X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=06dd1dfbf96e3444849718479c48407999722418;hp=892193e867b598065778da21c8756a34c8e365e6;hb=ea4fc545e8444f579d88d8f096b054dcd7bc482f;hpb=0cbb44e2f44f2107585e42ab0b4dde618c49b560 diff --git a/gl_rsurf.c b/gl_rsurf.c index 892193e8..06dd1dfb 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -30,13 +30,33 @@ static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHav static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; cvar_t r_ambient = {0, "r_ambient", "0"}; -cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"}; -cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"}; cvar_t r_drawportals = {0, "r_drawportals", "0"}; cvar_t r_testvis = {0, "r_testvis", "0"}; cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"}; cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"}; +cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"}; +cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"}; +cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "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; +q3msurface_t *r_q3bsp_maxsurfacelist[65536]; +*/ static int dlightdivtable[32768]; @@ -45,6 +65,7 @@ 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; @@ -52,17 +73,17 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) 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; @@ -97,10 +118,10 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) 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; @@ -138,6 +159,7 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) { 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; @@ -145,17 +167,17 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) 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; @@ -190,10 +212,10 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) 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; @@ -235,7 +257,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) { if (!r_floatbuildlightmap.integer) { - int smax, tmax, i, j, size, size3, shift, maps, stride, l; + int smax, tmax, i, j, size, size3, maps, stride, l; unsigned int *bl, scale; qbyte *lightmap, *out, *stain; @@ -250,7 +272,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) // set to full bright if no light data bl = intblocklights; - if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata) + if (!ent->model->brushq1.lightdata) { for (i = 0;i < size3;i++) bl[i] = 255*256; @@ -258,16 +280,9 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) else { // clear to no light - j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style - if (j) - { - for (i = 0;i < size3;i++) - *bl++ = j; - } - else - memset(bl, 0, size*3*sizeof(unsigned int)); + memset(bl, 0, size*3*sizeof(unsigned int)); - if (surf->dlightframe == r_framecount && r_dlightmap.integer) + if (surf->dlightframe == r_framecount) { surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf); if (surf->cached_dlight) @@ -287,8 +302,10 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) stain = surf->stainsamples; bl = intblocklights; out = templight; - // deal with lightmap brightness scale - shift = 7 + r_lightmapscalebit + 8; + // the >> 16 shift adjusts down 8 bits to account for the stainmap + // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will + // be doubled during rendering to achieve 2x overbright + // (0 = 0.0, 128 = 1.0, 256 = 2.0) if (ent->model->brushq1.lightmaprgba) { stride = (surf->lightmaptexturestride - smax) * 4; @@ -296,9 +313,9 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) { for (j = 0;j < smax;j++) { - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); *out++ = 255; } } @@ -310,9 +327,9 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) { for (j = 0;j < smax;j++) { - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); } } } @@ -336,41 +353,40 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) // set to full bright if no light data bl = floatblocklights; - if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata) - j = 255*256; - else - j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style - - // clear to no light - if (j) + if (!ent->model->brushq1.lightdata) { for (i = 0;i < size3;i++) - *bl++ = j; + bl[i] = 255*256; } else - memset(bl, 0, size*3*sizeof(float)); - - if (surf->dlightframe == r_framecount && r_dlightmap.integer) - { - surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf); - if (surf->cached_dlight) - c_light_polys++; - } - - // add all the lightmaps - if (lightmap) { - bl = floatblocklights; - for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) - for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) - bl[i] += lightmap[i] * scale; + memset(bl, 0, size*3*sizeof(float)); + + if (surf->dlightframe == r_framecount) + { + surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf); + if (surf->cached_dlight) + c_light_polys++; + } + + // add all the lightmaps + if (lightmap) + { + bl = floatblocklights; + for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) + for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) + bl[i] += lightmap[i] * scale; + } } stain = surf->stainsamples; bl = floatblocklights; out = templight; - // deal with lightmap brightness scale - scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8)); + // this scaling adjusts down 8 bits to account for the stainmap + // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will + // be doubled during rendering to achieve 2x overbright + // (0 = 0.0, 128 = 1.0, 256 = 2.0) + scale = 1.0f / (1 << 16); if (ent->model->brushq1.lightmaprgba) { stride = (surf->lightmaptexturestride - smax) * 4; @@ -678,21 +694,21 @@ static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const 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; } } @@ -701,31 +717,9 @@ static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const return lit; } -// note: this untransforms lights to do the checking -static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh) -{ - int i, l; - const rdlight_t *rd; - vec3_t lightorigin; - const float *v; - for (l = 0;l < r_numdlights;l++) - { - if (dlightbits[l >> 5] & (1 << (l & 31))) - { - rd = &r_dlight[l]; - Matrix4x4_Transform(matrix, rd->origin, lightorigin); - for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3) - if (VectorDistance2(v, lightorigin) < rd->cullradius2) - return true; - } - } - return false; -} - static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; // LordHavoc: HalfLife maps have freaky skypolys... @@ -741,11 +735,11 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture R_Mesh_Matrix(&ent->matrix); - GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1); + GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); 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); @@ -759,280 +753,256 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture GL_DepthTest(true); memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); - while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + 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(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); } -static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) +static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2) { const entity_render_t *ent = calldata1; const msurface_t *surf = ent->model->brushq1.surfaces + calldata2; - float f, colorscale; - const surfmesh_t *mesh; rmeshstate_t m; - float alpha; - float modelorg[3]; + float currentalpha; + float base, colorscale; + vec3_t modelorg; texture_t *texture; - matrix4x4_t tempmatrix; - - 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}; + int rendertype, turb, fullbright; R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + 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) + texture = surf->texinfo->texture; + if (texture->animated) + texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0]; + currentalpha = ent->alpha; + if (surf->flags & SURF_WATERALPHA) + currentalpha *= r_wateralpha.value; + + GL_DepthTest(true); + if (ent->effects & EF_ADDITIVE) { + rendertype = SURFRENDER_ADD; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); } - else if (texture->rendertype == SURFRENDER_ALPHA) + else if (currentalpha < 1 || texture->skin.fog != NULL) { + rendertype = SURFRENDER_ALPHA; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); } else { + rendertype = SURFRENDER_OPAQUE; GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); } - m.tex[0] = R_GetTexture(texture->skin.base); - colorscale = r_colorscale; - if (gl_combine.integer) + + turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value; + fullbright = !(ent->flags & RENDER_LIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples; + base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f); + if (surf->flags & SURF_DRAWTURB) + base *= 0.5f; + if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled) { - m.texrgbscale[0] = 4; - colorscale *= 0.25f; + // NVIDIA Geforce3 distortion texture shader on water + GL_Color(1, 1, 1, currentalpha); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = surf->mesh.data_vertex3f; + m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]); + m.tex[1] = R_GetTexture(texture->skin.base); + 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); + + qglDisable(GL_TEXTURE_SHADER_NV); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); + GL_ActiveTexture(0); } - GL_DepthTest(true); - GL_ColorPointer(varray_color4f); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + else { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f); - R_FillColors(varray_color4f, mesh->numverts, f, f, f, alpha); - if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT)) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_color = varray_color4f; + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + m.tex[0] = R_GetTexture(texture->skin.base); + if (turb) { - if (surf->dlightframe == r_framecount) - RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1); - if (surf->flags & SURF_LIGHTMAP) - RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); + // 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); } - RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } - - if (fogenabled) - { - 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); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + colorscale = 1; + if (gl_combine.integer) { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - GL_ColorPointer(varray_color4f); - R_Mesh_State_Texture(&m); - RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); + m.texrgbscale[0] = 4; + colorscale *= 0.25f; } - } - - if (r_waterscroll.value) - { - Matrix4x4_CreateIdentity(&tempmatrix); - R_Mesh_TextureMatrix(0, &tempmatrix); - } -} - -static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - msurface_t **chain; - vec3_t center; - if (texture->rendertype != SURFRENDER_OPAQUE) - { - for (chain = surfchain;(surf = *chain) != NULL;chain++) + R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha); + if (!fullbright) { - if (surf->visframe == r_framecount) + if (surf->dlightframe == r_framecount) + RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1); + if (surf->samples) + 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); + 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 (texture->skin.glow) + { + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + m.pointer_color = varray_color4f; + m.tex[0] = R_GetTexture(texture->skin.glow); + m.pointer_vertex = surf->mesh.data_vertex3f; + if (m.tex[0]) { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces); + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + if (turb) + { + // 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); + 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); } - } - else - for (chain = surfchain;(surf = *chain) != NULL;chain++) - if (surf->visframe == r_framecount) - RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces); -} - -static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) -{ - float base, colorscale; - const surfmesh_t *mesh; - rmeshstate_t m; - float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - memset(&m, 0, sizeof(m)); - if (rendertype == SURFRENDER_ADD) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - } - else if (rendertype == SURFRENDER_ALPHA) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - } - else - { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - } - m.tex[0] = R_GetTexture(texture->skin.base); - colorscale = r_colorscale; - if (gl_combine.integer) - { - m.texrgbscale[0] = 4; - colorscale *= 0.25f; - } - base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f); - GL_DepthTest(true); - GL_ColorPointer(varray_color4f); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha); - if (!(ent->effects & EF_FULLBRIGHT)) + if (fogenabled && rendertype != SURFRENDER_ADD) { - if (surf->dlightframe == r_framecount) - RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1); - if (surf->flags & SURF_LIGHTMAP) - RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + m.pointer_color = varray_color4f; + m.tex[0] = R_GetTexture(texture->skin.fog); + m.pointer_vertex = surf->mesh.data_vertex3f; + if (m.tex[0]) + { + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + if (turb) + { + // 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); + 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); } - RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } -static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) +static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - const surfmesh_t *mesh; + const msurface_t *surf; rmeshstate_t m; - float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + int lightmaptexturenum; memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); GL_DepthTest(true); - m.tex[0] = R_GetTexture(texture->skin.glow); - GL_ColorPointer(varray_color4f); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + m.tex[0] = R_GetTexture(texture->skin.base); + m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); + m.texrgbscale[1] = 2; + m.tex[2] = R_GetTexture(texture->skin.detail); + m.texrgbscale[2] = 2; + if (texture->skin.glow) { - GL_VertexPointer(mesh->vertex3f); - if (m.tex[0]) - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, r_colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); + m.tex[3] = R_GetTexture(texture->skin.glow); + m.texcombinergb[3] = GL_ADD; } -} + GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); -static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) -{ - const surfmesh_t *mesh; - rmeshstate_t m; - float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - 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_ColorPointer(varray_color4f); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + while((surf = *surfchain++) != NULL) { - GL_VertexPointer(mesh->vertex3f); - if (m.tex[0]) - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, r_colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); + if (surf->visframe == r_framecount) + { + lightmaptexturenum = R_GetTexture(surf->lightmaptexture); + 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(&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); + } } } -static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; int lightmaptexturenum; - float cl; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); m.tex[0] = R_GetTexture(texture->skin.base); m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); + m.texrgbscale[1] = 2; m.tex[2] = R_GetTexture(texture->skin.detail); - m.texrgbscale[0] = 1; - m.texrgbscale[1] = 4; m.texrgbscale[2] = 2; - cl = (float) (1 << r_lightmapscalebit) * r_colorscale; - GL_Color(cl, cl, cl, 1); + GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - //if (m.tex[1] != lightmaptexturenum) - //{ - m.tex[1] = lightmaptexturenum; - // R_Mesh_State_Texture(&m); - //} - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - m.pointer_texcoord[1] = mesh->texcoordlightmap2f; - m.pointer_texcoord[2] = mesh->texcoorddetail2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + 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(&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); } } } -static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; int lightmaptexturenum; memset(&m, 0, sizeof(m)); @@ -1041,27 +1011,21 @@ static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent GL_DepthTest(true); m.tex[0] = R_GetTexture(texture->skin.base); m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); - if (gl_combine.integer) - m.texrgbscale[1] = 4; - GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); + m.texrgbscale[1] = 2; + GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - //if (m.tex[1] != lightmaptexturenum) - //{ - m.tex[1] = lightmaptexturenum; - // R_Mesh_State_Texture(&m); - //} - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - m.pointer_texcoord[1] = mesh->texcoordlightmap2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + 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(&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); } } } @@ -1069,25 +1033,23 @@ static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_DepthMask(true); GL_DepthTest(true); GL_BlendFunc(GL_ONE, GL_ZERO); m.tex[0] = R_GetTexture(texture->skin.base); - GL_Color(1, 1, 1, 1); + GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + 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); } } } @@ -1095,73 +1057,50 @@ static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; int lightmaptexturenum; memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_ZERO, GL_SRC_COLOR); + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); GL_DepthMask(false); GL_DepthTest(true); m.tex[0] = R_GetTexture((**surfchain).lightmaptexture); - if (gl_combine.integer) - m.texrgbscale[0] = 4; - GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); + GL_Color(1, 1, 1, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - //if (m.tex[0] != lightmaptexturenum) - //{ - m.tex[0] = lightmaptexturenum; - // R_Mesh_State_Texture(&m); - //} - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordlightmap2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + m.tex[0] = lightmaptexturenum; + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f; + 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); } } } -static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +static void RSurfShader_OpaqueWall_Pass_BaseAmbient(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; - float colorscale; rmeshstate_t m; - 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.base); - colorscale = r_colorscale; - if (gl_combine.integer) - { - m.texrgbscale[0] = 4; - colorscale *= 0.25f; - } - GL_ColorPointer(varray_color4f); + GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1); while((surf = *surfchain++) != NULL) { - if (surf->visframe == r_framecount && surf->dlightframe == r_framecount) + if (surf->visframe == r_framecount) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh)) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_FillColors(varray_color4f, mesh->numverts, 0, 0, 0, 1); - R_Mesh_State_Texture(&m); - RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, colorscale); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } - } + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + 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); } } } @@ -1169,28 +1108,26 @@ static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); memset(&m, 0, sizeof(m)); 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) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - if (m.tex[0]) - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + m.pointer_vertex = surf->mesh.data_vertex3f; + if (m.tex[0]) + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + 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); } } } @@ -1198,7 +1135,6 @@ static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const te static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); @@ -1210,13 +1146,12 @@ static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, c { if (surf->visframe == r_framecount) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoorddetail2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f; + 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); } } } @@ -1224,168 +1159,82 @@ static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, c static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; 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.glow); - GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); + GL_Color(1, 1, 1, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + 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); } } } +/* static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); GL_DepthMask(true); m.tex[0] = R_GetTexture(texture->skin.glow); if (m.tex[0]) - GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); + GL_Color(1, 1, 1, 1); else GL_Color(0, 0, 0, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + 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); } } } +*/ -static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2) -{ - const entity_render_t *ent = calldata1; - const msurface_t *surf = ent->model->brushq1.surfaces + calldata2; - int rendertype; - float currentalpha; - texture_t *texture; - R_Mesh_Matrix(&ent->matrix); - - texture = surf->texinfo->texture; - if (texture->animated) - texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0]; - - currentalpha = ent->alpha; - if (texture->flags & SURF_WATERALPHA) - currentalpha *= r_wateralpha.value; - if (ent->effects & EF_ADDITIVE) - rendertype = SURFRENDER_ADD; - else if (currentalpha < 1 || texture->skin.fog != NULL) - rendertype = SURFRENDER_ALPHA; - else - rendertype = SURFRENDER_OPAQUE; - - RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha); - if (texture->skin.glow) - RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha); - if (fogenabled) - RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha); -} - -static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - msurface_t **chain; - vec3_t center; - if (texture->rendertype != SURFRENDER_OPAQUE) - { - // transparent vertex shaded from lightmap - for (chain = surfchain;(surf = *chain) != NULL;chain++) - { - if (surf->visframe == r_framecount) - { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces); - } - } - } - else if (r_shadow_realtime_world.integer) - { - // opaque base lighting - RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } - else if (r_vertexsurfaces.integer) - { - // opaque vertex shaded from lightmap - for (chain = surfchain;(surf = *chain) != NULL;chain++) - if (surf->visframe == r_framecount) - RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, texture->rendertype, texture->currentalpha); - if (texture->skin.glow) - for (chain = surfchain;(surf = *chain) != NULL;chain++) - if (surf->visframe == r_framecount) - RSurfShader_Wall_Pass_Glow(ent, surf, texture, texture->rendertype, texture->currentalpha); - if (fogenabled) - for (chain = surfchain;(surf = *chain) != NULL;chain++) - if (surf->visframe == r_framecount) - RSurfShader_Wall_Pass_Fog(ent, surf, texture, texture->rendertype, texture->currentalpha); - } - else + rmeshstate_t m; + int lightmaptexturenum; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture((**surfchain).lightmaptexture); + GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); + while((surf = *surfchain++) != NULL) { - // opaque lightmapped - if (r_textureunits.integer >= 2) - { - if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain); - else - { - RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain); - if (r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); - } - } - else + if (surf->visframe == r_framecount) { - RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); - RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain); - if (r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); + lightmaptexturenum = R_GetTexture(surf->lightmaptexture); + m.tex[0] = lightmaptexturenum; + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f; + 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 (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT)) - RSurfShader_OpaqueWall_Pass_Light(ent, texture, surfchain); - if (texture->skin.glow) - RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); } } -Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP}; -Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0}; -Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0}; - -int Cshader_count = 3; -Cshader_t *Cshaders[3] = -{ - &Cshader_wall_lightmap, - &Cshader_water, - &Cshader_sky -}; - void R_UpdateTextureInfo(entity_render_t *ent) { int i, texframe, alttextures; @@ -1415,47 +1264,41 @@ void R_UpdateTextureInfo(entity_render_t *ent) } } +void R_UpdateLightmapInfo(entity_render_t *ent) +{ + int i; + msurface_t *surface, **surfacechain; + model_t *model = ent->model; + if (!model) + return; + if (r_dynamic.integer && !r_rtdlight) + R_MarkLights(ent); + 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]]; + for (surfacechain = model->brushq1.light_styleupdatechains[i];(surface = *surfacechain);surfacechain++) + surface->cached_dlight = true; + } + } +} + void R_PrepareSurfaces(entity_render_t *ent) { int i, numsurfaces, *surfacevisframes; model_t *model; - msurface_t *surf, *surfaces, **surfchain; + msurface_t *surf, *surfaces; vec3_t modelorg; if (!ent->model) return; model = ent->model; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - numsurfaces = model->brushq1.nummodelsurfaces; - surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface; - surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface; - - R_UpdateTextureInfo(ent); - - if (r_dynamic.integer && !r_shadow_realtime_dlight.integer) - R_MarkLights(ent); - - if (model->brushq1.light_ambient != r_ambient.value || model->brushq1.light_scalebit != r_lightmapscalebit) - { - model->brushq1.light_ambient = r_ambient.value; - model->brushq1.light_scalebit = r_lightmapscalebit; - for (i = 0;i < model->brushq1.nummodelsurfaces;i++) - model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true; - } - else - { - 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]]; - for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++) - (**surfchain).cached_dlight = true; - } - } - } - + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + numsurfaces = model->nummodelsurfaces; + surfaces = model->brushq1.surfaces + model->firstmodelsurface; + surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface; for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++) { if (surfacevisframes[i] == r_framecount) @@ -1477,23 +1320,104 @@ void R_PrepareSurfaces(entity_render_t *ent) { c_faces++; surf->visframe = r_framecount; - if (surf->cached_dlight && surf->lightmaptexture != NULL && !r_vertexsurfaces.integer) + if (surf->cached_dlight && surf->lightmaptexture != NULL) R_BuildLightMap(ent, surf); } } } } -void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains) +void R_DrawSurfaces(entity_render_t *ent, int flagsmask) { - int i; - texture_t *t; - if (ent->model == NULL) + int texturenumber, f; + vec3_t center; + msurface_t *surf, **chain, **surfchain; + texture_t *t, *texture; + model_t *model = ent->model; + if (model == NULL) return; R_Mesh_Matrix(&ent->matrix); - for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++) - if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL) - t->shader->shaderfunc[type](ent, t->currentframe, chains[i]); + for (texturenumber = 0, t = model->brushq1.textures;texturenumber < model->brushq1.numtextures;texturenumber++, t++) + { + if ((f = t->flags & flagsmask) && (texture = t->currentframe) && (surfchain = model->brushq1.pvstexturechains[texturenumber]) != NULL) + { + if (texture->flags & SURF_LIGHTMAP) + { + if (gl_lightmaps.integer) + { + RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain); + if (fogenabled) + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); + } + else if (texture->rendertype != SURFRENDER_OPAQUE) + { + // transparent vertex shaded from lightmap + for (chain = surfchain;(surf = *chain) != NULL;chain++) + { + if (surf->visframe == r_framecount) + { + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces); + } + } + } + else + { + if (!(ent->flags & RENDER_LIGHT)) + { + RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); + if (r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); + if (texture->skin.glow) + RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); + } + else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0) + RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain); + else + { + if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0) + RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain); + else + { + if (r_textureunits.integer >= 2 && gl_combine.integer) + RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain); + else + { + RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); + RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain); + } + if (r_ambient.value > 0) + RSurfShader_OpaqueWall_Pass_BaseAmbient(ent, texture, surfchain); + if (r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); + } + if (texture->skin.glow) + RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); + } + if (fogenabled) + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); + } + } + else if (texture->flags & SURF_DRAWTURB) + { + for (chain = surfchain;(surf = *chain) != NULL;chain++) + { + if (surf->visframe == r_framecount) + { + if (texture->rendertype == SURFRENDER_OPAQUE) + RSurfShader_Transparent_Callback(ent, surf - ent->model->brushq1.surfaces); + else + { + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces); + } + } + } + } + else if (texture->flags & SURF_DRAWSKY) + RSurfShader_Sky(ent, texture, surfchain); + } + } } static void R_DrawPortal_Callback(const void *calldata1, int calldata2) @@ -1507,17 +1431,17 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2) 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) * r_colorscale, - ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale, - ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale, + GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f), + ((i & 0x0038) >> 3) * (1.0f / 7.0f), + ((i & 0x01C0) >> 6) * (1.0f / 7.0f), 0.125f); - if (PlaneDiff(r_origin, (&portal->plane)) > 0) + if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0) { for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3) VectorCopy(portal->points[i].position, v); @@ -1525,7 +1449,9 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2) 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 @@ -1566,12 +1492,12 @@ void R_PrepareBrushModel(entity_render_t *ent) if (model == NULL) return; #if WORLDNODECULLBACKFACES - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); #endif - numsurfaces = model->brushq1.nummodelsurfaces; - surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface; - surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface; - surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface; + numsurfaces = model->nummodelsurfaces; + surf = model->brushq1.surfaces + model->firstmodelsurface; + surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface; + surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface; for (i = 0;i < numsurfaces;i++, surf++) { #if WORLDNODECULLBACKFACES @@ -1588,7 +1514,8 @@ void R_PrepareBrushModel(entity_render_t *ent) #endif surf->dlightframe = -1; } - R_PrepareSurfaces(ent); + R_UpdateTextureInfo(ent); + R_UpdateLightmapInfo(ent); } void R_SurfaceWorldNode (entity_render_t *ent) @@ -1603,9 +1530,9 @@ void R_SurfaceWorldNode (entity_render_t *ent) model = ent->model; if (model == NULL) return; - surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface; - surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface; + surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface; + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain) { @@ -1640,7 +1567,7 @@ void R_SurfaceWorldNode (entity_render_t *ent) static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) { - int c, leafstackpos, *mark, *surfacevisframes, bitnum; + int c, leafstackpos, *mark, *surfacevisframes; #if WORLDNODECULLBACKFACES int n; msurface_t *surf; @@ -1657,7 +1584,7 @@ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) // RecursiveWorldNode surfaces = ent->model->brushq1.surfaces; surfacevisframes = ent->model->brushq1.surfacevisframes; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); viewleaf->worldnodeframe = r_framecount; leafstack[0] = viewleaf; leafstackpos = 1; @@ -1704,8 +1631,7 @@ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) { leaf->worldnodeframe = r_framecount; // FIXME: R_CullBox is absolute, should be done relative - bitnum = (leaf - ent->model->brushq1.leafs) - 1; - if ((r_pvsbits[bitnum >> 3] & (1 << (bitnum & 7))) && !R_CullBox(leaf->mins, leaf->maxs)) + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) leafstack[leafstackpos++] = leaf; } } @@ -1730,11 +1656,10 @@ void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf) if (viewleaf) { surfacepvsframes = model->brushq1.surfacepvsframes; - for (j = 0;j < model->brushq1.visleafs;j++) + for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++) { - if (r_pvsbits[j >> 3] & (1 << (j & 7))) + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) { - leaf = model->brushq1.leafs + j + 1; leaf->pvsframe = model->brushq1.pvsframecount; leaf->pvschain = model->brushq1.pvsleafchain; model->brushq1.pvsleafchain = leaf; @@ -1753,7 +1678,7 @@ void R_WorldVisibility(entity_render_t *ent) vec3_t modelorg; mleaf_t *viewleaf; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL; R_PVSUpdate(ent, viewleaf); @@ -1764,147 +1689,316 @@ void R_WorldVisibility(entity_render_t *ent) R_SurfaceWorldNode (ent); else R_PortalWorldNode (ent, viewleaf); -} -void R_DrawWorld(entity_render_t *ent) -{ - if (ent->model == NULL) - return; - if (!ent->model->brushq1.numleafs && ent->model->Draw) - ent->model->Draw(ent); - else - { - R_PrepareSurfaces(ent); - R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains); - R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains); - if (r_drawportals.integer) - R_DrawPortals(ent); - } + if (r_drawportals.integer) + R_DrawPortals(ent); } -void R_Model_Brush_DrawSky(entity_render_t *ent) +void R_Q1BSP_DrawSky(entity_render_t *ent) { if (ent->model == NULL) return; if (ent != &cl_entities[0].render) R_PrepareBrushModel(ent); - R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains); + R_PrepareSurfaces(ent); + R_DrawSurfaces(ent, SURF_DRAWSKY); } -void R_Model_Brush_Draw(entity_render_t *ent) +void R_Q1BSP_Draw(entity_render_t *ent) { if (ent->model == NULL) return; c_bmodels++; if (ent != &cl_entities[0].render) R_PrepareBrushModel(ent); - R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains); + R_PrepareSurfaces(ent); + R_UpdateTextureInfo(ent); + R_UpdateLightmapInfo(ent); + R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP); } -void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius) +void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) { - int i; - msurface_t *surf; - float projectdistance, f, temp[3], lightradius2; - surfmesh_t *mesh; - if (ent->model == NULL) + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; + const int *e; + const float *v[3]; + msurface_t *surface; + mleaf_t *leaf; + const qbyte *pvs; + 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; + *outnumclusterspointer = 0; + *outnumsurfacespointer = 0; + memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes); + memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3); + if (model == NULL) + { + VectorCopy(lightmins, outmins); + VectorCopy(lightmaxs, outmaxs); return; - R_Mesh_Matrix(&ent->matrix); - lightradius2 = lightradius * lightradius; - R_UpdateTextureInfo(ent); - 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++) + } + VectorCopy(relativelightorigin, outmins); + VectorCopy(relativelightorigin, outmaxs); + if (model->brush.GetPVS) + pvs = model->brush.GetPVS(model, relativelightorigin); + else + pvs = NULL; + // FIXME: use BSP recursion as lights are often small + for (leafindex = 0, leaf = model->brushq1.data_leafs;leafindex < model->brushq1.num_leafs;leafindex++, leaf++) { - if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST) + if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) { - f = PlaneDiff(relativelightorigin, surf->plane); - if (surf->flags & SURF_PLANEBACK) - f = -f; - // draw shadows only for frontfaces and only if they are close - if (f >= 0.1 && f < lightradius) + outmins[0] = min(outmins[0], leaf->mins[0]); + outmins[1] = min(outmins[1], leaf->mins[1]); + outmins[2] = min(outmins[2], leaf->mins[2]); + outmaxs[0] = max(outmaxs[0], leaf->maxs[0]); + outmaxs[1] = max(outmaxs[1], leaf->maxs[1]); + outmaxs[2] = max(outmaxs[2], leaf->maxs[2]); + if (outclusterpvs) { - temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0]; - 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) - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance); + if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) + { + SETPVSBIT(outclusterpvs, leaf->clusterindex); + outclusterlist[outnumclusters++] = leaf->clusterindex; + } + } + if (outsurfacepvs) + { + for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++) + { + surfaceindex = leaf->firstmarksurface[marksurfaceindex]; + if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) + { + surface = model->brushq1.surfaces + surfaceindex; + if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog) + { + for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, 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]))) + { + SETPVSBIT(outsurfacepvs, surfaceindex); + outsurfacelist[outnumsurfaces++] = surfaceindex; + break; + } + } + } + } + } } } } + + // limit combined leaf box to light boundaries + outmins[0] = max(outmins[0], lightmins[0]); + outmins[1] = max(outmins[1], lightmins[1]); + outmins[2] = max(outmins[2], lightmins[2]); + outmaxs[0] = min(outmaxs[0], lightmaxs[0]); + outmaxs[1] = min(outmaxs[1], lightmaxs[1]); + outmaxs[2] = min(outmaxs[2], lightmaxs[2]); + + *outnumclusterspointer = outnumclusters; + *outnumsurfacespointer = outnumsurfaces; } -void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) +void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) { - int surfnum; - msurface_t *surf; - texture_t *t; - surfmesh_t *mesh; - if (ent->model == NULL) - return; - R_Mesh_Matrix(&ent->matrix); - R_UpdateTextureInfo(ent); - for (surfnum = 0;surfnum < numsurfaces;surfnum++) - { - surf = surflist[surfnum]; - if (surf->visframe == r_framecount) + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + msurface_t *surface; + int surfacelistindex, j, t; + const int *e; + const float *v[3]; + if (r_drawcollisionbrushes.integer < 2) + { + 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_Mesh_Matrix(&ent->matrix); + R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - t = surf->texinfo->texture->currentframe; - if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT) + surface = model->brushq1.surfaces + surfacelist[surfacelistindex]; + for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->mesh.num_triangles;j++, t++, e += 3) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL); - R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL); - } + 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, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); } } -void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) +void R_Q1BSP_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 numsurfaces, const int *surfacelist) { - int surfnum; - msurface_t *surf; + model_t *model = ent->model; + vec3_t lightmins, lightmaxs, modelorg; + msurface_t *surface; texture_t *t; - float f, lightmins[3], lightmaxs[3]; - surfmesh_t *mesh; - if (ent->model == NULL) - return; - R_Mesh_Matrix(&ent->matrix); - 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_UpdateTextureInfo(ent); - for (surfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;surfnum < ent->model->brushq1.nummodelsurfaces;surfnum++, surf++) - { - if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs)) + int surfacelistindex; + if (r_drawcollisionbrushes.integer < 2) + { + 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_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + R_UpdateTextureInfo(ent); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - f = PlaneDiff(relativelightorigin, surf->plane); - if (surf->flags & SURF_PLANEBACK) - f = -f; - if (f >= -0.1 && f < lightradius) + surface = model->brushq1.surfaces + surfacelist[surfacelistindex]; + if (r_shadow_compilingrtlight) { - t = surf->texinfo->texture->currentframe; - if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT) - { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL); - R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL); - } - } + // if compiling an rtlight, capture the mesh + t = surface->texinfo->texture; + if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL) + Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texinfo->texture->skin.base, surface->texinfo->texture->skin.gloss, surface->texinfo->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i); + } + else if (ent != &cl_entities[0].render || surface->visframe == r_framecount) + { + t = surface->texinfo->texture->currentframe; + if (t->flags & SURF_LIGHTMAP) + R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR); } } } } -void R_Q3BSP_DrawFace_Mesh(entity_render_t *ent, q3mface_t *face) +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_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, q3msurface_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(q3msurface_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, q3msurface_t *face) +{ + rmeshstate_t m; + if (!face->num_triangles) + return; + c_faces++; + if (skyrendernow) + { + skyrendernow = false; + if (skyrendermasked) + R_Sky(); + } + if (!r_q3bsp_renderskydepth.integer) + return; + + R_Mesh_Matrix(&ent->matrix); + + GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); + 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); + } + GL_DepthMask(true); + GL_DepthTest(true); + + memset(&m, 0, sizeof(m)); + 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); + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); +} + +void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3msurface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + if (face->texture->skin.glow) + { + m.tex[0] = R_GetTexture(face->texture->skin.glow); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + GL_Color(1, 1, 1, 1); + } + else + GL_Color(0, 0, 0, 1); + 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, q3msurface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->texture->skin.base); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + m.tex[1] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[1] = face->data_texcoordlightmap2f; + m.texrgbscale[1] = 2; + GL_Color(1, 1, 1, 1); + 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, q3msurface_t *face) { - const surfmesh_t *mesh; rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_ONE, GL_ZERO); @@ -1912,76 +2006,529 @@ void R_Q3BSP_DrawFace_Mesh(entity_render_t *ent, q3mface_t *face) GL_DepthTest(true); m.tex[0] = R_GetTexture(face->texture->skin.base); m.pointer_texcoord[0] = face->data_texcoordtexture2f; - if (face->lightmaptexture) + GL_Color(1, 1, 1, 1); + 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, q3msurface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_DepthMask(false); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[0] = face->data_texcoordlightmap2f; + GL_Color(1, 1, 1, 1); + 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, q3msurface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[0] = face->data_texcoordlightmap2f; + GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); + 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, q3msurface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + if (face->texture->skin.glow) { - m.tex[1] = R_GetTexture(face->lightmaptexture); - m.pointer_texcoord[1] = face->data_texcoordlightmap2f; - m.texrgbscale[1] = 2; - GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); + m.tex[0] = R_GetTexture(face->texture->skin.glow); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + GL_Color(1, 1, 1, 1); } else + GL_Color(0, 0, 0, 1); + 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, q3msurface_t *face) +{ + int i; + float mul; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->texture->skin.base); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + mul = 2.0f * r_lightmapintensity; + 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) + m.pointer_color = face->data_color4f; + else + { + for (i = 0;i < face->num_vertices;i++) + { + varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul; + varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul; + varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul; + varray_color4f[i*4+3] = face->data_color4f[i*4+3]; + } + m.pointer_color = varray_color4f; } - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); + 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_Patch(entity_render_t *ent, q3mface_t *face) +void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3msurface_t *face) { + int i; + float mul; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + mul = 2.0f * r_lightmapintensity; + if (mul == 1) + m.pointer_color = face->data_color4f; + else + { + for (i = 0;i < face->num_vertices;i++) + { + varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f; + varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f; + varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f; + varray_color4f[i*4+3] = face->data_color4f[i*4+3]; + } + m.pointer_color = varray_color4f; + } + 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(entity_render_t *ent, q3mface_t *face) +void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3msurface_t *face) { - switch(face->type) + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthMask(true); + GL_DepthTest(true); + 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); + 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) +{ + int i; + float colorscale; + const entity_render_t *ent = voident; + q3msurface_t *face = ent->model->brushq3.data_faces + facenumber; + rmeshstate_t m; + R_Mesh_Matrix(&ent->matrix); + memset(&m, 0, sizeof(m)); + if (ent->effects & EF_ADDITIVE) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + else + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->texture->skin.base); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + colorscale = r_lightmapintensity; + if (gl_combine.integer) + m.texrgbscale[0] = 2; + else + colorscale *= 2.0f; + for (i = 0;i < face->num_vertices;i++) + { + varray_color4f[i*4+0] = face->data_color4f[i*4+0] * colorscale; + varray_color4f[i*4+1] = face->data_color4f[i*4+1] * colorscale; + varray_color4f[i*4+2] = face->data_color4f[i*4+2] * colorscale; + varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha; + } + m.pointer_color = varray_color4f; + 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); +} + +void R_Q3BSP_DrawFace(entity_render_t *ent, q3msurface_t *face) +{ + if (!face->num_triangles) + return; + if (face->texture->surfaceflags && (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))) + return; + c_faces++; + if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE)) + { + vec3_t facecenter, center; + facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f; + facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f; + facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f; + Matrix4x4_Transform(&ent->matrix, facecenter, center); + R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces); + return; + } + R_Mesh_Matrix(&ent->matrix); + if (r_lightmapintensity <= 0) + R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face); + else if (!(ent->flags & RENDER_LIGHT)) { - case Q3FACETYPE_POLYGON: - case Q3FACETYPE_MESH: - R_Q3BSP_DrawFace_Mesh(ent, face); - break; - case Q3FACETYPE_PATCH: - R_Q3BSP_DrawFace_Patch(ent, face); - break; - case Q3FACETYPE_FLARE: + R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face); + if (face->texture->skin.glow) + R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face); + } + else if (face->lightmaptexture) + { + if (gl_lightmaps.integer) + R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face); + else + { + if (r_textureunits.integer >= 2 && gl_combine.integer) + R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face); + else + { + R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face); + R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face); + } + if (face->texture->skin.glow) + R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face); + } + } + else + { + if (gl_lightmaps.integer) + R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face); + else + { + R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face); + if (face->texture->skin.glow) + R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face); + } + } + if (r_ambient.value) + R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face); +} + +void R_Q3BSP_RecursiveWorldNode(q3mnode_t *node) +{ + int i; + q3mleaf_t *leaf; + for (;;) + { + if (R_CullBox(node->mins, node->maxs)) + return; + if (!node->plane) break; + c_nodes++; + R_Q3BSP_RecursiveWorldNode(node->children[0]); + node = node->children[1]; + } + leaf = (q3mleaf_t *)node; + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) + { + c_leafs++; + for (i = 0;i < leaf->numleaffaces;i++) + leaf->firstleafface[i]->visframe = r_framecount; } } -/* +// FIXME: num_leafs needs to be recalculated at load time to include only +// 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(void) +{ + int i, j; + q3mleaf_t *leaf; + for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++) + { + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) + { + c_leafs++; + for (i = 0;i < leaf->numleaffaces;i++) + leaf->firstleafface[i]->visframe = r_framecount; + } + } +} + +static int r_q3bsp_framecount = -1; + void R_Q3BSP_DrawSky(entity_render_t *ent) { + int i; + q3msurface_t *face; + vec3_t modelorg; + model_t *model; + R_Mesh_Matrix(&ent->matrix); + model = ent->model; + if (r_drawcollisionbrushes.integer < 2) + { + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + if (ent == &cl_entities[0].render) + { + if (r_q3bsp_framecount != r_framecount) + { + r_q3bsp_framecount = 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->visframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs)) + R_Q3BSP_DrawSkyFace(ent, face); + } + else + for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) + if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY)) + R_Q3BSP_DrawSkyFace(ent, face); + } } -*/ void R_Q3BSP_Draw(entity_render_t *ent) { int i; - q3mface_t *face; + q3msurface_t *face; + vec3_t modelorg; model_t *model; + qbyte *pvs; + R_Mesh_Matrix(&ent->matrix); model = ent->model; - for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - R_Q3BSP_DrawFace(ent, face); + if (r_drawcollisionbrushes.integer < 2) + { + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + if (ent == &cl_entities[0].render) + { + if (model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) + if (r_q3bsp_framecount != r_framecount) + { + r_q3bsp_framecount = 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->visframe == r_framecount && !R_CullBox(face->mins, face->maxs)) + R_Q3BSP_DrawFace(ent, face); + } + else + for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) + R_Q3BSP_DrawFace(ent, face); + } + if (r_drawcollisionbrushes.integer >= 1) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + 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_DrawFakeShadow(entity_render_t *ent) +void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) { + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; + const int *e; + const float *v[3]; + q3msurface_t *surface; + q3mleaf_t *leaf; + const qbyte *pvs; + 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; + *outnumclusterspointer = 0; + *outnumsurfacespointer = 0; + memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes); + memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3); + if (model == NULL) + { + VectorCopy(lightmins, outmins); + VectorCopy(lightmaxs, outmaxs); + return; + } + VectorCopy(relativelightorigin, outmins); + VectorCopy(relativelightorigin, outmaxs); + if (model->brush.GetPVS) + pvs = model->brush.GetPVS(model, relativelightorigin); + else + pvs = NULL; + // FIXME: use BSP recursion as lights are often small + for (leafindex = 0, leaf = model->brushq3.data_leafs;leafindex < model->brushq3.num_leafs;leafindex++, leaf++) + { + if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) + { + outmins[0] = min(outmins[0], leaf->mins[0]); + outmins[1] = min(outmins[1], leaf->mins[1]); + outmins[2] = min(outmins[2], leaf->mins[2]); + outmaxs[0] = max(outmaxs[0], leaf->maxs[0]); + outmaxs[1] = max(outmaxs[1], leaf->maxs[1]); + outmaxs[2] = max(outmaxs[2], leaf->maxs[2]); + if (outclusterpvs) + { + if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) + { + SETPVSBIT(outclusterpvs, leaf->clusterindex); + outclusterlist[outnumclusters++] = leaf->clusterindex; + } + } + if (outsurfacepvs) + { + for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++) + { + surface = leaf->firstleafface[marksurfaceindex]; + surfaceindex = surface - model->brushq3.data_faces; + if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) + { + if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))) + { + for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, 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]))) + { + SETPVSBIT(outsurfacepvs, surfaceindex); + outsurfacelist[outnumsurfaces++] = surfaceindex; + break; + } + } + } + } + } + } + } + } + + // limit combined leaf box to light boundaries + outmins[0] = max(outmins[0], lightmins[0]); + outmins[1] = max(outmins[1], lightmins[1]); + outmins[2] = max(outmins[2], lightmins[2]); + outmaxs[0] = min(outmaxs[0], lightmaxs[0]); + outmaxs[1] = min(outmaxs[1], lightmaxs[1]); + outmaxs[2] = min(outmaxs[2], lightmaxs[2]); + + *outnumclusterspointer = outnumclusters; + *outnumsurfacespointer = outnumsurfaces; } -*/ -/* -void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius) +void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) { + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + q3msurface_t *surface; + int surfacelistindex, j, t; + const int *e; + const float *v[3]; + if (r_drawcollisionbrushes.integer < 2) + { + 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_Mesh_Matrix(&ent->matrix); + R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->brushq3.data_faces + surfacelist[surfacelistindex]; + // FIXME: check some manner of face->rendermode here? + if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles && !surface->texture->skin.fog) + { + for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->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, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); + } } -*/ -/* -void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) +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 numsurfaces, const int *surfacelist) { + model_t *model = ent->model; + vec3_t lightmins, lightmaxs, modelorg; + q3msurface_t *surface; + int surfacelistindex; + if (r_drawcollisionbrushes.integer < 2) + { + 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_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->brushq3.data_faces + surfacelist[surfacelistindex]; + if (r_shadow_compilingrtlight) + { + // if compiling an rtlight, capture the mesh + Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, surface->num_triangles, surface->data_element3i); + } + else if ((ent != &cl_entities[0].render || surface->visframe == r_framecount) && !(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles) + R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR); + } + } } -*/ static void gl_surf_start(void) { @@ -2003,13 +2550,15 @@ void GL_Surf_Init(void) dlightdivtable[i] = 4194304 / (i << 7); Cvar_RegisterVariable(&r_ambient); - Cvar_RegisterVariable(&r_vertexsurfaces); - Cvar_RegisterVariable(&r_dlightmap); Cvar_RegisterVariable(&r_drawportals); Cvar_RegisterVariable(&r_testvis); Cvar_RegisterVariable(&r_floatbuildlightmap); Cvar_RegisterVariable(&r_detailtextures); Cvar_RegisterVariable(&r_surfaceworldnode); + Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor); + Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset); + Cvar_RegisterVariable(&r_q3bsp_renderskydepth); + Cvar_RegisterVariable(&gl_lightmaps); R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }