]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
added r_rtworld, r_rtworldshadows, r_rtdlight, r_rtdlightshadows, and r_lightmapinten...
[xonotic/darkplaces.git] / gl_rsurf.c
index 8ad9f9ff8054f4d36d296d0e4209123b94227ab6..06dd1dfbf96e3444849718479c48407999722418 100644 (file)
@@ -810,7 +810,7 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata
        }
 
        turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value;
-       fullbright = (ent->effects & EF_FULLBRIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples;
+       fullbright = !(ent->flags & RENDER_LIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples;
        base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
        if (surf->flags & SURF_DRAWTURB)
                base *= 0.5f;
@@ -945,10 +945,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(co
                m.tex[3] = R_GetTexture(texture->skin.glow);
                m.texcombinergb[3] = GL_ADD;
        }
-       if (r_shadow_realtime_world.integer)
-               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
-       else
-               GL_Color(1, 1, 1, 1);
+       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
 
        while((surf = *surfchain++) != NULL)
        {
@@ -983,10 +980,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const
        m.texrgbscale[1] = 2;
        m.tex[2] = R_GetTexture(texture->skin.detail);
        m.texrgbscale[2] = 2;
-       if (r_shadow_realtime_world.integer)
-               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
-       else
-               GL_Color(1, 1, 1, 1);
+       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
 
        while((surf = *surfchain++) != NULL)
        {
@@ -1018,10 +1012,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity
        m.tex[0] = R_GetTexture(texture->skin.base);
        m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
        m.texrgbscale[1] = 2;
-       if (r_shadow_realtime_world.integer)
-               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
-       else
-               GL_Color(1, 1, 1, 1);
+       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
        while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
@@ -1048,10 +1039,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent,
        GL_DepthTest(true);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        m.tex[0] = R_GetTexture(texture->skin.base);
-       if (r_shadow_realtime_world.integer)
-               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
-       else
-               GL_Color(1, 1, 1, 1);
+       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
        while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
@@ -1230,10 +1218,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *
        GL_DepthMask(true);
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
-       if (r_shadow_realtime_world.integer)
-               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
-       else
-               GL_Color(1, 1, 1, 1);
+       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
        while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
@@ -1286,7 +1271,7 @@ void R_UpdateLightmapInfo(entity_render_t *ent)
        model_t *model = ent->model;
        if (!model)
                return;
-       if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
+       if (r_dynamic.integer && !r_rtdlight)
                R_MarkLights(ent);
        for (i = 0;i < model->brushq1.light_styles;i++)
        {
@@ -1378,7 +1363,7 @@ void R_DrawSurfaces(entity_render_t *ent, int flagsmask)
                                }
                                else
                                {
-                                       if (ent->effects & EF_FULLBRIGHT || r_fullbright.integer)
+                                       if (!(ent->flags & RENDER_LIGHT))
                                        {
                                                RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
                                                if (r_detailtextures.integer)
@@ -1889,7 +1874,7 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t
                        else if (ent != &cl_entities[0].render || surface->visframe == r_framecount)
                        {
                                t = surface->texinfo->texture->currentframe;
-                               if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE)
+                               if (t->flags & SURF_LIGHTMAP)
                                        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, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
                        }
                }
@@ -2055,10 +2040,7 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3msurf
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture(face->lightmaptexture);
        m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
-       if (r_shadow_realtime_world.integer)
-               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
-       else
-               GL_Color(1, 1, 1, 1);
+       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
        m.pointer_vertex = face->data_vertex3f;
        R_Mesh_State(&m);
        GL_LockArrays(0, face->num_vertices);
@@ -2099,9 +2081,7 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3msur
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture(face->texture->skin.base);
        m.pointer_texcoord[0] = face->data_texcoordtexture2f;
-       mul = 2.0f;
-       if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
-               mul *= r_shadow_realtime_world_lightmaps.value;
+       mul = 2.0f * r_lightmapintensity;
        if (mul == 2 && gl_combine.integer)
        {
                m.texrgbscale[0] = 2;
@@ -2136,9 +2116,7 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3msurfac
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_DepthTest(true);
-       mul = 2.0f;
-       if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
-               mul *= r_shadow_realtime_world_lightmaps.value;
+       mul = 2.0f * r_lightmapintensity;
        if (mul == 1)
                m.pointer_color = face->data_color4f;
        else
@@ -2178,6 +2156,8 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3
 
 void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
 {
+       int i;
+       float colorscale;
        const entity_render_t *ent = voident;
        q3msurface_t *face = ent->model->brushq3.data_faces + facenumber;
        rmeshstate_t m;
@@ -2191,46 +2171,19 @@ void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture(face->texture->skin.base);
        m.pointer_texcoord[0] = face->data_texcoordtexture2f;
-       // LordHavoc: quake3 was not able to do this; lit transparent surfaces
+       colorscale = r_lightmapintensity;
        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->data_texcoordlightmap2f;
-                       GL_Color(1, 1, 1, ent->alpha);
-               }
-               else
-               {
-                       if (ent->alpha == 1)
-                               m.pointer_color = face->data_color4f;
-                       else
-                       {
-                               int i;
-                               for (i = 0;i < face->num_vertices;i++)
-                               {
-                                       varray_color4f[i*4+0] = face->data_color4f[i*4+0];
-                                       varray_color4f[i*4+1] = face->data_color4f[i*4+1];
-                                       varray_color4f[i*4+2] = face->data_color4f[i*4+2];
-                                       varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
-                               }
-                               m.pointer_color = varray_color4f;
-                       }
-               }
-       }
        else
+               colorscale *= 2.0f;
+       for (i = 0;i < face->num_vertices;i++)
        {
-               int i;
-               for (i = 0;i < face->num_vertices;i++)
-               {
-                       varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
-                       varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
-                       varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
-                       varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
-               }
-               m.pointer_color = varray_color4f;
+               varray_color4f[i*4+0] = face->data_color4f[i*4+0] * colorscale;
+               varray_color4f[i*4+1] = face->data_color4f[i*4+1] * colorscale;
+               varray_color4f[i*4+2] = face->data_color4f[i*4+2] * colorscale;
+               varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
        }
+       m.pointer_color = varray_color4f;
        m.pointer_vertex = face->data_vertex3f;
        R_Mesh_State(&m);
        qglDisable(GL_CULL_FACE);
@@ -2258,9 +2211,9 @@ void R_Q3BSP_DrawFace(entity_render_t *ent, q3msurface_t *face)
                return;
        }
        R_Mesh_Matrix(&ent->matrix);
-       if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
+       if (r_lightmapintensity <= 0)
                R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
-       else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer)
+       else if (!(ent->flags & RENDER_LIGHT))
        {
                R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
                if (face->texture->skin.glow)