if (!surface->mesh.num_triangles)
continue;
- facelist[numfaces++] = face;
- if (numfaces >= maxfaces)
+ surfacelist[numsurfaces++] = surface;
+ if (numsurfaces >= maxfaces)
{
- R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
- numfaces = 0;
+ R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist);
+ numsurfaces = 0;
}
}
}
}
- if (numfaces)
- R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
+ if (numsurfaces)
+ R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist);
}
void R_Q3BSP_DrawSky(entity_render_t *ent)
{
int i;
model_t *model = ent->model;
- q3msurface_t *face;
+ msurface_t *surface;
+ q3mbrush_t *brush;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
- for (i = 0;i < model->brushq3.data_models[model->brush.submodel].numbrushes;i++)
- if (model->brushq3.data_models[model->brush.submodel].firstbrush[i].colbrushf && model->brushq3.data_models[model->brush.submodel].firstbrush[i].colbrushf->numtriangles)
- R_DrawCollisionBrush(model->brushq3.data_models[model->brush.submodel].firstbrush[i].colbrushf);
- for (i = 0, face = model->brushq3.data_models[model->brush.submodel].firstface;i < model->brushq3.data_models[model->brush.submodel].numfaces;i++, face++)
- if (face->mesh.num_collisiontriangles)
- R_Q3BSP_DrawCollisionFace(ent, face);
+ for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
+ if (brush->colbrushf && brush->colbrushf->numtriangles)
+ R_DrawCollisionBrush(brush->colbrushf);
+ for (i = 0, surface = model->brush.data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+ if (surface->mesh.num_collisiontriangles)
+ R_Q3BSP_DrawCollisionSurface(ent, surface);
qglPolygonOffset(0, 0);
}
}
{
model_t *model = ent->model;
vec3_t lightmins, lightmaxs;
- int t, leafindex, leaffaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
+ int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
const int *e;
const float *v[3];
- q3msurface_t *surface;
+ msurface_t *surface;
mleaf_t *leaf;
const qbyte *pvs;
lightmins[0] = relativelightorigin[0] - lightradius;
}
if (outsurfacepvs)
{
- for (leaffaceindex = 0;leaffaceindex < leaf->numleaffaces;leaffaceindex++)
+ for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
{
- surfaceindex = leaf->firstleafface[leaffaceindex];
- surface = model->brushq3.data_faces + surfaceindex;
+ surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
+ surface = model->brush.data_surfaces + surfaceindex;
if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
{
if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) && surface->mesh.num_triangles)
{
model_t *model = ent->model;
vec3_t lightmins, lightmaxs;
- q3msurface_t *surface;
+ msurface_t *surface;
int surfacelistindex;
if (r_drawcollisionbrushes.integer < 2)
{
R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
- // FIXME: check some manner of face->rendermode here?
+ surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
+ // FIXME: check some manner of surface->rendermode here?
if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && !(surface->texture->surfaceparms & (Q3SURFACEPARM_SKY | Q3SURFACEPARM_TRANS)) && !(surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED))
R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
}
{
model_t *model = ent->model;
vec3_t lightmins, lightmaxs, modelorg;
- q3msurface_t *surface;
+ msurface_t *surface;
int surfacelistindex;
if (r_drawcollisionbrushes.integer < 2)
{
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
+ surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
if (r_shadow_compilingrtlight)
{
// if compiling an rtlight, capture the mesh