Combine and scale multiple lightmaps into the 8.8 format in blocklights
===============
*/
-static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
+static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int dlightchanged)
{
if (!r_floatbuildlightmap.integer)
{
// set to full bright if no light data
bl = intblocklights;
- if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata)
+ if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
{
for (i = 0;i < size3;i++)
bl[i] = 255*256;
out = templight;
// deal with lightmap brightness scale
shift = 7 + lightscalebit + 8;
- if (currentrenderentity->model->lightmaprgba)
+ if (ent->model->lightmaprgba)
{
stride = (surf->lightmaptexturestride - smax) * 4;
for (i = 0;i < tmax;i++, out += stride)
// set to full bright if no light data
bl = floatblocklights;
- if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata)
+ if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
j = 255*256;
else
j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
out = templight;
// deal with lightmap brightness scale
scale = 1.0f / (1 << (7 + lightscalebit + 8));
- if (currentrenderentity->model->lightmaprgba)
+ if (ent->model->lightmaprgba)
{
stride = (surf->lightmaptexturestride - smax) * 4;
for (i = 0;i < tmax;i++, out += stride)
icolor[7] = ca2;
model = cl.worldmodel;
- softwaretransformidentity();
R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor);
// look for embedded bmodels
Mod_CheckLoaded(model);
if (model->type == mod_brush)
{
- softwaretransformforentity(ent);
- softwareuntransform(origin, org);
+ Matrix4x4_Transform(&ent->inversematrix, origin, org);
R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, icolor);
}
}
=============================================================
*/
-static void RSurfShader_Sky(msurface_t *firstsurf)
+static void RSurf_CopyXYZ(const surfvertex_t *in, float *out, int numverts)
{
- msurface_t *surf;
int i;
- surfvertex_t *v;
- surfmesh_t *mesh;
- rmeshbufferinfo_t m;
- float cr, cg, cb, ca;
- float *outv, *outc;
+ for (i = 0;i < numverts;i++, in++, out += 4)
+ {
+ VectorCopy(in->v, out);
+ out[3] = 1;
+ }
+}
- // LordHavoc: HalfLife maps have freaky skypolys...
- if (currentrenderentity->model->ishlbsp)
- return;
+static void RSurf_CopyST(const surfvertex_t *in, float *out, int numverts)
+{
+ int i;
+ for (i = 0;i < numverts;i++, in++, out += 2)
+ {
+ out[0] = in->st[0];
+ out[1] = in->st[1];
+ }
+}
- if (skyrendernow)
+static void RSurf_CopyUV(const surfvertex_t *in, float *out, int numverts)
+{
+ int i;
+ for (i = 0;i < numverts;i++, in++, out += 2)
{
- skyrendernow = false;
- if (skyrendermasked)
- R_Sky();
+ out[0] = in->uv[0];
+ out[1] = in->uv[1];
}
- for (surf = firstsurf;surf;surf = surf->chain)
+}
+
+static void RSurf_CopyAB(const surfvertex_t *in, float *out, int numverts)
+{
+ int i;
+ for (i = 0;i < numverts;i++, in++, out += 2)
{
- // draw depth-only polys
- memset(&m, 0, sizeof(m));
- m.transparent = false;
- if (skyrendermasked)
- {
- m.blendfunc1 = GL_ZERO;
- m.blendfunc2 = GL_ONE;
- m.depthwrite = true;
- }
- else
- {
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- m.depthwrite = false;
- }
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ out[0] = in->ab[0];
+ out[1] = in->ab[1];
+ }
+}
+
+static void RSurf_AddLightmapToVertexColors(const surfvertex_t *in, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
+{
+ int i;
+ float scale;
+ const qbyte *lm;
+ if (styles[0] != 255)
+ {
+ for (i = 0;i < numverts;i++, in++, c += 4)
{
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- if (R_Mesh_Draw_GetBuffer(&m, false))
+ lm = samples + in->lightmapoffset;
+ scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (styles[1] != 255)
{
- cr = fogcolor[0] * m.colorscale;
- cg = fogcolor[1] * m.colorscale;
- cb = fogcolor[2] * m.colorscale;
- ca = 1;
- memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex;i < m.numverts;i++, v++, outv += 4, outc += 4)
- {
- softwaretransform(v->v, outv);
- }
- for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4)
+ lm += size3;
+ scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (styles[2] != 255)
{
- outc[0] = cr;
- outc[1] = cg;
- outc[2] = cb;
- outc[3] = ca;
+ lm += size3;
+ scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (styles[3] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ }
}
- R_Mesh_Render();
}
}
}
}
-static int RSurf_LightSeparate(int *dlightbits, int numverts, float *vert, float *color)
+static void RSurf_FogColors(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
+{
+ int i;
+ float diff[3], f;
+ if (fogenabled)
+ {
+ for (i = 0;i < numverts;i++, v += 4, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ VectorScale(c, f, c);
+ }
+ }
+ else if (colorscale != 1)
+ for (i = 0;i < numverts;i++, c += 4)
+ VectorScale(c, colorscale, c);
+}
+
+static void RSurf_FoggedColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
{
- float f, *v, *c;
+ int i;
+ float diff[3], f;
+ r *= colorscale;
+ g *= colorscale;
+ b *= colorscale;
+ if (fogenabled)
+ {
+ for (i = 0;i < numverts;i++, v += 4, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r * f;
+ c[1] = g * f;
+ c[2] = b * f;
+ c[3] = a;
+ }
+ }
+ else
+ {
+ for (i = 0;i < numverts;i++, c += 4)
+ {
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ c[3] = a;
+ }
+ }
+}
+
+static void RSurf_FogPassColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
+{
+ int i;
+ float diff[3], f;
+ r *= colorscale;
+ g *= colorscale;
+ b *= colorscale;
+ for (i = 0;i < numverts;i++, v += 4, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ c[3] = a * f;
+ }
+}
+
+static void RSurf_ScaleColors(float *c, float scale, int numverts)
+{
+ int i;
+ if (scale != 1)
+ for (i = 0;i < numverts;i++, c += 4)
+ VectorScale(c, scale, c);
+}
+
+static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color)
+{
+ float f;
+ const float *v;
+ float *c;
int i, l, lit = false;
rdlight_t *rd;
vec3_t lightorigin;
if (dlightbits[l >> 5] & (1 << (l & 31)))
{
rd = &r_dlight[l];
- // FIXME: support softwareuntransform here and make bmodels use hardware transform?
- VectorCopy(rd->origin, lightorigin);
+ Matrix4x4_Transform(matrix, rd->origin, lightorigin);
for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4)
{
f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
// note: this untransforms lights to do the checking,
// and takes surf->mesh->vertex data
-static int RSurf_LightCheck(int *dlightbits, surfmesh_t *mesh)
+static int RSurf_LightCheck(const int *dlightbits, surfmesh_t *mesh)
{
int i, l;
rdlight_t *rd;
return false;
}
-static void RSurfShader_Water_Pass_Base(msurface_t *surf)
+static void RSurfShader_Sky(const entity_render_t *ent, const msurface_t *firstsurf)
{
- int i, size3;
- surfvertex_t *v;
- float *outv, *outc, *outst, cl, diff[3];
- float base[3], scale, f;
- qbyte *lm;
+ const msurface_t *surf;
surfmesh_t *mesh;
rmeshbufferinfo_t m;
- float alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
- memset(&m, 0, sizeof(m));
- if (currentrenderentity->effects & EF_ADDITIVE)
+
+ // LordHavoc: HalfLife maps have freaky skypolys...
+ if (ent->model->ishlbsp)
+ return;
+
+ if (skyrendernow)
{
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
+ skyrendernow = false;
+ if (skyrendermasked)
+ R_Sky();
}
- else if (surf->currenttexture->fogtexture != NULL || alpha < 1)
+
+ // draw depth-only polys
+ memset(&m, 0, sizeof(m));
+ if (skyrendermasked)
{
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ m.blendfunc1 = GL_ZERO;
+ m.blendfunc2 = GL_ONE;
}
else
{
- m.transparent = false;
+ // fog sky
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
}
- m.depthwrite = false;
- m.depthdisable = false;
- m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- if (surf->flags & SURF_DRAWFULLBRIGHT || currentrenderentity->effects & EF_FULLBRIGHT)
- {
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- if (R_Mesh_Draw_GetBuffer(&m, true))
- {
- base[0] = base[1] = base[2] = 1.0f * m.colorscale;
- memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorCopy(base, outc);
- outc[3] = alpha;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- if (fogenabled)
- {
- VectorSubtract(outv, r_origin, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- VectorScale(outc, f, outc);
- }
- }
- R_Mesh_Render();
- }
- }
- }
- else
+ m.depthwrite = true;
+ m.matrix = ent->matrix;
+ for (surf = firstsurf;surf;surf = surf->chain)
{
- size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
- base[0] = base[1] = base[2] = (r_ambient.value * (1.0f / 64.0f) + ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f));
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
- if (R_Mesh_Draw_GetBuffer(&m, true))
+ if (R_Mesh_Draw_GetBuffer(&m, false))
{
- cl = m.colorscale;
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorCopy(base, outc);
- outc[3] = alpha;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
- if (surf->dlightframe == r_framecount)
- RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
- {
- if (surf->flags & SURF_LIGHTMAP)
- if (surf->styles[0] != 255)
- {
- lm = surf->samples + v->lightmapoffset;
- scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
- VectorMA(outc, scale, lm, outc);
- if (surf->styles[1] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
- VectorMA(outc, scale, lm, outc);
- if (surf->styles[2] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
- VectorMA(outc, scale, lm, outc);
- if (surf->styles[3] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
- VectorMA(outc, scale, lm, outc);
- }
- }
- }
- }
- if (fogenabled)
- {
- VectorSubtract(outv, r_origin, diff);
- f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
- VectorScale(outc, f, outc);
- }
- else
- VectorScale(outc, cl, outc);
- }
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ if (skyrendermasked)
+ memset(m.color, 0, m.numverts * sizeof(float[4]));
+ else
+ R_FillColors(m.color, m.numverts, fogcolor[0] * m.colorscale, fogcolor[1] * m.colorscale, fogcolor[2] * m.colorscale, 1);
R_Mesh_Render();
}
}
}
}
-static void RSurfShader_Water_Pass_Fog(msurface_t *surf)
+static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outst, diff[3];
- float base[3], f;
+ const entity_render_t *ent = calldata1;
+ msurface_t *surf = ent->model->surfaces + calldata2;
+ float f;
surfmesh_t *mesh;
rmeshbufferinfo_t m;
- float alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
+ float alpha = ent->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+
memset(&m, 0, sizeof(m));
- m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || alpha < 1;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.depthwrite = false;
- m.depthdisable = false;
- m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
+ if (ent->effects & EF_ADDITIVE)
+ {
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (surf->currenttexture->fogtexture != NULL || alpha < 1)
+ {
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ m.matrix = ent->matrix;
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
- if (R_Mesh_Draw_GetBuffer(&m, false))
+ if (R_Mesh_Draw_GetBuffer(&m, true))
{
- VectorScale(fogcolor, m.colorscale, base);
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
+ R_FillColors(m.color, m.numverts, f, f, f, alpha);
+ if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT))
{
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorSubtract(outv, r_origin, diff);
- f = exp(fogdensity/DotProduct(diff, diff));
- VectorScale(base, f, outc);
- outc[3] = alpha;
+ if (surf->dlightframe == r_framecount)
+ RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, m.numverts, m.vertex, m.color);
+ if (surf->flags & SURF_LIGHTMAP)
+ RSurf_AddLightmapToVertexColors(mesh->vertex, m.color, m.numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
}
- if (m.tex[0])
+ RSurf_FogColors(m.vertex, m.color, m.colorscale, m.numverts, modelorg);
+ R_Mesh_Render();
+ }
+ }
+
+ if (fogenabled)
+ {
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
+ m.matrix = ent->matrix;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ if (R_Mesh_Draw_GetBuffer(&m, false))
{
- for (i = 0, v = mesh->vertex, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outst += 2)
- {
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ if (m.tex[0])
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ RSurf_FogPassColors(m.vertex, m.color, fogcolor[0], fogcolor[1], fogcolor[2], alpha, m.colorscale, m.numverts, modelorg);
+ R_Mesh_Render();
}
- R_Mesh_Render();
}
}
}
-static void RSurfShader_Water(msurface_t *firstsurf)
+static void RSurfShader_Water(const entity_render_t *ent, const msurface_t *firstsurf)
{
- msurface_t *surf;
+ const msurface_t *surf;
+ vec3_t center;
for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Water_Pass_Base(surf);
- if (fogenabled)
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Water_Pass_Fog(surf);
+ {
+ if ((r_wateralpha.value < 1 && !(surf->flags & SURF_DRAWNOALPHA)) || ent->effects & EF_ADDITIVE || surf->currenttexture->fogtexture)
+ {
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
+ }
+ else
+ R_MeshQueue_Add(RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
+ }
}
-static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
+static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf)
{
- int i, size3;
- surfvertex_t *v;
- float *outv, *outc, *outst, cl, ca, diff[3];
- float base[3], scale, f;
- qbyte *lm;
+ float base;
surfmesh_t *mesh;
rmeshbufferinfo_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
memset(&m, 0, sizeof(m));
- if (currentrenderentity->effects & EF_ADDITIVE)
+ if (ent->effects & EF_ADDITIVE)
{
- m.transparent = true;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
}
- else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1)
{
- m.transparent = true;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
}
else
{
- m.transparent = false;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
}
- m.depthwrite = false;
- m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-
- size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
-
- base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
-
- ca = currentrenderentity->alpha;
+ base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+ m.matrix = ent->matrix;
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
-
if (R_Mesh_Draw_GetBuffer(&m, true))
{
- cl = m.colorscale;
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-
- if (currentrenderentity->effects & EF_FULLBRIGHT)
- {
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorSubtract(outv, r_origin, diff);
- outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
- }
- else
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ R_FillColors(m.color, m.numverts, base, base, base, ent->alpha);
+ if (!(ent->effects & EF_FULLBRIGHT))
{
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorCopy(base, outc);
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
-
if (surf->dlightframe == r_framecount)
- RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
-
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
- {
- if (surf->styles[0] != 255)
- {
- lm = surf->samples + v->lightmapoffset;
- scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
- VectorMA(outc, scale, lm, outc);
- if (surf->styles[1] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
- VectorMA(outc, scale, lm, outc);
- if (surf->styles[2] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
- VectorMA(outc, scale, lm, outc);
- if (surf->styles[3] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
- VectorMA(outc, scale, lm, outc);
- }
- }
- }
- }
- if (fogenabled)
- {
- VectorSubtract(outv, r_origin, diff);
- f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
- VectorScale(outc, f, outc);
- }
- else
- VectorScale(outc, cl, outc);
- }
+ RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, m.numverts, m.vertex, m.color);
+ if (surf->flags & SURF_LIGHTMAP)
+ RSurf_AddLightmapToVertexColors(mesh->vertex, m.color, m.numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
}
+ RSurf_FogColors(m.vertex, m.color, m.colorscale, m.numverts, modelorg);
R_Mesh_Render();
}
}
}
-static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
+static void RSurfShader_Wall_Pass_BaseFullbright(const entity_render_t *ent, const msurface_t *surf)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outst, cl, ca, diff[3];
surfmesh_t *mesh;
rmeshbufferinfo_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
memset(&m, 0, sizeof(m));
- if (currentrenderentity->effects & EF_ADDITIVE)
+ if (ent->effects & EF_ADDITIVE)
{
- m.transparent = true;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
}
- else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1)
{
- m.transparent = true;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
}
else
{
- m.transparent = false;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
}
- m.depthwrite = false;
- m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- ca = currentrenderentity->alpha;
+ m.matrix = ent->matrix;
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
-
if (R_Mesh_Draw_GetBuffer(&m, false))
{
- cl = m.colorscale;
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- if (fogenabled)
- {
- VectorSubtract(outv, r_origin, diff);
- outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
- }
- else
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ RSurf_FoggedColors(m.vertex, m.color, 1, 1, 1, ent->alpha, m.colorscale, m.numverts, modelorg);
R_Mesh_Render();
}
}
}
-static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
+static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outst, cl, ca, diff[3];
surfmesh_t *mesh;
rmeshbufferinfo_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
memset(&m, 0, sizeof(m));
- m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
- ca = currentrenderentity->alpha;
+ m.matrix = ent->matrix;
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
-
if (R_Mesh_Draw_GetBuffer(&m, false))
{
- cl = m.colorscale;
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- if (fogenabled)
- {
- VectorSubtract(outv, r_origin, diff);
- outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
- }
- else
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ RSurf_FoggedColors(m.vertex, m.color, 1, 1, 1, ent->alpha, m.colorscale, m.numverts, modelorg);
R_Mesh_Render();
}
}
}
-static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
+static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outst, cl, ca, diff[3], f;
surfmesh_t *mesh;
rmeshbufferinfo_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
memset(&m, 0, sizeof(m));
- m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- ca = currentrenderentity->alpha;
+ m.matrix = ent->matrix;
+ m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
-
if (R_Mesh_Draw_GetBuffer(&m, false))
{
- cl = m.colorscale;
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorSubtract(outv, r_origin, diff);
- f = cl * exp(fogdensity/DotProduct(diff, diff));
- VectorScale(fogcolor, f, outc);
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ if (m.tex[0])
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ RSurf_FogPassColors(m.vertex, m.color, fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha, m.colorscale, m.numverts, modelorg);
R_Mesh_Render();
}
}
}
-static void RSurfShader_OpaqueWall_Pass_TripleTexCombine(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_TripleTexCombine(const entity_render_t *ent, const msurface_t *surf)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outst, *outuv, *outab, cl;
surfmesh_t *mesh;
rmeshbufferinfo_t m;
+ float cl;
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
- m.depthwrite = false;
- m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->currenttexture->texture);
m.texrgbscale[0] = 1.0f;
m.tex[1] = R_GetTexture(surf->lightmaptexture);
m.texrgbscale[1] = 4.0f;
m.tex[2] = R_GetTexture(surf->currenttexture->detailtexture);
m.texrgbscale[2] = 2.0f;
+ m.matrix = ent->matrix;
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
-
if (R_Mesh_Draw_GetBuffer(&m, false))
{
- cl = (float) (1 << lightscalebit) * m.colorscale;
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1], outab = m.texcoords[2];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2, outab += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = 1;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- outuv[0] = v->uv[0];
- outuv[1] = v->uv[1];
- outab[0] = v->ab[0];
- outab[1] = v->ab[1];
- }
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ cl = (float) (1 << lightscalebit) * m.colorscale;
+ R_FillColors(m.color, m.numverts, cl, cl, cl, 1);
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ RSurf_CopyUV(mesh->vertex, m.texcoords[1], m.numverts);
+ RSurf_CopyAB(mesh->vertex, m.texcoords[2], m.numverts);
R_Mesh_Render();
}
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseMTex(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseMTex(const entity_render_t *ent, const msurface_t *surf)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outst, *outuv, cl;
surfmesh_t *mesh;
rmeshbufferinfo_t m;
+ float cl;
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
- m.depthwrite = false;
- m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->currenttexture->texture);
m.tex[1] = R_GetTexture(surf->lightmaptexture);
+ m.matrix = ent->matrix;
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
-
if (R_Mesh_Draw_GetBuffer(&m, true))
{
- cl = (float) (1 << lightscalebit) * m.colorscale;
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = 1;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- outuv[0] = v->uv[0];
- outuv[1] = v->uv[1];
- }
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ cl = (float) (1 << lightscalebit) * m.colorscale;
+ R_FillColors(m.color, m.numverts, cl, cl, cl, 1);
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ RSurf_CopyUV(mesh->vertex, m.texcoords[1], m.numverts);
R_Mesh_Render();
}
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseTexture(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const msurface_t *surf)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outst, cl;
surfmesh_t *mesh;
rmeshbufferinfo_t m;
+ float cl;
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
- m.depthwrite = false;
- m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ m.matrix = ent->matrix;
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
-
if (R_Mesh_Draw_GetBuffer(&m, false))
{
- cl = (float) (1 << lightscalebit) * m.colorscale;
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = 1;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ cl = m.colorscale;
+ R_FillColors(m.color, m.numverts, cl, cl, cl, 1);
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
R_Mesh_Render();
}
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseLightmap(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const msurface_t *surf)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outuv, cl;
surfmesh_t *mesh;
rmeshbufferinfo_t m;
+ float cl;
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_ZERO;
m.blendfunc2 = GL_SRC_COLOR;
- m.depthwrite = false;
- m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->lightmaptexture);
+ m.matrix = ent->matrix;
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
-
if (R_Mesh_Draw_GetBuffer(&m, true))
{
- cl = (float) (1 << lightscalebit) * m.colorscale;
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = 1;
- outuv[0] = v->uv[0];
- outuv[1] = v->uv[1];
- }
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ cl = (float) (1 << lightscalebit) * m.colorscale;
+ R_FillColors(m.color, m.numverts, cl, cl, cl, 1);
+ RSurf_CopyUV(mesh->vertex, m.texcoords[0], m.numverts);
R_Mesh_Render();
}
}
}
-static void RSurfShader_OpaqueWall_Pass_Light(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const msurface_t *surf)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outst, cl;
surfmesh_t *mesh;
rmeshbufferinfo_t m;
if (surf->dlightframe != r_framecount)
return;
- if (currentrenderentity->effects & EF_FULLBRIGHT)
+ if (ent->effects & EF_FULLBRIGHT)
return;
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.depthwrite = false;
- m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ m.matrix = ent->matrix;
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
if (RSurf_LightCheck(surf->dlightbits, mesh))
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
-
if (R_Mesh_Draw_GetBuffer(&m, true))
{
- cl = m.colorscale;
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorClear(outc);
- outc[3] = 1;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
- RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
- if (cl != 1)
- for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4)
- VectorScale(outc, cl, outc);
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ R_FillColors(m.color, m.numverts, 0, 0, 0, 1);
+ RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, m.numverts, m.vertex, m.color);
+ RSurf_ScaleColors(m.color, m.colorscale, m.numverts);
R_Mesh_Render();
}
}
}
}
-static void RSurfShader_OpaqueWall_Pass_Fog(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, cl, diff[3], fcolor[3];
surfmesh_t *mesh;
rmeshbufferinfo_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
+ m.matrix = ent->matrix;
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
-
if (R_Mesh_Draw_GetBuffer(&m, false))
{
- cl = m.colorscale;
- VectorScale(fogcolor, cl, fcolor);
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorCopy(fcolor, outc);
- VectorSubtract(outv, r_origin, diff);
- outc[3] = exp(fogdensity/DotProduct(diff, diff));
- }
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ if (m.tex[0])
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ RSurf_FogPassColors(m.vertex, m.color, fogcolor[0], fogcolor[1], fogcolor[2], 1, m.colorscale, m.numverts, modelorg);
R_Mesh_Render();
}
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseDetail(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const msurface_t *surf)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outst;
surfmesh_t *mesh;
rmeshbufferinfo_t m;
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_DST_COLOR;
m.blendfunc2 = GL_SRC_COLOR;
- m.depthwrite = false;
- m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->currenttexture->detailtexture);
+ m.matrix = ent->matrix;
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
-
if (R_Mesh_Draw_GetBuffer(&m, false))
{
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- outc[0] = outc[1] = outc[2] = outc[3] = 1;
- outst[0] = v->ab[0];
- outst[1] = v->ab[1];
- }
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ R_FillColors(m.color, m.numverts, 1, 1, 1, 1);
+ RSurf_CopyAB(mesh->vertex, m.texcoords[0], m.numverts);
R_Mesh_Render();
}
}
}
-static void RSurfShader_OpaqueWall_Pass_Glow(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outst, cl;
surfmesh_t *mesh;
rmeshbufferinfo_t m;
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
+ m.matrix = ent->matrix;
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
-
if (R_Mesh_Draw_GetBuffer(&m, false))
{
- cl = m.colorscale;
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = 1;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ R_FillColors(m.color, m.numverts, m.colorscale, m.colorscale, m.colorscale, 1);
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
R_Mesh_Render();
}
}
}
-static void RSurfShader_Wall_Fullbright(msurface_t *firstsurf)
+static void RSurfShader_Wall_Fullbright_Callback(const void *calldata1, int calldata2)
{
- msurface_t *surf;
- for (surf = firstsurf;surf;surf = surf->chain)
+ const entity_render_t *ent = calldata1;
+ const msurface_t *surf = ent->model->surfaces + calldata2;
+ RSurfShader_Wall_Pass_BaseFullbright(ent, surf);
+ if (surf->currenttexture->glowtexture)
+ RSurfShader_Wall_Pass_Glow(ent, surf);
+ if (fogenabled)
+ RSurfShader_Wall_Pass_Fog(ent, surf);
+}
+
+static void RSurfShader_Wall_Fullbright(const entity_render_t *ent, const msurface_t *firstsurf)
+{
+ const msurface_t *surf;
+ vec3_t center;
+ if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
{
- c_brush_polys++;
- RSurfShader_Wall_Pass_BaseFullbright(surf);
+ for (surf = firstsurf;surf;surf = surf->chain)
+ {
+ c_brush_polys++;
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces);
+ }
}
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(surf);
- if (fogenabled)
+ else
+ {
for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_Fog(surf);
+ {
+ c_brush_polys++;
+ if (surf->currenttexture->fogtexture != NULL)
+ {
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces);
+ }
+ else
+ RSurfShader_Wall_Pass_BaseFullbright(ent, surf);
+ }
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->glowtexture)
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_Wall_Pass_Glow(ent, surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_Wall_Pass_Fog(ent, surf);
+ }
}
-static void RSurfShader_Wall_Vertex(msurface_t *firstsurf)
+static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
{
- msurface_t *surf;
- for (surf = firstsurf;surf;surf = surf->chain)
+ const entity_render_t *ent = calldata1;
+ const msurface_t *surf = ent->model->surfaces + calldata2;
+ RSurfShader_Wall_Pass_BaseVertex(ent, surf);
+ if (surf->currenttexture->glowtexture)
+ RSurfShader_Wall_Pass_Glow(ent, surf);
+ if (fogenabled)
+ RSurfShader_Wall_Pass_Fog(ent, surf);
+}
+
+static void RSurfShader_Wall_Vertex(const entity_render_t *ent, const msurface_t *firstsurf)
+{
+ const msurface_t *surf;
+ vec3_t center;
+ if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
{
- c_brush_polys++;
- RSurfShader_Wall_Pass_BaseVertex(surf);
+ for (surf = firstsurf;surf;surf = surf->chain)
+ {
+ c_brush_polys++;
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+ }
}
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(surf);
- if (fogenabled)
+ else
+ {
+ for (surf = firstsurf;surf;surf = surf->chain)
+ {
+ c_brush_polys++;
+ if (surf->currenttexture->fogtexture != NULL)
+ {
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+ }
+ else
+ RSurfShader_Wall_Pass_BaseVertex(ent, surf);
+ }
for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_Fog(surf);
+ if (surf->currenttexture->glowtexture)
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_Wall_Pass_Glow(ent, surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_Wall_Pass_Fog(ent, surf);
+ }
}
-static void RSurfShader_Wall_Lightmap(msurface_t *firstsurf)
+static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const msurface_t *firstsurf)
{
- msurface_t *surf;
- if (r_vertexsurfaces.integer || firstsurf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE)
+ const msurface_t *surf;
+ vec3_t center;
+ if (ent->alpha < 1 || ent->effects & EF_ADDITIVE)
+ {
+ for (surf = firstsurf;surf;surf = surf->chain)
+ {
+ c_brush_polys++;
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+ }
+ }
+ else if (r_vertexsurfaces.integer || ent->alpha < 1 || ent->effects & EF_ADDITIVE)
{
for (surf = firstsurf;surf;surf = surf->chain)
{
c_brush_polys++;
- RSurfShader_Wall_Pass_BaseVertex(surf);
+ if (surf->currenttexture->fogtexture != NULL)
+ {
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+ }
+ else
+ RSurfShader_Wall_Pass_BaseVertex(ent, surf);
}
for (surf = firstsurf;surf;surf = surf->chain)
if (surf->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(surf);
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_Wall_Pass_Glow(ent, surf);
if (fogenabled)
for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_Fog(surf);
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_Wall_Pass_Fog(ent, surf);
}
else
{
for (surf = firstsurf;surf;surf = surf->chain)
{
c_brush_polys++;
- RSurfShader_OpaqueWall_Pass_TripleTexCombine(surf);
+ if (surf->currenttexture->fogtexture != NULL)
+ {
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+ }
+ else
+ RSurfShader_OpaqueWall_Pass_TripleTexCombine(ent, surf);
}
}
else
for (surf = firstsurf;surf;surf = surf->chain)
{
c_brush_polys++;
- RSurfShader_OpaqueWall_Pass_BaseMTex(surf);
+ if (surf->currenttexture->fogtexture != NULL)
+ {
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+ }
+ else
+ RSurfShader_OpaqueWall_Pass_BaseMTex(ent, surf);
}
if (r_detailtextures.integer)
for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_OpaqueWall_Pass_BaseDetail(surf);
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf);
}
}
else
for (surf = firstsurf;surf;surf = surf->chain)
{
c_brush_polys++;
- RSurfShader_OpaqueWall_Pass_BaseTexture(surf);
+ if (surf->currenttexture->fogtexture != NULL)
+ {
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+ }
+ else
+ RSurfShader_OpaqueWall_Pass_BaseTexture(ent, surf);
}
for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_OpaqueWall_Pass_BaseLightmap(surf);
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, surf);
if (r_detailtextures.integer)
for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_OpaqueWall_Pass_BaseDetail(surf);
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf);
}
if (!r_dlightmap.integer)
for (surf = firstsurf;surf;surf = surf->chain)
if (surf->dlightframe == r_framecount)
- RSurfShader_OpaqueWall_Pass_Light(surf);
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_OpaqueWall_Pass_Light(ent, surf);
for (surf = firstsurf;surf;surf = surf->chain)
if (surf->currenttexture->glowtexture)
- RSurfShader_OpaqueWall_Pass_Glow(surf);
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, surf);
if (fogenabled)
for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_OpaqueWall_Pass_Fog(surf);
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, surf);
}
}
=============================================================
*/
-static void R_SolidWorldNode (void)
+static void R_SolidWorldNode (entity_render_t *ent)
{
if (r_viewleaf->contents != CONTENTS_SOLID)
{
}
}
-static int r_portalframecount = 0;
-
static void R_PVSWorldNode()
{
int portalstack, i;
&Cshader_sky
};
-void R_PrepareSurfaces(void)
+void R_PrepareSurfaces(entity_render_t *ent)
{
int i, alttextures, texframe, framecount;
texture_t *t;
for (i = 0;i < Cshader_count;i++)
Cshaders[i]->chain = NULL;
- model = currentrenderentity->model;
- alttextures = currentrenderentity->frame != 0;
+ model = ent->model;
+ alttextures = ent->frame != 0;
texframe = (int)(cl.time * 5.0f);
for (i = 0;i < model->nummodelsurfaces;i++)
}
}
-void R_DrawSurfaces (int type)
+void R_DrawSurfaces (entity_render_t *ent, int type)
{
int i;
Cshader_t *shader;
{
shader = Cshaders[i];
if (shader->chain && shader->shaderfunc[type])
- shader->shaderfunc[type](shader->chain);
+ shader->shaderfunc[type](ent, shader->chain);
}
}
-void R_DrawPortals(void)
+static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
{
- int drawportals, i;
+ int i;
float *v;
- mportal_t *portal, *endportal;
rmeshbufferinfo_t m;
- drawportals = r_drawportals.integer;
+ const entity_render_t *ent = calldata1;
+ const mportal_t *portal = ent->model->portals + calldata2;
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ m.numverts = portal->numpoints;
+ m.numtriangles = portal->numpoints - 2;
+ m.matrix = ent->matrix;
+ if (R_Mesh_Draw_GetBuffer(&m, false))
+ {
+ for (i = 0;i < m.numtriangles;i++)
+ {
+ m.index[i * 3 + 0] = 0;
+ m.index[i * 3 + 1] = i + 1;
+ m.index[i * 3 + 2] = i + 2;
+ }
+ i = portal - ent->model->portals;
+ R_FillColors(m.color, m.numverts,
+ ((i & 0x0007) >> 0) * (1.0f / 7.0f) * m.colorscale,
+ ((i & 0x0038) >> 3) * (1.0f / 7.0f) * m.colorscale,
+ ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * m.colorscale,
+ 0.125f);
+ if (PlaneDiff(r_origin, (&portal->plane)) > 0)
+ {
+ for (i = portal->numpoints - 1, v = m.vertex;i >= 0;i--, v += 4)
+ VectorCopy(portal->points[i].position, v);
+ }
+ else
+ for (i = 0, v = m.vertex;i < portal->numpoints;i++, v += 4)
+ VectorCopy(portal->points[i].position, v);
+ R_Mesh_Render();
+ }
+}
+
+void R_DrawPortals(entity_render_t *ent)
+{
+ int i;
+ mportal_t *portal, *endportal;
+ float temp[3], center[3], f;
- if (drawportals < 1)
+ if (r_drawportals.integer < 1)
return;
- for (portal = cl.worldmodel->portals, endportal = portal + cl.worldmodel->numportals;portal < endportal;portal++)
+ for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++)
{
- if (portal->visframe == r_portalframecount)
+ if (portal->here->visframe == r_framecount || portal->past->visframe == r_framecount)
{
- memset(&m, 0, sizeof(m));
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- m.numverts = portal->numpoints;
- m.numtriangles = portal->numpoints - 2;
- if (R_Mesh_Draw_GetBuffer(&m, false))
- {
- for (i = 0;i < m.numtriangles;i++)
- {
- m.index[i * 3 + 0] = 0;
- m.index[i * 3 + 1] = i + 1;
- m.index[i * 3 + 2] = i + 2;
- }
- i = portal - cl.worldmodel->portals;
- R_FillColors(m.color, m.numverts,
- ((i & 0x0007) >> 0) * (1.0f / 7.0f) * m.colorscale,
- ((i & 0x0038) >> 3) * (1.0f / 7.0f) * m.colorscale,
- ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * m.colorscale,
- 0.125f);
- if (PlaneDiff(r_origin, (&portal->plane)) > 0)
- {
- for (i = portal->numpoints - 1, v = m.vertex;i >= 0;i--, v += 4)
- VectorCopy(portal->points[i].position, v);
- }
- else
- for (i = 0, v = m.vertex;i < portal->numpoints;i++, v += 4)
- VectorCopy(portal->points[i].position, v);
- R_Mesh_Render();
- }
+ VectorClear(temp);
+ for (i = 0;i < portal->numpoints;i++)
+ VectorAdd(temp, portal->points[i].position, temp);
+ f = ixtable[portal->numpoints];
+ VectorScale(temp, f, temp);
+ Matrix4x4_Transform(&ent->matrix, temp, center);
+ R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->portals);
}
}
}
-void R_SetupForBModelRendering(void)
+void R_SetupForBModelRendering(entity_render_t *ent)
{
int i;
msurface_t *surf;
// because bmodels can be reused, we have to decide which things to render
// from scratch every time
- model = currentrenderentity->model;
-
- softwaretransformforentity (currentrenderentity);
- softwareuntransform(r_origin, modelorg);
+ model = ent->model;
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
for (i = 0;i < model->nummodelsurfaces;i++)
{
surf = model->modelsortedsurfaces[i];
}
}
-void R_SetupForWorldRendering(void)
-{
- // there is only one instance of the world, but it can be rendered in
- // multiple stages
-
- currentrenderentity = &cl_entities[0].render;
- softwaretransformidentity();
-}
-
-static void R_SurfMarkLights (void)
+void R_SurfMarkLights (entity_render_t *ent)
{
int i;
msurface_t *surf;
if (r_dynamic.integer)
- R_MarkLights();
+ R_MarkLights(ent);
if (!r_vertexsurfaces.integer)
{
- for (i = 0;i < currentrenderentity->model->nummodelsurfaces;i++)
+ for (i = 0;i < ent->model->nummodelsurfaces;i++)
{
- surf = currentrenderentity->model->modelsortedsurfaces[i];
+ surf = ent->model->modelsortedsurfaces[i];
if (surf->visframe == r_framecount && surf->lightmaptexture != NULL)
{
if (surf->cached_dlight
|| surf->cached_ambient != r_ambient.value
|| surf->cached_lightscalebit != lightscalebit)
- R_BuildLightMap(surf, false); // base lighting changed
+ R_BuildLightMap(ent, surf, false); // base lighting changed
else if (r_dynamic.integer)
{
if (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0]
|| (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1]
|| (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2]
|| (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3]))))))))
- R_BuildLightMap(surf, false); // base lighting changed
+ R_BuildLightMap(ent, surf, false); // base lighting changed
else if (surf->dlightframe == r_framecount && r_dlightmap.integer)
- R_BuildLightMap(surf, true); // only dlights
+ R_BuildLightMap(ent, surf, true); // only dlights
}
}
}
}
}
-void R_MarkWorldLights(void)
-{
- R_SetupForWorldRendering();
- R_SurfMarkLights();
-}
-
/*
=============
R_DrawWorld
=============
*/
-void R_DrawWorld (void)
+void R_DrawWorld (entity_render_t *ent)
{
- R_SetupForWorldRendering();
-
+ // there is only one instance of the world, but it can be rendered in
+ // multiple stages
if (r_viewleaf->contents == CONTENTS_SOLID || r_novis.integer || r_viewleaf->compressed_vis == NULL)
- R_SolidWorldNode ();
+ R_SolidWorldNode (ent);
else
- R_PVSWorldNode ();
+ R_PVSWorldNode (ent);
}
/*
R_DrawBrushModel
=================
*/
-void R_DrawBrushModelSky (void)
+void R_DrawBrushModelSky (entity_render_t *ent)
{
- R_SetupForBModelRendering();
+ R_SetupForBModelRendering(ent);
- R_PrepareSurfaces();
- R_DrawSurfaces(SHADERSTAGE_SKY);
+ R_PrepareSurfaces(ent);
+ R_DrawSurfaces(ent, SHADERSTAGE_SKY);
}
-void R_DrawBrushModelNormal (void)
+void R_DrawBrushModelNormal (entity_render_t *ent)
{
c_bmodels++;
// have to flush queue because of possible lightmap reuse
R_Mesh_Render();
- R_SetupForBModelRendering();
+ R_SetupForBModelRendering(ent);
- R_SurfMarkLights();
+ R_SurfMarkLights(ent);
- R_PrepareSurfaces();
+ R_PrepareSurfaces(ent);
if (!skyrendermasked)
- R_DrawSurfaces(SHADERSTAGE_SKY);
- R_DrawSurfaces(SHADERSTAGE_NORMAL);
+ R_DrawSurfaces(ent, SHADERSTAGE_SKY);
+ R_DrawSurfaces(ent, SHADERSTAGE_NORMAL);
}
static void gl_surf_start(void)