// set to full bright if no light data
bl = intblocklights;
- if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
+ if (!ent->model->brushq1.lightdata)
{
for (i = 0;i < size3;i++)
bl[i] = 255*256;
// set to full bright if no light data
bl = floatblocklights;
- if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
+ if (!ent->model->brushq1.lightdata)
j = 255*256;
else
j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
}
R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
memset(&m, 0, sizeof(m));
texture = surf->texinfo->texture->currentframe;
float base, colorscale;
rmeshstate_t m;
float modelorg[3];
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
memset(&m, 0, sizeof(m));
if (rendertype == SURFRENDER_ADD)
{
{
rmeshstate_t m;
float modelorg[3];
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
memset(&m, 0, sizeof(m));
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
{
rmeshstate_t m;
float modelorg[3];
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
memset(&m, 0, sizeof(m));
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
const msurface_t *surf;
rmeshstate_t m;
float modelorg[3];
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
memset(&m, 0, sizeof(m));
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
}
}
}
+ else if (ent->effects & EF_FULLBRIGHT)
+ {
+ RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+ if (r_detailtextures.integer)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+ if (texture->skin.glow)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
else if (r_shadow_realtime_world.integer)
{
// opaque base lighting
return;
model = ent->model;
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
numsurfaces = model->brushq1.nummodelsurfaces;
surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
((i & 0x0038) >> 3) * (1.0f / 7.0f),
((i & 0x01C0) >> 6) * (1.0f / 7.0f),
0.125f);
- if (PlaneDiff(r_origin, (&portal->plane)) < 0)
+ if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
{
for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
VectorCopy(portal->points[i].position, v);
if (model == NULL)
return;
#if WORLDNODECULLBACKFACES
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
#endif
numsurfaces = model->brushq1.nummodelsurfaces;
surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
return;
surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
{
// RecursiveWorldNode
surfaces = ent->model->brushq1.surfaces;
surfacevisframes = ent->model->brushq1.surfacevisframes;
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
viewleaf->worldnodeframe = r_framecount;
leafstack[0] = viewleaf;
leafstackpos = 1;
vec3_t modelorg;
mleaf_t *viewleaf;
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
R_PVSUpdate(ent, viewleaf);
rmeshstate_t m;
if (!face->num_triangles)
return;
+ c_faces++;
if (skyrendernow)
{
skyrendernow = false;
{
if (!face->num_triangles)
return;
- if (face->texture->renderflags)
+ if (face->texture->surfaceparms)
{
- if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY)
- return;
- if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW)
+ if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))
return;
}
+ c_faces++;
face->visframe = r_framecount;
- if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_TRANSPARENT) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
+ if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
{
vec3_t facecenter, center;
facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
{
if (R_CullBox(node->mins, node->maxs))
return;
+ c_nodes++;
R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
node = node->children[1];
}
if (R_CullBox(node->mins, node->maxs))
return;
+ c_leafs++;
leaf = (q3mleaf_t *)node;
if (pvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7)))
for (i = 0;i < leaf->numleaffaces;i++)
model = ent->model;
if (r_drawcollisionbrushes.integer < 2)
{
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
{
if (r_q3bsp_framecount != r_framecount)
R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
}
for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
- if (face->markframe == r_framecount && (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY) && !R_CullBox(face->mins, face->maxs))
+ if (face->markframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
R_Q3BSP_DrawSkyFace(ent, face);
}
else
for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
- if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY))
+ if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
R_Q3BSP_DrawSkyFace(ent, face);
}
}
model = ent->model;
if (r_drawcollisionbrushes.integer < 2)
{
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
{
if (r_q3bsp_framecount != r_framecount)
{
model = ent->model;
R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
lightmins[0] = relativelightorigin[0] - lightradius;
lightmins[1] = relativelightorigin[1] - lightradius;
lightmins[2] = relativelightorigin[2] - lightradius;
void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
{
- if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->num_triangles)
+ if ((face->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || !face->num_triangles)
return;
R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, NULL);
R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, NULL);
{
model = ent->model;
R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
lightmins[0] = relativelightorigin[0] - lightradius;
lightmins[1] = relativelightorigin[1] - lightradius;
lightmins[2] = relativelightorigin[2] - lightradius;