// look for embedded bmodels
for (n = 0;n < cl_num_brushmodel_entities;n++)
{
- ent = cl_brushmodel_entities[n];
+ ent = &cl_entities[cl_brushmodel_entities[n]].render;
model = ent->model;
if (model && model->name[0] == '*')
{
right[0] = forward[1];
right[1] = -forward[0];
for (i = 0;i < 4;i++)
- VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3);
+ VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
}
}
else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE)
for (i = 0;i < 4;i++)
Matrix4x4_Transform(&imatrix1, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
for (i = 0;i < 4;i++)
- VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3);
+ VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
}
}
else
- memcpy(varray_vertex3f, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), sizeof(float[3]) * surface->num_vertices);
+ memcpy((varray_vertex3f + 3 * surface->num_firstvertex), (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), sizeof(float[3]) * surface->num_vertices);
}
// any sort of deformvertices call is *VERY* rare, so this must be optimized
// to skip deformvertices quickly!
#if 1
-#define RSurf_GetVertexPointer(ent, texture, surface, modelorg) ((texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) ? (RSurf_DeformVertices(ent, texture, surface, modelorg), varray_vertex3f) : (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex))
+#define RSurf_GetVertexPointer(ent, texture, surface, modelorg) ((texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) ? (RSurf_DeformVertices(ent, texture, surface, modelorg), varray_vertex3f) : surface->groupmesh->data_vertex3f)
#else
static float *RSurf_GetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg)
{
return varray_vertex3f;
}
else
- return (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex);
+ return surface->groupmesh->data_vertex3f;
}
#endif
qboolean dofogpass;
qboolean fogallpasses;
qboolean waterscrolling;
+ surfmesh_t *groupmesh;
+ rtexture_t *lightmaptexture;
rmeshstate_t m;
texture = texture->currentframe;
if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
{
surface = texturesurfacelist[texturesurfaceindex];
R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- R_Mesh_TexCoordPointer(0, 2, (surface->groupmesh->data_texcoordlightmap2f + 2 * surface->num_firstvertex));
- R_Mesh_ColorPointer(surface->lightmaptexture ? NULL : (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex));
- R_Mesh_VertexPointer((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex));
- GL_LockArrays(0, surface->num_vertices);
- R_Mesh_Draw(0, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_ColorPointer(surface->lightmaptexture ? NULL : surface->groupmesh->data_lightmapcolor4f);
+ R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f);
+ 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);
R_Sky();
}
// LordHavoc: HalfLife maps have freaky skypolys...
- if (!ent->model->brush.ishlbsp)
+ //if (!ent->model->brush.ishlbsp)
{
R_Mesh_Matrix(&ent->matrix);
GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_VertexPointer((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex));
- GL_LockArrays(0, surface->num_vertices);
- R_Mesh_Draw(0, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f);
+ 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_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
{
surface = texturesurfacelist[texturesurfaceindex];
R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
- R_Mesh_TexCoordPointer(0, 2, (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex));
- R_Mesh_TexCoordPointer(1, 2, (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex));
- GL_LockArrays(0, surface->num_vertices);
- R_Mesh_Draw(0, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+ 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);
}
surface = texturesurfacelist[texturesurfaceindex];
vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_VertexPointer(vertex3f);
- R_Mesh_TexCoordPointer(0, 2, (surface->groupmesh->data_texcoordlightmap2f + 2 * surface->num_firstvertex));
- R_Mesh_TexCoordPointer(1, 2, (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex));
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
if (surface->lightmaptexture)
{
R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
if (fogallpasses)
{
R_Mesh_ColorPointer(varray_color4f);
- for (i = 0, v = vertex3f, c = varray_color4f;i < surface->num_vertices;i++, v += 3, c += 4)
+ for (i = 0, v = (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 = 1 - exp(fogdensity/DotProduct(diff, diff));
{
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
R_Mesh_ColorPointer(varray_color4f);
- if ((surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex))
+ if (!surface->lightmaptexture)
{
- for (i = 0, c = varray_color4f;i < surface->num_vertices;i++, c += 4)
+ for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4)
{
c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r;
c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g;
}
if (fogallpasses)
{
- for (i = 0, v = vertex3f, c = varray_color4f;i < surface->num_vertices;i++, v += 3, c += 4)
+ for (i = 0, v = (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 = 1 - exp(fogdensity/DotProduct(diff, diff));
GL_Color(0, 0, 0, a);
}
}
- GL_LockArrays(0, surface->num_vertices);
- R_Mesh_Draw(0, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ 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(texture->skin.base);
if (waterscrolling)
m.texmatrix[0] = r_surf_waterscrollmatrix;
- m.texmatrix[0] = r_surf_waterscrollmatrix;
m.pointer_color = varray_color4f;
colorscale = 1;
if (gl_combine.integer)
surface = texturesurfacelist[texturesurfaceindex];
vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_VertexPointer(vertex3f);
- R_Mesh_TexCoordPointer(0, 2, (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex));
- for (i = 0, v = vertex3f, c = varray_color4f;i < surface->num_vertices;i++, v += 3, c += 4)
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
c[0] = 0;
c[1] = 0;
c[2] = 0;
- if ((surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex))
+ if (!surface->lightmapinfo)
VectorCopy((surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex) + i*4, c);
- else if (surface->lightmapinfo)
+ else //if (surface->lightmapinfo)
{
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);
f = 1 - exp(fogdensity/DotProduct(diff, diff));
VectorScale(c, f, c);
}
- if ((surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex) && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ if (!surface->lightmapinfo && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
else
c[3] = a;
}
- GL_LockArrays(0, surface->num_vertices);
- R_Mesh_Draw(0, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ 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);
}
}
surface = texturesurfacelist[texturesurfaceindex];
vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_VertexPointer(vertex3f);
- R_Mesh_TexCoordPointer(0, 2, (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex));
- if ((surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex) && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ if (!surface->lightmapinfo && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
{
R_Mesh_ColorPointer(varray_color4f);
- for (i = 0, v = vertex3f, c = varray_color4f;i < surface->num_vertices;i++, v += 3, c += 4)
+ for (i = 0, v = (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 = 1 - exp(fogdensity/DotProduct(diff, diff));
else
{
R_Mesh_ColorPointer(varray_color4f);
- for (i = 0, v = vertex3f, c = varray_color4f;i < surface->num_vertices;i++, v += 3, c += 4)
+ for (i = 0, v = (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 = 1 - exp(fogdensity/DotProduct(diff, diff));
c[3] = a;
}
}
- GL_LockArrays(0, surface->num_vertices);
- R_Mesh_Draw(0, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ 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);
}
}
surface = texturesurfacelist[texturesurfaceindex];
vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_VertexPointer(vertex3f);
- R_Mesh_TexCoordPointer(0, 2, (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex));
- if ((surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex) && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ if (!surface->lightmaptexture && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
{
R_Mesh_ColorPointer(varray_color4f);
- for (i = 0, v = vertex3f, c = varray_color4f;i < surface->num_vertices;i++, v += 3, c += 4)
+ for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
c[0] = r;
c[1] = g;
R_Mesh_ColorPointer(NULL);
GL_Color(r, g, b, a);
}
- GL_LockArrays(0, surface->num_vertices);
- R_Mesh_Draw(0, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ 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);
}
}
{
surface = texturesurfacelist[texturesurfaceindex];
R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
- R_Mesh_TexCoordPointer(0, 2, (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex));
- GL_LockArrays(0, surface->num_vertices);
- R_Mesh_Draw(0, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ 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);
}
}
{
surface = texturesurfacelist[texturesurfaceindex];
R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
- GL_LockArrays(0, surface->num_vertices);
- R_Mesh_Draw(0, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ 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);
}
}
{
surface = texturesurfacelist[texturesurfaceindex];
RSurf_DeformVertices(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 2, (surface->groupmesh->data_texcoordlightmap2f + 2 * surface->num_firstvertex));
- R_Mesh_TexCoordPointer(1, 2, (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex));
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
if (surface->lightmaptexture)
{
R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
else //if (r == 1 && g == 1 && b == 1)
{
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- R_Mesh_ColorPointer((surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex));
+ R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
}
- GL_LockArrays(0, surface->num_vertices);
- R_Mesh_Draw(0, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ 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);
}
}
{
surface = texturesurfacelist[texturesurfaceindex];
RSurf_DeformVertices(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 2, (surface->groupmesh->data_texcoordlightmap2f + 2 * surface->num_firstvertex));
- R_Mesh_TexCoordPointer(1, 2, (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex));
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
if (surface->lightmaptexture)
{
R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
{
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
R_Mesh_ColorPointer(varray_color4f);
- for (i = 0;i < surface->num_vertices;i++)
+ for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4)
{
- varray_color4f[i*4+0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r;
- varray_color4f[i*4+1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g;
- varray_color4f[i*4+2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b;
- varray_color4f[i*4+3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3];
+ c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r;
+ c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g;
+ c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b;
+ c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3];
}
}
- GL_LockArrays(0, surface->num_vertices);
- R_Mesh_Draw(0, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ 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++)
{
surface = texturesurfacelist[texturesurfaceindex];
- qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex));
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), surface->groupmesh->data_vertex3f);
qglClientActiveTexture(GL_TEXTURE0_ARB);
- qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), (surface->groupmesh->data_texcoordlightmap2f + 2 * surface->num_firstvertex));
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), surface->groupmesh->data_texcoordlightmap2f);
qglClientActiveTexture(GL_TEXTURE1_ARB);
- qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex));
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), surface->groupmesh->data_texcoordtexture2f);
if (surface->lightmaptexture)
{
R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
{
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
qglEnableClientState(GL_COLOR_ARRAY);
- qglColorPointer(4, GL_FLOAT, sizeof(float[4]), (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex));
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), surface->groupmesh->data_lightmapcolor4f);
}
qglLockArraysEXT(0, surface->num_vertices);
- qglDrawRangeElements(GL_TRIANGLES, 0, surface->num_vertices, surface->num_triangles * 3, GL_UNSIGNED_INT, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ qglDrawRangeElements(GL_TRIANGLES, surface->num_firstvertex, surface->num_firstvertex + surface->num_vertices, surface->num_triangles * 3, GL_UNSIGNED_INT, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
qglUnlockArraysEXT();
}
#else
+ groupmesh = NULL;
+ lightmaptexture = NULL;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_VertexPointer((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex));
- R_Mesh_TexCoordPointer(0, 2, (surface->groupmesh->data_texcoordlightmap2f + 2 * surface->num_firstvertex));
- R_Mesh_TexCoordPointer(1, 2, (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex));
- if (surface->lightmaptexture)
+ if (groupmesh != surface->groupmesh)
{
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- R_Mesh_ColorPointer(NULL);
+ groupmesh = surface->groupmesh;
+ R_Mesh_VertexPointer(groupmesh->data_vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, groupmesh->data_texcoordtexture2f);
+ if (!lightmaptexture)
+ R_Mesh_ColorPointer(groupmesh->data_lightmapcolor4f);
}
- else //if (r == 1 && g == 1 && b == 1)
+ if (lightmaptexture != surface->lightmaptexture)
{
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- R_Mesh_ColorPointer((surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex));
+ lightmaptexture = surface->lightmaptexture;
+ if (lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(lightmaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ else //if (r == 1 && g == 1 && b == 1)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
+ }
}
- GL_LockArrays(0, surface->num_vertices);
- R_Mesh_Draw(0, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ 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);
}
#endif
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_VertexPointer((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex));
- R_Mesh_TexCoordPointer(0, 2, (surface->groupmesh->data_texcoordlightmap2f + 2 * surface->num_firstvertex));
- R_Mesh_TexCoordPointer(1, 2, (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex));
+ R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
if (surface->lightmaptexture)
{
R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
{
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
R_Mesh_ColorPointer(varray_color4f);
- for (i = 0;i < surface->num_vertices;i++)
+ for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4)
{
- varray_color4f[i*4+0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r;
- varray_color4f[i*4+1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g;
- varray_color4f[i*4+2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b;
- varray_color4f[i*4+3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3];
+ c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r;
+ c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g;
+ c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b;
+ c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3];
}
}
- GL_LockArrays(0, surface->num_vertices);
- R_Mesh_Draw(0, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ 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_Color(1, 1, 1, 1);
memset(&m, 0, sizeof(m));
R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
{
- surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- R_Mesh_TexCoordPointer(0, 2, (surface->groupmesh->data_texcoordlightmap2f + 2 * surface->num_firstvertex));
- R_Mesh_ColorPointer(surface->lightmaptexture ? NULL : (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex));
- GL_LockArrays(0, surface->num_vertices);
- R_Mesh_Draw(0, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
+ R_Mesh_VertexPointer(varray_vertex3f);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DeformVertices(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ if (surface->lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ else //if (r == 1 && g == 1 && b == 1)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
+ }
+ 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);
+ }
+ }
+ else
+ {
+ groupmesh = NULL;
+ lightmaptexture = NULL;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ if (groupmesh != surface->groupmesh)
+ {
+ groupmesh = surface->groupmesh;
+ R_Mesh_VertexPointer(groupmesh->data_vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordlightmap2f);
+ if (!lightmaptexture)
+ R_Mesh_ColorPointer(groupmesh->data_lightmapcolor4f);
+ }
+ if (lightmaptexture != surface->lightmaptexture)
+ {
+ lightmaptexture = surface->lightmaptexture;
+ if (lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(lightmaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ else //if (r == 1 && g == 1 && b == 1)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
+ }
+ }
+ 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);
+ }
}
}
if (dobase)
if (waterscrolling)
m.texmatrix[0] = r_surf_waterscrollmatrix;
R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
{
- surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
- R_Mesh_TexCoordPointer(0, 2, (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex));
- GL_LockArrays(0, surface->num_vertices);
- R_Mesh_Draw(0, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
+ R_Mesh_VertexPointer(varray_vertex3f);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DeformVertices(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ 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);
+ }
+ }
+ else
+ {
+ groupmesh = NULL;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ if (groupmesh != surface->groupmesh)
+ {
+ groupmesh = surface->groupmesh;
+ R_Mesh_VertexPointer(groupmesh->data_vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordtexture2f);
+ }
+ 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);
+ }
}
}
}
surface = texturesurfacelist[texturesurfaceindex];
vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_VertexPointer(vertex3f);
- R_Mesh_TexCoordPointer(0, 2, (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex));
- for (i = 0, v = vertex3f, c = varray_color4f;i < surface->num_vertices;i++, v += 3, c += 4)
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
c[0] = r;
c[1] = g;
f = 1 - exp(fogdensity/DotProduct(diff, diff));
VectorScale(c, f, c);
}
- if ((surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex) && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
else
c[3] = a;
}
- GL_LockArrays(0, surface->num_vertices);
- R_Mesh_Draw(0, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ 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);
}
}
{
surface = texturesurfacelist[texturesurfaceindex];
R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
- R_Mesh_TexCoordPointer(0, 2, (surface->groupmesh->data_texcoorddetail2f + 2 * surface->num_firstvertex));
- GL_LockArrays(0, surface->num_vertices);
- R_Mesh_Draw(0, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoorddetail2f);
+ 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);
}
}
surface = texturesurfacelist[texturesurfaceindex];
vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_VertexPointer(vertex3f);
- R_Mesh_TexCoordPointer(0, 2, (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex));
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
R_Mesh_ColorPointer(varray_color4f);
- if ((surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex) && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
{
- for (i = 0, v = vertex3f, c = varray_color4f;i < surface->num_vertices;i++, v += 3, c += 4)
+ for (i = 0, v = (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 = 1 - exp(fogdensity/DotProduct(diff, diff));
}
else
{
- for (i = 0, v = vertex3f, c = varray_color4f;i < surface->num_vertices;i++, v += 3, c += 4)
+ for (i = 0, v = (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 = 1 - exp(fogdensity/DotProduct(diff, diff));
c[3] = a;
}
}
- GL_LockArrays(0, surface->num_vertices);
- R_Mesh_Draw(0, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ 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);
}
}
surface = texturesurfacelist[texturesurfaceindex];
vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_VertexPointer(vertex3f);
- R_Mesh_TexCoordPointer(0, 2, (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex));
- if ((surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex) && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
{
R_Mesh_ColorPointer(varray_color4f);
- for (i = 0, v = vertex3f, c = varray_color4f;i < surface->num_vertices;i++, v += 3, c += 4)
+ for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
c[0] = r;
c[1] = g;
R_Mesh_ColorPointer(NULL);
GL_Color(r, g, b, a);
}
- GL_LockArrays(0, surface->num_vertices);
- R_Mesh_Draw(0, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ 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);
}
}
surface = texturesurfacelist[texturesurfaceindex];
vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_VertexPointer(vertex3f);
- R_Mesh_TexCoordPointer(0, 2, (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex));
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
R_Mesh_ColorPointer(varray_color4f);
//RSurf_FogPassColors_Vertex3f_Color4f((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->num_vertices, modelorg);
- if ((surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex) && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
{
- for (i = 0, v = vertex3f, c = varray_color4f;i < surface->num_vertices;i++, v += 3, c += 4)
+ for (i = 0, v = (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));
}
else
{
- for (i = 0, v = vertex3f, c = varray_color4f;i < surface->num_vertices;i++, v += 3, c += 4)
+ for (i = 0, v = (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[3] = f * a;
}
}
- GL_LockArrays(0, surface->num_vertices);
- R_Mesh_Draw(0, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ 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);
}
}
// LordHavoc: this is just a nice debugging tool, very slow
static void R_DrawPortals(void)
{
- int i, portalnum;
+ int i, leafnum;//, portalnum;
mportal_t *portal;
float center[3], f;
model_t *model = r_refdef.worldmodel;
if (model == NULL)
return;
- for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
+ for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
{
- if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
- if (!R_CullBox(portal->mins, portal->maxs))
+ if (r_worldleafvisible[leafnum])
{
- VectorClear(center);
- for (i = 0;i < portal->numpoints;i++)
- VectorAdd(center, portal->points[i].position, center);
- f = ixtable[portal->numpoints];
- VectorScale(center, f, center);
- R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum);
+ //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
+ for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
+ {
+ if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
+ if (!R_CullBox(portal->mins, portal->maxs))
+ {
+ VectorClear(center);
+ for (i = 0;i < portal->numpoints;i++)
+ VectorAdd(center, portal->points[i].position, center);
+ f = ixtable[portal->numpoints];
+ VectorScale(center, f, center);
+ //R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum);
+ R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, leafnum);
+ }
+ }
}
}
}
}
}
-void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
+typedef struct r_q1bsp_getlightinfo_s
{
- model_t *model = ent->model;
- vec3_t lightmins, lightmaxs;
- int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
- const int *e;
- const float *v[3];
- msurface_t *surface;
- mleaf_t *leaf;
+ model_t *model;
+ vec3_t relativelightorigin;
+ float lightradius;
+ int *outclusterlist;
+ qbyte *outclusterpvs;
+ int outnumclusters;
+ int *outsurfacelist;
+ qbyte *outsurfacepvs;
+ int outnumsurfaces;
+ vec3_t outmins;
+ vec3_t outmaxs;
+ vec3_t lightmins;
+ vec3_t lightmaxs;
const qbyte *pvs;
- lightmins[0] = relativelightorigin[0] - lightradius;
- lightmins[1] = relativelightorigin[1] - lightradius;
- lightmins[2] = relativelightorigin[2] - lightradius;
- lightmaxs[0] = relativelightorigin[0] + lightradius;
- lightmaxs[1] = relativelightorigin[1] + lightradius;
- lightmaxs[2] = relativelightorigin[2] + lightradius;
- *outnumclusterspointer = 0;
- *outnumsurfacespointer = 0;
- memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
- memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
- if (model == NULL)
+}
+r_q1bsp_getlightinfo_t;
+
+void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
+{
+ int sides;
+ mleaf_t *leaf;
+ for (;;)
{
- VectorCopy(lightmins, outmins);
- VectorCopy(lightmaxs, outmaxs);
- return;
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+ return;
+ if (!node->plane)
+ break;
+ sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, node->plane) - 1;
+ if (sides == 2)
+ {
+ R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
+ node = node->children[1];
+ }
+ else
+ node = node->children[sides];
}
- VectorCopy(relativelightorigin, outmins);
- VectorCopy(relativelightorigin, outmaxs);
- if (model->brush.GetPVS)
- pvs = model->brush.GetPVS(model, relativelightorigin);
- else
- pvs = NULL;
- R_UpdateAllTextureInfo(ent);
- // FIXME: use BSP recursion as lights are often small
- for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++)
+ leaf = (mleaf_t *)node;
+ if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex))
{
- if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
+ info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
+ info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
+ info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
+ info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
+ info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
+ info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
+ if (info->outclusterpvs)
{
- outmins[0] = min(outmins[0], leaf->mins[0]);
- outmins[1] = min(outmins[1], leaf->mins[1]);
- outmins[2] = min(outmins[2], leaf->mins[2]);
- outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
- outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
- outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
- if (outclusterpvs)
+ if (!CHECKPVSBIT(info->outclusterpvs, leaf->clusterindex))
{
- if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
- {
- SETPVSBIT(outclusterpvs, leaf->clusterindex);
- outclusterlist[outnumclusters++] = leaf->clusterindex;
- }
+ SETPVSBIT(info->outclusterpvs, leaf->clusterindex);
+ info->outclusterlist[info->outnumclusters++] = leaf->clusterindex;
}
- if (outsurfacepvs)
+ }
+ if (info->outsurfacepvs)
+ {
+ int leafsurfaceindex;
+ for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
{
- for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
+ int surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
+ if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
{
- surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
- if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
+ msurface_t *surface = info->model->brush.data_surfaces + surfaceindex;
+ if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+ if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
{
- surface = model->brush.data_surfaces + surfaceindex;
- if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
- if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
+ int triangleindex, t;
+ const int *e;
+ const vec_t *v[3];
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
{
- for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+ v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
{
- v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
- v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
- v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
- if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
- {
- SETPVSBIT(outsurfacepvs, surfaceindex);
- outsurfacelist[outnumsurfaces++] = surfaceindex;
- break;
- }
+ SETPVSBIT(info->outsurfacepvs, surfaceindex);
+ info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+ break;
}
}
}
}
}
}
+}
+
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
+{
+ r_q1bsp_getlightinfo_t info;
+ VectorCopy(relativelightorigin, info.relativelightorigin);
+ info.lightradius = lightradius;
+ info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
+ info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
+ info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
+ info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
+ info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
+ info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
+ if (ent->model == NULL)
+ {
+ VectorCopy(info.lightmins, outmins);
+ VectorCopy(info.lightmaxs, outmaxs);
+ *outnumclusterspointer = 0;
+ *outnumsurfacespointer = 0;
+ return;
+ }
+ info.model = ent->model;
+ info.outclusterlist = outclusterlist;
+ info.outclusterpvs = outclusterpvs;
+ info.outnumclusters = 0;
+ info.outsurfacelist = outsurfacelist;
+ info.outsurfacepvs = outsurfacepvs;
+ info.outnumsurfaces = 0;
+ VectorCopy(info.relativelightorigin, info.outmins);
+ VectorCopy(info.relativelightorigin, info.outmaxs);
+ memset(outclusterpvs, 0, info.model->brush.num_pvsclusterbytes);
+ memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
+ if (info.model->brush.GetPVS)
+ info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
+ else
+ info.pvs = NULL;
+ R_UpdateAllTextureInfo(ent);
+ // use BSP recursion as lights are often small
+ R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes);
// limit combined leaf box to light boundaries
- outmins[0] = max(outmins[0], lightmins[0]);
- outmins[1] = max(outmins[1], lightmins[1]);
- outmins[2] = max(outmins[2], lightmins[2]);
- outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
- outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
- outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
-
- *outnumclusterspointer = outnumclusters;
- *outnumsurfacespointer = outnumsurfaces;
+ outmins[0] = max(info.outmins[0], info.lightmins[0]);
+ outmins[1] = max(info.outmins[1], info.lightmins[1]);
+ outmins[2] = max(info.outmins[2], info.lightmins[2]);
+ outmaxs[0] = min(info.outmaxs[0], info.lightmaxs[0]);
+ outmaxs[1] = min(info.outmaxs[1], info.lightmaxs[1]);
+ outmaxs[2] = min(info.outmaxs[2], info.lightmaxs[2]);
+
+ *outnumclusterspointer = info.outnumclusters;
+ *outnumsurfacespointer = info.outnumsurfaces;
}
void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
// if compiling an rtlight, capture the mesh
t = surface->texture;
if ((t->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
- 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->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), (surface->groupmesh->data_svector3f + 3 * surface->num_firstvertex), (surface->groupmesh->data_tvector3f + 3 * surface->num_firstvertex), (surface->groupmesh->data_normal3f + 3 * surface->num_firstvertex), (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex), surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ 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->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
}
else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]])
{
{
if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
qglDisable(GL_CULL_FACE);
- R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), (surface->groupmesh->data_svector3f + 3 * surface->num_firstvertex), (surface->groupmesh->data_tvector3f + 3 * surface->num_firstvertex), (surface->groupmesh->data_normal3f + 3 * surface->num_firstvertex), (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex), relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
+ R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, NULL, NULL, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
qglEnable(GL_CULL_FACE);
}