-static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
-{
- const entity_render_t *ent = calldata1;
- const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
- int rendertype;
- float currentalpha;
- texture_t *texture;
- R_Mesh_Matrix(&ent->matrix);
-
- texture = surf->texinfo->texture;
- if (texture->animated)
- texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
-
- currentalpha = ent->alpha;
- if (ent->effects & EF_ADDITIVE)
- rendertype = SURFRENDER_ADD;
- else if (currentalpha < 1 || texture->skin.fog != NULL)
- rendertype = SURFRENDER_ALPHA;
- else
- rendertype = SURFRENDER_OPAQUE;
-
- RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
- if (texture->skin.glow)
- RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
- if (fogenabled)
- RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
-}
-
-static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- msurface_t **chain;
- vec3_t center;
- 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(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
- }
- }
- }
- 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);
- }
- /*
- // opaque base lighting
- else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
- {
- if (r_ambient.value > 0)
- {
- }
- else
- RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
- }
- */
- // opaque lightmapped
- else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
- {
- RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
- }
- else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
- {
- RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(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_textureunits.integer >= 2 && gl_combine.integer && !gl_lightmaps.integer)
- {
- RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(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 (!gl_lightmaps.integer)
- {
- RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
- RSurfShader_OpaqueWall_Pass_BaseLightmap(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
- {
- RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
- }
-}
-
-Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
-Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
-Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
-
-int Cshader_count = 3;
-Cshader_t *Cshaders[3] =
-{
- &Cshader_wall_lightmap,
- &Cshader_water,
- &Cshader_sky
-};
-