X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=633007f9bb2f05ff88216eddd465c8978b1da80b;hp=57f23523c075a5d43688cb1e0ab9c3a93f383b9a;hb=c651b263f8a63fa5846df832051d4f5658680a03;hpb=c559b98eb6e985475fbe589eb412fc8c44b9e208 diff --git a/gl_rsurf.c b/gl_rsurf.c index 57f23523..633007f9 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -49,6 +49,7 @@ qbyte r_worldleafvisible[32768]; // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_surfaces qbyte r_worldsurfacevisible[262144]; +#ifdef LHREMOVESOON static int dlightdivtable[32768]; static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface) @@ -64,14 +65,15 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface tmax = (surface->extents[1] >> 4) + 1; smax3 = smax * 3; + VectorCopy(surface->mesh.data_normal3f, planenormal); + planedist = DotProduct(surface->mesh.data_vertex3f, planenormal); + for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) { if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) continue; // not lit by this light Matrix4x4_Transform(matrix, light->origin, local); - VectorCopy(surface->mesh.data_normal3f, planenormal); - planedist = DotProduct(surface->mesh.data_vertex3f, planenormal); dist = DotProduct(local, planenormal) - planedist; // for comparisons to minimum acceptable light @@ -150,14 +152,15 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surfa tmax = (surface->extents[1] >> 4) + 1; smax3 = smax * 3; + VectorCopy(surface->mesh.data_normal3f, planenormal); + planedist = DotProduct(surface->mesh.data_vertex3f, planenormal); + for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) { if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) continue; // not lit by this light Matrix4x4_Transform(matrix, light->origin, local); - VectorCopy(surface->mesh.data_normal3f, planenormal); - planedist = DotProduct(surface->mesh.data_vertex3f, planenormal); dist = DotProduct(local, planenormal) - planedist; // for comparisons to minimum acceptable light @@ -220,6 +223,7 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surfa } return lit; } +#endif /* =============== @@ -257,12 +261,15 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) // clear to no light memset(bl, 0, size*3*sizeof(unsigned int)); +#ifdef LHREMOVESOON if (surface->dlightframe == r_framecount) { + surface->dlightframe = -1; surface->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surface); if (surface->cached_dlight) c_light_polys++; } +#endif // add all the lightmaps if (lightmap) @@ -337,12 +344,15 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) { memset(bl, 0, size*3*sizeof(float)); +#ifdef LHREMOVESOON if (surface->dlightframe == r_framecount) { + surface->dlightframe = -1; surface->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surface); if (surface->cached_dlight) c_light_polys++; } +#endif // add all the lightmaps if (lightmap) @@ -562,6 +572,7 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ============================================================= */ +#ifdef LHREMOVESOON static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles) { int i; @@ -595,7 +606,9 @@ static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, } } } +#endif +#ifdef LHREMOVESOON static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg) { int i; @@ -613,7 +626,9 @@ static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float col for (i = 0;i < numverts;i++, c += 4) VectorScale(c, colorscale, c); } +#endif +#ifdef LHREMOVESOON 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; @@ -644,7 +659,9 @@ static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float } } } +#endif +#ifdef LHREMOVESOON 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; @@ -662,7 +679,9 @@ static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float c[3] = a * f; } } +#endif +#ifdef LHREMOVESOON static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale) { float f; @@ -691,189 +710,111 @@ static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const } return lit; } +#endif + +static float *RSurf_GetVertexPointer(const entity_render_t *ent, const msurface_t *surface) +{ + if (surface->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + { + texture_t *texture = surface->texture; + int i, j; + float center[3], center2[3], forward[3], right[3], up[3], v[4][3]; + matrix4x4_t matrix1, imatrix1; + R_Mesh_Matrix(&r_identitymatrix); + // a single autosprite surface can contain multiple sprites... + for (j = 0;j < surface->mesh.num_vertices - 3;j += 4) + { + VectorClear(center); + for (i = 0;i < 4;i++) + VectorAdd(center, surface->mesh.data_vertex3f + (j+i) * 3, center); + VectorScale(center, 0.25f, center); + Matrix4x4_Transform(&ent->matrix, center, center2); + // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? + Matrix4x4_FromVectors(&matrix1, surface->mesh.data_normal3f + j*3, surface->mesh.data_svector3f + j*3, surface->mesh.data_tvector3f + j*3, center); + Matrix4x4_Invert_Simple(&imatrix1, &matrix1); + for (i = 0;i < 4;i++) + Matrix4x4_Transform(&imatrix1, surface->mesh.data_vertex3f + (j+i)*3, v[i]); + if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) + { + forward[0] = r_vieworigin[0] - center2[0]; + forward[1] = r_vieworigin[1] - center2[1]; + forward[2] = 0; + VectorNormalize(forward); + right[0] = forward[1]; + right[1] = -forward[0]; + right[2] = 0; + up[0] = 0; + up[1] = 0; + up[2] = 1; + } + else + { + VectorCopy(r_viewforward, forward); + VectorCopy(r_viewright, right); + VectorCopy(r_viewup, up); + } + for (i = 0;i < 4;i++) + VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3); + } + return varray_vertex3f; + } + else + return surface->mesh.data_vertex3f; +} void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) { + // 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[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0]; + t = t->currentframe; + } t->currentmaterialflags = t->basematerialflags; t->currentalpha = ent->alpha; if (t->basematerialflags & MATERIALFLAG_WATERALPHA) t->currentalpha *= r_wateralpha.value; + if (!(ent->flags & RENDER_LIGHT)) + t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; if (ent->effects & EF_ADDITIVE) t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT; - if (t->currentalpha < 1 || t->skin.fog != NULL) + else if (t->currentalpha < 1) t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT; - // 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[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0]; } +matrix4x4_t r_surf_waterscrollmatrix; + void R_UpdateAllTextureInfo(entity_render_t *ent) { int i; + Matrix4x4_CreateTranslate(&r_surf_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); if (ent->model) for (i = 0;i < ent->model->brush.num_textures;i++) R_UpdateTextureInfo(ent, ent->model->brush.data_textures + i); } -static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2) -{ - const entity_render_t *ent = calldata1; - const msurface_t *surface = ent->model->brush.data_surfaces + calldata2; - rmeshstate_t m; - float base, colorscale; - vec3_t modelorg; - texture_t *texture; - float args[4] = {0.05f,0,0,0.04f}; - int turb, fullbright; - - texture = surface->texture; - R_UpdateTextureInfo(ent, texture); - if (texture->currentmaterialflags & MATERIALFLAG_SKY) - return; // transparent sky is too difficult - - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - - GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)); - if (texture->currentmaterialflags & MATERIALFLAG_ADD) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - else - GL_BlendFunc(GL_ONE, GL_ZERO); - - turb = texture->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value; - fullbright = !(ent->flags & RENDER_LIGHT) || (texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !surface->samples; - base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f); - if (texture->currentmaterialflags & MATERIALFLAG_WATER) - base *= 0.5f; - if (texture->currentmaterialflags & MATERIALFLAG_WATER && gl_textureshader && r_watershader.value && !fogenabled && fullbright && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1) - { - // NVIDIA Geforce3 distortion texture shader on water - GL_Color(1, 1, 1, texture->currentalpha); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = surface->mesh.data_vertex3f; - m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]); - m.tex[1] = R_GetTexture(texture->skin.base); - m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_REPLACE; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f; - Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value); - Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - R_Mesh_State(&m); - - GL_ActiveTexture(0); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); - GL_ActiveTexture(1); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB); - qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]); - qglEnable(GL_TEXTURE_SHADER_NV); - - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - - qglDisable(GL_TEXTURE_SHADER_NV); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); - GL_ActiveTexture(0); - } - else - { - memset(&m, 0, sizeof(m)); - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_color = varray_color4f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.tex[0] = R_GetTexture(texture->skin.base); - if (turb) - { - // scrolling in texture matrix - Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - } - colorscale = 1; - if (gl_combine.integer) - { - m.texrgbscale[0] = 4; - colorscale *= 0.25f; - } - R_FillColors(varray_color4f, surface->mesh.num_vertices, base * ent->colormod[0], base * ent->colormod[1], base * ent->colormod[2], texture->currentalpha); - if (!fullbright) - { - if (surface->dlightframe == r_framecount) - RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surface->dlightbits, surface->mesh.num_vertices, surface->mesh.data_vertex3f, varray_color4f, 1); - if (surface->samples) - RSurf_AddLightmapToVertexColors_Color4f(surface->mesh.data_lightmapoffsets, varray_color4f,surface->mesh.num_vertices, surface->samples, ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3, surface->styles); - } - RSurf_FogColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, colorscale, surface->mesh.num_vertices, modelorg); - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - if (texture->skin.glow) - { - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - m.pointer_color = varray_color4f; - m.tex[0] = R_GetTexture(texture->skin.glow); - m.pointer_vertex = surface->mesh.data_vertex3f; - if (m.tex[0]) - { - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - if (turb) - { - // scrolling in texture matrix - Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - } - } - R_Mesh_State(&m); - RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, 1, 1, 1, texture->currentalpha, 1, surface->mesh.num_vertices, modelorg); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - if (fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD)) - { - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - m.pointer_color = varray_color4f; - m.tex[0] = R_GetTexture(texture->skin.fog); - m.pointer_vertex = surface->mesh.data_vertex3f; - if (m.tex[0]) - { - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - if (turb) - { - // scrolling in texture matrix - Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - } - } - R_Mesh_State(&m); - RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } -} - -void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist) +static void R_DrawSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) { + int i; int texturesurfaceindex; - vec3_t tempcenter, center, modelorg; - msurface_t *surface; + const float *v; + float *c; + float diff[3]; + float f, r, g, b, a, base, colorscale; + const msurface_t *surface; qboolean dolightmap; qboolean dobase; qboolean doambient; qboolean dodetail; qboolean doglow; - qboolean dofog; + qboolean dofogpass; + qboolean fogallpasses; + qboolean waterscrolling; rmeshstate_t m; - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + texture = texture->currentframe; + if (texture->currentmaterialflags & MATERIALFLAG_NODRAW) + return; c_faces += texturenumsurfaces; // gl_lightmaps debugging mode skips normal texturing if (gl_lightmaps.integer) @@ -905,49 +846,1356 @@ void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenums qglEnable(GL_CULL_FACE); return; } - // transparent surfaces get sorted for later drawing - if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) + GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); + GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)); + if (texture->currentmaterialflags & MATERIALFLAG_ADD) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + else + GL_BlendFunc(GL_ONE, GL_ZERO); + // water waterscrolling in texture matrix + waterscrolling = (texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0; + if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); + if (texture->currentmaterialflags & MATERIALFLAG_SKY) { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + if (skyrendernow) { - surface = texturesurfacelist[texturesurfaceindex]; - tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; - tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; - tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; - Matrix4x4_Transform(&ent->matrix, tempcenter, center); - R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces); + skyrendernow = false; + if (skyrendermasked) + R_Sky(); } - return; - } - if (texture->currentmaterialflags & MATERIALFLAG_WALL) - { - dolightmap = (ent->flags & RENDER_LIGHT); - dobase = true; - doambient = r_ambient.value > 0; - dodetail = texture->skin.detail != NULL && r_detailtextures.integer != 0; - doglow = texture->skin.glow != NULL; - dofog = fogenabled; - // multitexture cases - if (r_textureunits.integer >= 2 && gl_combine.integer && dobase && dolightmap) + // LordHavoc: HalfLife maps have freaky skypolys... + if (!ent->model->brush.ishlbsp) { - GL_BlendFunc(GL_ONE, GL_ZERO); + R_Mesh_Matrix(&ent->matrix); + GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); + if (skyrendermasked) + { + // depth-only (masking) + GL_ColorMask(0,0,0,0); + // just to make sure that braindead drivers don't draw anything + // despite that colormask... + GL_BlendFunc(GL_ZERO, GL_ONE); + } + else + { + // fog sky + GL_BlendFunc(GL_ONE, GL_ZERO); + } GL_DepthMask(true); GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); - dobase = false; - m.texrgbscale[1] = 2; - dolightmap = false; - if (r_textureunits.integer >= 4 && !doambient && dodetail && doglow) + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - m.tex[2] = R_GetTexture(texture->skin.detail); - m.texrgbscale[2] = 2; - dodetail = false; - m.tex[3] = R_GetTexture(texture->skin.glow); - m.texcombinergb[3] = GL_ADD; - doglow = false; + surface = texturesurfacelist[texturesurfaceindex]; + m.pointer_vertex = surface->mesh.data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); + } + } + else if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1) + { + // NVIDIA Geforce3 distortion texture shader on water + float args[4] = {0.05f,0,0,0.04f}; + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]); + m.tex[1] = R_GetTexture(texture->skin.base); + m.texcombinergb[0] = GL_REPLACE; + m.texcombinergb[1] = GL_REPLACE; + Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value); + m.texmatrix[1] = r_surf_waterscrollmatrix; + + GL_ActiveTexture(0); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); + GL_ActiveTexture(1); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB); + qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]); + qglEnable(GL_TEXTURE_SHADER_NV); + + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f; + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + + qglDisable(GL_TEXTURE_SHADER_NV); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); + GL_ActiveTexture(0); + } + else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) + { + // normal surface (wall or water) + dobase = true; + dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT); + doambient = r_ambient.value >= (1/64.0f); + dodetail = texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT); + doglow = texture->skin.glow != NULL; + dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD); + fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT); + if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) + { + if (dobase && dolightmap && gl_combine.integer) + { + dobase = false; + memset(&m, 0, sizeof(m)); + m.tex[1] = R_GetTexture(texture->skin.base); + if (waterscrolling) + m.texmatrix[1] = r_surf_waterscrollmatrix; + m.texrgbscale[1] = 2; + m.pointer_color = varray_color4f; + colorscale = 1; + r = ent->colormod[0] * colorscale; + g = ent->colormod[1] * colorscale; + b = ent->colormod[2] * colorscale; + a = texture->currentalpha; + base = r_ambient.value * (1.0f / 64.0f); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; + m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f; + if (surface->lightmaptexture) + { + m.tex[0] = R_GetTexture(surface->lightmaptexture); + if (fogallpasses) + { + m.pointer_color = varray_color4f; + for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c[0] = f * r; + c[1] = f * g; + c[2] = f * b; + c[3] = a; + } + } + else + { + m.pointer_color = NULL; + GL_Color(r, g, b, a); + } + } + else + { + m.tex[0] = R_GetTexture(r_texture_white); + m.pointer_color = varray_color4f; +#ifdef LHREMOVESOON + if (surface->styles[0] != 255 || surface->dlightframe == r_framecount) +#else + if (surface->styles[0] != 255) +#endif + { + for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) + { + c[0] = 0; + c[1] = 0; + c[2] = 0; + if (surface->styles[0] != 255) + { + if (surface->mesh.data_lightmapcolor4f) + { + float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 128.0f); + VectorMA(c, scale, surface->mesh.data_lightmapcolor4f + i*4, c); + } + else if (surface->mesh.data_lightmapoffsets) + { + const qbyte *lm = surface->samples + surface->mesh.data_lightmapoffsets[i]; + float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (surface->styles[1] != 255) + { + int size3 = ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3; + lm += size3; + scale = d_lightstylevalue[surface->styles[1]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (surface->styles[2] != 255) + { + lm += size3; + scale = d_lightstylevalue[surface->styles[2]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (surface->styles[3] != 255) + { + lm += size3; + scale = d_lightstylevalue[surface->styles[3]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + } + } + } + } + } +#ifdef LHREMOVESOON + if (surface->dlightframe == r_framecount) + { + int l; + float worldvertex[3]; + // TODO: make this work with autosprite which uses identitymatrix + Matrix4x4_Transform(&ent->matrix, v, worldvertex); + for (l = 0;l < r_numdlights;l++) + { + if (surface->dlightbits[l >> 5] & (1 << (l & 31))) + { + float f2; + dlight_t *light = &r_dlight[l]; + f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET; + if (f2 < light->rtlight.lightmap_cullradius2) + { + f2 = (1.0f / f2) - light->rtlight.lightmap_subtract; + VectorMA(c, f2, light->rtlight.lightmap_light, c); + } + } + } + } +#endif + c[0] *= r; + c[1] *= g; + c[2] *= b; + if (fogallpasses) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + VectorScale(c, f, c); + } + if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; + else + c[3] = a; + } + } + else + { + if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + { + for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) + { + c[0] = 0; + c[1] = 0; + c[2] = 0; + c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; + } + } + else + { + m.pointer_color = NULL; + GL_Color(0, 0, 0, a); + } + } + } + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + if (dobase) + { + dobase = false; + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.base); + if (waterscrolling) + m.texmatrix[0] = r_surf_waterscrollmatrix; + m.texmatrix[0] = r_surf_waterscrollmatrix; + m.pointer_color = varray_color4f; + colorscale = 1; + if (gl_combine.integer) + { + m.texrgbscale[0] = 4; + colorscale *= 0.25f; + } + r = ent->colormod[0] * colorscale; + g = ent->colormod[1] * colorscale; + b = ent->colormod[2] * colorscale; + a = texture->currentalpha; + if (dolightmap) + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) + { + c[0] = 0; + c[1] = 0; + c[2] = 0; + if (surface->styles[0] != 255) + { + if (surface->mesh.data_lightmapcolor4f) + { + float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 128.0f); + VectorMA(c, scale, surface->mesh.data_lightmapcolor4f + i*4, c); + } + else if (surface->mesh.data_lightmapoffsets) + { + const qbyte *lm = surface->samples + surface->mesh.data_lightmapoffsets[i]; + float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (surface->styles[1] != 255) + { + int size3 = ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3; + lm += size3; + scale = d_lightstylevalue[surface->styles[1]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (surface->styles[2] != 255) + { + lm += size3; + scale = d_lightstylevalue[surface->styles[2]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (surface->styles[3] != 255) + { + lm += size3; + scale = d_lightstylevalue[surface->styles[3]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + } + } + } + } + } +#ifdef LHREMOVESOON + if (surface->dlightframe == r_framecount) + { + // TODO: make this work with autosprite which uses identitymatrix + Matrix4x4_Transform(&ent->matrix, v, worldvertex); + for (l = 0;l < r_numdlights;l++) + { + if (surface->dlightbits[l >> 5] & (1 << (l & 31))) + { + float f2; + dlight_t *light = &r_dlight[l]; + f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET; + if (f2 < light->rtlight.lightmap_cullradius2) + { + f2 = (1.0f / f2) - light->rtlight.lightmap_subtract; + VectorMA(c, f2, light->rtlight.lightmap_light, c); + } + } + } + } +#endif + c[0] *= r; + c[1] *= g; + c[2] *= b; + if (fogallpasses) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + VectorScale(c, f, c); + } + if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; + else + c[3] = a; + } + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + else + { + if (fogallpasses) + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + if (m.tex[1]) + m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f; + if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + { + m.pointer_color = varray_color4f; + for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c[0] = r * f; + c[1] = g * f; + c[2] = b * f; + c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; + } + } + else + { + m.pointer_color = varray_color4f; + for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c[0] = r * f; + c[1] = g * f; + c[2] = b * f; + c[3] = a; + } + } + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + else + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + if (m.tex[1]) + m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f; + if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + { + m.pointer_color = varray_color4f; + for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) + { + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; + } + } + else + { + m.pointer_color = NULL; + GL_Color(r, g, b, a); + } + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + } + } + } + else + { + if (!dolightmap && dobase) + { + dolightmap = false; + dobase = false; + GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.base); + if (waterscrolling) + m.texmatrix[0] = r_surf_waterscrollmatrix; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + if (r_lightmapintensity <= 0 && dolightmap && dobase) + { + dolightmap = false; + dobase = false; + GL_Color(0, 0, 0, 1); + memset(&m, 0, sizeof(m)); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase) + { + // dualtexture combine + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + dolightmap = false; + dobase = false; + memset(&m, 0, sizeof(m)); + m.tex[1] = R_GetTexture(texture->skin.base); + if (waterscrolling) + m.texmatrix[1] = r_surf_waterscrollmatrix; + m.texrgbscale[1] = 2; + r = ent->colormod[0] * r_lightmapintensity; + g = ent->colormod[1] * r_lightmapintensity; + b = ent->colormod[2] * r_lightmapintensity; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + memset(&m, 0, sizeof(m)); + m.tex[1] = R_GetTexture(texture->skin.base); + if (waterscrolling) + m.texmatrix[1] = r_surf_waterscrollmatrix; + m.texrgbscale[1] = 2; + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; + m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f; + if (surface->lightmaptexture) + { + m.tex[0] = R_GetTexture(surface->lightmaptexture); + m.pointer_color = NULL; + GL_Color(r, g, b, 1); + } + else if (r == 1 && g == 1 && b == 1) + { + m.tex[0] = R_GetTexture(r_texture_white); + m.pointer_color = surface->mesh.data_lightmapcolor4f; + } + else + { + m.tex[0] = R_GetTexture(r_texture_white); + m.pointer_color = varray_color4f; + for (i = 0;i < surface->mesh.num_vertices;i++) + { + varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * r; + varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * g; + varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * b; + varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3]; + } + } + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + // single texture + if (dolightmap) + { + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.tex[0] = R_GetTexture(surface->lightmaptexture); + m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; + if (surface->lightmaptexture) + m.pointer_color = NULL; + else + m.pointer_color = surface->mesh.data_lightmapcolor4f; + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + if (dobase) + { + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_DepthMask(false); + GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.base); + if (waterscrolling) + m.texmatrix[0] = r_surf_waterscrollmatrix; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + } + if (doambient) + { + doambient = false; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.base); + if (waterscrolling) + m.texmatrix[0] = r_surf_waterscrollmatrix; + m.pointer_color = varray_color4f; + colorscale = 1; + if (gl_combine.integer) + { + m.texrgbscale[0] = 4; + colorscale *= 0.25f; + } + base = r_ambient.value * (1.0f / 64.0f); + r = ent->colormod[0] * colorscale * base; + g = ent->colormod[1] * colorscale * base; + b = ent->colormod[2] * colorscale * base; + a = texture->currentalpha; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) + { + c[0] = r; + c[1] = g; + c[2] = b; + if (fogallpasses) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + VectorScale(c, f, c); + } + if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; + else + c[3] = a; + } + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + // marklights based vertex dlight rendering... evil and broken +#if 0 + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthMask(false); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.base); + if (waterscrolling) + m.texmatrix[0] = r_surf_waterscrollmatrix; + m.pointer_color = varray_color4f; + r = ent->colormod[0] * r_lightmapintensity; + g = ent->colormod[1] * r_lightmapintensity; + b = ent->colormod[2] * r_lightmapintensity; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + qboolean lit; + surface = texturesurfacelist[texturesurfaceindex]; + if (surface->dlightframe != r_framecount) + continue; + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + lit = false; + for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) + { + c[0] = 0; + c[1] = 0; + c[2] = 0; + c[3] = 1; + // TODO: make this work with autosprite which uses identitymatrix or change autosprite + Matrix4x4_Transform(&ent->matrix, v, worldvertex); + for (l = 0;l < r_numdlights;l++) + { + if (surface->dlightbits[l >> 5] & (1 << (l & 31))) + { + float f2; + dlight_t *light = &r_dlight[l]; + f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET; + if (f2 < light->rtlight.lightmap_cullradius2) + { + f2 = (1.0f / f2) - light->rtlight.lightmap_subtract; + VectorMA(c, f2, light->rtlight.lightmap_light, c); + lit = true; + } + } + } + c[0] *= r; + c[1] *= g; + c[2] *= b; + if (fogallpasses) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + VectorScale(c, f, c); + } + if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; + else + c[3] = a; + } + if (!lit) + continue; + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } +#endif + if (dodetail) + { + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_DepthMask(false); + GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.detail); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.pointer_texcoord[0] = surface->mesh.data_texcoorddetail2f; + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + if (doglow) + { + // if glow was not already done using multitexture, do it now. + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.glow); + if (waterscrolling) + m.texmatrix[0] = r_surf_waterscrollmatrix; + m.pointer_color = varray_color4f; + colorscale = 1; + r = ent->colormod[0] * colorscale; + g = ent->colormod[1] * colorscale; + b = ent->colormod[2] * colorscale; + a = texture->currentalpha; + if (fogallpasses) + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + { + m.pointer_color = varray_color4f; + for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c[0] = f * r; + c[1] = f * g; + c[2] = f * b; + c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; + } + } + else + { + m.pointer_color = varray_color4f; + for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c[0] = f * r; + c[1] = f * g; + c[2] = f * b; + c[3] = a; + } + } + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + else + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + { + m.pointer_color = varray_color4f; + for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) + { + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; + } + } + else + { + m.pointer_color = NULL; + GL_Color(r, g, b, a); + } + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + } + if (dofogpass) + { + // if this is opaque use alpha blend which will darken the earlier + // passes cheaply. + // + // if this is an alpha blended material, all the earlier passes + // were darkened by fog already, so we only need to add the fog + // color ontop through the fog mask texture + // + // if this is an additive blended material, all the earlier passes + // were darkened by fog already, and we should not add fog color + // (because the background was not darkened, there is no fog color + // that was lost behind it). + if (!fogallpasses) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + else + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.fog); + if (waterscrolling) + m.texmatrix[0] = r_surf_waterscrollmatrix; + r = fogcolor[0]; + g = fogcolor[1]; + b = fogcolor[2]; + a = texture->currentalpha; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + m.pointer_color = varray_color4f; + //RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg); + if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + { + m.pointer_color = varray_color4f; + for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = exp(fogdensity/DotProduct(diff, diff)); + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * f * a; + } + } + else + { + m.pointer_color = varray_color4f; + for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = exp(fogdensity/DotProduct(diff, diff)); + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = f * a; + } + } + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + } + if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglEnable(GL_CULL_FACE); +} + +static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2) +{ + const entity_render_t *ent = calldata1; + const msurface_t *surface = ent->model->brush.data_surfaces + calldata2; + vec3_t modelorg; + texture_t *texture; +#ifdef LHREMOVESOON + rmeshstate_t m; + float base, colorscale; + float args[4] = {0.05f,0,0,0.04f}; + matrix4x4_t scrollmatrix; +#endif + + texture = surface->texture; + if (texture->basematerialflags & MATERIALFLAG_SKY) + return; // transparent sky is too difficult + R_UpdateTextureInfo(ent, texture); + + R_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + R_DrawSurfaceList(ent, texture, 1, &surface, modelorg); +#ifdef LHREMOVESOON + GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); + GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)); + if (texture->currentmaterialflags & MATERIALFLAG_ADD) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + else + GL_BlendFunc(GL_ONE, GL_ZERO); + + // water scrolling in texture matrix + if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0) + Matrix4x4_CreateTranslate(&scrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); + else + scrollmatrix = r_identitymatrix; + + if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); + if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1) + { + // NVIDIA Geforce3 distortion texture shader on water + GL_Color(1, 1, 1, texture->currentalpha); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]); + m.tex[1] = R_GetTexture(texture->skin.base); + m.texcombinergb[0] = GL_REPLACE; + m.texcombinergb[1] = GL_REPLACE; + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f; + Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value); + m.texmatrix[1] = scrollmatrix; + R_Mesh_State(&m); + + GL_ActiveTexture(0); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); + GL_ActiveTexture(1); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB); + qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]); + qglEnable(GL_TEXTURE_SHADER_NV); + + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + + qglDisable(GL_TEXTURE_SHADER_NV); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); + GL_ActiveTexture(0); + } + else + { + int i; + float r, g, b, a, f, *c, diff[3]; + const float *v; + qboolean dolightmaptexture; + qboolean dodetail; + qboolean doglow; + dolightmaptexture = surface->lightmaptexture && gl_combine.integer && !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT); + dodetail = texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT); + doglow = texture->skin.glow != NULL; + // TODO: ideally transparent surface rendering should call + // R_RenderLighting instead of using vertex dlights + // (it would need scrolling support added though!) + if (dolightmaptexture) + { + { + memset(&m, 0, sizeof(m)); + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + m.tex[0] = R_GetTexture(texture->skin.base); + m.texmatrix[0] = scrollmatrix; + m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; + m.tex[1] = R_GetTexture(surface->lightmaptexture); + m.texrgbscale[1] = 2; + m.pointer_color = varray_color4f; + if (r_textureunits.integer >= 3 && dodetail) + { + dodetail = false; + m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f; + m.tex[2] = R_GetTexture(texture->skin.detail); + m.texmatrix[2] = scrollmatrix; + if (r_textureunits.integer >= 4 && doglow) + { + doglow = false; + m.pointer_texcoord[3] = surface->mesh.data_texcoordtexture2f; + m.tex[3] = R_GetTexture(texture->skin.glow); + m.texmatrix[3] = scrollmatrix; + } + } + else if (r_textureunits.integer >= 3 && doglow && !dodetail) + { + doglow = false; + m.pointer_texcoord[2] = surface->mesh.data_texcoordtexture2f; + m.tex[2] = R_GetTexture(texture->skin.glow); + m.texmatrix[2] = scrollmatrix; + } + colorscale = 1; + r = ent->colormod[0] * colorscale; + g = ent->colormod[1] * colorscale; + b = ent->colormod[2] * colorscale; + a = texture->currentalpha; + for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) + { + c[0] = r; + c[1] = g; + c[2] = b; + if (fogenabled) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + VectorScale(c, f, c); + } + if (surface->mesh.data_lightmapcolor4f) + c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; + else + c[3] = a; + } + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + if ((r_ambient.value > 0 || surface->dlightframe == r_framecount) && !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + m.tex[0] = R_GetTexture(texture->skin.base); + m.texmatrix[0] = scrollmatrix; + m.pointer_color = varray_color4f; + colorscale = 1; + if (gl_combine.integer) + { + m.texrgbscale[0] = 4; + colorscale *= 0.25f; + } + r = ent->colormod[0] * colorscale; + g = ent->colormod[1] * colorscale; + b = ent->colormod[2] * colorscale; + a = texture->currentalpha; + base = r_ambient.value * (1.0f / 64.0f); + for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) + { + c[0] = base; + c[1] = base; + c[2] = base; + if (surface->dlightframe == r_framecount) + { + // TODO: make this work with autosprite which uses identitymatrix + Matrix4x4_Transform(&ent->matrix, v, worldvertex); + for (l = 0;l < r_numdlights;l++) + { + if (surface->dlightbits[l >> 5] & (1 << (l & 31))) + { + float f2; + dlight_t *light = &r_dlight[l]; + f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET; + if (f2 < light->rtlight.lightmap_cullradius2) + { + f2 = (1.0f / f2) - light->rtlight.lightmap_subtract; + VectorMA(c, f2, light->rtlight.lightmap_light, c); + } + } + } + } + c[0] *= r; + c[1] *= g; + c[2] *= b; + if (fogenabled) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + VectorScale(c, f, c); + } + if (surface->mesh.data_lightmapcolor4f) + c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; + else + c[3] = a; + } + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + else + { + memset(&m, 0, sizeof(m)); + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + m.tex[0] = R_GetTexture(texture->skin.base); + m.texmatrix[0] = scrollmatrix; + m.pointer_color = varray_color4f; + colorscale = 1; + if (gl_combine.integer) + { + m.texrgbscale[0] = 4; + colorscale *= 0.25f; + } + if (doglow) + { + doglow = false; + m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f; + m.tex[1] = R_GetTexture(texture->skin.glow); + m.texmatrix[1] = scrollmatrix; + } + r = ent->colormod[0] * colorscale; + g = ent->colormod[1] * colorscale; + b = ent->colormod[2] * colorscale; + a = texture->currentalpha; + base = r_ambient.value * (1.0f / 64.0f); + if ((ent->flags & RENDER_LIGHT) && !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) + { + for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) + { + c[0] = base; + c[1] = base; + c[2] = base; + if (surface->styles[0] != 255) + { + if (surface->mesh.data_lightmapcolor4f) + { + float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 128.0f); + VectorMA(c, scale, surface->mesh.data_lightmapcolor4f + i*4, c); + } + else if (surface->mesh.data_lightmapoffsets) + { + const qbyte *lm = surface->samples + surface->mesh.data_lightmapoffsets[i]; + float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (surface->styles[1] != 255) + { + int size3 = ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3; + lm += size3; + scale = d_lightstylevalue[surface->styles[1]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (surface->styles[2] != 255) + { + lm += size3; + scale = d_lightstylevalue[surface->styles[2]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (surface->styles[3] != 255) + { + lm += size3; + scale = d_lightstylevalue[surface->styles[3]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + } + } + } + } + } + if (surface->dlightframe == r_framecount) + { + // TODO: make this work with autosprite which uses identitymatrix + Matrix4x4_Transform(&ent->matrix, v, worldvertex); + for (l = 0;l < r_numdlights;l++) + { + if (surface->dlightbits[l >> 5] & (1 << (l & 31))) + { + float f2; + dlight_t *light = &r_dlight[l]; + f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET; + if (f2 < light->rtlight.lightmap_cullradius2) + { + f2 = (1.0f / f2) - light->rtlight.lightmap_subtract; + VectorMA(c, f2, light->rtlight.lightmap_light, c); + } + } + } + } + c[0] *= r; + c[1] *= g; + c[2] *= b; + if (fogenabled) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + VectorScale(c, f, c); + } + if (surface->mesh.data_lightmapcolor4f) + c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; + else + c[3] = a; + } + } + else + { + if (fogenabled) + { + if (surface->mesh.data_lightmapcolor4f) + { + for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c[0] = r * f; + c[1] = g * f; + c[2] = b * f; + c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; + } + } + else + { + for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c[0] = r * f; + c[1] = g * f; + c[2] = b * f; + c[3] = a; + } + } + } + else + { + if (surface->mesh.data_lightmapcolor4f) + { + for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) + { + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; + } + } + else + { + m.pointer_color = NULL; + GL_Color(r, g, b, a); + } + } + } + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + // note: dodetail is never set if transparent + if (dodetail) + { + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_DepthMask(false); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.pointer_texcoord[0] = surface->mesh.data_texcoorddetail2f; + m.tex[0] = R_GetTexture(texture->skin.detail); + m.pointer_color = varray_color4f; + RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg); + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + if (doglow) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + m.tex[0] = R_GetTexture(texture->skin.glow); + m.texmatrix[0] = scrollmatrix; + m.pointer_color = varray_color4f; + RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg); + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + if (fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD)) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + m.tex[0] = R_GetTexture(texture->skin.fog); + m.texmatrix[0] = scrollmatrix; + m.pointer_color = varray_color4f; + RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg); + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglEnable(GL_CULL_FACE); +#endif +} + +#ifdef LHREMOVESOON +void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + int texturesurfaceindex; + vec3_t tempcenter, center, modelorg; + msurface_t *surface; + qboolean dolightmap; + qboolean dobase; + qboolean doambient; + qboolean dodetail; + qboolean doglow; + qboolean dofog; + rmeshstate_t m; + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + c_faces += texturenumsurfaces; + // gl_lightmaps debugging mode skips normal texturing + if (gl_lightmaps.integer) + { + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + qglDisable(GL_CULL_FACE); + GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + m.tex[0] = R_GetTexture(surface->lightmaptexture); + m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; + if (surface->lightmaptexture) + { + GL_Color(1, 1, 1, 1); + m.pointer_color = NULL; + } + else + m.pointer_color = surface->mesh.data_lightmapcolor4f; + m.pointer_vertex = surface->mesh.data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + qglEnable(GL_CULL_FACE); + return; + } + if (texture->currentmaterialflags & MATERIALFLAG_WALL) + { + dolightmap = (ent->flags & RENDER_LIGHT); + dobase = true; + doambient = r_ambient.value > 0; + dodetail = texture->skin.detail != NULL && r_detailtextures.integer != 0; + doglow = texture->skin.glow != NULL; + dofog = fogenabled; + // multitexture cases + if (r_textureunits.integer >= 2 && gl_combine.integer && dobase && dolightmap) + { + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + GL_Color(1, 1, 1, 1); + GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.base); + dobase = false; + m.texrgbscale[1] = 2; + dolightmap = false; + if (r_textureunits.integer >= 4 && !doambient && dodetail && doglow) + { + m.tex[2] = R_GetTexture(texture->skin.detail); + m.texrgbscale[2] = 2; + dodetail = false; + m.tex[3] = R_GetTexture(texture->skin.glow); + m.texcombinergb[3] = GL_ADD; + doglow = false; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; @@ -1194,6 +2442,32 @@ void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenums return; } } +#endif + +void R_QueueSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) +{ + int texturesurfaceindex; + const msurface_t *surface; + vec3_t tempcenter, center; + if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) + { + // drawing sky transparently would be too difficult + if (!(texture->currentmaterialflags & MATERIALFLAG_SKY)) + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; + tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; + tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; + Matrix4x4_Transform(&ent->matrix, tempcenter, center); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces); + } + } + } + else + R_DrawSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg); +} void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) { @@ -1204,12 +2478,13 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) vec3_t modelorg; const int maxsurfacelist = 1024; int numsurfacelist = 0; - msurface_t *surfacelist[1024]; + const msurface_t *surfacelist[1024]; if (model == NULL) return; R_Mesh_Matrix(&ent->matrix); Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); +#ifdef LHREMOVESOON if (ent != r_refdef.worldentity) { // because bmodels can be reused, we have to clear dlightframe every time @@ -1217,12 +2492,15 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) for (i = 0;i < model->nummodelsurfaces;i++, surface++) surface->dlightframe = -1; } +#endif // update light styles if (!skysurfaces) { +#ifdef LHREMOVESOON if (r_dynamic.integer && !r_rtdlight) R_MarkLights(ent); +#endif for (i = 0;i < model->brushq1.light_styles;i++) { if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]]) @@ -1239,6 +2517,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); f = 0; t = NULL; + texture = NULL; numsurfacelist = 0; for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++) { @@ -1249,7 +2528,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) { if (numsurfacelist) { - R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist); + R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); numsurfacelist = 0; } t = surface->texture; @@ -1258,20 +2537,21 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) } if (f) { - // add face to draw list and update lightmap if necessary - if (surface->cached_dlight && surface->lightmaptexture != NULL) + // if lightmap parameters changed, rebuild lightmap texture + if (surface->cached_dlight && surface->samples) R_BuildLightMap(ent, surface); + // add face to draw list surfacelist[numsurfacelist++] = surface; if (numsurfacelist >= maxsurfacelist) { - R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist); + R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); numsurfacelist = 0; } } } } if (numsurfacelist) - R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist); + R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); } static void R_DrawPortal_Callback(const void *calldata1, int calldata2) @@ -1331,6 +2611,36 @@ static void R_DrawPortals(void) } } +static void R_DrawCollisionBrush(colbrushf_t *brush) +{ + int i; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = brush->points->v; + R_Mesh_State(&m); + i = (int)(((size_t)brush) / sizeof(colbrushf_t)); + GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); + GL_LockArrays(0, brush->numpoints); + R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements); + GL_LockArrays(0, 0); +} + +static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface) +{ + int i; + rmeshstate_t m; + if (!surface->mesh.num_collisiontriangles) + return; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = surface->mesh.data_collisionvertex3f; + R_Mesh_State(&m); + i = (int)(((size_t)surface) / sizeof(msurface_t)); + GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); + GL_LockArrays(0, surface->mesh.num_collisionvertices); + R_Mesh_Draw(surface->mesh.num_collisionvertices, surface->mesh.num_collisiontriangles, surface->mesh.data_collisionelement3i); + GL_LockArrays(0, 0); +} + void R_WorldVisibility(void) { int i, j, *mark; @@ -1424,6 +2734,24 @@ void R_Q1BSP_Draw(entity_render_t *ent) c_bmodels++; if (r_drawcollisionbrushes.integer < 2) R_DrawSurfaces(ent, false); + if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes) + { + int i; + model_t *model = ent->model; + msurface_t *surface; + q3mbrush_t *brush; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value); + for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) + if (brush->colbrushf && brush->colbrushf->numtriangles) + R_DrawCollisionBrush(brush->colbrushf); + for (i = 0, surface = model->brush.data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) + if (surface->mesh.num_collisiontriangles) + R_DrawCollisionSurface(ent, surface); + qglPolygonOffset(0, 0); + } } void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) @@ -1486,14 +2814,15 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) { surface = model->brush.data_surfaces + surfaceindex; - if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) && !surface->texture->skin.fog) + if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs)) + if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) { for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3) { v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) { SETPVSBIT(outsurfacepvs, surfaceindex); outsurfacelist[outnumsurfaces++] = surfaceindex; @@ -1528,9 +2857,15 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, { R_Mesh_Matrix(&ent->matrix); R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + if (!r_shadow_compilingrtlight) + R_UpdateAllTextureInfo(ent); for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; + if ((surface->texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) + continue; + if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + continue; R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); } R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); @@ -1551,6 +2886,8 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; + if (surface->texture->basematerialflags & MATERIALFLAG_NODRAW || !surface->mesh.num_triangles) + continue; if (r_shadow_compilingrtlight) { // if compiling an rtlight, capture the mesh @@ -1563,156 +2900,23 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t t = surface->texture->currentframe; // FIXME: transparent surfaces need to be lit later if ((t->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) - R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale); - } - } - } -} - -void R_DrawCollisionBrush(colbrushf_t *brush) -{ - int i; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = brush->points->v; - R_Mesh_State(&m); - i = (int)(((size_t)brush) / sizeof(colbrushf_t)); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); - GL_LockArrays(0, brush->numpoints); - R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements); - GL_LockArrays(0, 0); -} - -void R_Q3BSP_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface) -{ - int i; - rmeshstate_t m; - if (!surface->mesh.num_collisiontriangles) - return; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = surface->mesh.data_collisionvertex3f; - R_Mesh_State(&m); - i = (int)(((size_t)surface) / sizeof(msurface_t)); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); - GL_LockArrays(0, surface->mesh.num_collisionvertices); - R_Mesh_Draw(surface->mesh.num_collisionvertices, surface->mesh.num_collisiontriangles, surface->mesh.data_collisionelement3i); - GL_LockArrays(0, 0); -} - -void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int surfacenumber) -{ - const entity_render_t *ent = voident; - msurface_t *surface = ent->model->brush.data_surfaces + surfacenumber; - rmeshstate_t m; - R_Mesh_Matrix(&ent->matrix); - memset(&m, 0, sizeof(m)); - if ((ent->effects & EF_ADDITIVE) || (surface->texture->textureflags & Q3TEXTUREFLAG_ADDITIVE)) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - else - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); - m.tex[0] = R_GetTexture(surface->texture->skin.base); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - // LordHavoc: quake3 was not able to do this; lit transparent surfaces - if (gl_combine.integer) - { - m.texrgbscale[0] = 2; - if (r_textureunits.integer >= 2) - { - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha); - } - else - { - if (ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1 && ent->alpha == 1) - m.pointer_color = surface->mesh.data_lightmapcolor4f; - else - { - int i; - for (i = 0;i < surface->mesh.num_vertices;i++) { - varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0]; - varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1]; - varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2]; - varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha; + if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); + R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale); + if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglEnable(GL_CULL_FACE); } - m.pointer_color = varray_color4f; - } - } - } - else - { - int i; - for (i = 0;i < surface->mesh.num_vertices;i++) - { - varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * 2.0f; - varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * 2.0f; - varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * 2.0f; - varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha; - } - m.pointer_color = varray_color4f; - } - if (surface->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) - { - int i, j; - float center[3], center2[3], forward[3], right[3], up[3], v[4][3]; - matrix4x4_t matrix1, imatrix1; - R_Mesh_Matrix(&r_identitymatrix); - // a single autosprite surface can contain multiple sprites... - for (j = 0;j < surface->mesh.num_vertices - 3;j += 4) - { - VectorClear(center); - for (i = 0;i < 4;i++) - VectorAdd(center, surface->mesh.data_vertex3f + (j+i) * 3, center); - VectorScale(center, 0.25f, center); - Matrix4x4_Transform(&ent->matrix, center, center2); - // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? - Matrix4x4_FromVectors(&matrix1, surface->mesh.data_normal3f + j*3, surface->mesh.data_svector3f + j*3, surface->mesh.data_tvector3f + j*3, center); - Matrix4x4_Invert_Simple(&imatrix1, &matrix1); - for (i = 0;i < 4;i++) - Matrix4x4_Transform(&imatrix1, surface->mesh.data_vertex3f + (j+i)*3, v[i]); - if (surface->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) - { - forward[0] = r_vieworigin[0] - center2[0]; - forward[1] = r_vieworigin[1] - center2[1]; - forward[2] = 0; - VectorNormalize(forward); - right[0] = forward[1]; - right[1] = -forward[0]; - right[2] = 0; - up[0] = 0; - up[1] = 0; - up[2] = 1; - } - else - { - VectorCopy(r_viewforward, forward); - VectorCopy(r_viewright, right); - VectorCopy(r_viewup, up); } - for (i = 0;i < 4;i++) - VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3); } - m.pointer_vertex = varray_vertex3f; } - else - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglDisable(GL_CULL_FACE); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglEnable(GL_CULL_FACE); } +#if 0 void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumsurfaces, msurface_t **texturesurfacelist) { int i, texturesurfaceindex; - vec3_t modelorg; + vec3_t tempcenter, center, modelorg; msurface_t *surface; qboolean dolightmap; qboolean dobase; @@ -1756,18 +2960,17 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumsurf // transparent surfaces get sorted for later drawing if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE)) { - vec3_t facecenter, center; // drawing sky transparently would be too difficult if (t->surfaceparms & Q3SURFACEPARM_SKY) return; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; - facecenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; - facecenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; - facecenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; - Matrix4x4_Transform(&ent->matrix, facecenter, center); - R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, surface - ent->model->brush.data_surfaces); + tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; + tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; + tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; + Matrix4x4_Transform(&ent->matrix, tempcenter, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces); } return; } @@ -2084,7 +3287,21 @@ void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces) { if (!surface->mesh.num_triangles) continue; - surfacelist[numsurfaces++] = surface; + if (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) + { + // drawing sky transparently would be too difficult + if (!(t->currentmaterialflags & MATERIALFLAG_SKY)) + { + vec3_t tempcenter, center; + tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; + tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; + tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; + Matrix4x4_Transform(&ent->matrix, tempcenter, center); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces); + } + } + else + surfacelist[numsurfaces++] = surface; if (numsurfaces >= maxfaces) { R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist); @@ -2126,172 +3343,7 @@ void R_Q3BSP_Draw(entity_render_t *ent) qglPolygonOffset(0, 0); } } - -void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) -{ - model_t *model = ent->model; - vec3_t lightmins, lightmaxs; - int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; - const int *e; - const float *v[3]; - msurface_t *surface; - mleaf_t *leaf; - const qbyte *pvs; - lightmins[0] = relativelightorigin[0] - lightradius; - lightmins[1] = relativelightorigin[1] - lightradius; - lightmins[2] = relativelightorigin[2] - lightradius; - lightmaxs[0] = relativelightorigin[0] + lightradius; - lightmaxs[1] = relativelightorigin[1] + lightradius; - lightmaxs[2] = relativelightorigin[2] + lightradius; - *outnumclusterspointer = 0; - *outnumsurfacespointer = 0; - memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes); - memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3); - if (model == NULL) - { - VectorCopy(lightmins, outmins); - VectorCopy(lightmaxs, outmaxs); - return; - } - VectorCopy(relativelightorigin, outmins); - VectorCopy(relativelightorigin, outmaxs); - if (model->brush.GetPVS) - pvs = model->brush.GetPVS(model, relativelightorigin); - else - pvs = NULL; - // FIXME: use BSP recursion as lights are often small - for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++) - { - if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) - { - outmins[0] = min(outmins[0], leaf->mins[0]); - outmins[1] = min(outmins[1], leaf->mins[1]); - outmins[2] = min(outmins[2], leaf->mins[2]); - outmaxs[0] = max(outmaxs[0], leaf->maxs[0]); - outmaxs[1] = max(outmaxs[1], leaf->maxs[1]); - outmaxs[2] = max(outmaxs[2], leaf->maxs[2]); - if (outclusterpvs) - { - if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) - { - SETPVSBIT(outclusterpvs, leaf->clusterindex); - outclusterlist[outnumclusters++] = leaf->clusterindex; - } - } - if (outsurfacepvs) - { - for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++) - { - surfaceindex = leaf->firstleafsurface[leafsurfaceindex]; - surface = model->brush.data_surfaces + surfaceindex; - if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) - { - if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) && surface->mesh.num_triangles) - { - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - { - for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3) - { - v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; - if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - { - SETPVSBIT(outsurfacepvs, surfaceindex); - outsurfacelist[outnumsurfaces++] = surfaceindex; - break; - } - } - } - else - { - for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3) - { - v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - { - SETPVSBIT(outsurfacepvs, surfaceindex); - outsurfacelist[outnumsurfaces++] = surfaceindex; - break; - } - } - } - } - } - } - } - } - } - - // limit combined leaf box to light boundaries - outmins[0] = max(outmins[0], lightmins[0]); - outmins[1] = max(outmins[1], lightmins[1]); - outmins[2] = max(outmins[2], lightmins[2]); - outmaxs[0] = min(outmaxs[0], lightmaxs[0]); - outmaxs[1] = min(outmaxs[1], lightmaxs[1]); - outmaxs[2] = min(outmaxs[2], lightmaxs[2]); - - *outnumclusterspointer = outnumclusters; - *outnumsurfacespointer = outnumsurfaces; -} - -void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs) -{ - model_t *model = ent->model; - msurface_t *surface; - int surfacelistindex; - if (r_drawcollisionbrushes.integer < 2) - { - R_Mesh_Matrix(&ent->matrix); - R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; - // FIXME: check some manner of surface->rendermode here? - if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && !(surface->texture->surfaceparms & (Q3SURFACEPARM_SKY | Q3SURFACEPARM_TRANS)) && !(surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)) - R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); - } - R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); - } -} - -void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist) -{ - model_t *model = ent->model; - vec3_t lightmins, lightmaxs, modelorg; - msurface_t *surface; - int surfacelistindex; - if (r_drawcollisionbrushes.integer < 2) - { - lightmins[0] = relativelightorigin[0] - lightradius; - lightmins[1] = relativelightorigin[1] - lightradius; - lightmins[2] = relativelightorigin[2] - lightradius; - lightmaxs[0] = relativelightorigin[0] + lightradius; - lightmaxs[1] = relativelightorigin[1] + lightradius; - lightmaxs[2] = relativelightorigin[2] + lightradius; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; - if (r_shadow_compilingrtlight) - { - // if compiling an rtlight, capture the mesh - Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i); - } - else if ((ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]]) && !(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->mesh.num_triangles) - { - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglDisable(GL_CULL_FACE); - R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale); - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglEnable(GL_CULL_FACE); - } - } - } -} +#endif #if 0 static void gl_surf_start(void) @@ -2309,10 +3361,12 @@ static void gl_surf_newmap(void) void GL_Surf_Init(void) { +#ifdef LHREMOVESOON int i; dlightdivtable[0] = 4194304; for (i = 1;i < 32768;i++) dlightdivtable[i] = 4194304 / (i << 7); +#endif Cvar_RegisterVariable(&r_ambient); Cvar_RegisterVariable(&r_drawportals);