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);
}
}
GL_ColorMask(1,1,1,1);
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_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_VertexPointer(face->data_collisionvertex3f);
+ 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)
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);
+ GL_LockArrays(0, 0);
GL_ColorMask(1,1,1,1);
}
}
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)
void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
{
-#if 0
- int i;
- q3mface_t *face;
- vec3_t modelorg, lightmins, lightmaxs;
- model_t *model;
- float projectdistance;
- projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
- if (r_drawcollisionbrushes.integer < 2)
- {
- model = ent->model;
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- 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;
- //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 (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
- R_Shadow_VolumeFromSphere(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
- }
-#else
int j, t, leafnum, marksurfnum;
const int *e;
const qbyte *pvs;
}
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);
}
-#endif
}
void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
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;