X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=39f129b0540c5c0b214abb13c6f576a7fe68f613;hp=9bbf8afcdb218430e18bb584ebab88eb9f10000a;hb=e24d834dcbcc61f28fdf0e2c1ba75693d9e23ed1;hpb=2dbb3966a2791390e57a081d68238788cbeb4a3c diff --git a/gl_rsurf.c b/gl_rsurf.c index 9bbf8afc..39f129b0 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -36,15 +36,10 @@ 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", "0"}; +cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"}; static int dlightdivtable[32768]; -// variables used by R_PVSUpdate -int r_pvsframecount = 0; -mleaf_t *r_pvsviewleaf = NULL; -int r_pvsviewleafnovis = 0; - 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; @@ -236,7 +231,7 @@ R_BuildLightMap Combine and scale multiple lightmaps into the 8.8 format in blocklights =============== */ -static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int dlightchanged) +static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) { if (!r_floatbuildlightmap.integer) { @@ -246,12 +241,6 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d // update cached lighting info surf->cached_dlight = 0; - surf->cached_lightmapscalebit = r_lightmapscalebit; - surf->cached_ambient = r_ambient.value; - surf->cached_light[0] = d_lightstylevalue[surf->styles[0]]; - surf->cached_light[1] = d_lightstylevalue[surf->styles[1]]; - surf->cached_light[2] = d_lightstylevalue[surf->styles[2]]; - surf->cached_light[3] = d_lightstylevalue[surf->styles[3]]; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; @@ -261,7 +250,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d // set to full bright if no light data bl = intblocklights; - if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata) + if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata) { for (i = 0;i < size3;i++) bl[i] = 255*256; @@ -283,8 +272,6 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf); if (surf->cached_dlight) c_light_polys++; - else if (dlightchanged) - return; // don't upload if only updating dlights and none mattered } // add all the lightmaps @@ -302,7 +289,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d out = templight; // deal with lightmap brightness scale shift = 7 + r_lightmapscalebit + 8; - if (ent->model->lightmaprgba) + if (ent->model->brushq1.lightmaprgba) { stride = (surf->lightmaptexturestride - smax) * 4; for (i = 0;i < tmax;i++, out += stride) @@ -340,12 +327,6 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d // update cached lighting info surf->cached_dlight = 0; - surf->cached_lightmapscalebit = r_lightmapscalebit; - surf->cached_ambient = r_ambient.value; - surf->cached_light[0] = d_lightstylevalue[surf->styles[0]]; - surf->cached_light[1] = d_lightstylevalue[surf->styles[1]]; - surf->cached_light[2] = d_lightstylevalue[surf->styles[2]]; - surf->cached_light[3] = d_lightstylevalue[surf->styles[3]]; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; @@ -355,7 +336,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d // set to full bright if no light data bl = floatblocklights; - if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata) + 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 @@ -374,8 +355,6 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf); if (surf->cached_dlight) c_light_polys++; - else if (dlightchanged) - return; // don't upload if only updating dlights and none mattered } // add all the lightmaps @@ -392,7 +371,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d out = templight; // deal with lightmap brightness scale scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8)); - if (ent->model->lightmaprgba) + if (ent->model->brushq1.lightmaprgba) { stride = (surf->lightmaptexturestride - smax) * 4; for (i = 0;i < tmax;i++, out += stride) @@ -424,7 +403,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d } } -void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, float fcolor[8]) +void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8]) { float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2; msurface_t *surf, *endsurf; @@ -465,7 +444,7 @@ loc0: impact[2] = origin[2] - node->plane->normal[2] * ndist; } - for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++) + for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++) { if (surf->stainsamples) { @@ -546,13 +525,15 @@ loc0: } } -void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2) +void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2) { int n; float fcolor[8]; entity_render_t *ent; model_t *model; vec3_t org; + if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes) + return; fcolor[0] = cr1; fcolor[1] = cg1; fcolor[2] = cb1; @@ -562,9 +543,7 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i fcolor[6] = cb2 - cb1; fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f); - model = cl.worldmodel; - if (model) - R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, fcolor); + R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor); // look for embedded bmodels for (n = 0;n < cl_num_brushmodel_entities;n++) @@ -574,10 +553,10 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i if (model && model->name[0] == '*') { Mod_CheckLoaded(model); - if (model->type == mod_brush) + if (model->brushq1.nodes) { Matrix4x4_Transform(&ent->inversematrix, origin, org); - R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, fcolor); + R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor); } } } @@ -592,7 +571,7 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i ============================================================= */ -static void RSurf_AddLightmapToVertexColors(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles) +static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles) { int i; float scale; @@ -626,13 +605,13 @@ static void RSurf_AddLightmapToVertexColors(const int *lightmapoffsets, float *c } } -static void RSurf_FogColors(const float *v, float *c, float colorscale, int numverts, const float *modelorg) +static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg) { int i; float diff[3], f; if (fogenabled) { - for (i = 0;i < numverts;i++, v += 4, c += 4) + for (i = 0;i < numverts;i++, v += 3, c += 4) { VectorSubtract(v, modelorg, diff); f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff))); @@ -644,7 +623,7 @@ static void RSurf_FogColors(const float *v, float *c, float colorscale, int numv VectorScale(c, colorscale, c); } -static void RSurf_FoggedColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg) +static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg) { int i; float diff[3], f; @@ -653,7 +632,7 @@ static void RSurf_FoggedColors(const float *v, float *c, float r, float g, float b *= colorscale; if (fogenabled) { - for (i = 0;i < numverts;i++, v += 4, c += 4) + for (i = 0;i < numverts;i++, v += 3, c += 4) { VectorSubtract(v, modelorg, diff); f = 1 - exp(fogdensity/DotProduct(diff, diff)); @@ -675,14 +654,14 @@ static void RSurf_FoggedColors(const float *v, float *c, float r, float g, float } } -static void RSurf_FogPassColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg) +static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg) { int i; float diff[3], f; r *= colorscale; g *= colorscale; b *= colorscale; - for (i = 0;i < numverts;i++, v += 4, c += 4) + for (i = 0;i < numverts;i++, v += 3, c += 4) { VectorSubtract(v, modelorg, diff); f = exp(fogdensity/DotProduct(diff, diff)); @@ -693,15 +672,7 @@ static void RSurf_FogPassColors(const float *v, float *c, float r, float g, floa } } -static void RSurf_ScaleColors(float *c, float scale, int numverts) -{ - int i; - if (scale != 1) - for (i = 0;i < numverts;i++, c += 4) - VectorScale(c, scale, c); -} - -static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color) +static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale) { float f; const float *v; @@ -715,12 +686,12 @@ static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits, { rd = &r_dlight[l]; Matrix4x4_Transform(matrix, rd->origin, lightorigin); - for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4) + for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4) { f = VectorDistance2(v, lightorigin) + LIGHTOFFSET; if (f < rd->cullradius2) { - f = (1.0f / f) - rd->subtract; + f = ((1.0f / f) - rd->subtract) * scale; VectorMA(c, f, rd->light, c); lit = true; } @@ -730,8 +701,7 @@ static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits, return lit; } -// note: this untransforms lights to do the checking, -// and takes surf->mesh->verts data +// 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; @@ -744,7 +714,7 @@ static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, co { rd = &r_dlight[l]; Matrix4x4_Transform(matrix, rd->origin, lightorigin); - for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4) + for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3) if (VectorDistance2(v, lightorigin) < rd->cullradius2) return true; } @@ -752,14 +722,14 @@ static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, co return false; } -static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture) +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... - if (ent->model->ishlbsp) + if (ent->model->brush.ishlbsp) return; if (skyrendernow) @@ -771,32 +741,35 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture R_Mesh_Matrix(&ent->matrix); - // draw depth-only polys - memset(&m, 0, sizeof(m)); + GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1); if (skyrendermasked) { + // depth-only (masking) qglColorMask(0,0,0,0); // just to make sure that braindead drivers don't draw anything // despite that colormask... - m.blendfunc1 = GL_ZERO; - m.blendfunc2 = GL_ONE; + GL_BlendFunc(GL_ZERO, GL_ONE); } else { // fog sky - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; + GL_BlendFunc(GL_ONE, GL_ZERO); } - m.depthwrite = true; - R_Mesh_State(&m); - for (surf = texture->surfacechain;surf;surf = surf->texturechain) + GL_DepthMask(true); + GL_DepthTest(true); + + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); + + while((surf = *surfchain++) != NULL) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + if (surf->visframe == r_framecount) { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + GL_VertexPointer(mesh->vertex3f); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); + } } } qglColorMask(1,1,1,1); @@ -805,96 +778,118 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) { const entity_render_t *ent = calldata1; - const msurface_t *surf = ent->model->surfaces + calldata2; + const msurface_t *surf = ent->model->brushq1.surfaces + calldata2; float f, colorscale; const surfmesh_t *mesh; rmeshstate_t m; - float alpha = ent->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value); + float alpha; float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, 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); + } R_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); memset(&m, 0, sizeof(m)); - if (ent->effects & EF_ADDITIVE) + texture = surf->texinfo->texture->currentframe; + alpha = texture->currentalpha; + if (texture->rendertype == SURFRENDER_ADD) { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); } - else if (surf->currenttexture->fogtexture != NULL || alpha < 1) + else if (texture->rendertype == SURFRENDER_ALPHA) { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); } else { - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); } - m.tex[0] = R_GetTexture(surf->currenttexture->texture); + m.tex[0] = R_GetTexture(texture->skin.base); colorscale = r_colorscale; if (gl_combine.integer) { m.texrgbscale[0] = 4; colorscale *= 0.25f; } - R_Mesh_State(&m); - GL_UseColorArray(); + GL_DepthTest(true); + GL_ColorPointer(varray_color4f); for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); + 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_color, mesh->numverts, f, f, f, alpha); + R_FillColors(varray_color4f, mesh->numverts, f, f, f, alpha); if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT)) { if (surf->dlightframe == r_framecount) - RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color); + RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1); if (surf->flags & SURF_LIGHTMAP) - RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); + RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); } - RSurf_FogColors(varray_vertex, varray_color, colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + 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)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture); - R_Mesh_State(&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) { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - if (m.tex[0]) - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + 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); } } + + 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) +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 ((r_wateralpha.value < 1 && !(texture->flags & SURF_DRAWNOALPHA)) || ent->effects & EF_ADDITIVE || texture->fogtexture) + if (texture->rendertype != SURFRENDER_OPAQUE) { - for (surf = texture->surfacechain;surf;surf = surf->texturechain) + for (chain = surfchain;(surf = *chain) != NULL;chain++) { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces); + if (surf->visframe == r_framecount) + { + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces); + } } } else - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - RSurfShader_Water_Callback(ent, surf - ent->model->surfaces); + 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) +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; @@ -902,22 +897,22 @@ static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const m float modelorg[3]; Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); memset(&m, 0, sizeof(m)); - if (ent->effects & EF_ADDITIVE) + if (rendertype == SURFRENDER_ADD) { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); } - else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1) + else if (rendertype == SURFRENDER_ALPHA) { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); } else { - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); } - m.tex[0] = R_GetTexture(surf->currenttexture->texture); + m.tex[0] = R_GetTexture(texture->skin.base); colorscale = r_colorscale; if (gl_combine.integer) { @@ -925,107 +920,73 @@ static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const m colorscale *= 0.25f; } base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f); - R_Mesh_State(&m); - GL_UseColorArray(); + GL_DepthTest(true); + GL_ColorPointer(varray_color4f); for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - R_FillColors(varray_color, mesh->numverts, base, base, base, ent->alpha); + 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 (surf->dlightframe == r_framecount) - RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color); + RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1); if (surf->flags & SURF_LIGHTMAP) - RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); + RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); } - RSurf_FogColors(varray_vertex, varray_color, colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); - } -} - -static void RSurfShader_Wall_Pass_BaseFullbright(const entity_render_t *ent, const msurface_t *surf) -{ - const surfmesh_t *mesh; - rmeshstate_t m; - float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - memset(&m, 0, sizeof(m)); - if (ent->effects & EF_ADDITIVE) - { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - } - else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1) - { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - } - else - { - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - } - m.tex[0] = R_GetTexture(surf->currenttexture->texture); - R_Mesh_State(&m); - GL_UseColorArray(); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, ent->alpha, r_colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + 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) +static void RSurfShader_Wall_Pass_Glow(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)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture); - R_Mesh_State(&m); - GL_UseColorArray(); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(texture->skin.glow); + GL_ColorPointer(varray_color4f); for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, ent->alpha, r_colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + 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); } } -static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf) +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)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture); - R_Mesh_State(&m); - GL_UseColorArray(); + 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) { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + GL_VertexPointer(mesh->vertex3f); if (m.tex[0]) - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha, r_colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + 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); } } -static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture) +static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; const surfmesh_t *mesh; @@ -1033,127 +994,140 @@ static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render int lightmaptexturenum; float cl; memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - m.tex[0] = R_GetTexture(texture->texture); - m.tex[1] = R_GetTexture(texture->surfacechain->lightmaptexture); - m.tex[2] = R_GetTexture(texture->detailtexture); + 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.tex[2] = R_GetTexture(texture->skin.detail); m.texrgbscale[0] = 1; m.texrgbscale[1] = 4; m.texrgbscale[2] = 2; - R_Mesh_State(&m); cl = (float) (1 << r_lightmapscalebit) * r_colorscale; GL_Color(cl, cl, cl, 1); - for (surf = texture->surfacechain;surf;surf = surf->texturechain) + + while((surf = *surfchain++) != NULL) { - lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - if (m.tex[1] != lightmaptexturenum) + if (surf->visframe == r_framecount) { - m.tex[1] = lightmaptexturenum; - R_Mesh_State(&m); - } - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - memcpy(varray_texcoord[1], mesh->uv, mesh->numverts * sizeof(float[2])); - memcpy(varray_texcoord[2], mesh->ab, mesh->numverts * sizeof(float[2])); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + 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); + } } } } -static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture) +static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(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)); - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - m.tex[0] = R_GetTexture(texture->texture); - m.tex[1] = R_GetTexture(texture->surfacechain->lightmaptexture); + 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); if (gl_combine.integer) m.texrgbscale[1] = 4; - R_Mesh_State(&m); GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); - for (surf = texture->surfacechain;surf;surf = surf->texturechain) + while((surf = *surfchain++) != NULL) { - lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - if (m.tex[1] != lightmaptexturenum) - { - m.tex[1] = lightmaptexturenum; - R_Mesh_State(&m); - } - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + if (surf->visframe == r_framecount) { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - memcpy(varray_texcoord[1], mesh->uv, mesh->numverts * sizeof(float[2])); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + 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); + } } } } -static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture) +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)); - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - m.tex[0] = R_GetTexture(texture->texture); - R_Mesh_State(&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); - for (surf = texture->surfacechain;surf;surf = surf->texturechain) + while((surf = *surfchain++) != NULL) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + if (surf->visframe == r_framecount) { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + 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); + } } } } -static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture) +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)); - m.blendfunc1 = GL_ZERO; - m.blendfunc2 = GL_SRC_COLOR; - m.tex[0] = R_GetTexture(texture->surfacechain->lightmaptexture); + GL_BlendFunc(GL_ZERO, GL_SRC_COLOR); + GL_DepthMask(false); + GL_DepthTest(true); + m.tex[0] = R_GetTexture((**surfchain).lightmaptexture); if (gl_combine.integer) m.texrgbscale[0] = 4; - R_Mesh_State(&m); GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); - for (surf = texture->surfacechain;surf;surf = surf->texturechain) + while((surf = *surfchain++) != NULL) { - lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - if (m.tex[0] != lightmaptexturenum) - { - m.tex[0] = lightmaptexturenum; - R_Mesh_State(&m); - } - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + if (surf->visframe == r_framecount) { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->uv, mesh->numverts * sizeof(float[2])); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + 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); + } } } } -static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture) +static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; const surfmesh_t *mesh; @@ -1161,39 +1135,38 @@ static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const rmeshstate_t m; memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.tex[0] = R_GetTexture(texture->texture); + 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; } - R_Mesh_State(&m); - GL_UseColorArray(); - for (surf = texture->surfacechain;surf;surf = surf->texturechain) + GL_ColorPointer(varray_color4f); + while((surf = *surfchain++) != NULL) { - if (surf->dlightframe == r_framecount) + if (surf->visframe == r_framecount && surf->dlightframe == r_framecount) { for (mesh = surf->mesh;mesh;mesh = mesh->chain) { if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh)) { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - R_FillColors(varray_color, mesh->numverts, 0, 0, 0, 1); - RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color); - RSurf_ScaleColors(varray_color, colorscale, mesh->numverts); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + 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); } } } } } -static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture) +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; @@ -1201,143 +1174,175 @@ static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const te float modelorg[3]; Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - R_Mesh_State(&m); - GL_UseColorArray(); - for (surf = texture->surfacechain;surf;surf = surf->texturechain) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); + GL_ColorPointer(varray_color4f); + while((surf = *surfchain++) != NULL) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + if (surf->visframe == r_framecount) { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - if (m.tex[0]) - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + 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); + } } } } -static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture) +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)); - m.blendfunc1 = GL_DST_COLOR; - m.blendfunc2 = GL_SRC_COLOR; - m.tex[0] = R_GetTexture(texture->detailtexture); - R_Mesh_State(&m); + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_DepthMask(false); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(texture->skin.detail); GL_Color(1, 1, 1, 1); - for (surf = texture->surfacechain;surf;surf = surf->texturechain) + while((surf = *surfchain++) != NULL) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + if (surf->visframe == r_framecount) { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->ab, mesh->numverts * sizeof(float[2])); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + 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); + } } } } -static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture) +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)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.tex[0] = R_GetTexture(texture->glowtexture); - R_Mesh_State(&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); - for (surf = texture->surfacechain;surf;surf = surf->texturechain) + while((surf = *surfchain++) != NULL) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + if (surf->visframe == r_framecount) { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + 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); + } } } } -static void RSurfShader_Wall_Fullbright_Callback(const void *calldata1, int calldata2) -{ - const entity_render_t *ent = calldata1; - const msurface_t *surf = ent->model->surfaces + calldata2; - R_Mesh_Matrix(&ent->matrix); - RSurfShader_Wall_Pass_BaseFullbright(ent, surf); - if (surf->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(ent, surf); - if (fogenabled) - RSurfShader_Wall_Pass_Fog(ent, surf); -} - -static void RSurfShader_Wall_Fullbright(const entity_render_t *ent, const texture_t *texture) +static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - vec3_t center; - if (ent->effects & EF_ADDITIVE || ent->alpha < 1 || texture->fogtexture != NULL) + 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); + else + GL_Color(0, 0, 0, 1); + while((surf = *surfchain++) != NULL) { - for (surf = texture->surfacechain;surf;surf = surf->texturechain) + if (surf->visframe == r_framecount) { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces); + 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); + } } } - else - { - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - RSurfShader_Wall_Pass_BaseFullbright(ent, surf); - if (texture->glowtexture) - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - RSurfShader_Wall_Pass_Glow(ent, surf); - if (fogenabled) - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - RSurfShader_Wall_Pass_Fog(ent, surf); - } } static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2) { const entity_render_t *ent = calldata1; - const msurface_t *surf = ent->model->surfaces + calldata2; + const msurface_t *surf = ent->model->brushq1.surfaces + calldata2; + int rendertype; + float currentalpha; + texture_t *texture; R_Mesh_Matrix(&ent->matrix); - RSurfShader_Wall_Pass_BaseVertex(ent, surf); - if (surf->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(ent, surf); + + 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); + RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha); } -static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture) +static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; + msurface_t **chain; vec3_t center; - if (ent->effects & EF_ADDITIVE || ent->alpha < 1 || texture->fogtexture != NULL) + if (texture->rendertype != SURFRENDER_OPAQUE) { // transparent vertex shaded from lightmap - for (surf = texture->surfacechain;surf;surf = surf->texturechain) + for (chain = surfchain;(surf = *chain) != NULL;chain++) { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); + 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 (surf = texture->surfacechain;surf;surf = surf->texturechain) - RSurfShader_Wall_Pass_BaseVertex(ent, surf); - if (texture->glowtexture) - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - RSurfShader_Wall_Pass_Glow(ent, surf); + 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 (surf = texture->surfacechain;surf;surf = surf->texturechain) - RSurfShader_Wall_Pass_Fog(ent, surf); + for (chain = surfchain;(surf = *chain) != NULL;chain++) + if (surf->visframe == r_framecount) + RSurfShader_Wall_Pass_Fog(ent, surf, texture, texture->rendertype, texture->currentalpha); } else { @@ -1345,75 +1350,111 @@ static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_ if (r_textureunits.integer >= 2) { if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture); + RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain); else { - RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture); + RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain); if (r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture); + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); } } else { - RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture); - RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture); + RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); + RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain); if (r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture); + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); } if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT)) - RSurfShader_OpaqueWall_Pass_Light(ent, texture); - if (texture->glowtexture) - RSurfShader_OpaqueWall_Pass_Glow(ent, texture); + 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); + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); } } Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP}; -Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, 0}; Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0}; Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0}; -int Cshader_count = 4; -Cshader_t *Cshaders[4] = +int Cshader_count = 3; +Cshader_t *Cshaders[3] = { &Cshader_wall_lightmap, - &Cshader_wall_fullbright, &Cshader_water, &Cshader_sky }; -void R_DrawSurfaces(entity_render_t *ent, int sky, int normal) +void R_UpdateTextureInfo(entity_render_t *ent) { - int i, alttextures, texframe, framecount, numtextures, numsurfaces, *surfacevisframes; - texture_t *t, *textures; - model_t *model; - msurface_t *surf, *surfaces; - vec3_t modelorg; + int i, texframe, alttextures; + texture_t *t; if (!ent->model) return; - // mark the surfaces touched by dynamic lights - if (normal && r_dynamic.integer) - R_MarkLights(ent); - - R_Mesh_Matrix(&ent->matrix); - - model = ent->model; alttextures = ent->frame != 0; texframe = (int)(cl.time * 5.0f); + for (i = 0;i < ent->model->brushq1.numtextures;i++) + { + t = ent->model->brushq1.textures + i; + t->currentalpha = ent->alpha; + if (t->flags & SURF_WATERALPHA) + t->currentalpha *= r_wateralpha.value; + if (ent->effects & EF_ADDITIVE) + t->rendertype = SURFRENDER_ADD; + else if (t->currentalpha < 1 || t->skin.fog != NULL) + t->rendertype = SURFRENDER_ALPHA; + else + t->rendertype = SURFRENDER_OPAQUE; + // we don't need to set currentframe if t->animated is false because + // it was already set up by the texture loader for non-animating + if (t->animated) + t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0]; + } +} + +void R_PrepareSurfaces(entity_render_t *ent) +{ + int i, numsurfaces, *surfacevisframes; + model_t *model; + msurface_t *surf, *surfaces, **surfchain; + 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; - numtextures = model->numtextures; - textures = model->textures; - numsurfaces = model->nummodelsurfaces; - surfaces = model->surfaces + model->firstmodelsurface; - surfacevisframes = model->surfacevisframes + model->firstmodelsurface; + R_UpdateTextureInfo(ent); - for (i = 0;i < numtextures;i++) - textures[i].surfacechain = NULL; + 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; + } + } + } for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++) { @@ -1435,48 +1476,24 @@ void R_DrawSurfaces(entity_render_t *ent, int sky, int normal) #endif { c_faces++; - t = surf->texinfo->texture; - if (t->animated) - { - framecount = t->anim_total[alttextures]; - if (framecount >= 2) - t = t->anim_frames[alttextures][texframe % framecount]; - else - t = t->anim_frames[alttextures][0]; - } - surf->currenttexture = t; - surf->texturechain = t->surfacechain; - t->surfacechain = surf; - if (!r_vertexsurfaces.integer && surf->lightmaptexture != NULL) - { - if (surf->cached_dlight - || surf->cached_ambient != r_ambient.value - || surf->cached_lightmapscalebit != r_lightmapscalebit) - R_BuildLightMap(ent, surf, false); // base lighting changed - else if (r_dynamic.integer) - { - if (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0] - || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1] - || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2] - || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3])))))))) - R_BuildLightMap(ent, surf, false); // base lighting changed - else if (surf->dlightframe == r_framecount && r_dlightmap.integer) - R_BuildLightMap(ent, surf, true); // only dlights - } - } + surf->visframe = r_framecount; + if (surf->cached_dlight && surf->lightmaptexture != NULL && !r_vertexsurfaces.integer) + R_BuildLightMap(ent, surf); } } } +} - if (sky) - for (i = 0, t = textures;i < numtextures;i++, t++) - if (t->surfacechain && t->shader->shaderfunc[SHADERSTAGE_SKY]) - t->shader->shaderfunc[SHADERSTAGE_SKY](ent, t); - - if (normal) - for (i = 0, t = textures;i < numtextures;i++, t++) - if (t->surfacechain && t->shader->shaderfunc[SHADERSTAGE_NORMAL]) - t->shader->shaderfunc[SHADERSTAGE_NORMAL](ent, t); +void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains) +{ + int i; + texture_t *t; + if (ent->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]); } static void R_DrawPortal_Callback(const void *calldata1, int calldata2) @@ -1485,57 +1502,56 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2) float *v; rmeshstate_t m; const entity_render_t *ent = calldata1; - const mportal_t *portal = ent->model->portals + calldata2; - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + const mportal_t *portal = ent->model->brushq1.portals + calldata2; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); R_Mesh_Matrix(&ent->matrix); - R_Mesh_State(&m); - R_Mesh_ResizeCheck(portal->numpoints); - i = portal - ent->model->portals; + GL_VertexPointer(varray_vertex3f); + + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&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, 0.125f); if (PlaneDiff(r_origin, (&portal->plane)) > 0) { - for (i = portal->numpoints - 1, v = varray_vertex;i >= 0;i--, v += 4) + for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3) VectorCopy(portal->points[i].position, v); } else - for (i = 0, v = varray_vertex;i < portal->numpoints;i++, v += 4) + for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3) VectorCopy(portal->points[i].position, v); R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements); } +// LordHavoc: this is just a nice debugging tool, very slow static void R_DrawPortals(entity_render_t *ent) { int i; mportal_t *portal, *endportal; float temp[3], center[3], f; - - if (r_drawportals.integer < 1) + if (ent->model == NULL) return; - - for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++) + for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++) { - if (portal->here->pvsframe == r_pvsframecount || portal->past->pvsframe == r_pvsframecount) + if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) { - if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) - { - VectorClear(temp); - for (i = 0;i < portal->numpoints;i++) - VectorAdd(temp, portal->points[i].position, temp); - f = ixtable[portal->numpoints]; - VectorScale(temp, f, temp); - Matrix4x4_Transform(&ent->matrix, temp, center); - R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->portals); - } + VectorClear(temp); + for (i = 0;i < portal->numpoints;i++) + VectorAdd(temp, portal->points[i].position, temp); + f = ixtable[portal->numpoints]; + VectorScale(temp, f, temp); + Matrix4x4_Transform(&ent->matrix, temp, center); + R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals); } } } -void R_DrawBrushModel(entity_render_t *ent, int sky, int normal) +void R_PrepareBrushModel(entity_render_t *ent) { int i, numsurfaces, *surfacevisframes, *surfacepvsframes; msurface_t *surf; @@ -1547,13 +1563,15 @@ void R_DrawBrushModel(entity_render_t *ent, int sky, int normal) // because bmodels can be reused, we have to decide which things to render // from scratch every time model = ent->model; + if (model == NULL) + return; #if WORLDNODECULLBACKFACES Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); #endif - numsurfaces = model->nummodelsurfaces; - surf = model->surfaces + model->firstmodelsurface; - surfacevisframes = model->surfacevisframes + model->firstmodelsurface; - surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface; + 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; for (i = 0;i < numsurfaces;i++, surf++) { #if WORLDNODECULLBACKFACES @@ -1561,129 +1579,68 @@ void R_DrawBrushModel(entity_render_t *ent, int sky, int normal) if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) { if ((surf->flags & SURF_PLANEBACK)) - { surfacevisframes[i] = r_framecount; - surfacepvsframes[i] = r_pvsframecount; - } - } - else - { - if (!(surf->flags & SURF_PLANEBACK)) - { - surfacevisframes[i] = r_framecount; - surfacepvsframes[i] = r_pvsframecount; - } } + else if (!(surf->flags & SURF_PLANEBACK)) + surfacevisframes[i] = r_framecount; #else surfacevisframes[i] = r_framecount; - surfacepvsframes[i] = r_pvsframecount; #endif surf->dlightframe = -1; } - R_DrawSurfaces(ent, sky, normal); + R_PrepareSurfaces(ent); } void R_SurfaceWorldNode (entity_render_t *ent) { - int i, numsurfaces, *surfacevisframes, *surfacepvsframes; - msurface_t *surfaces, *surf; + int i, *surfacevisframes, *surfacepvsframes, surfnum; + msurface_t *surf; + mleaf_t *leaf; model_t *model; vec3_t modelorg; + // equivilant to quake's RecursiveWorldNode but faster and more effective model = ent->model; - numsurfaces = model->nummodelsurfaces; - surfaces = model->surfaces + model->firstmodelsurface; - surfacevisframes = model->surfacevisframes + model->firstmodelsurface; - surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface; + 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); - for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++) + for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain) { - if (surfacepvsframes[i] == r_pvsframecount) + if (!R_CullBox (leaf->mins, leaf->maxs)) { -#if WORLDNODECULLBACKFACES - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) - { - if ((surf->flags & SURF_PLANEBACK) && R_NotCulledBox (surf->poly_mins, surf->poly_maxs)) - surfacevisframes[i] = r_framecount; - } - else - { - if (!(surf->flags & SURF_PLANEBACK) && R_NotCulledBox (surf->poly_mins, surf->poly_maxs)) - surfacevisframes[i] = r_framecount; - } -#else - if (R_NotCulledBox (surf->poly_mins, surf->poly_maxs)) - surfacevisframes[i] = r_framecount; -#endif + c_leafs++; + leaf->visframe = r_framecount; } } -} -/* -static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) -{ - int portalstack, i; - mportal_t *p, *pstack[8192]; - msurface_t *surf, **mark, **endmark; - mleaf_t *leaf; - // LordHavoc: portal-passage worldnode with PVS; - // follows portals leading outward from viewleaf, does not venture - // offscreen or into leafs that are not visible, faster than Quake's - // RecursiveWorldNode - leaf = viewleaf; - leaf->worldnodeframe = r_framecount; - portalstack = 0; -loc0: - c_leafs++; - if (leaf->nummarksurfaces) + for (i = 0;i < model->brushq1.pvssurflistlength;i++) { - for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) + surfnum = model->brushq1.pvssurflist[i]; + surf = model->brushq1.surfaces + surfnum; +#if WORLDNODECULLBACKFACES + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) { - surf = *mark++; - // make sure surfaces are only processed once - if (surf->worldnodeframe != r_framecount) - { - surf->worldnodeframe = r_framecount; - if (PlaneDist(r_origin, surf->plane) < surf->plane->dist) - { - if (surf->flags & SURF_PLANEBACK) - surf->visframe = r_framecount; - } - else - { - if (!(surf->flags & SURF_PLANEBACK)) - surf->visframe = r_framecount; - } - } + if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs)) + surfacevisframes[surfnum] = r_framecount; } - } - // follow portals into other leafs - for (p = leaf->portals;p;p = p->next) - { - leaf = p->past; - if (leaf->worldnodeframe != r_framecount) + else { - leaf->worldnodeframe = r_framecount; - // FIXME: R_NotCulledBox is absolute, should be done relative - if (leaf->pvsframe == r_pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs)) - { - p->visframe = r_framecount; - pstack[portalstack++] = p; - goto loc0; -loc1: - p = pstack[--portalstack]; - } + if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs)) + surfacevisframes[surfnum] = r_framecount; } +#else + if (!R_CullBox (surf->poly_mins, surf->poly_maxs)) + surfacevisframes[surfnum] = r_framecount; +#endif } - if (portalstack) - goto loc1; } -*/ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) { - int c, leafstackpos, *mark, *surfacevisframes; + int c, leafstackpos, *mark, *surfacevisframes, bitnum; #if WORLDNODECULLBACKFACES int n; msurface_t *surf; @@ -1692,12 +1649,14 @@ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) mportal_t *p; vec3_t modelorg; msurface_t *surfaces; + if (ent->model == NULL) + return; // LordHavoc: portal-passage worldnode with PVS; // follows portals leading outward from viewleaf, does not venture // offscreen or into leafs that are not visible, faster than Quake's // RecursiveWorldNode - surfaces = ent->model->surfaces; - surfacevisframes = ent->model->surfacevisframes; + surfaces = ent->model->brushq1.surfaces; + surfacevisframes = ent->model->brushq1.surfacevisframes; Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); viewleaf->worldnodeframe = r_framecount; leafstack[0] = viewleaf; @@ -1706,6 +1665,7 @@ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) { c_leafs++; leaf = leafstack[--leafstackpos]; + leaf->visframe = r_framecount; // draw any surfaces bounding this leaf if (leaf->nummarksurfaces) { @@ -1743,254 +1703,308 @@ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) if (leaf->worldnodeframe != r_framecount) { leaf->worldnodeframe = r_framecount; - // FIXME: R_NotCulledBox is absolute, should be done relative - if (leaf->pvsframe == r_pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs)) + // 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)) leafstack[leafstackpos++] = leaf; } } } } - if (r_drawportals.integer) - R_DrawPortals(ent); } -void R_PVSUpdate (mleaf_t *viewleaf) +void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf) { - int i, j, l, c, bits, *surfacepvsframes, *mark; + int j, c, *surfacepvsframes, *mark; mleaf_t *leaf; - qbyte *vis; - - if (r_pvsviewleaf == viewleaf && r_pvsviewleafnovis == r_novis.integer) - return; - - r_pvsframecount++; - r_pvsviewleaf = viewleaf; - r_pvsviewleafnovis = r_novis.integer; + model_t *model; - if (viewleaf) - { - surfacepvsframes = cl.worldmodel->surfacepvsframes; - vis = Mod_LeafPVS (viewleaf, cl.worldmodel); - for (j = 0;j < cl.worldmodel->numleafs;j += 8) + model = ent->model; + if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer)) + { + model->brushq1.pvsframecount++; + model->brushq1.pvsviewleaf = viewleaf; + model->brushq1.pvsviewleafnovis = r_novis.integer; + model->brushq1.pvsleafchain = NULL; + model->brushq1.pvssurflistlength = 0; + if (viewleaf) { - bits = *vis++; - if (bits) + surfacepvsframes = model->brushq1.surfacepvsframes; + for (j = 0;j < model->brushq1.visleafs;j++) { - l = cl.worldmodel->numleafs - j; - if (l > 8) - l = 8; - for (i = 0;i < l;i++) + if (r_pvsbits[j >> 3] & (1 << (j & 7))) { - if (bits & (1 << i)) - { - leaf = &cl.worldmodel->leafs[j + i + 1]; - leaf->pvsframe = r_pvsframecount; - // mark surfaces bounding this leaf as visible - for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) - surfacepvsframes[*mark++] = r_pvsframecount; - } + leaf = model->brushq1.leafs + j + 1; + leaf->pvsframe = model->brushq1.pvsframecount; + leaf->pvschain = model->brushq1.pvsleafchain; + model->brushq1.pvsleafchain = leaf; + // mark surfaces bounding this leaf as visible + for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++) + surfacepvsframes[*mark] = model->brushq1.pvsframecount; } } + model->brushq1.BuildPVSTextureChains(model); } } } -/* -============= -R_DrawWorld -============= -*/ -void R_DrawWorld (entity_render_t *ent) +void R_WorldVisibility(entity_render_t *ent) { + vec3_t modelorg; mleaf_t *viewleaf; - viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel); - R_PVSUpdate(viewleaf); + + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL; + R_PVSUpdate(ent, viewleaf); + if (!viewleaf) return; + if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID) R_SurfaceWorldNode (ent); else R_PortalWorldNode (ent, viewleaf); - R_DrawSurfaces(ent, true, true); } -void R_Model_Brush_DrawSky (entity_render_t *ent) +void R_DrawWorld(entity_render_t *ent) { - R_DrawBrushModel(ent, true, false); + 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); + } } -void R_Model_Brush_Draw (entity_render_t *ent) +void R_Model_Brush_DrawSky(entity_render_t *ent) { - c_bmodels++; - R_DrawBrushModel(ent, false, true); + if (ent->model == NULL) + return; + if (ent != &cl_entities[0].render) + R_PrepareBrushModel(ent); + R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains); } -void R_Model_Brush_DrawDepth (entity_render_t *ent) +void R_Model_Brush_Draw(entity_render_t *ent) { - shadowmesh_t *mesh; - if (!cl.worldmodel->numlights) - GL_Color(0.3, 0.3, 0.3, 1); - for (mesh = ent->model->shadowmesh;mesh;mesh = mesh->next) - { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->elements); - } - if (!cl.worldmodel->numlights) - GL_Color(0, 0, 0, 1); + 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); } -void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int visiblevolume) +void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius) { -#if 0 - float projectdistance, temp[3]; - shadowmesh_t *mesh; - VectorSubtract(relativelightorigin, ent->model->shadowmesh_center, temp); - projectdistance = lightradius + ent->model->shadowmesh_radius - sqrt(DotProduct(temp, temp)); - if (projectdistance >= 0.1) - { - for (mesh = ent->model->shadowmesh;mesh;mesh = mesh->next) - { - R_Mesh_ResizeCheck(mesh->numverts * 2); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - R_Shadow_Volume(mesh->numverts, mesh->numtriangles, varray_vertex, mesh->elements, mesh->neighbors, relativelightorigin, lightradius, projectdistance, visiblevolume); - } - } -#else int i; msurface_t *surf; float projectdistance, f, temp[3], lightradius2; surfmesh_t *mesh; + if (ent->model == NULL) + return; + R_Mesh_Matrix(&ent->matrix); lightradius2 = lightradius * lightradius; - for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++) - { - f = PlaneDiff(relativelightorigin, surf->plane); - if (surf->flags & SURF_PLANEBACK) - f = -f; - // draw shadows only for backfaces - projectdistance = lightradius + f; - if (projectdistance >= 0.1 && projectdistance < 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++) + { + if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST) { - VectorSubtract(relativelightorigin, surf->poly_center, temp); - if (DotProduct(temp, temp) < (surf->poly_radius2 + lightradius2)) + 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) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - R_Mesh_ResizeCheck(mesh->numverts * 2); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - R_Shadow_Volume(mesh->numverts, mesh->numtriangles, varray_vertex, mesh->index, mesh->triangleneighbors, relativelightorigin, lightradius, projectdistance, visiblevolume); - } + 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); } } } -#endif } -void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, float lightdistbias, float lightsubtract, float *lightcolor) +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) { - int i; + int surfnum; msurface_t *surf; - float f, lightradius2; + texture_t *t; surfmesh_t *mesh; - vec3_t modelorg; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - lightradius2 = lightradius * lightradius; - GL_UseColorArray(); - for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++) + if (ent->model == NULL) + return; + R_Mesh_Matrix(&ent->matrix); + R_UpdateTextureInfo(ent); + for (surfnum = 0;surfnum < numsurfaces;surfnum++) { - f = PlaneDiff(relativelightorigin, surf->plane); - if (surf->flags & SURF_PLANEBACK) - f = -f; - if (f >= -0.1 && f < lightradius) + surf = surflist[surfnum]; + if (surf->visframe == r_framecount) { - f = PlaneDiff(modelorg, surf->plane); - if (surf->flags & SURF_PLANEBACK) - f = -f; - if (f > 0) + t = surf->texinfo->texture->currentframe; + if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT) { for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - R_Shadow_VertexLight(mesh->numverts, varray_vertex, mesh->normals, relativelightorigin, lightradius2, lightdistbias, lightsubtract, lightcolor); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + 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); } } } } } -void R_Model_Brush_DrawOntoLight(entity_render_t *ent) -{ - // FIXME - c_bmodels++; -} - -/* -extern cvar_t r_shadows; -void R_DrawBrushModelFakeShadow (entity_render_t *ent) +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) { - int i; - vec3_t relativelightorigin; - rmeshstate_t m; - mlight_t *sl; - rdlight_t *rd; - svbspmesh_t *mesh; - - if (r_shadows.integer < 2) + int surfnum; + msurface_t *surf; + texture_t *t; + float f, lightmins[3], lightmaxs[3]; + surfmesh_t *mesh; + if (ent->model == NULL) return; - - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ONE; - R_Mesh_State(&m); R_Mesh_Matrix(&ent->matrix); - GL_Color(0.0125 * r_colorscale, 0.025 * r_colorscale, 0.1 * r_colorscale, 1); - if (0)//ent->model == cl.worldmodel) - { - for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights;i++, sl++) + 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)) { - if (d_lightstylevalue[sl->style] > 0 && R_NotCulledBox(sl->shadowvolumemins, sl->shadowvolumemaxs)) + f = PlaneDiff(relativelightorigin, surf->plane); + if (surf->flags & SURF_PLANEBACK) + f = -f; + if (f >= -0.1 && f < lightradius) { - for (mesh = sl->shadowvolume;mesh;mesh = mesh->next) + t = surf->texinfo->texture->currentframe; + if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT) { - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->elements); + 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); + } } } } } +} + +void R_DrawCollisionBrush(colbrushf_t *brush) +{ + int i; + i = ((int)brush) / sizeof(colbrushf_t); + GL_Color((i & 31) * (1.0f / 32.0f) * r_colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_colorscale, 0.2f); + GL_VertexPointer(brush->points->v); + R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements); +} + +void R_Q3BSP_DrawFace_Mesh(entity_render_t *ent, q3mface_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; + if (face->lightmaptexture) + { + 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); + } else { - for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights;i++, sl++) - { - if (d_lightstylevalue[sl->style] > 0 - && ent->maxs[0] >= sl->origin[0] - sl->cullradius - && ent->mins[0] <= sl->origin[0] + sl->cullradius - && ent->maxs[1] >= sl->origin[1] - sl->cullradius - && ent->mins[1] <= sl->origin[1] + sl->cullradius - && ent->maxs[2] >= sl->origin[2] - sl->cullradius - && ent->mins[2] <= sl->origin[2] + sl->cullradius) - { - Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin); - R_DrawBrushModelShadowVolume (ent, relativelightorigin, sl->cullradius, true); - } - } + m.texrgbscale[0] = 2; + GL_ColorPointer(face->data_color4f); + } + R_Mesh_State_Texture(&m); + GL_VertexPointer(face->data_vertex3f); + R_Mesh_Draw(face->numvertices, face->numtriangles, face->data_element3i); +} + +void R_Q3BSP_DrawFace_Patch(entity_render_t *ent, q3mface_t *face) +{ +} + +void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face) +{ + if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) + return; + switch(face->type) + { + 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: + break; } - for (i = 0, rd = r_dlight;i < r_numdlights;i++, rd++) +} + +/* +void R_Q3BSP_DrawSky(entity_render_t *ent) +{ +} +*/ + +void R_Q3BSP_Draw(entity_render_t *ent) +{ + int i; + q3mface_t *face; + model_t *model; + model = ent->model; + R_Mesh_Matrix(&ent->matrix); + if (r_drawcollisionbrushes.integer < 2) + 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) { - if (ent->maxs[0] >= rd->origin[0] - rd->cullradius - && ent->mins[0] <= rd->origin[0] + rd->cullradius - && ent->maxs[1] >= rd->origin[1] - rd->cullradius - && ent->mins[1] <= rd->origin[1] + rd->cullradius - && ent->maxs[2] >= rd->origin[2] - rd->cullradius - && ent->mins[2] <= rd->origin[2] + rd->cullradius) - { - Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin); - R_DrawBrushModelShadowVolume (ent, relativelightorigin, rd->cullradius, true); - } + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + R_Mesh_State_Texture(&m); + 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); } } + +/* +void R_Q3BSP_DrawFakeShadow(entity_render_t *ent) +{ +} +*/ + +/* +void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius) +{ +} +*/ + +/* +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) +{ +} */ static void gl_surf_start(void) @@ -2003,10 +2017,6 @@ static void gl_surf_shutdown(void) static void gl_surf_newmap(void) { - // reset pvs visibility variables so it will update on first frame - r_pvsframecount = 1; - r_pvsviewleaf = NULL; - r_pvsviewleafnovis = false; } void GL_Surf_Init(void)