X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=b40dea36bce0e7fe6c6848872ed633e43d538ed0;hp=de8327286ab0c1f77f09044010b86ec4ae7e3e07;hb=0cc298d3c03cc31166905b782f9f6545f8eee742;hpb=c651b263f8a63fa5846df832051d4f5658680a03 diff --git a/gl_rmain.c b/gl_rmain.c index de832728..b40dea36 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -21,15 +21,16 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" #include "r_shadow.h" +#include "polygon.h" // used for dlight push checking and other things int r_framecount; -mplane_t frustum[4]; +mplane_t frustum[5]; matrix4x4_t r_identitymatrix; -int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights, c_meshs, c_meshelements, c_rt_lights, c_rt_clears, c_rt_scissored, c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris, c_rtcached_shadowmeshes, c_rtcached_shadowtris, c_bloom, c_bloomcopies, c_bloomcopypixels, c_bloomdraws, c_bloomdrawpixels; +renderstats_t renderstats; // true during envmap command capture qboolean envmap; @@ -96,13 +97,21 @@ cvar_t r_textureunits = {0, "r_textureunits", "32"}; cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"}; cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"}; cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"}; -cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"}; cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0"}; cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "2"}; cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"}; cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"}; cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"}; + +cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1"}; + +cvar_t developer_texturelogging = {0, "developer_texturelogging", "0"}; + +cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"}; + +cvar_t r_test = {0, "r_test", "0"}; // used for testing renderer code changes, otherwise does nothing + rtexturepool_t *r_main_texturepool; rtexture_t *r_bloom_texture_screen; rtexture_t *r_bloom_texture_bloom; @@ -110,6 +119,8 @@ rtexture_t *r_texture_blanknormalmap; rtexture_t *r_texture_white; rtexture_t *r_texture_black; rtexture_t *r_texture_notexture; +rtexture_t *r_texture_whitecube; +rtexture_t *r_texture_normalizationcube; void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) { @@ -209,14 +220,9 @@ void FOG_registercvars(void) } } -void gl_main_start(void) +static void R_BuildBlankTextures(void) { - int x, y; - qbyte pix[16][16][4]; qbyte data[4]; - r_main_texturepool = R_AllocTexturePool(); - r_bloom_texture_screen = NULL; - r_bloom_texture_bloom = NULL; data[0] = 128; // normal X data[1] = 128; // normal Y data[2] = 255; // normal Z @@ -232,6 +238,12 @@ void gl_main_start(void) data[2] = 0; data[3] = 255; r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); +} + +static void R_BuildNoTexture(void) +{ + int x, y; + qbyte pix[16][16][4]; // this makes a light grey/dark grey checkerboard texture for (y = 0;y < 16;y++) { @@ -253,7 +265,93 @@ void gl_main_start(void) } } } - r_texture_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL); + r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL); +} + +static void R_BuildWhiteCube(void) +{ + qbyte data[6*1*1*4]; + data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255; + data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255; + data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255; + data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255; + data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255; + data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255; + r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); +} + +static void R_BuildNormalizationCube(void) +{ + int x, y, side; + vec3_t v; + vec_t s, t, intensity; +#define NORMSIZE 64 + qbyte data[6][NORMSIZE][NORMSIZE][4]; + for (side = 0;side < 6;side++) + { + for (y = 0;y < NORMSIZE;y++) + { + for (x = 0;x < NORMSIZE;x++) + { + s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f; + t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f; + switch(side) + { + default: + case 0: + v[0] = 1; + v[1] = -t; + v[2] = -s; + break; + case 1: + v[0] = -1; + v[1] = -t; + v[2] = s; + break; + case 2: + v[0] = s; + v[1] = 1; + v[2] = t; + break; + case 3: + v[0] = s; + v[1] = -1; + v[2] = -t; + break; + case 4: + v[0] = s; + v[1] = -t; + v[2] = 1; + break; + case 5: + v[0] = -s; + v[1] = -t; + v[2] = -1; + break; + } + intensity = 127.0f / sqrt(DotProduct(v, v)); + data[side][y][x][0] = 128.0f + intensity * v[0]; + data[side][y][x][1] = 128.0f + intensity * v[1]; + data[side][y][x][2] = 128.0f + intensity * v[2]; + data[side][y][x][3] = 255; + } + } + } + r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); +} + +void gl_main_start(void) +{ + r_main_texturepool = R_AllocTexturePool(); + r_bloom_texture_screen = NULL; + r_bloom_texture_bloom = NULL; + R_BuildBlankTextures(); + R_BuildNoTexture(); + if (gl_texturecubemap) + { + R_BuildWhiteCube(); + R_BuildNormalizationCube(); + } } void gl_main_shutdown(void) @@ -264,6 +362,8 @@ void gl_main_shutdown(void) r_texture_blanknormalmap = NULL; r_texture_white = NULL; r_texture_black = NULL; + r_texture_whitecube = NULL; + r_texture_normalizationcube = NULL; } extern void CL_ParseEntityLump(char *entitystring); @@ -276,11 +376,11 @@ void gl_main_newmap(void) if (cl.worldmodel) { strlcpy(entname, cl.worldmodel->name, sizeof(entname)); - l = strlen(entname) - 4; + l = (int)strlen(entname) - 4; if (l >= 0 && !strcmp(entname + l, ".bsp")) { strcpy(entname + l, ".ent"); - if ((entities = FS_LoadFile(entname, tempmempool, true))) + if ((entities = (char *)FS_LoadFile(entname, tempmempool, true))) { CL_ParseEntityLump(entities); Mem_Free(entities); @@ -309,13 +409,16 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_lerpsprites); Cvar_RegisterVariable(&r_lerpmodels); Cvar_RegisterVariable(&r_waterscroll); - Cvar_RegisterVariable(&r_watershader); Cvar_RegisterVariable(&r_drawcollisionbrushes); Cvar_RegisterVariable(&r_bloom); Cvar_RegisterVariable(&r_bloom_intensity); Cvar_RegisterVariable(&r_bloom_blur); Cvar_RegisterVariable(&r_bloom_resolution); Cvar_RegisterVariable(&r_bloom_power); + Cvar_RegisterVariable(&r_smoothnormals_areaweighting); + Cvar_RegisterVariable(&developer_texturelogging); + Cvar_RegisterVariable(&gl_lightmaps); + Cvar_RegisterVariable(&r_test); if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); @@ -362,42 +465,38 @@ static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip) } extern void R_Textures_Init(void); -extern void Mod_RenderInit(void); extern void GL_Draw_Init(void); extern void GL_Main_Init(void); extern void R_Shadow_Init(void); -extern void GL_Models_Init(void); extern void R_Sky_Init(void); extern void GL_Surf_Init(void); extern void R_Crosshairs_Init(void); extern void R_Light_Init(void); extern void R_Particles_Init(void); extern void R_Explosion_Init(void); -extern void ui_init(void); extern void gl_backend_init(void); extern void Sbar_Init(void); extern void R_LightningBeams_Init(void); +extern void Mod_RenderInit(void); void Render_Init(void) { - R_Textures_Init(); - Mod_RenderInit(); gl_backend_init(); + R_Textures_Init(); R_MeshQueue_Init(); - GL_Draw_Init(); GL_Main_Init(); + GL_Draw_Init(); R_Shadow_Init(); - GL_Models_Init(); R_Sky_Init(); GL_Surf_Init(); R_Crosshairs_Init(); R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); - //ui_init(); UI_Init(); Sbar_Init(); R_LightningBeams_Init(); + Mod_RenderInit(); } /* @@ -411,7 +510,7 @@ void GL_Init (void) VID_CheckExtensions(); // LordHavoc: report supported extensions - Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS); + Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions ); // clear to black (loading plaque will be seen over this) qglClearColor(0,0,0,1); @@ -475,6 +574,7 @@ static void R_MarkEntities (void) if (!r_drawentities.integer) return; + r_refdef.worldentity->visframe = r_framecount; renderimask = envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL); if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs) { @@ -482,7 +582,6 @@ static void R_MarkEntities (void) for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - Mod_CheckLoaded(ent->model); // some of the renderer still relies on origin... Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin); // some of the renderer still relies on scale... @@ -500,7 +599,6 @@ static void R_MarkEntities (void) for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - Mod_CheckLoaded(ent->model); // some of the renderer still relies on origin... Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin); // some of the renderer still relies on scale... @@ -550,6 +648,7 @@ void R_DrawModels(void) ent = r_refdef.entities[i]; if (ent->visframe == r_framecount) { + renderstats.entities++; if (ent->model && ent->model->Draw != NULL) ent->model->Draw(ent); else @@ -587,6 +686,11 @@ static void R_SetFrustum(void) RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2)); frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); PlaneClassify(&frustum[3]); + + // nearclip plane + VectorCopy(r_viewforward, frustum[4].normal); + frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f; + PlaneClassify(&frustum[4]); } static void R_BlendView(void) @@ -600,6 +704,7 @@ static void R_BlendView(void) GL_DepthMask(true); GL_DepthTest(false); R_Mesh_Matrix(&r_identitymatrix); + // vertex coordinates for a quad that covers the screen exactly varray_vertex3f[0] = 0;varray_vertex3f[1] = 0;varray_vertex3f[2] = 0; varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0; varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0; @@ -608,11 +713,23 @@ static void R_BlendView(void) { int screenwidth, screenheight, bloomwidth, bloomheight, x, dobloomblend, range; float xoffset, yoffset, r; - c_bloom++; - for (screenwidth = 1;screenwidth < vid.realwidth;screenwidth *= 2); - for (screenheight = 1;screenheight < vid.realheight;screenheight *= 2); + renderstats.bloom++; + // set the (poorly named) screenwidth and screenheight variables to + // a power of 2 at least as large as the screen, these will define the + // size of the texture to allocate + for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2); + for (screenheight = 1;screenheight < vid.height;screenheight *= 2); + // allocate textures as needed + if (!r_bloom_texture_screen) + r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + if (!r_bloom_texture_bloom) + r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + // set bloomwidth and bloomheight to the bloom resolution that will be + // used (often less than the screen resolution for faster rendering) bloomwidth = min(r_view_width, r_bloom_resolution.integer); bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width); + // set up a texcoord array for the full resolution screen image + // (we have to keep this around to copy back during final render) varray_texcoord2f[0][0] = 0; varray_texcoord2f[0][1] = (float)r_view_height / (float)screenheight; varray_texcoord2f[0][2] = (float)r_view_width / (float)screenwidth; @@ -621,6 +738,8 @@ static void R_BlendView(void) varray_texcoord2f[0][5] = 0; varray_texcoord2f[0][6] = 0; varray_texcoord2f[0][7] = 0; + // set up a texcoord array for the reduced resolution bloom image + // (which will be additive blended over the screen image) varray_texcoord2f[1][0] = 0; varray_texcoord2f[1][1] = (float)bloomheight / (float)screenheight; varray_texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth; @@ -629,46 +748,42 @@ static void R_BlendView(void) varray_texcoord2f[1][5] = 0; varray_texcoord2f[1][6] = 0; varray_texcoord2f[1][7] = 0; - if (!r_bloom_texture_screen) - r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); - if (!r_bloom_texture_bloom) - r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); memset(&m, 0, sizeof(m)); m.pointer_vertex = varray_vertex3f; m.pointer_texcoord[0] = varray_texcoord2f[0]; m.tex[0] = R_GetTexture(r_bloom_texture_screen); R_Mesh_State(&m); - // copy view to a texture + // copy view into the full resolution screen image texture GL_ActiveTexture(0); - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height); - c_bloomcopies++; - c_bloomcopypixels += r_view_width * r_view_height; + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height); + renderstats.bloom_copypixels += r_view_width * r_view_height; // now scale it down to the bloom size and raise to a power of itself - qglViewport(r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight); + // to darken it (this leaves the really bright stuff bright, and + // everything else becomes very dark) // TODO: optimize with multitexture or GLSL + qglViewport(r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(1, 1, 1, 1); - R_Mesh_Draw(4, 2, polygonelements); - c_bloomdraws++; - c_bloomdrawpixels += bloomwidth * bloomheight; + R_Mesh_Draw(0, 4, 2, polygonelements); + renderstats.bloom_drawpixels += bloomwidth * bloomheight; + // render multiple times with a multiply blendfunc to raise to a power GL_BlendFunc(GL_DST_COLOR, GL_ZERO); for (x = 1;x < r_bloom_power.integer;x++) { - R_Mesh_Draw(4, 2, polygonelements); - c_bloomdraws++; - c_bloomdrawpixels += bloomwidth * bloomheight; + R_Mesh_Draw(0, 4, 2, polygonelements); + renderstats.bloom_drawpixels += bloomwidth * bloomheight; } - // copy the bloom view to a texture + // we now have a darkened bloom image in the framebuffer, copy it into + // the bloom image texture for more processing memset(&m, 0, sizeof(m)); m.pointer_vertex = varray_vertex3f; m.tex[0] = R_GetTexture(r_bloom_texture_bloom); m.pointer_texcoord[0] = varray_texcoord2f[2]; R_Mesh_State(&m); GL_ActiveTexture(0); - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight); - c_bloomcopies++; - c_bloomcopypixels += bloomwidth * bloomheight; - // blend on at multiple offsets vertically + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); + renderstats.bloom_copypixels += bloomwidth * bloomheight; + // blend on at multiple vertical offsets to achieve a vertical blur // TODO: do offset blends using GLSL range = r_bloom_blur.integer * bloomwidth / 320; GL_BlendFunc(GL_ONE, GL_ZERO); @@ -676,6 +791,7 @@ static void R_BlendView(void) { xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth; yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight; + // compute a texcoord array with the specified x and y offset varray_texcoord2f[2][0] = xoffset+0; varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight; varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth; @@ -684,21 +800,23 @@ static void R_BlendView(void) varray_texcoord2f[2][5] = yoffset+0; varray_texcoord2f[2][6] = xoffset+0; varray_texcoord2f[2][7] = yoffset+0; - r = r_bloom_intensity.value/(range*2+1)*(1 - fabs(x*x)/(float)(range*range)); + // this r value looks like a 'dot' particle, fading sharply to + // black at the edges + // (probably not realistic but looks good enough) + r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range)); if (r < 0.01f) continue; GL_Color(r, r, r, 1); - R_Mesh_Draw(4, 2, polygonelements); - c_bloomdraws++; - c_bloomdrawpixels += bloomwidth * bloomheight; + R_Mesh_Draw(0, 4, 2, polygonelements); + renderstats.bloom_drawpixels += bloomwidth * bloomheight; GL_BlendFunc(GL_ONE, GL_ONE); } - // copy the blurred bloom view to a texture + // copy the vertically blurred bloom view to a texture GL_ActiveTexture(0); - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight); - c_bloomcopies++; - c_bloomcopypixels += bloomwidth * bloomheight; - // blend on at multiple offsets horizontally + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); + renderstats.bloom_copypixels += bloomwidth * bloomheight; + // blend the vertically blurred image at multiple offsets horizontally + // to finish the blur effect // TODO: do offset blends using GLSL range = r_bloom_blur.integer * bloomwidth / 320; GL_BlendFunc(GL_ONE, GL_ZERO); @@ -706,6 +824,7 @@ static void R_BlendView(void) { xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth; yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight; + // compute a texcoord array with the specified x and y offset varray_texcoord2f[2][0] = xoffset+0; varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight; varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth; @@ -714,23 +833,25 @@ static void R_BlendView(void) varray_texcoord2f[2][5] = yoffset+0; varray_texcoord2f[2][6] = xoffset+0; varray_texcoord2f[2][7] = yoffset+0; - r = r_bloom_intensity.value/(range*2+1)*(1 - fabs(x*x)/(float)(range*range)); + // this r value looks like a 'dot' particle, fading sharply to + // black at the edges + // (probably not realistic but looks good enough) + r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range)); if (r < 0.01f) continue; GL_Color(r, r, r, 1); - R_Mesh_Draw(4, 2, polygonelements); - c_bloomdraws++; - c_bloomdrawpixels += bloomwidth * bloomheight; + R_Mesh_Draw(0, 4, 2, polygonelements); + renderstats.bloom_drawpixels += bloomwidth * bloomheight; GL_BlendFunc(GL_ONE, GL_ONE); } // copy the blurred bloom view to a texture GL_ActiveTexture(0); - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight); - c_bloomcopies++; - c_bloomcopypixels += bloomwidth * bloomheight; + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); + renderstats.bloom_copypixels += bloomwidth * bloomheight; // go back to full view area - qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height); - // put the original view back in place + qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height); + // put the original screen image back in place and blend the bloom + // texture on it memset(&m, 0, sizeof(m)); m.pointer_vertex = varray_vertex3f; m.tex[0] = R_GetTexture(r_bloom_texture_screen); @@ -752,9 +873,8 @@ static void R_BlendView(void) R_Mesh_State(&m); GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(1,1,1,1); - R_Mesh_Draw(4, 2, polygonelements); - c_bloomdraws++; - c_bloomdrawpixels += r_view_width * r_view_height; + R_Mesh_Draw(0, 4, 2, polygonelements); + renderstats.bloom_drawpixels += r_view_width * r_view_height; // now blend on the bloom texture if multipass if (dobloomblend) { @@ -765,9 +885,8 @@ static void R_BlendView(void) R_Mesh_State(&m); GL_BlendFunc(GL_ONE, GL_ONE); GL_Color(1,1,1,1); - R_Mesh_Draw(4, 2, polygonelements); - c_bloomdraws++; - c_bloomdrawpixels += r_view_width * r_view_height; + R_Mesh_Draw(0, 4, 2, polygonelements); + renderstats.bloom_drawpixels += r_view_width * r_view_height; } } if (r_refdef.viewblend[3] >= 0.01f) @@ -778,12 +897,14 @@ static void R_BlendView(void) R_Mesh_State(&m); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - R_Mesh_Draw(4, 2, polygonelements); + R_Mesh_Draw(0, 4, 2, polygonelements); } } void R_RenderScene(void); +matrix4x4_t r_waterscrollmatrix; + /* ================ R_RenderView @@ -794,11 +915,11 @@ void R_RenderView(void) if (!r_refdef.entities/* || !r_refdef.worldmodel*/) return; //Host_Error ("R_RenderView: NULL worldmodel"); - r_view_width = bound(0, r_refdef.width, vid.realwidth); - r_view_height = bound(0, r_refdef.height, vid.realheight); + r_view_width = bound(0, r_refdef.width, vid.width); + r_view_height = bound(0, r_refdef.height, vid.height); r_view_depth = 1; - r_view_x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width); - r_view_y = bound(0, r_refdef.y, vid.realheight - r_refdef.height); + r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width); + r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height); r_view_z = 0; r_view_fov_x = bound(1, r_refdef.fov_x, 170); r_view_fov_y = bound(1, r_refdef.fov_y, 170); @@ -811,7 +932,7 @@ void R_RenderView(void) r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1; // GL is weird because it's bottom to top, r_view_y is top to bottom - qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height); + qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height); GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); GL_ScissorTest(true); GL_DepthMask(true); @@ -833,7 +954,7 @@ void R_RenderView(void) R_BlendView(); R_TimeReport("blendview"); - GL_Scissor(0, 0, vid.realwidth, vid.realheight); + GL_Scissor(0, 0, vid.width, vid.height); GL_ScissorTest(false); } @@ -860,6 +981,8 @@ void R_RenderScene(void) GL_SetupView_Orientation_FromEntity(&r_view_matrix); + Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); + R_SkyStartFrame(); R_WorldVisibility(); @@ -935,10 +1058,10 @@ void R_RenderScene(void) R_MeshQueue_Render(); R_MeshQueue_EndScene(); - if (r_shadow_visiblevolumes.integer && !r_showtrispass) + if ((r_shadow_visiblelighting.integer || r_shadow_visiblevolumes.integer) && !r_showtrispass) { R_ShadowVolumeLighting(true); - R_TimeReport("shadowvolume"); + R_TimeReport("visiblevolume"); } GL_ShowTrisColor(0.05, 0.05, 0.05, 1); @@ -1022,7 +1145,7 @@ float nomodelcolor4f[6*4] = void R_DrawNoModelCallback(const void *calldata1, int calldata2) { - const entity_render_t *ent = calldata1; + const entity_render_t *ent = (entity_render_t *)calldata1; int i; float f1, f2, *c, diff[3]; float color4f[6*4]; @@ -1073,7 +1196,7 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2) else m.pointer_color = nomodelcolor4f; R_Mesh_State(&m); - R_Mesh_Draw(6, 8, nomodelelements); + R_Mesh_Draw(0, 6, 8, nomodelelements); } void R_DrawNoModel(entity_render_t *ent) @@ -1151,6 +1274,875 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depth m.pointer_vertex = varray_vertex3f; R_Mesh_State(&m); GL_Color(cr, cg, cb, ca); - R_Mesh_Draw(4, 2, polygonelements); + R_Mesh_Draw(0, 4, 2, polygonelements); +} + +int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v) +{ + int i; + float *vertex3f; + for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3) + if (VectorDistance2(v, vertex3f) < mesh->epsilon2) + break; + if (i == mesh->numvertices) + { + if (mesh->numvertices < mesh->maxvertices) + { + VectorCopy(v, vertex3f); + mesh->numvertices++; + } + return mesh->numvertices; + } + else + return i; +} + +void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f) +{ + int i; + int *e, element[3]; + element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3; + element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3; + e = mesh->element3i + mesh->numtriangles * 3; + for (i = 0;i < numvertices - 2;i++, vertex3f += 3) + { + element[2] = R_Mesh_AddVertex3f(mesh, vertex3f); + if (mesh->numtriangles < mesh->maxtriangles) + { + *e++ = element[0]; + *e++ = element[1]; + *e++ = element[2]; + mesh->numtriangles++; + } + element[1] = element[2]; + } +} + +void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes) +{ + int planenum, planenum2; + int w; + int tempnumpoints; + mplane_t *plane, *plane2; + float temppoints[2][256*3]; + for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++) + { + w = 0; + tempnumpoints = 4; + PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0); + for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++) + { + if (planenum2 == planenum) + continue; + PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints); + w = !w; + } + if (tempnumpoints < 3) + continue; + // generate elements forming a triangle fan for this polygon + R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]); + } +} + +void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, matrix4x4_t *matrix, float r, float g, float b, float a) +{ + texturelayer_t *layer; + layer = t->currentlayers + t->currentnumlayers++; + layer->type = type; + layer->depthmask = depthmask; + layer->blendfunc1 = blendfunc1; + layer->blendfunc2 = blendfunc2; + layer->texture = texture; + layer->texmatrix = *matrix; + layer->color[0] = r; + layer->color[1] = g; + layer->color[2] = b; + layer->color[3] = a; +} + +void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) +{ + // FIXME: identify models using a better check than ent->model->brush.shadowmesh + //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2; + float currentalpha; + + { + texture_t *texture = t; + model_t *model = ent->model; + int s = ent->skinnum; + if ((unsigned int)s >= (unsigned int)model->numskins) + s = 0; + if (model->skinscenes) + { + if (model->skinscenes[s].framecount > 1) + s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; + else + s = model->skinscenes[s].firstframe; + } + if (s > 0) + t = t + s * model->num_surfaces; + if (t->animated) + t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0]; + texture->currentframe = t; + } + + t->currentmaterialflags = t->basematerialflags; + currentalpha = ent->alpha; + if (t->basematerialflags & MATERIALFLAG_WATERALPHA) + currentalpha *= r_wateralpha.value; + if (!(ent->flags & RENDER_LIGHT)) + t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; + if (ent->effects & EF_ADDITIVE) + t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT; + else if (currentalpha < 1) + t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT; + if (ent->effects & EF_NODEPTHTEST) + t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST; + if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0) + t->currenttexmatrix = r_waterscrollmatrix; + else + t->currenttexmatrix = r_identitymatrix; + t->currentnumlayers = 0; + if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW)) + { + if (gl_lightmaps.integer) + R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, r_texture_white, &r_identitymatrix, 1, 1, 1, 1); + else if (t->currentmaterialflags & MATERIALFLAG_SKY) + { + // transparent sky would be ridiculous + if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_SKY, r_texture_white, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], 1); + } + else + { + int blendfunc1, blendfunc2, depthmask; + if (t->currentmaterialflags & MATERIALFLAG_ADD) + { + blendfunc1 = GL_SRC_ALPHA; + blendfunc2 = GL_ONE; + depthmask = false; + } + else if (t->currentmaterialflags & MATERIALFLAG_ALPHA) + { + blendfunc1 = GL_SRC_ALPHA; + blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + depthmask = false; + } + else + { + blendfunc1 = GL_ONE; + blendfunc2 = GL_ZERO; + depthmask = true; + } + if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) + { + rtexture_t *currentbasetexture; + int layerflags = 0; + if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + layerflags |= TEXTURELAYERFLAG_FOGDARKEN; + currentbasetexture = (ent->colormap < 0 && t->skin.merged) ? t->skin.merged : t->skin.base; + if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) + { + R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], currentalpha); + if (ent->colormap >= 0 && t->skin.pants) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2], currentalpha); + if (ent->colormap >= 0 && t->skin.shirt) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2], currentalpha); + } + else + { + float colorscale; + colorscale = 2; + // q3bsp has no lightmap updates, so the lightstylevalue that + // would normally be baked into the lightmaptexture must be + // applied to the color + if (ent->model->type == mod_brushq3) + colorscale *= d_lightstylevalue[0] * (1.0f / 256.0f); + // transparent and fullbright are not affected by r_lightmapintensity + if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + colorscale *= r_lightmapintensity; + if (r_textureunits.integer >= 2 && gl_combine.integer) + R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_COMBINE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, currentalpha); + else if ((t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) == 0) + R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale * 0.5f, ent->colormod[1] * colorscale * 0.5f, ent->colormod[2] * colorscale * 0.5f, currentalpha); + else + R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, currentalpha); + if (r_ambient.value >= (1.0f/64.0f)) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), currentalpha); + if (ent->colormap >= 0 && t->skin.pants) + { + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * colorscale, ent->colormap_pantscolor[1] * colorscale, ent->colormap_pantscolor[2] * colorscale, currentalpha); + if (r_ambient.value >= (1.0f/64.0f)) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * r_ambient.value * (1.0f / 64.0f), currentalpha); + } + if (ent->colormap >= 0 && t->skin.shirt) + { + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * colorscale, ent->colormap_shirtcolor[1] * colorscale, ent->colormap_shirtcolor[2] * colorscale, currentalpha); + if (r_ambient.value >= (1.0f/64.0f)) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * r_ambient.value * (1.0f / 64.0f), currentalpha); + } + } + if (t->skin.glow != NULL) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, 1, 1, 1, currentalpha); + if (fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD)) + { + // if this is opaque use alpha blend which will darken the earlier + // passes cheaply. + // + // if this is an alpha blended material, all the earlier passes + // were darkened by fog already, so we only need to add the fog + // color ontop through the fog mask texture + // + // if this is an additive blended material, all the earlier passes + // were darkened by fog already, and we should not add fog color + // (because the background was not darkened, there is no fog color + // that was lost behind it). + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha); + } + } + } + } +} + +void R_UpdateAllTextureInfo(entity_render_t *ent) +{ + int i; + if (ent->model) + for (i = 0;i < ent->model->num_textures;i++) + R_UpdateTextureInfo(ent, ent->model->data_textures + i); +} + +float *rsurface_vertex3f; +float *rsurface_svector3f; +float *rsurface_tvector3f; +float *rsurface_normal3f; +float *rsurface_lightmapcolor4f; + +void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg) +{ + int i, j; + float center[3], forward[3], right[3], up[3], v[4][3]; + matrix4x4_t matrix1, imatrix1; + if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights)) + { + rsurface_vertex3f = varray_vertex3f; + rsurface_svector3f = NULL; + rsurface_tvector3f = NULL; + rsurface_normal3f = NULL; + Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f); + } + else + { + rsurface_vertex3f = surface->groupmesh->data_vertex3f; + rsurface_svector3f = surface->groupmesh->data_svector3f; + rsurface_tvector3f = surface->groupmesh->data_tvector3f; + rsurface_normal3f = surface->groupmesh->data_normal3f; + } + if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) + { + if (!rsurface_svector3f) + { + rsurface_svector3f = varray_svector3f; + rsurface_tvector3f = varray_tvector3f; + rsurface_normal3f = varray_normal3f; + Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); + } + // a single autosprite surface can contain multiple sprites... + VectorClear(forward); + VectorClear(right); + VectorSet(up, 0, 0, 1); + for (j = 0;j < surface->num_vertices - 3;j += 4) + { + VectorClear(center); + for (i = 0;i < 4;i++) + VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); + VectorScale(center, 0.25f, center); + // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? + Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center); + Matrix4x4_Invert_Simple(&imatrix1, &matrix1); + for (i = 0;i < 4;i++) + Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); + forward[0] = modelorg[0] - center[0]; + forward[1] = modelorg[1] - center[1]; + VectorNormalize(forward); + right[0] = forward[1]; + right[1] = -forward[0]; + for (i = 0;i < 4;i++) + VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3); + } + rsurface_vertex3f = varray_vertex3f; + rsurface_svector3f = NULL; + rsurface_tvector3f = NULL; + rsurface_normal3f = NULL; + } + else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE) + { + if (!rsurface_svector3f) + { + rsurface_svector3f = varray_svector3f; + rsurface_tvector3f = varray_tvector3f; + rsurface_normal3f = varray_normal3f; + Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); + } + Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward); + Matrix4x4_Transform(&ent->inversematrix, r_viewright, right); + Matrix4x4_Transform(&ent->inversematrix, r_viewup, up); + // a single autosprite surface can contain multiple sprites... + for (j = 0;j < surface->num_vertices - 3;j += 4) + { + VectorClear(center); + for (i = 0;i < 4;i++) + VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); + VectorScale(center, 0.25f, center); + // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? + Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center); + Matrix4x4_Invert_Simple(&imatrix1, &matrix1); + for (i = 0;i < 4;i++) + Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); + for (i = 0;i < 4;i++) + VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3); + } + rsurface_vertex3f = varray_vertex3f; + rsurface_svector3f = NULL; + rsurface_tvector3f = NULL; + rsurface_normal3f = NULL; + } + R_Mesh_VertexPointer(rsurface_vertex3f); +} + +void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog) +{ + int i; + float f; + float *v, *c, *c2; + vec3_t diff; + if (lightmode >= 2) + { + // model lighting + vec4_t ambientcolor4f; + vec3_t diffusecolor; + vec3_t diffusenormal; + if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r*0.5f, g*0.5f, b*0.5f, a, false)) + { + rsurface_lightmapcolor4f = varray_color4f; + if (rsurface_normal3f == NULL) + { + rsurface_normal3f = varray_normal3f; + Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer); + } + R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, surface->groupmesh->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, rsurface_lightmapcolor4f + 4 * surface->num_firstvertex); + r = 1; + g = 1; + b = 1; + a = 1; + applycolor = false; + } + else + { + r = ambientcolor4f[0]; + g = ambientcolor4f[1]; + b = ambientcolor4f[2]; + a = ambientcolor4f[3]; + rsurface_lightmapcolor4f = NULL; + } + } + else if (lightmode >= 1) + { + if (surface->lightmapinfo) + { + for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) + { + const qbyte *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i]; + if (lm) + { + float scale = d_lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f); + VectorScale(lm, scale, c); + if (surface->lightmapinfo->styles[1] != 255) + { + int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3; + lm += size3; + scale = d_lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (surface->lightmapinfo->styles[2] != 255) + { + lm += size3; + scale = d_lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (surface->lightmapinfo->styles[3] != 255) + { + lm += size3; + scale = d_lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + } + } + } + } + else + VectorClear(c); + } + rsurface_lightmapcolor4f = varray_color4f; + } + else + rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f; + } + else + rsurface_lightmapcolor4f = NULL; + if (applyfog) + { + if (rsurface_lightmapcolor4f) + { + for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c2[0] = c[0] * f; + c2[1] = c[1] * f; + c2[2] = c[2] * f; + c2[3] = c[3]; + } + } + else + { + for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c2[0] = f; + c2[1] = f; + c2[2] = f; + c2[3] = 1; + } + } + rsurface_lightmapcolor4f = varray_color4f; + } + if (applycolor && rsurface_lightmapcolor4f) + { + for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4) + { + c2[0] = c[0] * r; + c2[1] = c[1] * g; + c2[2] = c[2] * b; + c2[3] = c[3] * a; + } + rsurface_lightmapcolor4f = varray_color4f; + } + R_Mesh_ColorPointer(rsurface_lightmapcolor4f); + GL_Color(r, g, b, a); +} + + +static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) +{ + int texturesurfaceindex; + int lightmode; + const msurface_t *surface; + qboolean applycolor; + rmeshstate_t m; + if (texture->currentmaterialflags & MATERIALFLAG_NODRAW) + return; + renderstats.entities_surfaces += texturenumsurfaces; + // FIXME: identify models using a better check than ent->model->brush.shadowmesh + lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2; + GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); + if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); + if (texture->currentnumlayers) + { + int layerindex; + texturelayer_t *layer; + for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++) + { + vec4_t layercolor; + int layertexrgbscale; + GL_DepthMask(layer->depthmask); + GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); + if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask)) + { + layertexrgbscale = 4; + VectorScale(layer->color, 0.25f, layercolor); + } + else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask)) + { + layertexrgbscale = 2; + VectorScale(layer->color, 0.5f, layercolor); + } + else + { + layertexrgbscale = 1; + VectorScale(layer->color, 1.0f, layercolor); + } + layercolor[3] = layer->color[3]; + GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]); + applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1; + switch (layer->type) + { + case TEXTURELAYERTYPE_SKY: + if (skyrendernow) + { + skyrendernow = false; + if (skyrendermasked) + { + R_Sky(); + // restore entity matrix and GL_Color + R_Mesh_Matrix(&ent->matrix); + GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]); + } + } + // LordHavoc: HalfLife maps have freaky skypolys... + //if (!ent->model->brush.ishlbsp) + { + if (skyrendermasked) + { + // depth-only (masking) + GL_ColorMask(0,0,0,0); + // just to make sure that braindead drivers don't draw anything + // despite that colormask... + GL_BlendFunc(GL_ZERO, GL_ONE); + } + else + { + // fog sky + GL_BlendFunc(GL_ONE, GL_ZERO); + } + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + if (skyrendermasked) + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); + } + break; + case TEXTURELAYERTYPE_LITTEXTURE_COMBINE: + memset(&m, 0, sizeof(m)); + m.tex[1] = R_GetTexture(layer->texture); + m.texmatrix[1] = layer->texmatrix; + m.texrgbscale[1] = layertexrgbscale; + m.pointer_color = varray_color4f; + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); + R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); + if (lightmode == 2) + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN); + } + else if (surface->lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN); + } + else + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN); + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + break; + case TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS: + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(layer->texture); + m.texmatrix[0] = layer->texmatrix; + m.pointer_color = varray_color4f; + m.texrgbscale[0] = layertexrgbscale; + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); + if (lightmode == 2) + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 2, false, false); + } + else if (surface->lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + R_Mesh_ColorPointer(NULL); + } + else + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 1, false, false); + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(layer->texture); + m.texmatrix[0] = layer->texmatrix; + m.pointer_color = varray_color4f; + m.texrgbscale[0] = layertexrgbscale; + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + break; + case TEXTURELAYERTYPE_LITTEXTURE_VERTEX: + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(layer->texture); + m.texmatrix[0] = layer->texmatrix; + m.texrgbscale[0] = layertexrgbscale; + m.pointer_color = varray_color4f; + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode ? lightmode : 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + break; + case TEXTURELAYERTYPE_TEXTURE: + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(layer->texture); + m.texmatrix[0] = layer->texmatrix; + m.pointer_color = varray_color4f; + m.texrgbscale[0] = layertexrgbscale; + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + break; + case TEXTURELAYERTYPE_FOG: + memset(&m, 0, sizeof(m)); + if (layer->texture) + { + m.tex[0] = R_GetTexture(layer->texture); + m.texmatrix[0] = layer->texmatrix; + } + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + int i; + float diff[3]; + float f, *v, *c; + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + if (layer->texture) + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + R_Mesh_ColorPointer(varray_color4f); + for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = exp(fogdensity/DotProduct(diff, diff)); + c[0] = layercolor[0]; + c[1] = layercolor[1]; + c[2] = layercolor[2]; + c[3] = f * layercolor[3]; + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + break; + default: + Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); + } + // if trying to do overbright on first pass of an opaque surface + // when combine is not supported, brighten as a post process + if (layertexrgbscale > 1 && !gl_combine.integer && layer->depthmask) + { + int scale; + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + for (scale = 1;scale < layertexrgbscale;scale <<= 1) + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + } + } + if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglEnable(GL_CULL_FACE); +} + +static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2) +{ + const entity_render_t *ent = (entity_render_t *)calldata1; + const msurface_t *surface = ent->model->data_surfaces + calldata2; + vec3_t modelorg; + texture_t *texture; + + texture = surface->texture; + if (texture->basematerialflags & MATERIALFLAG_SKY) + return; // transparent sky is too difficult + R_UpdateTextureInfo(ent, texture); + + R_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + R_DrawTextureSurfaceList(ent, texture->currentframe, 1, &surface, modelorg); +} + +void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) +{ + int texturesurfaceindex; + const msurface_t *surface; + vec3_t tempcenter, center; + if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) + { + // drawing sky transparently would be too difficult + if (!(texture->currentmaterialflags & MATERIALFLAG_SKY)) + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; + tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; + tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; + Matrix4x4_Transform(&ent->matrix, tempcenter, center); + R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->data_surfaces); + } + } + } + else + R_DrawTextureSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg); +} + +extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); +void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) +{ + int i, j, f, flagsmask; + int counttriangles = 0; + msurface_t *surface, **surfacechain; + texture_t *t, *texture; + model_t *model = ent->model; + vec3_t modelorg; + const int maxsurfacelist = 1024; + int numsurfacelist = 0; + const msurface_t *surfacelist[1024]; + if (model == NULL) + return; + R_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + + // update light styles + if (!skysurfaces && model->brushq1.light_styleupdatechains) + { + for (i = 0;i < model->brushq1.light_styles;i++) + { + if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]]) + { + model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]]; + if ((surfacechain = model->brushq1.light_styleupdatechains[i])) + for (;(surface = *surfacechain);surfacechain++) + surface->cached_dlight = true; + } + } + } + + R_UpdateAllTextureInfo(ent); + flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); + f = 0; + t = NULL; + texture = NULL; + numsurfacelist = 0; + if (ent == r_refdef.worldentity) + { + for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) + { + if (!r_worldsurfacevisible[j]) + continue; + if (t != surface->texture) + { + if (numsurfacelist) + { + R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + numsurfacelist = 0; + } + t = surface->texture; + texture = t->currentframe; + f = texture->currentmaterialflags & flagsmask; + } + if (f && surface->num_triangles) + { + // if lightmap parameters changed, rebuild lightmap texture + if (surface->cached_dlight && surface->lightmapinfo->samples) + R_BuildLightMap(ent, surface); + // add face to draw list + surfacelist[numsurfacelist++] = surface; + counttriangles += surface->num_triangles; + if (numsurfacelist >= maxsurfacelist) + { + R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + numsurfacelist = 0; + } + } + } + } + else + { + for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) + { + if (t != surface->texture) + { + if (numsurfacelist) + { + R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + numsurfacelist = 0; + } + t = surface->texture; + texture = t->currentframe; + f = texture->currentmaterialflags & flagsmask; + } + if (f && surface->num_triangles) + { + // if lightmap parameters changed, rebuild lightmap texture + if (surface->cached_dlight && surface->lightmapinfo->samples) + R_BuildLightMap(ent, surface); + // add face to draw list + surfacelist[numsurfacelist++] = surface; + counttriangles += surface->num_triangles; + if (numsurfacelist >= maxsurfacelist) + { + R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + numsurfacelist = 0; + } + } + } + } + if (numsurfacelist) + R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + if (!r_showtrispass) + renderstats.entities_triangles += counttriangles; }