cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
+/*
+// FIXME: these arrays are huge!
+int r_q1bsp_maxmarkleafs;
+int r_q1bsp_nummarkleafs;
+mleaf_t *r_q1bsp_maxleaflist[65536];
+int r_q1bsp_maxmarksurfaces;
+int r_q1bsp_nummarksurfaces;
+msurface_t *r_q1bsp_maxsurfacelist[65536];
+
+// FIXME: these arrays are huge!
+int r_q3bsp_maxmarkleafs;
+int r_q3bsp_nummarkleafs;
+q3mleaf_t *r_q3bsp_maxleaflist[65536];
+int r_q3bsp_maxmarksurfaces;
+int r_q3bsp_nummarksurfaces;
+q3mface_t *r_q3bsp_maxsurfacelist[65536];
+*/
+
static int dlightdivtable[32768];
static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
unsigned int *bl;
float dist, impact[3], local[3];
+ dlight_t *light;
lit = false;
tmax = (surf->extents[1] >> 4) + 1;
smax3 = smax * 3;
- for (lnum = 0; lnum < r_numdlights; lnum++)
+ for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
{
if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
continue; // not lit by this light
- Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
+ Matrix4x4_Transform(matrix, light->origin, local);
dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
// for comparisons to minimum acceptable light
// compensate for LIGHTOFFSET
- maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
+ maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
dist2 = dist * dist;
dist2 += LIGHTOFFSET;
maxdist3 = maxdist - dist2;
// convert to 8.8 blocklights format
- red = r_dlight[lnum].light[0] * (1.0f / 128.0f);
- green = r_dlight[lnum].light[1] * (1.0f / 128.0f);
- blue = r_dlight[lnum].light[2] * (1.0f / 128.0f);
- subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
+ red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
+ green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
+ blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
+ subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
bl = intblocklights;
i = impactt;
{
int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
+ dlight_t *light;
lit = false;
tmax = (surf->extents[1] >> 4) + 1;
smax3 = smax * 3;
- for (lnum = 0; lnum < r_numdlights; lnum++)
+ for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
{
if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
continue; // not lit by this light
- Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
+ Matrix4x4_Transform(matrix, light->origin, local);
dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
// for comparisons to minimum acceptable light
// compensate for LIGHTOFFSET
- maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
+ maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
dist2 = dist * dist;
dist2 += LIGHTOFFSET;
maxdist3 = maxdist - dist2;
// convert to 8.8 blocklights format
- red = r_dlight[lnum].light[0];
- green = r_dlight[lnum].light[1];
- blue = r_dlight[lnum].light[2];
- subtract = r_dlight[lnum].subtract * 32768.0f;
+ red = light->rtlight.lightmap_light[0];
+ green = light->rtlight.lightmap_light[1];
+ blue = light->rtlight.lightmap_light[2];
+ subtract = light->rtlight.lightmap_subtract * 32768.0f;
bl = floatblocklights;
td1 = impactt;
const float *v;
float *c;
int i, l, lit = false;
- const rdlight_t *rd;
+ const dlight_t *light;
vec3_t lightorigin;
for (l = 0;l < r_numdlights;l++)
{
if (dlightbits[l >> 5] & (1 << (l & 31)))
{
- rd = &r_dlight[l];
- Matrix4x4_Transform(matrix, rd->origin, lightorigin);
+ light = &r_dlight[l];
+ Matrix4x4_Transform(matrix, light->origin, lightorigin);
for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
{
f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
- if (f < rd->cullradius2)
+ if (f < light->rtlight.lightmap_cullradius2)
{
- f = ((1.0f / f) - rd->subtract) * scale;
- VectorMA(c, f, rd->light, c);
+ f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
+ VectorMA(c, f, light->rtlight.lightmap_light, c);
lit = true;
}
}
if (skyrendermasked)
{
// depth-only (masking)
- qglColorMask(0,0,0,0);
+ 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);
GL_DepthTest(true);
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
-
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ 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);
}
}
- qglColorMask(1,1,1,1);
+ GL_ColorMask(1,1,1,1);
}
static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
float alpha;
float modelorg[3];
texture_t *texture;
- matrix4x4_t tempmatrix;
- float args[4] = {0.05f,0,0,0.04f};
-
- if (gl_textureshader && r_watershader.value && !fogenabled)
- {
- Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
- R_Mesh_TextureMatrix(1, &tempmatrix);
- Matrix4x4_CreateFromQuakeEntity(&tempmatrix, 0, 0, 0, 0, 0, 0, r_watershader.value);
- R_Mesh_TextureMatrix(0, &tempmatrix);
- }
- else if (r_waterscroll.value)
- {
- // scrolling in texture matrix
- Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
- R_Mesh_TextureMatrix(0, &tempmatrix);
- }
+ float args[4] = {0.05f,0,0,0.04f};
R_Mesh_Matrix(&ent->matrix);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- memset(&m, 0, sizeof(m));
texture = surf->texinfo->texture->currentframe;
alpha = texture->currentalpha;
if (texture->rendertype == SURFRENDER_ADD)
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
}
+ GL_DepthTest(true);
+ GL_Color(1, 1, 1, alpha);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = surf->mesh.data_vertex3f;
if (gl_textureshader && r_watershader.value && !fogenabled)
{
m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
m.tex[1] = R_GetTexture(texture->skin.base);
- }
- else
- m.tex[0] = R_GetTexture(texture->skin.base);
- GL_DepthTest(true);
- if (fogenabled)
- GL_ColorPointer(varray_color4f);
- else
- GL_Color(1, 1, 1, alpha);
- if (gl_textureshader && r_watershader.value && !fogenabled)
- {
- GL_ActiveTexture (0);
- qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
- GL_ActiveTexture (1);
- qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
- qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
- qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
- qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
- qglEnable (GL_TEXTURE_SHADER_NV);
- }
-
- GL_VertexPointer(surf->mesh.data_vertex3f);
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
- m.texcombinergb[1] = GL_REPLACE;
- R_Mesh_State_Texture(&m);
- if (fogenabled)
- {
- R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
- RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg);
- }
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_REPLACE;
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
+ Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
+ Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+ R_Mesh_State(&m);
+
+ GL_ActiveTexture(0);
+ qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+ GL_ActiveTexture(1);
+ qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
+ qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
+ qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
+ qglEnable(GL_TEXTURE_SHADER_NV);
+
+ 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 (gl_textureshader && r_watershader.value && !fogenabled)
- {
- qglDisable (GL_TEXTURE_SHADER_NV);
- GL_ActiveTexture (0);
+ qglDisable(GL_TEXTURE_SHADER_NV);
+ qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+ GL_ActiveTexture(0);
}
-
- if (fogenabled)
+ else
{
- 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.fog);
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ if (fogenabled)
+ {
+ R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
+ RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg);
+ m.pointer_color = varray_color4f;
+ }
+ m.tex[0] = R_GetTexture(texture->skin.base);
m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- GL_ColorPointer(varray_color4f);
- R_Mesh_State_Texture(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
+ if (r_waterscroll.value)
+ {
+ // scrolling in texture matrix
+ Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+ }
+ 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 ((gl_textureshader && r_watershader.value && !fogenabled) || r_waterscroll.value)
- {
- Matrix4x4_CreateIdentity(&tempmatrix);
- R_Mesh_TextureMatrix(0, &tempmatrix);
- R_Mesh_TextureMatrix(1, &tempmatrix);
+ if (fogenabled && texture->rendertype != SURFRENDER_ADD)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
+ m.tex[0] = R_GetTexture(texture->skin.fog);
+ 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);
+ }
}
}
}
base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
GL_DepthTest(true);
- GL_ColorPointer(varray_color4f);
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_color = varray_color4f;
+ m.pointer_vertex = surf->mesh.data_vertex3f;
m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
if (!(ent->effects & EF_FULLBRIGHT))
{
RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
}
RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, 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);
}
static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
+ m.pointer_color = varray_color4f;
m.tex[0] = R_GetTexture(texture->skin.glow);
- GL_ColorPointer(varray_color4f);
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_vertex = surf->mesh.data_vertex3f;
if (m.tex[0])
m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 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);
}
static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
+ m.pointer_color = varray_color4f;
m.tex[0] = R_GetTexture(texture->skin.fog);
- GL_ColorPointer(varray_color4f);
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_vertex = surf->mesh.data_vertex3f;
if (m.tex[0])
m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 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);
}
static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
if (surf->visframe == r_framecount)
{
lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- //if (m.tex[1] != lightmaptexturenum)
- //{
- m.tex[1] = lightmaptexturenum;
- // R_Mesh_State_Texture(&m);
- //}
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ 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_Texture(&m);
+ 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 (surf->visframe == r_framecount)
{
lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- //if (m.tex[1] != lightmaptexturenum)
- //{
- m.tex[1] = lightmaptexturenum;
- // R_Mesh_State_Texture(&m);
- //}
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ 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_Texture(&m);
+ 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 (surf->visframe == r_framecount)
{
lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- //if (m.tex[1] != lightmaptexturenum)
- //{
- m.tex[1] = lightmaptexturenum;
- // R_Mesh_State_Texture(&m);
- //}
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ 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;
- R_Mesh_State_Texture(&m);
+ 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 (surf->visframe == r_framecount)
{
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_vertex = surf->mesh.data_vertex3f;
m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State_Texture(&m);
+ 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 (surf->visframe == r_framecount)
{
lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- //if (m.tex[0] != lightmaptexturenum)
- //{
- m.tex[0] = lightmaptexturenum;
- // R_Mesh_State_Texture(&m);
- //}
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.tex[0] = lightmaptexturenum;
+ m.pointer_vertex = surf->mesh.data_vertex3f;
m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
- R_Mesh_State_Texture(&m);
+ 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_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthTest(true);
- GL_ColorPointer(varray_color4f);
+ m.pointer_color = varray_color4f;
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_vertex = surf->mesh.data_vertex3f;
if (m.tex[0])
m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State_Texture(&m);
+ 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);
}
}
}
{
if (surf->visframe == r_framecount)
{
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_vertex = surf->mesh.data_vertex3f;
m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
- R_Mesh_State_Texture(&m);
+ 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 (surf->visframe == r_framecount)
{
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_vertex = surf->mesh.data_vertex3f;
m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State_Texture(&m);
+ 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 (surf->visframe == r_framecount)
{
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_vertex = surf->mesh.data_vertex3f;
m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State_Texture(&m);
+ 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 (surf->visframe == r_framecount)
{
lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- //if (m.tex[0] != lightmaptexturenum)
- //{
- m.tex[0] = lightmaptexturenum;
- // R_Mesh_State_Texture(&m);
- //}
- GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.tex[0] = lightmaptexturenum;
+ m.pointer_vertex = surf->mesh.data_vertex3f;
m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
- R_Mesh_State_Texture(&m);
+ 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_DepthMask(false);
GL_DepthTest(true);
R_Mesh_Matrix(&ent->matrix);
- GL_VertexPointer(varray_vertex3f);
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ m.pointer_vertex = varray_vertex3f;
+ R_Mesh_State(&m);
i = portal - ent->model->brushq1.portals;
GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
else
for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
VectorCopy(portal->points[i].position, v);
+ GL_LockArrays(0, portal->numpoints);
R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
+ GL_LockArrays(0, 0);
}
// LordHavoc: this is just a nice debugging tool, very slow
void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
{
+#if 0
int i;
msurface_t *surf;
float projectdistance, f, temp[3], lightradius2;
R_Mesh_Matrix(&ent->matrix);
lightradius2 = lightradius * lightradius;
R_UpdateTextureInfo(ent);
- projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ //projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
{
if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
if (DotProduct(temp, temp) < lightradius2)
- R_Shadow_Volume(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, lightradius, projectdistance);
+ R_Shadow_VolumeFromSphere(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, projectdistance, lightradius);
+ }
+ }
+ }
+#else
+ int t, leafnum, marksurfnum, trianglenum;
+ const int *e;
+ msurface_t *surf;
+ mleaf_t *leaf;
+ const qbyte *pvs;
+ float projectdistance;
+ const float *v[3];
+ vec3_t lightmins, lightmaxs;
+ if (ent->model == NULL)
+ return;
+ R_Mesh_Matrix(&ent->matrix);
+ R_UpdateTextureInfo(ent);
+ projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ /*
+ R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
+ maxmarksurfaces = sizeof(surfacelist) / sizeof(surfacelist[0]);
+ ent->model->brushq1.GetVisible(ent->model, relativelightorigin, lightmins, lightmaxs, 0, NULL, NULL, maxmarkleafs, markleaf, &nummarkleafs);
+ for (marksurfacenum = 0;marksurfacenum < nummarksurfaces;marksurfacenum++)
+ {
+ surf = marksurface[marksurfacenum];
+ if (surf->shadowmark != shadowmarkcount)
+ {
+ surf->shadowmark = shadowmarkcount;
+ if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
+ {
+ for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
+ {
+ v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ shadowmarklist[numshadowmark++] = t;
+ }
+ }
+ }
+ }
+ */
+ R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
+ if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
+ {
+ pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
+ // FIXME: use BSP recursion in q1bsp as dlights are often small
+ for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
+ {
+ if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
+ {
+ for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
+ {
+ surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
+ if (surf->shadowmark != shadowmarkcount)
+ {
+ surf->shadowmark = shadowmarkcount;
+ if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
+ {
+ for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
+ {
+ v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ shadowmarklist[numshadowmark++] = t;
+ }
+ }
+ }
+ }
}
}
}
+ else
+ {
+ for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++)
+ {
+ if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
+ {
+ for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
+ {
+ v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ shadowmarklist[numshadowmark++] = t;
+ }
+ }
+ }
+ }
+ R_Shadow_VolumeFromList(ent->model->brush.shadowmesh->numverts, ent->model->brush.shadowmesh->numtriangles, ent->model->brush.shadowmesh->vertex3f, ent->model->brush.shadowmesh->element3i, ent->model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
+#endif
}
void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
{
- int surfnum;
+ int leafnum, marksurfnum;
msurface_t *surf;
+ mleaf_t *leaf;
+ const qbyte *pvs;
texture_t *t;
- float f, lightmins[3], lightmaxs[3];
+ float lightmins[3], lightmaxs[3];
if (ent->model == NULL)
return;
R_Mesh_Matrix(&ent->matrix);
lightmaxs[1] = relativelightorigin[1] + lightradius;
lightmaxs[2] = relativelightorigin[2] + lightradius;
R_UpdateTextureInfo(ent);
- for (surfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;surfnum < ent->model->brushq1.nummodelsurfaces;surfnum++, surf++)
+ shadowmarkcount++;
+ if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
{
- if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
+ pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
+ for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
{
- f = PlaneDiff(relativelightorigin, surf->plane);
- if (surf->flags & SURF_PLANEBACK)
- f = -f;
- if (f >= -0.1 && f < lightradius)
+ if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
+ {
+ for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
+ {
+ surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
+ if (surf->shadowmark != shadowmarkcount)
+ {
+ surf->shadowmark = shadowmarkcount;
+ if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount))
+ {
+ t = surf->texinfo->texture->currentframe;
+ if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
+ {
+ R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
+ R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ else
+ {
+ for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++)
+ {
+ if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount))
{
t = surf->texinfo->texture->currentframe;
if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
{
- R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
- R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
+ R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
+ R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
}
}
}
void R_DrawCollisionBrush(colbrushf_t *brush)
{
int i;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = brush->points->v;
+ R_Mesh_State(&m);
i = ((int)brush) / sizeof(colbrushf_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_VertexPointer(brush->points->v);
+ GL_LockArrays(0, brush->numpoints);
R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
+ GL_LockArrays(0, 0);
+}
+
+void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3mface_t *face)
+{
+ int i;
+ rmeshstate_t m;
+ if (!face->num_collisiontriangles)
+ return;
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = face->data_collisionvertex3f;
+ R_Mesh_State(&m);
+ i = ((int)face) / sizeof(q3mface_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, 0);
}
void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
if (skyrendermasked)
{
// depth-only (masking)
- qglColorMask(0,0,0,0);
+ 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);
GL_DepthTest(true);
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
- GL_VertexPointer(face->data_vertex3f);
+ GL_LockArrays(0, face->num_vertices);
R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- qglColorMask(1,1,1,1);
+ GL_LockArrays(0, 0);
+ GL_ColorMask(1,1,1,1);
}
void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face)
}
else
GL_Color(0, 0, 0, 1);
- R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
+ 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);
}
void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face)
m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
m.texrgbscale[1] = 2;
GL_Color(1, 1, 1, 1);
- R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
+ 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);
}
void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face)
m.tex[0] = R_GetTexture(face->texture->skin.base);
m.pointer_texcoord[0] = face->data_texcoordtexture2f;
GL_Color(1, 1, 1, 1);
- R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
+ 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);
}
void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face)
m.tex[0] = R_GetTexture(face->lightmaptexture);
m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
GL_Color(1, 1, 1, 1);
- R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
+ 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);
}
void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face)
GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
else
GL_Color(1, 1, 1, 1);
- R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
+ 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);
}
void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face)
}
else
GL_Color(0, 0, 0, 1);
- R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
+ 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);
}
void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face)
if (mul == 2 && gl_combine.integer)
{
m.texrgbscale[0] = 2;
- GL_ColorPointer(face->data_color4f);
+ m.pointer_color = face->data_color4f;
}
else if (mul == 1)
- GL_ColorPointer(face->data_color4f);
+ m.pointer_color = face->data_color4f;
else
{
for (i = 0;i < face->num_vertices;i++)
varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul;
varray_color4f[i*4+3] = face->data_color4f[i*4+3];
}
- GL_ColorPointer(varray_color4f);
+ m.pointer_color = varray_color4f;
}
- R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
+ 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);
}
void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face)
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
GL_DepthTest(true);
- R_Mesh_State_Texture(&m);
mul = 2.0f;
if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
mul *= r_shadow_realtime_world_lightmaps.value;
if (mul == 1)
- GL_ColorPointer(face->data_color4f);
+ m.pointer_color = face->data_color4f;
else
{
for (i = 0;i < face->num_vertices;i++)
varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
varray_color4f[i*4+3] = face->data_color4f[i*4+3];
}
- GL_ColorPointer(varray_color4f);
+ m.pointer_color = varray_color4f;
}
- GL_VertexPointer(face->data_vertex3f);
+ 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);
}
void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face)
m.tex[0] = R_GetTexture(face->texture->skin.base);
m.pointer_texcoord[0] = face->data_texcoordtexture2f;
GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
- R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
+ 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);
}
void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
else
{
if (ent->alpha == 1)
- GL_ColorPointer(face->data_color4f);
+ m.pointer_color = face->data_color4f;
else
{
int i;
varray_color4f[i*4+2] = face->data_color4f[i*4+2];
varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
}
- GL_ColorPointer(varray_color4f);
+ m.pointer_color = varray_color4f;
}
}
}
varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
}
- GL_ColorPointer(varray_color4f);
+ m.pointer_color = varray_color4f;
}
- R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
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, 0);
qglEnable(GL_CULL_FACE);
}
R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
}
-void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
+void R_Q3BSP_RecursiveWorldNode(q3mnode_t *node)
{
int i;
q3mleaf_t *leaf;
if (!node->plane)
break;
c_nodes++;
- R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
+ R_Q3BSP_RecursiveWorldNode(node->children[0]);
node = node->children[1];
}
leaf = (q3mleaf_t *)node;
- if (CHECKPVSBIT(pvs, leaf->clusterindex))
+ if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
{
c_leafs++;
for (i = 0;i < leaf->numleaffaces;i++)
- leaf->firstleafface[i]->markframe = markframe;
+ leaf->firstleafface[i]->visframe = r_framecount;
}
}
// node-referenced leafs, as some maps are incorrectly compiled with leafs for
// the submodels (which would render the submodels occasionally, as part of
// the world - not good)
-void R_Q3BSP_MarkLeafPVS(entity_render_t *ent, qbyte *pvs, int markframe)
+void R_Q3BSP_MarkLeafPVS(void)
{
int i, j;
q3mleaf_t *leaf;
- for (j = 0, leaf = ent->model->brushq3.data_leafs;j < ent->model->brushq3.num_leafs;j++, leaf++)
+ for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++)
{
- if (CHECKPVSBIT(pvs, leaf->clusterindex))
+ if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
{
c_leafs++;
for (i = 0;i < leaf->numleaffaces;i++)
- leaf->firstleafface[i]->markframe = markframe;
+ leaf->firstleafface[i]->visframe = r_framecount;
}
}
}
if (r_q3bsp_framecount != r_framecount)
{
r_q3bsp_framecount = r_framecount;
- R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
- //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
+ R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes);
+ //R_Q3BSP_MarkLeafPVS();
}
for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
- if (face->markframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
+ if (face->visframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
R_Q3BSP_DrawSkyFace(ent, face);
}
else
if (r_q3bsp_framecount != r_framecount)
{
r_q3bsp_framecount = r_framecount;
- R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
- //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
+ R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes);
+ //R_Q3BSP_MarkLeafPVS();
}
for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
- if (face->markframe == r_framecount && !R_CullBox(face->mins, face->maxs))
+ if (face->visframe == r_framecount && !R_CullBox(face->mins, face->maxs))
R_Q3BSP_DrawFace(ent, face);
}
else
}
if (r_drawcollisionbrushes.integer >= 1)
{
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
- R_Mesh_State_Texture(&m);
qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
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)
+ R_Q3BSP_DrawCollisionFace(ent, face);
qglPolygonOffset(0, 0);
}
}
void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
{
- int i;
+ int j, t, leafnum, marksurfnum;
+ const int *e;
+ const qbyte *pvs;
+ const float *v[3];
q3mface_t *face;
+ q3mleaf_t *leaf;
vec3_t modelorg, lightmins, lightmaxs;
model_t *model;
float projectdistance;
- projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
if (r_drawcollisionbrushes.integer < 2)
{
model = ent->model;
lightmaxs[0] = relativelightorigin[0] + lightradius;
lightmaxs[1] = relativelightorigin[1] + lightradius;
lightmaxs[2] = relativelightorigin[2] + lightradius;
- //if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
- // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
- //else
- for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+ if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
+ {
+ for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++)
+ {
+ if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
+ {
+ for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++)
+ {
+ face = leaf->firstleafface[marksurfnum];
+ if (face->shadowmark != shadowmarkcount)
+ {
+ face->shadowmark = shadowmarkcount;
+ if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+ {
+ for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
+ {
+ v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ shadowmarklist[numshadowmark++] = t;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ else
+ {
+ for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++)
+ {
if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
- R_Shadow_Volume(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
+ {
+ for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
+ {
+ v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ shadowmarklist[numshadowmark++] = t;
+ }
+ }
+ }
+ }
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
}
}
{
if ((face->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || !face->num_triangles)
return;
- R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap);
- R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap);
+ R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap);
+ R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap);
}
void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
{
- int i;
+ int leafnum, marksurfnum;
+ const qbyte *pvs;
q3mface_t *face;
+ q3mleaf_t *leaf;
vec3_t modelorg, lightmins, lightmaxs;
model_t *model;
- //qbyte *pvs;
- //static int markframe = 0;
if (r_drawcollisionbrushes.integer < 2)
{
model = ent->model;
lightmaxs[0] = relativelightorigin[0] + lightradius;
lightmaxs[1] = relativelightorigin[1] + lightradius;
lightmaxs[2] = relativelightorigin[2] + lightradius;
- //if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
- // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
- //else
- for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
- if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+
+ if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
+ {
+ pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
+ for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++)
+ {
+ if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
+ {
+ for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++)
+ {
+ face = leaf->firstleafface[marksurfnum];
+ if (face->shadowmark != shadowmarkcount)
+ {
+ face->shadowmark = shadowmarkcount;
+ if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount))
+ R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
+ }
+ }
+ }
+ }
+ }
+ else
+ {
+ for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++)
+ if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount))
R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
+ }
}
}