cvar_t r_testvis = {0, "r_testvis", "0"};
cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
-cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
+cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
else
{
memset(bl, 0, size*3*sizeof(float));
-
+
if (surf->dlightframe == r_framecount)
{
surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
if (surf->cached_dlight)
c_light_polys++;
}
-
+
// add all the lightmaps
if (lightmap)
{
invradius = 1.0f / radius;
loc0:
- if (node->contents < 0)
+ if (!node->plane)
return;
ndist = PlaneDiff(origin, node->plane);
if (ndist > radius)
}
}
- if (node->children[0]->contents >= 0)
+ if (node->children[0]->plane)
{
- if (node->children[1]->contents >= 0)
+ if (node->children[1]->plane)
{
R_StainNode(node->children[0], model, origin, radius, fcolor);
node = node->children[1];
goto loc0;
}
}
- else if (node->children[1]->contents >= 0)
+ else if (node->children[1]->plane)
{
node = node->children[1];
goto loc0;
return lit;
}
-static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- rmeshstate_t m;
-
- // sky rendering transparently would be too difficult
- if (ent->flags & RENDER_TRANSPARENT)
- return;
-
- if (skyrendernow)
- {
- skyrendernow = false;
- if (skyrendermasked)
- R_Sky();
- }
-
- // LordHavoc: HalfLife maps have freaky skypolys...
- if (ent->model->brush.ishlbsp)
- return;
- R_Mesh_Matrix(&ent->matrix);
-
- GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
- if (skyrendermasked)
- {
- // depth-only (masking)
- GL_ColorMask(0,0,0,0);
- // just to make sure that braindead drivers don't draw anything
- // despite that colormask...
- GL_BlendFunc(GL_ZERO, GL_ONE);
- }
- else
- {
- // fog sky
- GL_BlendFunc(GL_ONE, GL_ZERO);
- }
- GL_DepthMask(true);
- GL_DepthTest(true);
-
- memset(&m, 0, sizeof(m));
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
- {
- m.pointer_vertex = surf->mesh.data_vertex3f;
- 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, 0);
- }
- }
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
-}
-
static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
{
const entity_render_t *ent = calldata1;
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+void R_UpdateTextureInfo(entity_render_t *ent)
{
- const msurface_t *surf;
- rmeshstate_t m;
- int lightmaptexturenum;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(texture->skin.base);
- m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
- m.texrgbscale[1] = 2;
- m.tex[2] = R_GetTexture(texture->skin.detail);
- m.texrgbscale[2] = 2;
- if (texture->skin.glow)
- {
- m.tex[3] = R_GetTexture(texture->skin.glow);
- m.texcombinergb[3] = GL_ADD;
- }
- GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
+ int i, texframe, alttextures;
+ texture_t *t;
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
- {
- lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- m.tex[1] = lightmaptexturenum;
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
- m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
- m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
- 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, 0);
- }
- }
-}
+ if (!ent->model)
+ return;
-static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- rmeshstate_t m;
- int lightmaptexturenum;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(texture->skin.base);
- m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
- m.texrgbscale[1] = 2;
- m.tex[2] = R_GetTexture(texture->skin.detail);
- m.texrgbscale[2] = 2;
- GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
-
- while((surf = *surfchain++) != NULL)
+ alttextures = ent->frame != 0;
+ texframe = (int)(r_refdef.time * 5.0f);
+ for (i = 0;i < ent->model->brushq1.numtextures;i++)
{
- if (surf->visframe == r_framecount)
- {
- lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- m.tex[1] = lightmaptexturenum;
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
- m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
- 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, 0);
- }
+ t = ent->model->brushq1.textures + i;
+ t->currentalpha = ent->alpha;
+ if (t->flags & SURF_WATERALPHA)
+ t->currentalpha *= r_wateralpha.value;
+ if (ent->effects & EF_ADDITIVE)
+ t->rendertype = SURFRENDER_ADD;
+ else if (t->currentalpha < 1 || t->skin.fog != NULL)
+ t->rendertype = SURFRENDER_ALPHA;
+ else
+ t->rendertype = SURFRENDER_OPAQUE;
+ // we don't need to set currentframe if t->animated is false because
+ // it was already set up by the texture loader for non-animating
+ if (t->animated)
+ t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist)
{
- const msurface_t *surf;
+ int texturesurfaceindex;
+ vec3_t center, modelorg;
rmeshstate_t m;
- int lightmaptexturenum;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(texture->skin.base);
- m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
- m.texrgbscale[1] = 2;
- GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
- while((surf = *surfchain++) != NULL)
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ if (gl_lightmaps.integer)
{
- if (surf->visframe == r_framecount)
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- m.tex[1] = lightmaptexturenum;
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+ msurface_t *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;
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);
}
}
-}
-
-static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_DepthMask(true);
- GL_DepthTest(true);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- m.tex[0] = R_GetTexture(texture->skin.base);
- if (ent->flags & RENDER_LIGHT)
- GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
- else
- GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
- while((surf = *surfchain++) != NULL)
+ else if (texture->rendertype != SURFRENDER_OPAQUE)
{
- if (surf->visframe == r_framecount)
+ // transparent vertex shaded from lightmap
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- 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, 0);
+ 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);
}
}
-}
-
-static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- rmeshstate_t m;
- int lightmaptexturenum;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- GL_DepthMask(false);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
- GL_Color(1, 1, 1, 1);
- while((surf = *surfchain++) != NULL)
+ else if (texture->flags & SURF_LIGHTMAP)
{
- if (surf->visframe == r_framecount)
+ qboolean dolightmap = (ent->flags & RENDER_LIGHT);
+ qboolean dobase = true;
+ qboolean doambient = r_ambient.value > 0;
+ qboolean dodetail = r_detailtextures.integer != 0;
+ qboolean doglow = texture->skin.glow != NULL;
+ qboolean dofog = fogenabled;
+ // multitexture cases
+ if (r_textureunits.integer >= 2 && gl_combine.integer && dobase && dolightmap)
{
- lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- m.tex[0] = lightmaptexturenum;
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
- 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, 0);
+ dobase = false;
+ dolightmap = false;
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_Color(1, 1, 1, 1);
+ 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(texture->skin.base);
+ m.texrgbscale[1] = 2;
+ if (r_textureunits.integer >= 3 && !doambient && dodetail)
+ {
+ m.tex[2] = R_GetTexture(texture->skin.detail);
+ m.texrgbscale[2] = 2;
+ dodetail = false;
+ if (r_textureunits.integer >= 3 && texture->skin.glow)
+ {
+ m.tex[3] = R_GetTexture(texture->skin.glow);
+ m.texcombinergb[3] = GL_ADD;
+ doglow = false;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ msurface_t *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.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
+ m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f;
+ m.pointer_texcoord[3] = surface->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ 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 (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ msurface_t *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.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
+ m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f;
+ R_Mesh_State(&m);
+ 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 if (r_textureunits.integer >= 3 && !doambient && !dodetail && doglow)
+ {
+ m.tex[2] = R_GetTexture(texture->skin.glow);
+ m.texcombinergb[2] = GL_ADD;
+ doglow = false;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ msurface_t *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.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
+ m.pointer_texcoord[2] = surface->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ 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);
+ }
+ }
}
- }
-}
-
-static void RSurfShader_OpaqueWall_Pass_BaseAmbient(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(texture->skin.base);
- 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);
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
+ // anything not handled above
+ if (dobase)
{
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- 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, 0);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_Color(1, 1, 1, 1);
+ if (ent->flags & RENDER_LIGHT)
+ GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
+ else
+ GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ 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);
+ }
}
- }
-}
-
-static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- rmeshstate_t m;
- float modelorg[3];
- 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);
- GL_DepthTest(true);
- m.pointer_color = varray_color4f;
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
+ GL_DepthMask(false);
+ if (dolightmap)
{
- m.pointer_vertex = surf->mesh.data_vertex3f;
- if (m.tex[0])
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 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);
- GL_LockArrays(0, 0);
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ msurface_t *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;
+ R_Mesh_State(&m);
+ 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);
+ }
}
- }
-}
-
-static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- GL_DepthMask(false);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(texture->skin.detail);
- GL_Color(1, 1, 1, 1);
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
+ if (doambient)
{
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
- 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, 0);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ memset(&m, 0, sizeof(m));
+ 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);
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ 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);
+ }
}
- }
-}
-
-static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(texture->skin.glow);
- GL_Color(1, 1, 1, 1);
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
+ if (dodetail)
{
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- 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, 0);
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.detail);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ 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);
+ }
}
- }
-}
-
-/*
-static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- GL_DepthMask(true);
- m.tex[0] = R_GetTexture(texture->skin.glow);
- if (m.tex[0])
- GL_Color(1, 1, 1, 1);
- else
- GL_Color(0, 0, 0, 1);
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
+ if (doglow)
{
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- 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, 0);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ 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);
+ }
}
- }
-}
-*/
-
-static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- rmeshstate_t m;
- int lightmaptexturenum;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
- GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
+ if (dofog)
{
- lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- m.tex[0] = lightmaptexturenum;
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
- 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, 0);
- }
- }
-}
-
-void R_UpdateTextureInfo(entity_render_t *ent)
-{
- int i, texframe, alttextures;
- texture_t *t;
-
- if (!ent->model)
- return;
-
- alttextures = ent->frame != 0;
- texframe = (int)(r_refdef.time * 5.0f);
- for (i = 0;i < ent->model->brushq1.numtextures;i++)
- {
- t = ent->model->brushq1.textures + i;
- t->currentalpha = ent->alpha;
- if (t->flags & SURF_WATERALPHA)
- t->currentalpha *= r_wateralpha.value;
- if (ent->effects & EF_ADDITIVE)
- t->rendertype = SURFRENDER_ADD;
- else if (t->currentalpha < 1 || t->skin.fog != NULL)
- t->rendertype = SURFRENDER_ALPHA;
- else
- t->rendertype = SURFRENDER_OPAQUE;
- // we don't need to set currentframe if t->animated is false because
- // it was already set up by the texture loader for non-animating
- if (t->animated)
- t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
- }
-}
-
-void R_UpdateLightmapInfo(entity_render_t *ent)
-{
- int i;
- msurface_t *surface, **surfacechain;
- model_t *model = ent->model;
- if (!model)
- return;
- if (r_dynamic.integer && !r_rtdlight)
- R_MarkLights(ent);
- for (i = 0;i < model->brushq1.light_styles;i++)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ memset(&m, 0, sizeof(m));
+ m.pointer_color = varray_color4f;
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ if (m.tex[0])
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ 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);
+ }
+ }
+ }
+ else if (texture->flags & SURF_DRAWTURB)
{
- if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
- if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
- for (;(surface = *surfacechain);surfacechain++)
- surface->cached_dlight = true;
+ msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ RSurfShader_Transparent_Callback(ent, surface - ent->model->brushq1.surfaces);
}
}
-}
-
-void R_PrepareSurfaces(entity_render_t *ent)
-{
- int i, numsurfaces, *surfacevisframes;
- model_t *model;
- msurface_t *surf, *surfaces;
- vec3_t modelorg;
-
- if (!ent->model)
- return;
-
- model = ent->model;
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- numsurfaces = model->nummodelsurfaces;
- surfaces = model->brushq1.surfaces + model->firstmodelsurface;
- surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
- for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
+ else if (texture->flags & SURF_DRAWSKY)
{
- if (surfacevisframes[i] == r_framecount)
+ if (skyrendernow)
+ {
+ skyrendernow = false;
+ if (skyrendermasked)
+ R_Sky();
+ }
+ // LordHavoc: HalfLife maps have freaky skypolys...
+ if (!ent->model->brush.ishlbsp)
{
-#if !WORLDNODECULLBACKFACES
- // mark any backface surfaces as not visible
- if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+ R_Mesh_Matrix(&ent->matrix);
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ if (skyrendermasked)
{
- if (!(surf->flags & SURF_PLANEBACK))
- surfacevisframes[i] = -1;
+ // depth-only (masking)
+ GL_ColorMask(0,0,0,0);
+ // just to make sure that braindead drivers don't draw anything
+ // despite that colormask...
+ GL_BlendFunc(GL_ZERO, GL_ONE);
}
else
{
- if ((surf->flags & SURF_PLANEBACK))
- surfacevisframes[i] = -1;
+ // fog sky
+ GL_BlendFunc(GL_ONE, GL_ZERO);
}
- if (surfacevisframes[i] == r_framecount)
-#endif
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ memset(&m, 0, sizeof(m));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- c_faces++;
- surf->visframe = r_framecount;
- if (surf->cached_dlight && surf->lightmaptexture != NULL)
- R_BuildLightMap(ent, surf);
+ msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ R_Mesh_State(&m);
+ 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);
}
}
}
-void R_DrawSurfaces(entity_render_t *ent, int flagsmask)
+void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
{
- int texturenumber, f;
- vec3_t center;
- msurface_t *surf, **chain, **surfchain;
+ int i, j, f, flagsmask;
+ msurface_t *surface, **surfacechain;
texture_t *t, *texture;
model_t *model = ent->model;
+ vec3_t modelorg;
+ const int maxsurfacelist = 1024;
+ int numsurfacelist = 0;
+ msurface_t *surfacelist[1024];
if (model == NULL)
return;
R_Mesh_Matrix(&ent->matrix);
- for (texturenumber = 0, t = model->brushq1.textures;texturenumber < model->brushq1.numtextures;texturenumber++, t++)
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+
+ if (ent != r_refdef.worldentity)
+ {
+ // because bmodels can be reused, we have to clear dlightframe every time
+ surface = model->brushq1.surfaces + model->firstmodelsurface;
+ for (i = 0;i < model->nummodelsurfaces;i++, surface++)
+ surface->dlightframe = -1;
+ }
+
+ // update light styles
+ if (!skysurfaces)
{
- if ((f = t->flags & flagsmask) && (texture = t->currentframe) && (surfchain = model->brushq1.pvstexturechains[texturenumber]) != NULL)
+ if (r_dynamic.integer && !r_rtdlight)
+ R_MarkLights(ent);
+ for (i = 0;i < model->brushq1.light_styles;i++)
{
- if (texture->flags & SURF_LIGHTMAP)
+ if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
{
- if (gl_lightmaps.integer)
- {
- RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
- }
- else if (texture->rendertype != SURFRENDER_OPAQUE)
- {
- // transparent vertex shaded from lightmap
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
- {
- if (surf->visframe == r_framecount)
- {
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
- }
- }
- }
- else
+ model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
+ if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
+ for (;(surface = *surfacechain);surfacechain++)
+ surface->cached_dlight = true;
+ }
+ }
+ }
+
+ R_UpdateTextureInfo(ent);
+ flagsmask = skysurfaces ? SURF_DRAWSKY : (SURF_DRAWTURB | SURF_LIGHTMAP);
+ f = 0;
+ t = NULL;
+ numsurfacelist = 0;
+ for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++)
+ {
+ if (ent != r_refdef.worldentity || r_worldsurfacevisible[j])
+ {
+ surface = model->brushq1.surfaces + j;
+ if (t != surface->texinfo->texture)
+ {
+ if (numsurfacelist)
{
- if (!(ent->flags & RENDER_LIGHT))
- {
- 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);
- }
- else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
- RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
- else
- {
- if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
- RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
- else
- {
- if (r_textureunits.integer >= 2 && gl_combine.integer)
- RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
- else
- {
- RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
- RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
- }
- if (r_ambient.value > 0)
- RSurfShader_OpaqueWall_Pass_BaseAmbient(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);
+ R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist);
+ numsurfacelist = 0;
}
+ t = surface->texinfo->texture;
+ f = t->flags & flagsmask;
+ texture = t->currentframe;
}
- else if (texture->flags & SURF_DRAWTURB)
+ if (f)
{
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ // add face to draw list and update lightmap if necessary
+ c_faces++;
+ if (surface->cached_dlight && surface->lightmaptexture != NULL)
+ R_BuildLightMap(ent, surface);
+ surfacelist[numsurfacelist++] = surface;
+ if (numsurfacelist >= maxsurfacelist)
{
- if (surf->visframe == r_framecount)
- {
- if (texture->rendertype == SURFRENDER_OPAQUE)
- RSurfShader_Transparent_Callback(ent, surf - ent->model->brushq1.surfaces);
- else
- {
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
- }
- }
+ R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist);
+ numsurfacelist = 0;
}
}
- else if (texture->flags & SURF_DRAWSKY)
- RSurfShader_Sky(ent, texture, surfchain);
}
}
+ if (numsurfacelist)
+ R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist);
}
static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
for (portalnum = 0, portal = model->brushq1.portals;portalnum < model->brushq1.numportals;portalnum++, portal++)
{
if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
+ if (!R_CullBox(portal->mins, portal->maxs))
{
VectorClear(center);
for (i = 0;i < portal->numpoints;i++)
}
}
-void R_PrepareBrushModel(entity_render_t *ent)
-{
- int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
- msurface_t *surf;
- model_t *model;
-#if WORLDNODECULLBACKFACES
- vec3_t modelorg;
-#endif
-
- // because bmodels can be reused, we have to decide which things to render
- // from scratch every time
- model = ent->model;
- if (model == NULL)
- return;
-#if WORLDNODECULLBACKFACES
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-#endif
- numsurfaces = model->nummodelsurfaces;
- surf = model->brushq1.surfaces + model->firstmodelsurface;
- surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
- surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
- for (i = 0;i < numsurfaces;i++, surf++)
- {
-#if WORLDNODECULLBACKFACES
- // mark any backface surfaces as not visible
- if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
- {
- if ((surf->flags & SURF_PLANEBACK))
- surfacevisframes[i] = r_framecount;
- }
- else if (!(surf->flags & SURF_PLANEBACK))
- surfacevisframes[i] = r_framecount;
-#else
- surfacevisframes[i] = r_framecount;
-#endif
- surf->dlightframe = -1;
- }
- R_UpdateTextureInfo(ent);
- R_UpdateLightmapInfo(ent);
-}
-
-void R_SurfaceWorldNode (void)
+void R_WorldVisibility(void)
{
- int i, *surfacevisframes, *surfacepvsframes, surfnum;
- msurface_t *surf;
+ int i, j, *mark;
mleaf_t *leaf;
- model_t *model;
+ mleaf_t *viewleaf;
+ model_t *model = r_refdef.worldmodel;
+ int leafstackpos;
+ mportal_t *p;
+ mleaf_t *leafstack[8192];
+ qbyte leafvisited[32768];
- // equivilant to quake's RecursiveWorldNode but faster and more effective
- model = r_refdef.worldmodel;
- if (model == NULL)
+ if (!model || !model->brushq1.PointInLeaf)
return;
- surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
- surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
-
- for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
- {
- if (!R_CullBox (leaf->mins, leaf->maxs))
- {
- c_leafs++;
- leaf->visframe = r_framecount;
- }
- }
-
- for (i = 0;i < model->brushq1.pvssurflistlength;i++)
- {
- surfnum = model->brushq1.pvssurflist[i];
- surf = model->brushq1.surfaces + surfnum;
-#if WORLDNODECULLBACKFACES
- if (PlaneDist(r_vieworigin, surf->plane) < surf->plane->dist)
- {
- if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
- surfacevisframes[surfnum] = r_framecount;
- }
- else
- {
- if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
- surfacevisframes[surfnum] = r_framecount;
- }
-#else
- if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
- surfacevisframes[surfnum] = r_framecount;
-#endif
- }
-}
-static void R_PortalWorldNode(mleaf_t *viewleaf)
-{
- int c, leafstackpos, *mark, *surfacevisframes;
-#if WORLDNODECULLBACKFACES
- int n;
- msurface_t *surf;
-#endif
- mleaf_t *leaf, *leafstack[8192];
- mportal_t *p;
- msurface_t *surfaces;
- model_t *model = r_refdef.worldmodel;
- if (model == NULL)
+ viewleaf = model->brushq1.PointInLeaf(model, r_vieworigin);
+ if (!viewleaf)
return;
- // LordHavoc: portal-passage worldnode with PVS;
- // follows portals leading outward from viewleaf, does not venture
- // offscreen or into leafs that are not visible, faster than Quake's
- // RecursiveWorldNode
- surfaces = model->brushq1.surfaces;
- surfacevisframes = model->brushq1.surfacevisframes;
- viewleaf->worldnodeframe = r_framecount;
- leafstack[0] = viewleaf;
- leafstackpos = 1;
- while (leafstackpos)
+
+ memset(r_worldsurfacevisible, 0, r_refdef.worldmodel->brushq1.numsurfaces);
+ if (viewleaf->clusterindex < 0 || r_surfaceworldnode.integer)
{
- c_leafs++;
- leaf = leafstack[--leafstackpos];
- leaf->visframe = r_framecount;
- // draw any surfaces bounding this leaf
- if (leaf->nummarksurfaces)
- {
- for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
- {
-#if WORLDNODECULLBACKFACES
- n = *mark++;
- if (surfacevisframes[n] != r_framecount)
- {
- surf = surfaces + n;
- if (PlaneDist(r_vieworigin, surf->plane) < surf->plane->dist)
- {
- if ((surf->flags & SURF_PLANEBACK))
- surfacevisframes[n] = r_framecount;
- }
- else
- {
- if (!(surf->flags & SURF_PLANEBACK))
- surfacevisframes[n] = r_framecount;
- }
- }
-#else
- surfacevisframes[*mark++] = r_framecount;
-#endif
- }
- }
- // follow portals into other leafs
- for (p = leaf->portals;p;p = p->next)
+ // equivilant to quake's RecursiveWorldNode but faster and more effective
+ for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
{
- // LordHavoc: this DotProduct hurts less than a cache miss
- // (which is more likely to happen if backflowing through leafs)
- if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1))
+ if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox (leaf->mins, leaf->maxs))
{
- leaf = p->past;
- if (leaf->worldnodeframe != r_framecount)
- {
- leaf->worldnodeframe = r_framecount;
- // FIXME: R_CullBox is absolute, should be done relative
- if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
- leafstack[leafstackpos++] = leaf;
- }
+ c_leafs++;
+ if (leaf->nummarksurfaces)
+ for (i = 0, mark = leaf->firstmarksurface;i < leaf->nummarksurfaces;i++, mark++)
+ r_worldsurfacevisible[*mark] = true;
}
}
}
-}
-
-void R_PVSUpdate (mleaf_t *viewleaf)
-{
- int j, c, *surfacepvsframes, *mark;
- mleaf_t *leaf;
- model_t *model;
-
- model = r_refdef.worldmodel;
- if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
+ else
{
- model->brushq1.pvsframecount++;
- model->brushq1.pvsviewleaf = viewleaf;
- model->brushq1.pvsviewleafnovis = r_novis.integer;
- model->brushq1.pvsleafchain = NULL;
- model->brushq1.pvssurflistlength = 0;
- if (viewleaf)
- {
- surfacepvsframes = model->brushq1.surfacepvsframes;
- for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
- {
- if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
- {
- leaf->pvsframe = model->brushq1.pvsframecount;
- leaf->pvschain = model->brushq1.pvsleafchain;
- model->brushq1.pvsleafchain = leaf;
- // mark surfaces bounding this leaf as visible
- for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
- surfacepvsframes[*mark] = model->brushq1.pvsframecount;
- }
- }
- model->brushq1.BuildPVSTextureChains(model);
+ // LordHavoc: portal-passage worldnode with PVS;
+ // follows portals leading outward from viewleaf, does not venture
+ // offscreen or into leafs that are not visible, faster than Quake's
+ // RecursiveWorldNode
+ leafstack[0] = viewleaf;
+ leafstackpos = 1;
+ memset(leafvisited, 0, r_refdef.worldmodel->brushq1.num_leafs);
+ while (leafstackpos)
+ {
+ c_leafs++;
+ leaf = leafstack[--leafstackpos];
+ leafvisited[leaf - r_refdef.worldmodel->brushq1.data_leafs] = 1;
+ // draw any surfaces bounding this leaf
+ if (leaf->nummarksurfaces)
+ for (i = 0, mark = leaf->firstmarksurface;i < leaf->nummarksurfaces;i++, mark++)
+ r_worldsurfacevisible[*mark] = true;
+ // follow portals into other leafs
+ for (p = leaf->portals;p;p = p->next)
+ if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !leafvisited[p->past - r_refdef.worldmodel->brushq1.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex) && !R_CullBox(p->mins, p->maxs))
+ leafstack[leafstackpos++] = p->past;
}
}
-}
-
-void R_WorldVisibility(void)
-{
- mleaf_t *viewleaf;
-
- viewleaf = (r_refdef.worldmodel && r_refdef.worldmodel->brushq1.PointInLeaf) ? r_refdef.worldmodel->brushq1.PointInLeaf(r_refdef.worldmodel, r_vieworigin) : NULL;
- R_PVSUpdate(viewleaf);
-
- if (!viewleaf)
- return;
-
- if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
- R_SurfaceWorldNode();
- else
- R_PortalWorldNode(viewleaf);
if (r_drawportals.integer)
R_DrawPortals();
{
if (ent->model == NULL)
return;
- if (ent != r_refdef.worldentity)
- R_PrepareBrushModel(ent);
- R_PrepareSurfaces(ent);
- R_DrawSurfaces(ent, SURF_DRAWSKY);
+ R_DrawSurfaces(ent, true);
}
void R_Q1BSP_Draw(entity_render_t *ent)
if (ent->model == NULL)
return;
c_bmodels++;
- if (ent != r_refdef.worldentity)
- R_PrepareBrushModel(ent);
- R_PrepareSurfaces(ent);
- R_UpdateTextureInfo(ent);
- R_UpdateLightmapInfo(ent);
- R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
+ R_DrawSurfaces(ent, false);
}
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)
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);
}
- else if (ent != r_refdef.worldentity || surface->visframe == r_framecount)
+ else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surface - ent->model->brushq1.surfaces])
{
t = surface->texinfo->texture->currentframe;
// FIXME: transparent surfaces need to be lit later
{
int i;
rmeshstate_t m;
- if (!face->num_collisiontriangles)
+ if (!face->mesh.num_collisiontriangles)
return;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = face->data_collisionvertex3f;
+ m.pointer_vertex = face->mesh.data_collisionvertex3f;
R_Mesh_State(&m);
i = (int)(((size_t)face) / sizeof(q3msurface_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->num_collisionvertices);
- R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
+ 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, 0);
}
GL_DepthMask(false);
GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
m.tex[0] = R_GetTexture(face->texture->skin.base);
- m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
// LordHavoc: quake3 was not able to do this; lit transparent surfaces
if (gl_combine.integer)
{
if (r_textureunits.integer >= 2)
{
m.tex[1] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+ m.pointer_texcoord[1] = face->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->data_color4f;
+ m.pointer_color = face->mesh.data_lightmapcolor4f;
else
{
int i;
- for (i = 0;i < face->num_vertices;i++)
+ for (i = 0;i < face->mesh.num_vertices;i++)
{
- varray_color4f[i*4+0] = face->data_color4f[i*4+0] * ent->colormod[0];
- varray_color4f[i*4+1] = face->data_color4f[i*4+1] * ent->colormod[1];
- varray_color4f[i*4+2] = face->data_color4f[i*4+2] * ent->colormod[2];
- varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
+ 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;
}
m.pointer_color = varray_color4f;
}
else
{
int i;
- for (i = 0;i < face->num_vertices;i++)
+ for (i = 0;i < face->mesh.num_vertices;i++)
{
- varray_color4f[i*4+0] = face->data_color4f[i*4+0] * ent->colormod[0] * 2.0f;
- varray_color4f[i*4+1] = face->data_color4f[i*4+1] * ent->colormod[1] * 2.0f;
- varray_color4f[i*4+2] = face->data_color4f[i*4+2] * ent->colormod[2] * 2.0f;
- varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
+ 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;
}
m.pointer_color = varray_color4f;
}
matrix4x4_t matrix1, imatrix1;
R_Mesh_Matrix(&r_identitymatrix);
// a single autosprite surface can contain multiple sprites...
- for (j = 0;j < face->num_vertices - 3;j += 4)
+ for (j = 0;j < face->mesh.num_vertices - 3;j += 4)
{
VectorClear(center);
for (i = 0;i < 4;i++)
- VectorAdd(center, face->data_vertex3f + (j+i) * 3, center);
+ VectorAdd(center, face->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->data_normal3f + j*3, face->data_svector3f + j*3, face->data_tvector3f + j*3, center);
+ Matrix4x4_FromVectors(&matrix1, face->mesh.data_normal3f + j*3, face->mesh.data_svector3f + j*3, face->mesh.data_tvector3f + j*3, center);
Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
for (i = 0;i < 4;i++)
- Matrix4x4_Transform(&imatrix1, face->data_vertex3f + (j+i)*3, v[i]);
+ Matrix4x4_Transform(&imatrix1, face->mesh.data_vertex3f + (j+i)*3, v[i]);
if (face->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
{
forward[0] = r_vieworigin[0] - center2[0];
m.pointer_vertex = varray_vertex3f;
}
else
- m.pointer_vertex = face->data_vertex3f;
+ m.pointer_vertex = face->mesh.data_vertex3f;
R_Mesh_State(&m);
if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
qglDisable(GL_CULL_FACE);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ 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, 0);
if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
qglEnable(GL_CULL_FACE);
void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumfaces, q3msurface_t **texturefacelist)
{
int i, texturefaceindex;
+ qboolean dolightmap;
+ qboolean dobase;
+ qboolean doambient;
+ qboolean doglow;
+ qboolean dofog;
rmeshstate_t m;
if (!texturenumfaces)
return;
c_faces += texturenumfaces;
+ // gl_lightmaps debugging mode skips normal texturing
+ if (gl_lightmaps.integer)
+ {
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ qglDisable(GL_CULL_FACE);
+ memset(&m, 0, sizeof(m));
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ m.tex[0] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[0] = face->mesh.data_texcoordlightmap2f;
+ if (face->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;
+ 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, 0);
+ }
+ qglEnable(GL_CULL_FACE);
+ return;
+ }
// transparent surfaces get sorted for later drawing
if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
{
for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
{
q3msurface_t *face = texturefacelist[texturefaceindex];
- m.pointer_vertex = face->data_vertex3f;
+ m.pointer_vertex = face->mesh.data_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ 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, 0);
}
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
return;
}
- // gl_lightmaps debugging mode skips normal texturing
- if (gl_lightmaps.integer)
- {
- GL_DepthMask(true);
- GL_DepthTest(true);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- qglDisable(GL_CULL_FACE);
- memset(&m, 0, sizeof(m));
- for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
- {
- q3msurface_t *face = texturefacelist[texturefaceindex];
- m.tex[0] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
- if (face->lightmaptexture)
- {
- GL_Color(1, 1, 1, 1);
- m.pointer_color = NULL;
- }
- else
- m.pointer_color = face->data_color4f;
- m.pointer_vertex = face->data_vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- GL_LockArrays(0, 0);
- }
- qglEnable(GL_CULL_FACE);
- return;
- }
// anything else is a typical wall, lightmap * texture + glow
- if (!(ent->flags & RENDER_LIGHT))
+ dolightmap = (ent->flags & RENDER_LIGHT);
+ dobase = true;
+ doambient = r_ambient.value > 0;
+ doglow = t->skin.glow != NULL;
+ dofog = fogenabled;
+ if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglDisable(GL_CULL_FACE);
+ if (!dolightmap && dobase)
{
+ dolightmap = false;
+ dobase = false;
GL_DepthMask(true);
GL_DepthTest(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
{
q3msurface_t *face = texturefacelist[texturefaceindex];
- m.pointer_texcoord[0] = face->data_texcoordtexture2f;
- m.pointer_vertex = face->data_vertex3f;
+ m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
+ m.pointer_vertex = face->mesh.data_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ 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, 0);
}
- if (t->skin.glow)
- {
- GL_Color(1, 1, 1, 1);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- m.tex[0] = R_GetTexture(t->skin.glow);
- for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
- {
- q3msurface_t *face = texturefacelist[texturefaceindex];
- m.pointer_texcoord[0] = face->data_texcoordtexture2f;
- m.pointer_vertex = face->data_vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- GL_LockArrays(0, 0);
- }
- }
- if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglEnable(GL_CULL_FACE);
- return;
}
- if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglDisable(GL_CULL_FACE);
- if (r_lightmapintensity <= 0)
+ if (r_lightmapintensity <= 0 && dolightmap && dobase)
{
+ dolightmap = false;
+ dobase = false;
GL_DepthMask(true);
GL_DepthTest(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
{
q3msurface_t *face = texturefacelist[texturefaceindex];
- m.pointer_vertex = face->data_vertex3f;
+ m.pointer_vertex = face->mesh.data_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ 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, 0);
}
}
- else if (r_textureunits.integer >= 2 && gl_combine.integer)
+ if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase)
{
// dualtexture combine
+ dolightmap = false;
+ dobase = false;
GL_DepthMask(true);
GL_DepthTest(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
memset(&m, 0, sizeof(m));
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++)
{
q3msurface_t *face = texturefacelist[texturefaceindex];
+ if (!face->lightmaptexture)
+ continue;
m.tex[1] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[0] = face->data_texcoordtexture2f;
- m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+ m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = face->mesh.data_texcoordlightmap2f;
m.texrgbscale[1] = 2;
- if (face->lightmaptexture)
+ m.pointer_vertex = face->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, 0);
+ }
+ if (r_lightmapintensity == 1 && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
+ {
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
{
- GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
- m.pointer_color = NULL;
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ if (face->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.texrgbscale[1] = 2;
+ m.pointer_color = face->mesh.data_lightmapcolor4f;
+ m.pointer_vertex = face->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, 0);
}
- else if (r_lightmapintensity == 1 && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
- m.pointer_color = face->data_color4f;
- else
+ }
+ else
+ {
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
{
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ if (face->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.texrgbscale[1] = 2;
m.pointer_color = varray_color4f;
- for (i = 0;i < face->num_vertices;i++)
+ for (i = 0;i < face->mesh.num_vertices;i++)
{
- varray_color4f[i*4+0] = face->data_color4f[i*4+0] * ent->colormod[0] * r_lightmapintensity;
- varray_color4f[i*4+1] = face->data_color4f[i*4+1] * ent->colormod[1] * r_lightmapintensity;
- varray_color4f[i*4+2] = face->data_color4f[i*4+2] * ent->colormod[2] * r_lightmapintensity;
- varray_color4f[i*4+3] = face->data_color4f[i*4+3];
+ 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];
}
+ m.pointer_vertex = face->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, 0);
}
- m.pointer_vertex = face->data_vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- GL_LockArrays(0, 0);
}
}
- else
+ // single texture
+ if (dolightmap)
{
- // single texture
GL_DepthMask(true);
GL_DepthTest(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
{
q3msurface_t *face = texturefacelist[texturefaceindex];
m.tex[0] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
+ m.pointer_texcoord[0] = face->mesh.data_texcoordlightmap2f;
if (face->lightmaptexture)
m.pointer_color = NULL;
else
- m.pointer_color = face->data_color4f;
- m.pointer_vertex = face->data_vertex3f;
+ m.pointer_color = face->mesh.data_lightmapcolor4f;
+ m.pointer_vertex = face->mesh.data_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ 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, 0);
}
+ }
+ if (dobase)
+ {
GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
GL_DepthMask(false);
+ GL_DepthTest(true);
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++)
{
q3msurface_t *face = texturefacelist[texturefaceindex];
- m.pointer_texcoord[0] = face->data_texcoordtexture2f;
- m.pointer_vertex = face->data_vertex3f;
+ m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
+ m.pointer_vertex = face->mesh.data_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ 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, 0);
}
}
- if (r_ambient.value)
+ if (doambient)
{
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthMask(false);
+ GL_DepthTest(true);
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++)
{
q3msurface_t *face = texturefacelist[texturefaceindex];
- m.pointer_texcoord[0] = face->data_texcoordtexture2f;
- m.pointer_vertex = face->data_vertex3f;
+ m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
+ m.pointer_vertex = face->mesh.data_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ 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, 0);
}
}
- if (t->skin.glow)
+ if (doglow)
{
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
+ GL_DepthTest(true);
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++)
{
q3msurface_t *face = texturefacelist[texturefaceindex];
- m.pointer_texcoord[0] = face->data_texcoordtexture2f;
- m.pointer_vertex = face->data_vertex3f;
+ m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
+ m.pointer_vertex = face->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, 0);
+ }
+ }
+ if (dofog)
+ {
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(t->skin.fog);
+ m.pointer_color = varray_color4f;
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ if (m.tex[0])
+ m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
+ m.pointer_vertex = face->mesh.data_vertex3f;
R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ 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);
GL_LockArrays(0, 0);
}
}
if (r_surf_surfacevisible[t->facenumlist[i]])
{
face = t->facelist[i];
- if (!R_CullBox(face->mins, face->maxs) && face->num_triangles)
+ //if (!R_CullBox(face->mins, face->maxs))
+ if (face->mesh.num_triangles)
{
if (numfaces >= maxfaces)
{
numfaces = 0;
for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
{
- if ((face->texture->surfaceflags & flagsmask) == flags && face->num_triangles)
- {
+ if ((face->texture->surfaceflags & flagsmask) == flags && face->mesh.num_triangles)
+ {
if (t != face->texture || numfaces >= maxfaces)
{
if (numfaces)
if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
- if (face->num_collisiontriangles)
+ if (face->mesh.num_collisiontriangles)
R_Q3BSP_DrawCollisionFace(ent, face);
qglPolygonOffset(0, 0);
}
surfaceindex = surface - model->brushq3.data_faces;
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->num_triangles)
+ if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) && surface->mesh.num_triangles)
{
if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
{
- for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = 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->mesh.num_triangles;triangleindex++, t++, e += 3)
{
v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
}
else
{
- for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = 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->mesh.num_triangles;triangleindex++, t++, e += 3)
{
v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
// FIXME: check some manner of face->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->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+ 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);
}
if (r_shadow_compilingrtlight)
{
// if compiling an rtlight, capture the mesh
- 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->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, surface->num_triangles, surface->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 (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles)
+ else if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->mesh.num_triangles)
{
if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
qglDisable(GL_CULL_FACE);
- R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
+ 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, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
qglEnable(GL_CULL_FACE);
}