X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=5eb98d3154ce6478af05ab71d8e6bc9307bc9b15;hp=08620f340d2b18f0bb91c6423142434b1615d7cd;hb=0cb12de96251928cc78a3c68dfafc79391bb3daa;hpb=80dbf4c394ba53ff5380961115999266f4f4c78b diff --git a/gl_rsurf.c b/gl_rsurf.c index 08620f34..5eb98d31 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -20,6 +20,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // r_surf.c: surface-related refresh code #include "quakedef.h" +#include "r_shadow.h" #define MAX_LIGHTMAP_SIZE 256 @@ -29,28 +30,21 @@ 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_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "-4"}; static int dlightdivtable[32768]; -static int R_IntAddDynamicLights (msurface_t *surf) +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; + 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]; - // LordHavoc: use 64bit integer... shame it's not very standardized... -#if _MSC_VER || __BORLANDC__ - __int64 k; -#else - long long k; -#endif - lit = false; smax = (surf->extents[0] >> 4) + 1; @@ -62,7 +56,7 @@ static int R_IntAddDynamicLights (msurface_t *surf) if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) continue; // not lit by this light - softwareuntransform(r_dlight[lnum].origin, local); + Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local); dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; // for comparisons to minimum acceptable light @@ -102,9 +96,9 @@ static int R_IntAddDynamicLights (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]; + 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); bl = intblocklights; @@ -123,9 +117,9 @@ static int R_IntAddDynamicLights (msurface_t *surf) k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract; if (k > 0) { - bl[0] += (red * k) >> 7; - bl[1] += (green * k) >> 7; - bl[2] += (blue * k) >> 7; + bl[0] += (red * k); + bl[1] += (green * k); + bl[2] += (blue * k); lit = true; } } @@ -139,7 +133,7 @@ static int R_IntAddDynamicLights (msurface_t *surf) return lit; } -static int R_FloatAddDynamicLights (msurface_t *surf) +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; @@ -155,7 +149,7 @@ static int R_FloatAddDynamicLights (msurface_t *surf) if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) continue; // not lit by this light - softwareuntransform(r_dlight[lnum].origin, local); + Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local); dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; // for comparisons to minimum acceptable light @@ -236,7 +230,7 @@ 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 +240,6 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d // update cached lighting info surf->cached_dlight = 0; - surf->cached_lightscalebit = lightscalebit; - 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 +249,7 @@ 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; @@ -278,13 +266,11 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d else 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(surf); + 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 @@ -301,8 +287,8 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d bl = intblocklights; out = templight; // deal with lightmap brightness scale - shift = 7 + lightscalebit + 8; - if (ent->model->lightmaprgba) + shift = 7 + r_lightmapscalebit + 8; + if (ent->model->brushq1.lightmaprgba) { stride = (surf->lightmaptexturestride - smax) * 4; for (i = 0;i < tmax;i++, out += stride) @@ -340,12 +326,6 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d // update cached lighting info surf->cached_dlight = 0; - surf->cached_lightscalebit = lightscalebit; - 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 +335,7 @@ 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 @@ -369,13 +349,11 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d else memset(bl, 0, size*3*sizeof(float)); - if (surf->dlightframe == r_framecount && r_dlightmap.integer) + if (surf->dlightframe == r_framecount) { - surf->cached_dlight = R_FloatAddDynamicLights(surf); + 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 @@ -391,8 +369,8 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d bl = floatblocklights; out = templight; // deal with lightmap brightness scale - scale = 1.0f / (1 << (7 + lightscalebit + 8)); - if (ent->model->lightmaprgba) + scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8)); + if (ent->model->brushq1.lightmaprgba) { stride = (surf->lightmaptexturestride - smax) * 4; for (i = 0;i < tmax;i++, out += stride) @@ -424,30 +402,16 @@ 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, int icolor[8]) +void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8]) { - float ndist; + float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2; msurface_t *surf, *endsurf; - int sdtable[256], td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, dist2, impacts, impactt, subtract, a, stained, cr, cg, cb, ca, ratio; + int i, s, t, smax, tmax, smax3, impacts, impactt, stained; qbyte *bl; vec3_t impact; - // LordHavoc: use 64bit integer... shame it's not very standardized... -#if _MSC_VER || __BORLANDC__ - __int64 k; -#else - long long k; -#endif - - // for comparisons to minimum acceptable light - // compensate for 256 offset - maxdist = radius * radius + 256.0f; - - // clamp radius to avoid exceeding 32768 entry division table - if (maxdist > 4194304) - maxdist = 4194304; - - subtract = (int) ((1.0f / maxdist) * 4194304.0f); + maxdist = radius * radius; + invradius = 1.0f / radius; loc0: if (node->contents < 0) @@ -464,89 +428,78 @@ loc0: goto loc0; } - dist2 = ndist * ndist + 256.0f; - if (dist2 < maxdist) - { - maxdist3 = maxdist - dist2; + dist2 = ndist * ndist; + maxdist3 = maxdist - dist2; - if (node->plane->type < 3) - { - VectorCopy(origin, impact); - impact[node->plane->type] -= ndist; - } - else - { - impact[0] = origin[0] - node->plane->normal[0] * ndist; - impact[1] = origin[1] - node->plane->normal[1] * ndist; - impact[2] = origin[2] - node->plane->normal[2] * ndist; - } + if (node->plane->type < 3) + { + VectorCopy(origin, impact); + impact[node->plane->type] -= ndist; + } + else + { + impact[0] = origin[0] - node->plane->normal[0] * ndist; + impact[1] = origin[1] - node->plane->normal[1] * ndist; + 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) { - if (surf->stainsamples) - { - smax = (surf->extents[0] >> 4) + 1; - tmax = (surf->extents[1] >> 4) + 1; + smax = (surf->extents[0] >> 4) + 1; + tmax = (surf->extents[1] >> 4) + 1; - impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; - impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; + impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; + impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; - s = bound(0, impacts, smax * 16) - impacts; - t = bound(0, impactt, tmax * 16) - impactt; - i = s * s + t * t + dist2; - if (i > maxdist) - continue; + s = bound(0, impacts, smax * 16) - impacts; + t = bound(0, impactt, tmax * 16) - impactt; + i = s * s + t * t + dist2; + if (i > maxdist) + continue; - // reduce calculations - for (s = 0, i = impacts; s < smax; s++, i -= 16) - sdtable[s] = i * i + dist2; + // reduce calculations + for (s = 0, i = impacts; s < smax; s++, i -= 16) + sdtable[s] = i * i + dist2; - // convert to 8.8 blocklights format - bl = surf->stainsamples; - smax3 = smax * 3; - stained = false; + bl = surf->stainsamples; + smax3 = smax * 3; + stained = false; - i = impactt; - for (t = 0;t < tmax;t++, i -= 16) + i = impactt; + for (t = 0;t < tmax;t++, i -= 16) + { + td = i * i; + // make sure some part of it is visible on this line + if (td < maxdist3) { - td = i * i; - // make sure some part of it is visible on this line - if (td < maxdist3) + maxdist2 = maxdist - td; + for (s = 0;s < smax;s++) { - maxdist2 = maxdist - td; - for (s = 0;s < smax;s++) + if (sdtable[s] < maxdist2) { - if (sdtable[s] < maxdist2) + ratio = lhrandom(0.0f, 1.0f); + a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius); + if (a >= (1.0f / 64.0f)) { - k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract; - if (k > 0) - { - ratio = rand() & 255; - ca = (((icolor[7] - icolor[3]) * ratio) >> 8) + icolor[3]; - a = (ca * k) >> 8; - if (a > 0) - { - a = bound(0, a, 256); - cr = (((icolor[4] - icolor[0]) * ratio) >> 8) + icolor[0]; - cg = (((icolor[5] - icolor[1]) * ratio) >> 8) + icolor[1]; - cb = (((icolor[6] - icolor[2]) * ratio) >> 8) + icolor[2]; - bl[0] = (qbyte) ((((cr - (int) bl[0]) * a) >> 8) + (int) bl[0]); - bl[1] = (qbyte) ((((cg - (int) bl[1]) * a) >> 8) + (int) bl[1]); - bl[2] = (qbyte) ((((cb - (int) bl[2]) * a) >> 8) + (int) bl[2]); - stained = true; - } - } + if (a > 1) + a = 1; + bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0])); + bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1])); + bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2])); + stained = true; } - bl += 3; } + bl += 3; } - else // skip line - bl += smax3; } - // force lightmap upload - if (stained) - surf->cached_dlight = true; + else // skip line + bl += smax3; } + // force lightmap upload + if (stained) + surf->cached_dlight = true; } } @@ -554,7 +507,7 @@ loc0: { if (node->children[1]->contents >= 0) { - R_StainNode(node->children[0], model, origin, radius, icolor); + R_StainNode(node->children[0], model, origin, radius, fcolor); node = node->children[1]; goto loc0; } @@ -571,23 +524,25 @@ 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, icolor[8]; + int n; + float fcolor[8]; entity_render_t *ent; model_t *model; vec3_t org; - icolor[0] = cr1; - icolor[1] = cg1; - icolor[2] = cb1; - icolor[3] = ca1; - icolor[4] = cr2; - icolor[5] = cg2; - icolor[6] = cb2; - icolor[7] = ca2; - - model = cl.worldmodel; - R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor); + if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes) + return; + fcolor[0] = cr1; + fcolor[1] = cg1; + fcolor[2] = cb1; + fcolor[3] = ca1 * (1.0f / 64.0f); + fcolor[4] = cr2 - cr1; + fcolor[5] = cg2 - cg1; + fcolor[6] = cb2 - cb1; + fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f); + + 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++) @@ -597,10 +552,10 @@ 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, icolor); + R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor); } } } @@ -615,56 +570,16 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i ============================================================= */ -static void RSurf_CopyXYZ(const surfvertex_t *in, float *out, int numverts) -{ - int i; - for (i = 0;i < numverts;i++, in++, out += 4) - { - VectorCopy(in->v, out); - out[3] = 1; - } -} - -static void RSurf_CopyST(const surfvertex_t *in, float *out, int numverts) -{ - int i; - for (i = 0;i < numverts;i++, in++, out += 2) - { - out[0] = in->st[0]; - out[1] = in->st[1]; - } -} - -static void RSurf_CopyUV(const surfvertex_t *in, float *out, int numverts) -{ - int i; - for (i = 0;i < numverts;i++, in++, out += 2) - { - out[0] = in->uv[0]; - out[1] = in->uv[1]; - } -} - -static void RSurf_CopyAB(const surfvertex_t *in, float *out, int numverts) -{ - int i; - for (i = 0;i < numverts;i++, in++, out += 2) - { - out[0] = in->ab[0]; - out[1] = in->ab[1]; - } -} - -static void RSurf_AddLightmapToVertexColors(const surfvertex_t *in, 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; const qbyte *lm; if (styles[0] != 255) { - for (i = 0;i < numverts;i++, in++, c += 4) + for (i = 0;i < numverts;i++, c += 4) { - lm = samples + in->lightmapoffset; + lm = samples + lightmapoffsets[i]; scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); if (styles[1] != 255) @@ -689,13 +604,13 @@ static void RSurf_AddLightmapToVertexColors(const surfvertex_t *in, float *c, in } } -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))); @@ -707,7 +622,7 @@ 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; @@ -716,7 +631,7 @@ 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)); @@ -738,39 +653,31 @@ 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)); - c[0] = r * f; - c[1] = g * f; - c[2] = b * f; - c[3] = a; + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = a * f; } } -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; float *c; int i, l, lit = false; - rdlight_t *rd; + const rdlight_t *rd; vec3_t lightorigin; for (l = 0;l < r_numdlights;l++) { @@ -778,12 +685,12 @@ 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; } @@ -793,1209 +700,1388 @@ 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->vertex data -static int RSurf_LightCheck(const int *dlightbits, surfmesh_t *mesh) +// 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; - rdlight_t *rd; + const rdlight_t *rd; vec3_t lightorigin; - surfvertex_t *sv; + const float *v; for (l = 0;l < r_numdlights;l++) { if (dlightbits[l >> 5] & (1 << (l & 31))) { rd = &r_dlight[l]; - softwareuntransform(rd->origin, lightorigin); - for (i = 0, sv = mesh->vertex;i < mesh->numverts;i++, sv++) - if (VectorDistance2(sv->v, lightorigin) < rd->cullradius2) + 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 msurface_t *firstsurf) +static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - surfmesh_t *mesh; - rmeshbufferinfo_t m; + 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) { skyrendernow = false; - R_Sky(); + if (skyrendermasked) + R_Sky(); + } + + R_Mesh_Matrix(&ent->matrix); + + GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 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... + GL_BlendFunc(GL_ZERO, GL_ONE); + } + else + { + // fog sky + GL_BlendFunc(GL_ONE, GL_ZERO); } + GL_DepthMask(true); + GL_DepthTest(true); - // draw depth-only polys memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_ZERO; - m.blendfunc2 = GL_ONE; - m.depthwrite = true; - m.matrix = ent->matrix; - for (surf = firstsurf;surf;surf = surf->chain) + R_Mesh_State_Texture(&m); + + while((surf = *surfchain++) != NULL) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + if (surf->visframe == r_framecount) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - if (R_Mesh_Draw_GetBuffer(&m, false)) + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); - memset(m.color, 0, m.numverts * sizeof(float[4])); - R_Mesh_Render(); + GL_VertexPointer(mesh->vertex3f); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } } + qglColorMask(1,1,1,1); } static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) { const entity_render_t *ent = calldata1; - msurface_t *surf = ent->model->surfaces + calldata2; - float f; - surfmesh_t *mesh; - rmeshbufferinfo_t m; - float alpha = ent->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value); + const msurface_t *surf = ent->model->brushq1.surfaces + calldata2; + float colorscale; + const surfmesh_t *mesh; + rmeshstate_t m; + float alpha; float modelorg[3]; + texture_t *texture; + matrix4x4_t tempmatrix; + float args[4] = {0.05f,0,0,0.04f}; + + 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); + if (gl_textureshader && r_watershader.integer) + { + R_Mesh_TextureMatrix(1, &tempmatrix); + 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) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + } + else if (texture->rendertype == SURFRENDER_ALPHA) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + } + else { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); } - else if (surf->currenttexture->fogtexture != NULL || alpha < 1) + if (gl_textureshader && r_watershader.integer) { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + m.tex[0] = R_GetTexture(mod_shared_distorttexture); + m.tex[1] = R_GetTexture(texture->skin.base); } else + m.tex[0] = R_GetTexture(texture->skin.base); + colorscale = 1; + if (gl_combine.integer) { - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; + m.texrgbscale[0] = 4; + colorscale *= 0.25f; + } + GL_DepthTest(true); + if (fogenabled) + GL_ColorPointer(varray_color4f); + else + GL_Color(1, 1, 1, alpha); + if (gl_textureshader && r_watershader.integer) + { + GL_ActiveTexture (0); + qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); + GL_ActiveTexture (1); + qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); + qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV); + qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB); + qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]); + qglEnable (GL_TEXTURE_SHADER_NV); } - m.tex[0] = R_GetTexture(surf->currenttexture->texture); - m.matrix = ent->matrix; for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - if (R_Mesh_Draw_GetBuffer(&m, true)) + GL_VertexPointer(mesh->vertex3f); + m.pointer_texcoord[0] = mesh->texcoordtexture2f; + m.pointer_texcoord[1] = mesh->texcoordtexture2f; + m.texcombinergb[1] = GL_REPLACE; + R_Mesh_State_Texture(&m); + if (fogenabled) { - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); - RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); - f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f); - R_FillColors(m.color, m.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, m.numverts, m.vertex, m.color); - if (surf->flags & SURF_LIGHTMAP) - RSurf_AddLightmapToVertexColors(mesh->vertex, m.color, m.numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); - } - RSurf_FogColors(m.vertex, m.color, m.colorscale, m.numverts, modelorg); - R_Mesh_Render(); + R_FillColors(varray_color4f, mesh->numverts, 1, 1, 1, alpha); + RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg); } + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); + } + if (gl_textureshader && r_watershader.integer) + { + qglDisable (GL_TEXTURE_SHADER_NV); + GL_ActiveTexture (0); } if (fogenabled) { memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture); - m.matrix = ent->matrix; + 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) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - if (R_Mesh_Draw_GetBuffer(&m, false)) - { - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); - if (m.tex[0]) - RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); - RSurf_FogPassColors(m.vertex, m.color, fogcolor[0], fogcolor[1], fogcolor[2], alpha, m.colorscale, m.numverts, modelorg); - R_Mesh_Render(); - } + 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, 1, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } -} -static void RSurfShader_Water(const entity_render_t *ent, const msurface_t *firstsurf) -{ - const msurface_t *surf; - vec3_t center; - for (surf = firstsurf;surf;surf = surf->chain) + if (r_waterscroll.value) { - if ((r_wateralpha.value < 1 && !(surf->flags & SURF_DRAWNOALPHA)) || ent->effects & EF_ADDITIVE || surf->currenttexture->fogtexture) - { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces); - } - else - R_MeshQueue_Add(RSurfShader_Water_Callback, ent, surf - ent->model->surfaces); + Matrix4x4_CreateIdentity(&tempmatrix); + R_Mesh_TextureMatrix(0, &tempmatrix); + R_Mesh_TextureMatrix(1, &tempmatrix); } } -static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf) +static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - float base; - surfmesh_t *mesh; - rmeshbufferinfo_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); - base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f); - m.matrix = ent->matrix; - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + const msurface_t *surf; + msurface_t **chain; + vec3_t center; + if (texture->rendertype != SURFRENDER_OPAQUE) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - if (R_Mesh_Draw_GetBuffer(&m, true)) + for (chain = surfchain;(surf = *chain) != NULL;chain++) { - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); - RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); - R_FillColors(m.color, m.numverts, base, base, base, ent->alpha); - if (!(ent->effects & EF_FULLBRIGHT)) + if (surf->visframe == r_framecount) { - if (surf->dlightframe == r_framecount) - RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, m.numverts, m.vertex, m.color); - if (surf->flags & SURF_LIGHTMAP) - RSurf_AddLightmapToVertexColors(mesh->vertex, m.color, m.numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces); } - RSurf_FogColors(m.vertex, m.color, m.colorscale, m.numverts, modelorg); - R_Mesh_Render(); } } + 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_BaseFullbright(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) { - surfmesh_t *mesh; - rmeshbufferinfo_t m; + 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 (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.matrix = ent->matrix; - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + m.tex[0] = R_GetTexture(texture->skin.base); + colorscale = 1; + if (gl_combine.integer) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - if (R_Mesh_Draw_GetBuffer(&m, false)) - { - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); - RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); - RSurf_FoggedColors(m.vertex, m.color, 1, 1, 1, ent->alpha, m.colorscale, m.numverts, modelorg); - R_Mesh_Render(); - } + m.texrgbscale[0] = 4; + colorscale *= 0.25f; } -} - -static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf) -{ - surfmesh_t *mesh; - rmeshbufferinfo_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); - m.matrix = ent->matrix; + 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) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - if (R_Mesh_Draw_GetBuffer(&m, false)) + 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)) { - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); - RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); - RSurf_FoggedColors(m.vertex, m.color, 1, 1, 1, ent->alpha, m.colorscale, m.numverts, modelorg); - R_Mesh_Render(); + 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); } + 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_Fog(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) { - surfmesh_t *mesh; - rmeshbufferinfo_t m; + 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.matrix = ent->matrix; - m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture); + 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) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - if (R_Mesh_Draw_GetBuffer(&m, false)) - { - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); - if (m.tex[0]) - RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); - RSurf_FogPassColors(m.vertex, m.color, fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha, m.colorscale, m.numverts, modelorg); - R_Mesh_Render(); - } + 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, 1, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } -static void RSurfShader_OpaqueWall_Pass_TripleTexCombine(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) { - surfmesh_t *mesh; - rmeshbufferinfo_t m; - float cl; + 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_ONE; - m.blendfunc2 = GL_ZERO; - m.tex[0] = R_GetTexture(surf->currenttexture->texture); - m.texrgbscale[0] = 1.0f; - m.tex[1] = R_GetTexture(surf->lightmaptexture); - m.texrgbscale[1] = 4.0f; - m.tex[2] = R_GetTexture(surf->currenttexture->detailtexture); - m.texrgbscale[2] = 2.0f; - m.matrix = ent->matrix; + 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) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - if (R_Mesh_Draw_GetBuffer(&m, false)) - { - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); - cl = (float) (1 << lightscalebit) * m.colorscale; - R_FillColors(m.color, m.numverts, cl, cl, cl, 1); - RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); - RSurf_CopyUV(mesh->vertex, m.texcoords[1], m.numverts); - RSurf_CopyAB(mesh->vertex, m.texcoords[2], m.numverts); - R_Mesh_Render(); - } + 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, 1, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } -static void RSurfShader_OpaqueWall_Pass_BaseMTex(const entity_render_t *ent, const msurface_t *surf) +static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - surfmesh_t *mesh; - rmeshbufferinfo_t m; + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + int lightmaptexturenum; float cl; memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - m.tex[0] = R_GetTexture(surf->currenttexture->texture); - m.tex[1] = R_GetTexture(surf->lightmaptexture); - m.matrix = ent->matrix; - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + 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; + cl = (float) (1 << r_lightmapscalebit); + GL_Color(cl, cl, cl, 1); + + while((surf = *surfchain++) != NULL) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - if (R_Mesh_Draw_GetBuffer(&m, true)) + if (surf->visframe == r_framecount) { - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); - cl = (float) (1 << lightscalebit) * m.colorscale; - R_FillColors(m.color, m.numverts, cl, cl, cl, 1); - RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); - RSurf_CopyUV(mesh->vertex, m.texcoords[1], m.numverts); - R_Mesh_Render(); + 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_BaseTexture(const entity_render_t *ent, const msurface_t *surf) +static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - surfmesh_t *mesh; - rmeshbufferinfo_t m; - float cl; + 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(surf->currenttexture->texture); - m.matrix = ent->matrix; - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + 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; + GL_Color(1, 1, 1, 1); + while((surf = *surfchain++) != NULL) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - if (R_Mesh_Draw_GetBuffer(&m, false)) + if (surf->visframe == r_framecount) { - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); - cl = m.colorscale; - R_FillColors(m.color, m.numverts, cl, cl, cl, 1); - RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); - R_Mesh_Render(); + 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_BaseLightmap(const entity_render_t *ent, const msurface_t *surf) +static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - surfmesh_t *mesh; - rmeshbufferinfo_t m; - float cl; + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_ZERO; - m.blendfunc2 = GL_SRC_COLOR; - m.tex[0] = R_GetTexture(surf->lightmaptexture); - m.matrix = ent->matrix; - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + 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); + while((surf = *surfchain++) != NULL) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - if (R_Mesh_Draw_GetBuffer(&m, true)) + if (surf->visframe == r_framecount) { - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); - cl = (float) (1 << lightscalebit) * m.colorscale; - R_FillColors(m.color, m.numverts, cl, cl, cl, 1); - RSurf_CopyUV(mesh->vertex, m.texcoords[0], m.numverts); - R_Mesh_Render(); + 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_Light(const entity_render_t *ent, const msurface_t *surf) +static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - surfmesh_t *mesh; - rmeshbufferinfo_t m; - - if (surf->dlightframe != r_framecount) - return; - if (ent->effects & EF_FULLBRIGHT) - return; - + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + int lightmaptexturenum; memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.tex[0] = R_GetTexture(surf->currenttexture->texture); - m.matrix = ent->matrix; - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + 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; + GL_Color(1, 1, 1, 1); + while((surf = *surfchain++) != NULL) { - if (RSurf_LightCheck(surf->dlightbits, mesh)) + if (surf->visframe == r_framecount) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - if (R_Mesh_Draw_GetBuffer(&m, true)) + 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) { - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); - RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); - R_FillColors(m.color, m.numverts, 0, 0, 0, 1); - RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, m.numverts, m.vertex, m.color); - RSurf_ScaleColors(m.color, m.colorscale, m.numverts); - R_Mesh_Render(); + 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_Fog(const entity_render_t *ent, const msurface_t *surf) +static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - surfmesh_t *mesh; - rmeshbufferinfo_t m; + 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)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture); - m.matrix = ent->matrix; - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); + GL_ColorPointer(varray_color4f); + while((surf = *surfchain++) != NULL) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - if (R_Mesh_Draw_GetBuffer(&m, false)) + if (surf->visframe == r_framecount) { - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); - if (m.tex[0]) - RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); - RSurf_FogPassColors(m.vertex, m.color, fogcolor[0], fogcolor[1], fogcolor[2], 1, m.colorscale, m.numverts, modelorg); - R_Mesh_Render(); + 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, 1, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); + } } } } -static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const msurface_t *surf) +static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - surfmesh_t *mesh; - rmeshbufferinfo_t m; + 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(surf->currenttexture->detailtexture); - m.matrix = ent->matrix; - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + 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); + while((surf = *surfchain++) != NULL) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - if (R_Mesh_Draw_GetBuffer(&m, false)) + if (surf->visframe == r_framecount) { - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); - R_FillColors(m.color, m.numverts, 1, 1, 1, 1); - RSurf_CopyAB(mesh->vertex, m.texcoords[0], m.numverts); - R_Mesh_Render(); + 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 msurface_t *surf) +static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - surfmesh_t *mesh; - rmeshbufferinfo_t m; + 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(surf->currenttexture->glowtexture); - m.matrix = ent->matrix; - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(texture->skin.glow); + GL_Color(1, 1, 1, 1); + while((surf = *surfchain++) != NULL) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - if (R_Mesh_Draw_GetBuffer(&m, false)) + if (surf->visframe == r_framecount) { - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); - R_FillColors(m.color, m.numverts, m.colorscale, m.colorscale, m.colorscale, 1); - RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); - R_Mesh_Render(); + 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; - 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 msurface_t *firstsurf) +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) - { - for (surf = firstsurf;surf;surf = surf->chain) - { - c_brush_polys++; - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces); - } - } + 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(1, 1, 1, 1); else + GL_Color(0, 0, 0, 1); + while((surf = *surfchain++) != NULL) { - for (surf = firstsurf;surf;surf = surf->chain) + if (surf->visframe == r_framecount) { - c_brush_polys++; - if (surf->currenttexture->fogtexture != NULL) + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces); + 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 - RSurfShader_Wall_Pass_BaseFullbright(ent, surf); } - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->glowtexture) - if (surf->currenttexture->fogtexture == NULL) - RSurfShader_Wall_Pass_Glow(ent, surf); - if (fogenabled) - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->fogtexture == NULL) - 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; - RSurfShader_Wall_Pass_BaseVertex(ent, surf); - if (surf->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(ent, surf); + 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 (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_Vertex(const entity_render_t *ent, const msurface_t *firstsurf) +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) - { - for (surf = firstsurf;surf;surf = surf->chain) - { - c_brush_polys++; - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); - } - } - else + if (texture->rendertype != SURFRENDER_OPAQUE) { - for (surf = firstsurf;surf;surf = surf->chain) + // transparent vertex shaded from lightmap + for (chain = surfchain;(surf = *chain) != NULL;chain++) { - c_brush_polys++; - if (surf->currenttexture->fogtexture != NULL) + 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->surfaces); + R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces); } - else - RSurfShader_Wall_Pass_BaseVertex(ent, surf); - } - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->glowtexture) - if (surf->currenttexture->fogtexture == NULL) - RSurfShader_Wall_Pass_Glow(ent, surf); - if (fogenabled) - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->fogtexture == NULL) - RSurfShader_Wall_Pass_Fog(ent, surf); - } -} - -static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const msurface_t *firstsurf) -{ - const msurface_t *surf; - vec3_t center; - if (ent->alpha < 1 || ent->effects & EF_ADDITIVE) - { - for (surf = firstsurf;surf;surf = surf->chain) - { - c_brush_polys++; - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); } } - else if (r_vertexsurfaces.integer || ent->alpha < 1 || ent->effects & EF_ADDITIVE) + else if (r_shadow_realtime_world.integer) { - for (surf = firstsurf;surf;surf = surf->chain) - { - c_brush_polys++; - if (surf->currenttexture->fogtexture != NULL) - { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); - } - else - RSurfShader_Wall_Pass_BaseVertex(ent, surf); - } - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->glowtexture) - if (surf->currenttexture->fogtexture == NULL) - RSurfShader_Wall_Pass_Glow(ent, surf); + // opaque base lighting + RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain); if (fogenabled) - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->fogtexture == NULL) - RSurfShader_Wall_Pass_Fog(ent, surf); + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); } else { - if (r_textureunits.integer >= 2) + // opaque lightmapped + if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain); + else if (r_textureunits.integer >= 2) { - if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer) - { - for (surf = firstsurf;surf;surf = surf->chain) - { - c_brush_polys++; - if (surf->currenttexture->fogtexture != NULL) - { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); - } - else - RSurfShader_OpaqueWall_Pass_TripleTexCombine(ent, surf); - } - } - else - { - for (surf = firstsurf;surf;surf = surf->chain) - { - c_brush_polys++; - if (surf->currenttexture->fogtexture != NULL) - { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); - } - else - RSurfShader_OpaqueWall_Pass_BaseMTex(ent, surf); - } - if (r_detailtextures.integer) - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->fogtexture == NULL) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf); - } + RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain); + if (r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); } else { - for (surf = firstsurf;surf;surf = surf->chain) - { - c_brush_polys++; - if (surf->currenttexture->fogtexture != NULL) - { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); - } - else - RSurfShader_OpaqueWall_Pass_BaseTexture(ent, surf); - } - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->fogtexture == NULL) - RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, surf); + RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); + RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain); if (r_detailtextures.integer) - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->fogtexture == NULL) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf); + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); } - if (!r_dlightmap.integer) - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->dlightframe == r_framecount) - if (surf->currenttexture->fogtexture == NULL) - RSurfShader_OpaqueWall_Pass_Light(ent, surf); - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->glowtexture) - if (surf->currenttexture->fogtexture == NULL) - RSurfShader_OpaqueWall_Pass_Glow(ent, surf); + if (texture->skin.glow) + RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); if (fogenabled) - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->fogtexture == NULL) - RSurfShader_OpaqueWall_Pass_Fog(ent, surf); + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); } } -/* -============================================================= - - WORLD MODEL +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 +}; -static void R_SolidWorldNode (entity_render_t *ent) +void R_UpdateTextureInfo(entity_render_t *ent) { - if (r_viewleaf->contents != CONTENTS_SOLID) - { - int portalstack; - mportal_t *p, *pstack[8192]; - msurface_t *surf, **mark, **endmark; - mleaf_t *leaf; - // LordHavoc: portal-passage worldnode; follows portals leading - // outward from viewleaf, if a portal leads offscreen it is not - // followed, in indoor maps this can often cull a great deal of - // geometry away when pvs data is not present (useful with pvs as well) - - leaf = r_viewleaf; - leaf->worldnodeframe = r_framecount; - portalstack = 0; - loc0: - c_leafs++; + int i, texframe, alttextures; + texture_t *t; - leaf->visframe = r_framecount; + if (!ent->model) + return; - if (leaf->nummarksurfaces) - { - mark = leaf->firstmarksurface; - endmark = mark + leaf->nummarksurfaces; - do - { - surf = *mark++; - // make sure surfaces are only processed once - if (surf->worldnodeframe == r_framecount) - continue; - 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; - } - } - while (mark < endmark); - } + 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]; + } +} - // follow portals into other leafs - p = leaf->portals; - for (;p;p = p->next) - { - if (DotProduct(r_origin, p->plane.normal) < p->plane.dist) - { - leaf = p->past; - if (leaf->worldnodeframe != r_framecount) - { - leaf->worldnodeframe = r_framecount; - if (leaf->contents != CONTENTS_SOLID) - { - if (R_NotCulledBox(leaf->mins, leaf->maxs)) - { - p->visframe = r_framecount; - pstack[portalstack++] = p; - goto loc0; +void R_PrepareSurfaces(entity_render_t *ent) +{ + int i, numsurfaces, *surfacevisframes; + model_t *model; + msurface_t *surf, *surfaces, **surfchain; + vec3_t modelorg; - loc1: - p = pstack[--portalstack]; - } - } - } - } - } + if (!ent->model) + return; - if (portalstack) - goto loc1; + 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 { - mnode_t *nodestack[8192], *node = cl.worldmodel->nodes; - int nodestackpos = 0; - // LordHavoc: recursive descending worldnode; if portals are not - // available, this is a good last resort, can cull large amounts of - // geometry, but is more time consuming than portal-passage and renders - // things behind walls - -loc2: - if (R_NotCulledBox(node->mins, node->maxs)) + for (i = 0;i < model->brushq1.light_styles;i++) { - if (node->numsurfaces) + if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]]) { - msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces; - if (PlaneDiff (r_origin, node->plane) < 0) - { - for (;surf < surfend;surf++) - { - if (surf->flags & SURF_PLANEBACK) - surf->visframe = r_framecount; - } - } - else - { - for (;surf < surfend;surf++) - { - if (!(surf->flags & SURF_PLANEBACK)) - surf->visframe = r_framecount; - } - } + 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; } + } + } - // recurse down the children - if (node->children[0]->contents >= 0) + for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++) + { + if (surfacevisframes[i] == r_framecount) + { +#if !WORLDNODECULLBACKFACES + // mark any backface surfaces as not visible + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) { - if (node->children[1]->contents >= 0) - { - if (nodestackpos < 8192) - nodestack[nodestackpos++] = node->children[1]; - node = node->children[0]; - goto loc2; - } - else - ((mleaf_t *)node->children[1])->visframe = r_framecount; - node = node->children[0]; - goto loc2; + if (!(surf->flags & SURF_PLANEBACK)) + surfacevisframes[i] = -1; } else { - ((mleaf_t *)node->children[0])->visframe = r_framecount; - if (node->children[1]->contents >= 0) - { - node = node->children[1]; - goto loc2; - } - else if (nodestackpos > 0) - { - ((mleaf_t *)node->children[1])->visframe = r_framecount; - node = nodestack[--nodestackpos]; - goto loc2; - } + if ((surf->flags & SURF_PLANEBACK)) + surfacevisframes[i] = -1; + } + if (surfacevisframes[i] == r_framecount) +#endif + { + c_faces++; + surf->visframe = r_framecount; + if (surf->cached_dlight && surf->lightmaptexture != NULL) + R_BuildLightMap(ent, surf); } } - else if (nodestackpos > 0) + } +} + +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) +{ + int i; + float *v; + rmeshstate_t m; + const entity_render_t *ent = calldata1; + 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); + 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), + ((i & 0x0038) >> 3) * (1.0f / 7.0f), + ((i & 0x01C0) >> 6) * (1.0f / 7.0f), + 0.125f); + if (PlaneDiff(r_origin, (&portal->plane)) < 0) + { + 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_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 (ent->model == NULL) + return; + for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++) + { + if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) { - node = nodestack[--nodestackpos]; - goto loc2; + 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); } } } -static void R_PVSWorldNode() +void R_PrepareBrushModel(entity_render_t *ent) { - int portalstack, i; - mportal_t *p, *pstack[8192]; - msurface_t *surf, **mark, **endmark; - mleaf_t *leaf; - qbyte *worldvis; + int i, numsurfaces, *surfacevisframes, *surfacepvsframes; + msurface_t *surf; + model_t *model; +#if WORLDNODECULLBACKFACES + vec3_t modelorg; +#endif - worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel); + // 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->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 + // mark any backface surfaces as not visible + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) + { + if ((surf->flags & SURF_PLANEBACK)) + surfacevisframes[i] = r_framecount; + } + else if (!(surf->flags & SURF_PLANEBACK)) + surfacevisframes[i] = r_framecount; +#else + surfacevisframes[i] = r_framecount; +#endif + surf->dlightframe = -1; + } + R_PrepareSurfaces(ent); +} - leaf = r_viewleaf; - leaf->worldnodeframe = r_framecount; - portalstack = 0; -loc0: - c_leafs++; +void R_SurfaceWorldNode (entity_render_t *ent) +{ + int i, *surfacevisframes, *surfacepvsframes, surfnum; + msurface_t *surf; + mleaf_t *leaf; + model_t *model; + vec3_t modelorg; - leaf->visframe = r_framecount; + // equivilant to quake's RecursiveWorldNode but faster and more effective + 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); - if (leaf->nummarksurfaces) + for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain) { - mark = leaf->firstmarksurface; - endmark = mark + leaf->nummarksurfaces; - do + if (!R_CullBox (leaf->mins, leaf->maxs)) { - surf = *mark++; - // make sure surfaces are only processed once - if (surf->worldnodeframe == r_framecount) - continue; - 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; - } + c_leafs++; + leaf->visframe = r_framecount; + } + } + + for (i = 0;i < model->brushq1.pvssurflistlength;i++) + { + surfnum = model->brushq1.pvssurflist[i]; + surf = model->brushq1.surfaces + surfnum; +#if WORLDNODECULLBACKFACES + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) + { + if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs)) + surfacevisframes[surfnum] = r_framecount; + } + else + { + if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs)) + surfacevisframes[surfnum] = r_framecount; } - while (mark < endmark); +#else + if (!R_CullBox (surf->poly_mins, surf->poly_maxs)) + surfacevisframes[surfnum] = r_framecount; +#endif } +} - // follow portals into other leafs - for (p = leaf->portals;p;p = p->next) +static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) +{ + int c, leafstackpos, *mark, *surfacevisframes, bitnum; +#if WORLDNODECULLBACKFACES + int n; + msurface_t *surf; +#endif + mleaf_t *leaf, *leafstack[8192]; + 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->brushq1.surfaces; + surfacevisframes = ent->model->brushq1.surfacevisframes; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + viewleaf->worldnodeframe = r_framecount; + leafstack[0] = viewleaf; + leafstackpos = 1; + while (leafstackpos) { - if (DotProduct(r_origin, p->plane.normal) < p->plane.dist) + c_leafs++; + leaf = leafstack[--leafstackpos]; + leaf->visframe = r_framecount; + // draw any surfaces bounding this leaf + if (leaf->nummarksurfaces) { - leaf = p->past; - if (leaf->worldnodeframe != r_framecount) + for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) { - leaf->worldnodeframe = r_framecount; - if (leaf->contents != CONTENTS_SOLID) +#if WORLDNODECULLBACKFACES + n = *mark++; + if (surfacevisframes[n] != r_framecount) { - i = (leaf - cl.worldmodel->leafs) - 1; - if (worldvis[i>>3] & (1<<(i&7))) + surf = surfaces + n; + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) { - if (R_NotCulledBox(leaf->mins, leaf->maxs)) - { - pstack[portalstack++] = p; - goto loc0; - -loc1: - p = pstack[--portalstack]; - } + if ((surf->flags & SURF_PLANEBACK)) + surfacevisframes[n] = r_framecount; + } + else + { + if (!(surf->flags & SURF_PLANEBACK)) + surfacevisframes[n] = r_framecount; } } +#else + surfacevisframes[*mark++] = r_framecount; +#endif + } + } + // follow portals into other leafs + for (p = leaf->portals;p;p = p->next) + { + // LordHavoc: this DotProduct hurts less than a cache miss + // (which is more likely to happen if backflowing through leafs) + if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1)) + { + leaf = p->past; + if (leaf->worldnodeframe != r_framecount) + { + 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)) + leafstack[leafstackpos++] = leaf; + } } } } - - if (portalstack) - goto loc1; } -Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex}, NULL}; -Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, NULL}; -Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, NULL}; -Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, NULL}; -Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, NULL}; - -int Cshader_count = 5; -Cshader_t *Cshaders[5] = +void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf) { - &Cshader_wall_vertex, - &Cshader_wall_lightmap, - &Cshader_wall_fullbright, - &Cshader_water, - &Cshader_sky -}; - -void R_PrepareSurfaces(entity_render_t *ent) -{ - int i, alttextures, texframe, framecount; - texture_t *t; + int j, c, *surfacepvsframes, *mark; + mleaf_t *leaf; model_t *model; - msurface_t *surf; - - for (i = 0;i < Cshader_count;i++) - Cshaders[i]->chain = NULL; model = ent->model; - alttextures = ent->frame != 0; - texframe = (int)(cl.time * 5.0f); - - for (i = 0;i < model->nummodelsurfaces;i++) - { - surf = model->modelsortedsurfaces[i]; - if (surf->visframe == r_framecount) + 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) { - if (surf->insertframe != r_framecount) + surfacepvsframes = model->brushq1.surfacepvsframes; + for (j = 0;j < model->brushq1.visleafs;j++) { - surf->insertframe = r_framecount; - c_faces++; - t = surf->texinfo->texture; - if (t->animated) + if (r_pvsbits[j >> 3] & (1 << (j & 7))) { - framecount = t->anim_total[alttextures]; - if (framecount >= 2) - surf->currenttexture = t->anim_frames[alttextures][texframe % framecount]; - else - surf->currenttexture = t->anim_frames[alttextures][0]; + 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; } - else - surf->currenttexture = t; } - - surf->chain = surf->shader->chain; - surf->shader->chain = surf; + model->brushq1.BuildPVSTextureChains(model); } } } -void R_DrawSurfaces (entity_render_t *ent, int type) +void R_WorldVisibility(entity_render_t *ent) { - int i; - Cshader_t *shader; + vec3_t modelorg; + mleaf_t *viewleaf; - for (i = 0;i < Cshader_count;i++) + 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); +} + +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 { - shader = Cshaders[i]; - if (shader->chain && shader->shaderfunc[type]) - shader->shaderfunc[type](ent, shader->chain); + 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); } } -static void R_DrawPortal_Callback(const void *calldata1, int calldata2) +void R_Model_Brush_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); +} + +void R_Model_Brush_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); +} + +void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius) { int i; - float *v; - rmeshbufferinfo_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; - m.numverts = portal->numpoints; - m.numtriangles = portal->numpoints - 2; - m.matrix = ent->matrix; - if (R_Mesh_Draw_GetBuffer(&m, false)) - { - for (i = 0;i < m.numtriangles;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; + 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) { - m.index[i * 3 + 0] = 0; - m.index[i * 3 + 1] = i + 1; - m.index[i * 3 + 2] = i + 2; + 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) + { + 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); + } } - i = portal - ent->model->portals; - R_FillColors(m.color, m.numverts, - ((i & 0x0007) >> 0) * (1.0f / 7.0f) * m.colorscale, - ((i & 0x0038) >> 3) * (1.0f / 7.0f) * m.colorscale, - ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * m.colorscale, - 0.125f); - if (PlaneDiff(r_origin, (&portal->plane)) > 0) + } +} + +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 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) { - for (i = portal->numpoints - 1, v = m.vertex;i >= 0;i--, v += 4) - VectorCopy(portal->points[i].position, v); + 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); + } + } } - else - for (i = 0, v = m.vertex;i < portal->numpoints;i++, v += 4) - VectorCopy(portal->points[i].position, v); - R_Mesh_Render(); } } -void R_DrawPortals(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; - mportal_t *portal, *endportal; - float temp[3], center[3], f; - - if (r_drawportals.integer < 1) + int surfnum; + msurface_t *surf; + texture_t *t; + float f, lightmins[3], lightmaxs[3]; + surfmesh_t *mesh; + if (ent->model == NULL) return; - - for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++) - { - if (portal->here->visframe == r_framecount || portal->past->visframe == r_framecount) + 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)) { - 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); + f = PlaneDiff(relativelightorigin, surf->plane); + if (surf->flags & SURF_PLANEBACK) + f = -f; + if (f >= -0.1 && f < lightradius) + { + 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); + } + } + } } } } -void R_SetupForBModelRendering(entity_render_t *ent) +void R_DrawCollisionBrush(colbrushf_t *brush) { - int i; - msurface_t *surf; - model_t *model; - vec3_t modelorg; + int i; + i = ((int)brush) / sizeof(colbrushf_t); + GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); + GL_VertexPointer(brush->points->v); + R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements); +} - // because bmodels can be reused, we have to decide which things to render - // from scratch every time +void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face) +{ + rmeshstate_t m; + if (!face->numtriangles) + return; + if (face->texture->renderflags) + { + if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY) + { + if (skyrendernow) + { + skyrendernow = false; + if (skyrendermasked) + R_Sky(); + } - model = ent->model; + R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - for (i = 0;i < model->nummodelsurfaces;i++) + GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 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... + 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)); + R_Mesh_State_Texture(&m); + + GL_VertexPointer(face->data_vertex3f); + R_Mesh_Draw(face->numvertices, face->numtriangles, face->data_element3i); + qglColorMask(1,1,1,1); + return; + } + if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) + return; + } + R_Mesh_Matrix(&ent->matrix); + face->visframe = r_framecount; + 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(1, 1, 1, 1); + } + else { - surf = model->modelsortedsurfaces[i]; - if (((surf->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, surf->plane) >= 0)) - surf->visframe = r_framecount; - else - surf->visframe = -1; - surf->worldnodeframe = -1; - surf->lightframe = -1; - surf->dlightframe = -1; - surf->insertframe = -1; + 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_SetupForWorldRendering(entity_render_t *ent) +/* +void R_Q3BSP_DrawSky(entity_render_t *ent) { - // there is only one instance of the world, but it can be rendered in - // multiple stages } +*/ -static void R_SurfMarkLights (entity_render_t *ent) +void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe) { - int i; - msurface_t *surf; - - if (r_dynamic.integer) - R_MarkLights(ent); - - if (!r_vertexsurfaces.integer) + int i; + q3mleaf_t *leaf; + q3mface_t *face; + while (node->isnode) { - for (i = 0;i < ent->model->nummodelsurfaces;i++) + if (R_CullBox(node->mins, node->maxs)) + return; + R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe); + node = node->children[1]; + } + if (R_CullBox(node->mins, node->maxs)) + return; + leaf = (q3mleaf_t *)node; + if (pvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7))) + { + for (i = 0;i < leaf->numleaffaces;i++) { - surf = ent->model->modelsortedsurfaces[i]; - if (surf->visframe == r_framecount && surf->lightmaptexture != NULL) + face = leaf->firstleafface[i]; + if (face->markframe != markframe) { - if (surf->cached_dlight - || surf->cached_ambient != r_ambient.value - || surf->cached_lightscalebit != lightscalebit) - 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 - } + face->markframe = markframe; + if (!R_CullBox(face->mins, face->maxs)) + R_Q3BSP_DrawFace(ent, face); } } } } -void R_MarkWorldLights(entity_render_t *ent) + + +void R_Q3BSP_Draw(entity_render_t *ent) { - R_SetupForWorldRendering(ent); - R_SurfMarkLights(ent); + int i; + q3mface_t *face; + vec3_t modelorg; + model_t *model; + qbyte *pvs; + static int markframe = 0; + R_Mesh_Matrix(&ent->matrix); + model = ent->model; + if (r_drawcollisionbrushes.integer < 2) + { + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) + R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe); + else + for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) + R_Q3BSP_DrawFace(ent, face); + } + if (r_drawcollisionbrushes.integer >= 1) + { + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + R_Mesh_State_Texture(&m); + 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); + } } -/* -============= -R_DrawWorld -============= -*/ -void R_DrawWorld (entity_render_t *ent) +void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius) { - R_SetupForWorldRendering(ent); - - if (r_viewleaf->contents == CONTENTS_SOLID || r_novis.integer || r_viewleaf->compressed_vis == NULL) - R_SolidWorldNode (ent); - else - R_PVSWorldNode (ent); + int i; + q3mface_t *face; + vec3_t modelorg, lightmins, lightmaxs; + model_t *model; + float projectdistance; + projectdistance = 1000000000.0f;//lightradius + ent->model->radius; + if (r_drawcollisionbrushes.integer < 2) + { + model = ent->model; + R_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + lightmins[0] = relativelightorigin[0] - lightradius; + lightmins[1] = relativelightorigin[1] - lightradius; + lightmins[2] = relativelightorigin[2] - lightradius; + lightmaxs[0] = relativelightorigin[0] + lightradius; + lightmaxs[1] = relativelightorigin[1] + lightradius; + lightmaxs[2] = relativelightorigin[2] + lightradius; + //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) + // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe); + //else + for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) + if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs)) + R_Shadow_Volume(face->numvertices, face->numtriangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance); + } } -/* -================= -R_DrawBrushModel -================= -*/ -void R_DrawBrushModelSky (entity_render_t *ent) +void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) { - R_SetupForBModelRendering(ent); - - R_PrepareSurfaces(ent); - R_DrawSurfaces(ent, SHADERSTAGE_SKY); + if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->numtriangles) + return; + R_Shadow_DiffuseLighting(face->numvertices, face->numtriangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, NULL); + R_Shadow_SpecularLighting(face->numvertices, face->numtriangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, NULL); } -void R_DrawBrushModelNormal (entity_render_t *ent) +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) { - c_bmodels++; - - // have to flush queue because of possible lightmap reuse - R_Mesh_Render(); - - R_SetupForBModelRendering(ent); - - R_SurfMarkLights(ent); - - R_PrepareSurfaces(ent); - - if (!skyrendermasked) - R_DrawSurfaces(ent, SHADERSTAGE_SKY); - R_DrawSurfaces(ent, SHADERSTAGE_NORMAL); + int i; + q3mface_t *face; + vec3_t modelorg, lightmins, lightmaxs; + model_t *model; + //qbyte *pvs; + //static int markframe = 0; + if (r_drawcollisionbrushes.integer < 2) + { + model = ent->model; + R_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + lightmins[0] = relativelightorigin[0] - lightradius; + lightmins[1] = relativelightorigin[1] - lightradius; + lightmins[2] = relativelightorigin[2] - lightradius; + lightmaxs[0] = relativelightorigin[0] + lightradius; + lightmaxs[1] = relativelightorigin[1] + lightradius; + lightmaxs[2] = relativelightorigin[2] + lightradius; + //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) + // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe); + //else + for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) + if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs)) + R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz); + } } static void gl_surf_start(void) @@ -2018,12 +2104,12 @@ 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_polygonoffset); R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }