X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=75daf7108ceca04c8bec0af4b5b65bf6d720df96;hp=51be852cd5aae54ad66b745d7fac8c6668498818;hb=43c93c6edf2dc67b6315ebddc7a71c7f8c0597d8;hpb=db0e59eeca766dc6c747f546a682c56c15db8e32 diff --git a/gl_rsurf.c b/gl_rsurf.c index 51be852c..75daf710 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -30,13 +30,14 @@ static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHav static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; cvar_t r_ambient = {0, "r_ambient", "0"}; -cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"}; -cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"}; cvar_t r_drawportals = {0, "r_drawportals", "0"}; cvar_t r_testvis = {0, "r_testvis", "0"}; cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"}; cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"}; +cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"}; +cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"}; +cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"}; static int dlightdivtable[32768]; @@ -235,7 +236,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) { if (!r_floatbuildlightmap.integer) { - int smax, tmax, i, j, size, size3, shift, maps, stride, l; + int smax, tmax, i, j, size, size3, maps, stride, l; unsigned int *bl, scale; qbyte *lightmap, *out, *stain; @@ -250,7 +251,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) // set to full bright if no light data bl = intblocklights; - if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata) + if (!ent->model->brushq1.lightdata) { for (i = 0;i < size3;i++) bl[i] = 255*256; @@ -267,7 +268,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) 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(&ent->inversematrix, surf); if (surf->cached_dlight) @@ -287,18 +288,20 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) stain = surf->stainsamples; bl = intblocklights; out = templight; - // deal with lightmap brightness scale - shift = 7 + r_lightmapscalebit + 8; - if (ent->model->lightmaprgba) + // the >> 16 shift adjusts down 8 bits to account for the stainmap + // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will + // be doubled during rendering to achieve 2x overbright + // (0 = 0.0, 128 = 1.0, 256 = 2.0) + if (ent->model->brushq1.lightmaprgba) { stride = (surf->lightmaptexturestride - smax) * 4; for (i = 0;i < tmax;i++, out += stride) { for (j = 0;j < smax;j++) { - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); *out++ = 255; } } @@ -310,9 +313,9 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) { for (j = 0;j < smax;j++) { - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); } } } @@ -336,7 +339,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) // set to full bright if no light data bl = floatblocklights; - if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata) + if (!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 @@ -350,7 +353,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) 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(&ent->inversematrix, surf); if (surf->cached_dlight) @@ -369,9 +372,12 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) stain = surf->stainsamples; bl = floatblocklights; out = templight; - // deal with lightmap brightness scale - scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8)); - if (ent->model->lightmaprgba) + // this scaling adjusts down 8 bits to account for the stainmap + // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will + // be doubled during rendering to achieve 2x overbright + // (0 = 0.0, 128 = 1.0, 256 = 2.0) + scale = 1.0f / (1 << 16); + if (ent->model->brushq1.lightmaprgba) { stride = (surf->lightmaptexturestride - smax) * 4; for (i = 0;i < tmax;i++, out += stride) @@ -444,7 +450,7 @@ loc0: impact[2] = origin[2] - node->plane->normal[2] * ndist; } - for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++) + for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++) { if (surf->stainsamples) { @@ -532,7 +538,7 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int entity_render_t *ent; model_t *model; vec3_t org; - if (cl.worldmodel == NULL) + if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes) return; fcolor[0] = cr1; fcolor[1] = cg1; @@ -543,7 +549,7 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int fcolor[6] = cb2 - cb1; fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f); - R_StainNode(cl.worldmodel->nodes + cl.worldmodel->hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor); + R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor); // look for embedded bmodels for (n = 0;n < cl_num_brushmodel_entities;n++) @@ -553,10 +559,10 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int if (model && model->name[0] == '*') { Mod_CheckLoaded(model); - if (model->type == mod_brush) + if (model->brushq1.nodes) { Matrix4x4_Transform(&ent->inversematrix, origin, org); - R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, fcolor); + R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor); } } } @@ -701,35 +707,13 @@ static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const return lit; } -// note: this untransforms lights to do the checking -static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh) -{ - int i, l; - const rdlight_t *rd; - vec3_t lightorigin; - const float *v; - for (l = 0;l < r_numdlights;l++) - { - if (dlightbits[l >> 5] & (1 << (l & 31))) - { - rd = &r_dlight[l]; - Matrix4x4_Transform(matrix, rd->origin, lightorigin); - for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3) - if (VectorDistance2(v, lightorigin) < rd->cullradius2) - return true; - } - } - return false; -} - static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; // LordHavoc: HalfLife maps have freaky skypolys... - if (ent->model->ishlbsp) + if (ent->model->brush.ishlbsp) return; if (skyrendernow) @@ -741,7 +725,7 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture R_Mesh_Matrix(&ent->matrix); - GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1); + GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); if (skyrendermasked) { // depth-only (masking) @@ -765,11 +749,8 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture { if (surf->visframe == r_framecount) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + GL_VertexPointer(surf->mesh.data_vertex3f); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); } } qglColorMask(1,1,1,1); @@ -778,16 +759,22 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) { const entity_render_t *ent = calldata1; - const msurface_t *surf = ent->model->surfaces + calldata2; - float f, colorscale; - const surfmesh_t *mesh; + const msurface_t *surf = ent->model->brushq1.surfaces + calldata2; 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) + if (gl_textureshader && r_watershader.value && !fogenabled) + { + 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(1, &tempmatrix); + Matrix4x4_CreateFromQuakeEntity(&tempmatrix, 0, 0, 0, 0, 0, 0, r_watershader.value); + R_Mesh_TextureMatrix(0, &tempmatrix); + } + else 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); @@ -795,7 +782,7 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) } R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); memset(&m, 0, sizeof(m)); texture = surf->texinfo->texture->currentframe; @@ -815,31 +802,46 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); } - m.tex[0] = R_GetTexture(texture->skin.base); - colorscale = r_colorscale; - if (gl_combine.integer) + if (gl_textureshader && r_watershader.value && !fogenabled) { - m.texrgbscale[0] = 4; - colorscale *= 0.25f; + m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]); + m.tex[1] = R_GetTexture(texture->skin.base); } + else + m.tex[0] = R_GetTexture(texture->skin.base); GL_DepthTest(true); - GL_ColorPointer(varray_color4f); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + if (fogenabled) + GL_ColorPointer(varray_color4f); + else + GL_Color(1, 1, 1, alpha); + if (gl_textureshader && r_watershader.value && !fogenabled) + { + 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); + } + + GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f; + m.texcombinergb[1] = GL_REPLACE; + R_Mesh_State_Texture(&m); + if (fogenabled) { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f); - R_FillColors(varray_color4f, mesh->numverts, f, f, f, alpha); - if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT)) - { - 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); + R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha); + RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg); + } + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + + if (gl_textureshader && r_watershader.value && !fogenabled) + { + qglDisable (GL_TEXTURE_SHADER_NV); + GL_ActiveTexture (0); } if (fogenabled) @@ -849,21 +851,19 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) GL_DepthMask(false); GL_DepthTest(true); m.tex[0] = R_GetTexture(texture->skin.fog); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - GL_ColorPointer(varray_color4f); - R_Mesh_State_Texture(&m); - RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + GL_ColorPointer(varray_color4f); + R_Mesh_State_Texture(&m); + RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); } - if (r_waterscroll.value) + if ((gl_textureshader && r_watershader.value && !fogenabled) || r_waterscroll.value) { Matrix4x4_CreateIdentity(&tempmatrix); R_Mesh_TextureMatrix(0, &tempmatrix); + R_Mesh_TextureMatrix(1, &tempmatrix); } } @@ -879,23 +879,22 @@ static void RSurfShader_Water(const entity_render_t *ent, const texture_t *textu if (surf->visframe == r_framecount) { Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces); + R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces); } } } else for (chain = surfchain;(surf = *chain) != NULL;chain++) if (surf->visframe == r_framecount) - RSurfShader_Water_Callback(ent, surf - ent->model->surfaces); + RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces); } static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) { float base, colorscale; - const surfmesh_t *mesh; rmeshstate_t m; float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); memset(&m, 0, sizeof(m)); if (rendertype == SURFRENDER_ADD) { @@ -913,7 +912,7 @@ static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const m GL_DepthMask(true); } m.tex[0] = R_GetTexture(texture->skin.base); - colorscale = r_colorscale; + colorscale = 1; if (gl_combine.integer) { m.texrgbscale[0] = 4; @@ -922,89 +921,125 @@ static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const m base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f); GL_DepthTest(true); GL_ColorPointer(varray_color4f); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + + GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + R_Mesh_State_Texture(&m); + R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha); + if (!(ent->effects & EF_FULLBRIGHT)) { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha); - if (!(ent->effects & EF_FULLBRIGHT)) - { - if (surf->dlightframe == r_framecount) - RSurf_LightSeparate_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); + if (surf->dlightframe == r_framecount) + RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1); + if (surf->flags & SURF_LIGHTMAP) + RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); } + RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); } static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) { - const surfmesh_t *mesh; rmeshstate_t m; float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); m.tex[0] = R_GetTexture(texture->skin.glow); GL_ColorPointer(varray_color4f); - 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_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, r_colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + + GL_VertexPointer(surf->mesh.data_vertex3f); + if (m.tex[0]) + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + R_Mesh_State_Texture(&m); + RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); } static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) { - const surfmesh_t *mesh; rmeshstate_t m; float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); m.tex[0] = R_GetTexture(texture->skin.fog); GL_ColorPointer(varray_color4f); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + + GL_VertexPointer(surf->mesh.data_vertex3f); + if (m.tex[0]) + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + R_Mesh_State_Texture(&m); + RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); +} + +static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +{ + const msurface_t *surf; + rmeshstate_t m; + int lightmaptexturenum; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(texture->skin.base); + m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); + m.texrgbscale[1] = 2; + m.tex[2] = R_GetTexture(texture->skin.detail); + m.texrgbscale[2] = 2; + if (texture->skin.glow) { - GL_VertexPointer(mesh->vertex3f); - if (m.tex[0]) - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, r_colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); + m.tex[3] = R_GetTexture(texture->skin.glow); + m.texcombinergb[3] = GL_ADD; + } + if (r_shadow_realtime_world.integer) + GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); + else + GL_Color(1, 1, 1, 1); + + while((surf = *surfchain++) != NULL) + { + if (surf->visframe == r_framecount) + { + lightmaptexturenum = R_GetTexture(surf->lightmaptexture); + //if (m.tex[1] != lightmaptexturenum) + //{ + m.tex[1] = lightmaptexturenum; + // R_Mesh_State_Texture(&m); + //} + GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f; + m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f; + m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f; + R_Mesh_State_Texture(&m); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + } } } -static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; int lightmaptexturenum; - float cl; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); m.tex[0] = R_GetTexture(texture->skin.base); m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); + m.texrgbscale[1] = 2; m.tex[2] = R_GetTexture(texture->skin.detail); - m.texrgbscale[0] = 1; - m.texrgbscale[1] = 4; m.texrgbscale[2] = 2; - cl = (float) (1 << r_lightmapscalebit) * r_colorscale; - GL_Color(cl, cl, cl, 1); + if (r_shadow_realtime_world.integer) + GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); + else + GL_Color(1, 1, 1, 1); while((surf = *surfchain++) != NULL) { @@ -1016,23 +1051,19 @@ static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render 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); - } + GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f; + m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f; + R_Mesh_State_Texture(&m); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); } } } -static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; int lightmaptexturenum; memset(&m, 0, sizeof(m)); @@ -1041,9 +1072,11 @@ static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent GL_DepthTest(true); m.tex[0] = R_GetTexture(texture->skin.base); m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); - if (gl_combine.integer) - m.texrgbscale[1] = 4; - GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); + m.texrgbscale[1] = 2; + if (r_shadow_realtime_world.integer) + GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); + else + GL_Color(1, 1, 1, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) @@ -1054,14 +1087,11 @@ static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent 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); - } + GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f; + R_Mesh_State_Texture(&m); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); } } } @@ -1069,25 +1099,24 @@ static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_DepthMask(true); GL_DepthTest(true); GL_BlendFunc(GL_ONE, GL_ZERO); m.tex[0] = R_GetTexture(texture->skin.base); - GL_Color(1, 1, 1, 1); + if (r_shadow_realtime_world.integer) + GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); + else + GL_Color(1, 1, 1, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + R_Mesh_State_Texture(&m); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); } } } @@ -1095,17 +1124,14 @@ static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; int lightmaptexturenum; memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_ZERO, GL_SRC_COLOR); + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); GL_DepthMask(false); GL_DepthTest(true); m.tex[0] = R_GetTexture((**surfchain).lightmaptexture); - if (gl_combine.integer) - m.texrgbscale[0] = 4; - GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); + GL_Color(1, 1, 1, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) @@ -1116,52 +1142,10 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, m.tex[0] = lightmaptexturenum; // R_Mesh_State_Texture(&m); //} - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordlightmap2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } - } - } -} - -static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - const surfmesh_t *mesh; - float colorscale; - rmeshstate_t m; - - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(texture->skin.base); - colorscale = r_colorscale; - if (gl_combine.integer) - { - m.texrgbscale[0] = 4; - colorscale *= 0.25f; - } - GL_ColorPointer(varray_color4f); - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount && surf->dlightframe == r_framecount) - { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh)) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_FillColors(varray_color4f, mesh->numverts, 0, 0, 0, 1); - R_Mesh_State_Texture(&m); - RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, colorscale); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } - } + GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f; + R_Mesh_State_Texture(&m); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); } } } @@ -1169,10 +1153,9 @@ static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); @@ -1182,15 +1165,12 @@ static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const te { if (surf->visframe == r_framecount) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - if (m.tex[0]) - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + GL_VertexPointer(surf->mesh.data_vertex3f); + if (m.tex[0]) + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + R_Mesh_State_Texture(&m); + RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); } } } @@ -1198,7 +1178,6 @@ static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const te static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); @@ -1210,13 +1189,10 @@ static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, c { if (surf->visframe == r_framecount) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoorddetail2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f; + R_Mesh_State_Texture(&m); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); } } } @@ -1224,53 +1200,79 @@ static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, c static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); m.tex[0] = R_GetTexture(texture->skin.glow); - GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); + GL_Color(1, 1, 1, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + R_Mesh_State_Texture(&m); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); } } } +/* static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); GL_DepthMask(true); m.tex[0] = R_GetTexture(texture->skin.glow); if (m.tex[0]) - GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); + GL_Color(1, 1, 1, 1); else GL_Color(0, 0, 0, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + R_Mesh_State_Texture(&m); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + } + } +} +*/ + +static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +{ + const msurface_t *surf; + rmeshstate_t m; + int lightmaptexturenum; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture((**surfchain).lightmaptexture); + if (r_shadow_realtime_world.integer) + GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); + else + GL_Color(1, 1, 1, 1); + while((surf = *surfchain++) != NULL) + { + if (surf->visframe == r_framecount) + { + lightmaptexturenum = R_GetTexture(surf->lightmaptexture); + //if (m.tex[0] != lightmaptexturenum) + //{ + m.tex[0] = lightmaptexturenum; + // R_Mesh_State_Texture(&m); + //} + GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f; + R_Mesh_State_Texture(&m); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); } } } @@ -1278,7 +1280,7 @@ static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, c static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2) { const entity_render_t *ent = calldata1; - const msurface_t *surf = ent->model->surfaces + calldata2; + const msurface_t *surf = ent->model->brushq1.surfaces + calldata2; int rendertype; float currentalpha; texture_t *texture; @@ -1289,8 +1291,6 @@ static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0]; currentalpha = ent->alpha; - if (texture->flags & SURF_WATERALPHA) - currentalpha *= r_wateralpha.value; if (ent->effects & EF_ADDITIVE) rendertype = SURFRENDER_ADD; else if (currentalpha < 1 || texture->skin.fog != NULL) @@ -1318,60 +1318,75 @@ static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_ 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 if (r_shadow_realtime_world.integer) + else if (ent->effects & EF_FULLBRIGHT) { - // opaque base lighting - RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain); + RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); + if (r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); + if (texture->skin.glow) + RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); if (fogenabled) RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); } - else if (r_vertexsurfaces.integer) + /* + // opaque base lighting + else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0) { - // opaque vertex shaded from lightmap - for (chain = surfchain;(surf = *chain) != NULL;chain++) - if (surf->visframe == r_framecount) - RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, texture->rendertype, texture->currentalpha); + if (r_ambient.value > 0) + { + } + else + RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain); + if (fogenabled) + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); + } + */ + // opaque lightmapped + else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer) + { + RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain); + if (fogenabled) + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); + } + else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer) + { + RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain); + if (texture->skin.glow) + RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); + if (fogenabled) + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); + } + else if (r_textureunits.integer >= 2 && gl_combine.integer && !gl_lightmaps.integer) + { + RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain); + if (r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); if (texture->skin.glow) - for (chain = surfchain;(surf = *chain) != NULL;chain++) - if (surf->visframe == r_framecount) - RSurfShader_Wall_Pass_Glow(ent, surf, texture, texture->rendertype, texture->currentalpha); + RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); if (fogenabled) - for (chain = surfchain;(surf = *chain) != NULL;chain++) - if (surf->visframe == r_framecount) - RSurfShader_Wall_Pass_Fog(ent, surf, texture, texture->rendertype, texture->currentalpha); + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); } - else + else if (!gl_lightmaps.integer) { - // opaque lightmapped - if (r_textureunits.integer >= 2) - { - if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain); - else - { - RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain); - if (r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); - } - } - else - { - RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); - RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain); - if (r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); - } - if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT)) - RSurfShader_OpaqueWall_Pass_Light(ent, texture, surfchain); + RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); + RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain); + if (r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); if (texture->skin.glow) RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); if (fogenabled) RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); } + else + { + RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain); + if (fogenabled) + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); + } } Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP}; @@ -1396,9 +1411,9 @@ void R_UpdateTextureInfo(entity_render_t *ent) alttextures = ent->frame != 0; texframe = (int)(cl.time * 5.0f); - for (i = 0;i < ent->model->numtextures;i++) + for (i = 0;i < ent->model->brushq1.numtextures;i++) { - t = ent->model->textures + i; + t = ent->model->brushq1.textures + i; t->currentalpha = ent->alpha; if (t->flags & SURF_WATERALPHA) t->currentalpha *= r_wateralpha.value; @@ -1426,31 +1441,30 @@ void R_PrepareSurfaces(entity_render_t *ent) return; model = ent->model; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - numsurfaces = model->nummodelsurfaces; - surfaces = model->surfaces + model->firstmodelsurface; - surfacevisframes = model->surfacevisframes + model->firstmodelsurface; + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, 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->light_ambient != r_ambient.value || model->light_scalebit != r_lightmapscalebit) + if (model->brushq1.light_ambient != r_ambient.value) { - model->light_ambient = r_ambient.value; - model->light_scalebit = r_lightmapscalebit; - for (i = 0;i < model->nummodelsurfaces;i++) - model->surfaces[i + model->firstmodelsurface].cached_dlight = true; + model->brushq1.light_ambient = r_ambient.value; + for (i = 0;i < model->brushq1.nummodelsurfaces;i++) + model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true; } else { - for (i = 0;i < model->light_styles;i++) + for (i = 0;i < model->brushq1.light_styles;i++) { - if (model->light_stylevalue[i] != d_lightstylevalue[model->light_style[i]]) + if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]]) { - model->light_stylevalue[i] = d_lightstylevalue[model->light_style[i]]; - for (surfchain = model->light_styleupdatechains[i];*surfchain;surfchain++) + 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; } } @@ -1477,7 +1491,7 @@ void R_PrepareSurfaces(entity_render_t *ent) { c_faces++; surf->visframe = r_framecount; - if (surf->cached_dlight && surf->lightmaptexture != NULL && !r_vertexsurfaces.integer) + if (surf->cached_dlight && surf->lightmaptexture != NULL) R_BuildLightMap(ent, surf); } } @@ -1491,7 +1505,7 @@ void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains) if (ent->model == NULL) return; R_Mesh_Matrix(&ent->matrix); - for (i = 0, t = ent->model->textures;i < ent->model->numtextures;i++, t++) + 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]); } @@ -1502,7 +1516,7 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2) float *v; rmeshstate_t m; const entity_render_t *ent = calldata1; - const mportal_t *portal = ent->model->portals + calldata2; + 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); @@ -1512,12 +1526,12 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2) memset(&m, 0, sizeof(m)); R_Mesh_State_Texture(&m); - i = portal - ent->model->portals; - GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale, - ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale, - ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale, + 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) + if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0) { for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3) VectorCopy(portal->points[i].position, v); @@ -1528,6 +1542,7 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2) 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; @@ -1535,9 +1550,9 @@ static void R_DrawPortals(entity_render_t *ent) float temp[3], center[3], f; if (ent->model == NULL) return; - for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++) + for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++) { - if ((portal->here->pvsframe == ent->model->pvsframecount || portal->past->pvsframe == ent->model->pvsframecount) && portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) + if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) { VectorClear(temp); for (i = 0;i < portal->numpoints;i++) @@ -1545,7 +1560,7 @@ static void R_DrawPortals(entity_render_t *ent) 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); + R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals); } } } @@ -1565,12 +1580,12 @@ void R_PrepareBrushModel(entity_render_t *ent) if (model == NULL) return; #if WORLDNODECULLBACKFACES - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); #endif - numsurfaces = model->nummodelsurfaces; - surf = model->surfaces + model->firstmodelsurface; - surfacevisframes = model->surfacevisframes + model->firstmodelsurface; - surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface; + numsurfaces = model->brushq1.nummodelsurfaces; + surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface; + surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface; + surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface; for (i = 0;i < numsurfaces;i++, surf++) { #if WORLDNODECULLBACKFACES @@ -1602,11 +1617,11 @@ void R_SurfaceWorldNode (entity_render_t *ent) model = ent->model; if (model == NULL) return; - surfacevisframes = model->surfacevisframes + model->firstmodelsurface; - surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface; + surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface; + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - for (leaf = model->pvsleafchain;leaf;leaf = leaf->pvschain) + for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain) { if (!R_CullBox (leaf->mins, leaf->maxs)) { @@ -1615,10 +1630,10 @@ void R_SurfaceWorldNode (entity_render_t *ent) } } - for (i = 0;i < model->pvssurflistlength;i++) + for (i = 0;i < model->brushq1.pvssurflistlength;i++) { - surfnum = model->pvssurflist[i]; - surf = model->surfaces + surfnum; + surfnum = model->brushq1.pvssurflist[i]; + surf = model->brushq1.surfaces + surfnum; #if WORLDNODECULLBACKFACES if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) { @@ -1654,9 +1669,9 @@ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) // follows portals leading outward from viewleaf, does not venture // offscreen or into leafs that are not visible, faster than Quake's // RecursiveWorldNode - surfaces = ent->model->surfaces; - surfacevisframes = ent->model->surfacevisframes; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + surfaces = ent->model->brushq1.surfaces; + surfacevisframes = ent->model->brushq1.surfacevisframes; + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); viewleaf->worldnodeframe = r_framecount; leafstack[0] = viewleaf; leafstackpos = 1; @@ -1703,7 +1718,7 @@ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) { leaf->worldnodeframe = r_framecount; // FIXME: R_CullBox is absolute, should be done relative - if (leaf->pvsframe == ent->model->pvsframecount && !R_CullBox(leaf->mins, leaf->maxs)) + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) leafstack[leafstackpos++] = leaf; } } @@ -1713,58 +1728,45 @@ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf) { - int i, j, l, c, bits, *surfacepvsframes, *mark; + int j, c, *surfacepvsframes, *mark; mleaf_t *leaf; - qbyte *vis; model_t *model; model = ent->model; - if (model && (model->pvsviewleaf != viewleaf || model->pvsviewleafnovis != r_novis.integer)) + if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer)) { - model->pvsframecount++; - model->pvsviewleaf = viewleaf; - model->pvsviewleafnovis = r_novis.integer; - model->pvsleafchain = NULL; - model->pvssurflistlength = 0; + model->brushq1.pvsframecount++; + model->brushq1.pvsviewleaf = viewleaf; + model->brushq1.pvsviewleafnovis = r_novis.integer; + model->brushq1.pvsleafchain = NULL; + model->brushq1.pvssurflistlength = 0; if (viewleaf) { - surfacepvsframes = model->surfacepvsframes; - vis = model->LeafPVS(model, viewleaf); - for (j = 0;j < model->numleafs;j += 8) + surfacepvsframes = model->brushq1.surfacepvsframes; + for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++) { - bits = *vis++; - if (bits) + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) { - l = model->numleafs - j; - if (l > 8) - l = 8; - for (i = 0;i < l;i++) - { - if (bits & (1 << i)) - { - leaf = &model->leafs[j + i + 1]; - leaf->pvschain = model->pvsleafchain; - model->pvsleafchain = leaf; - leaf->pvsframe = model->pvsframecount; - // mark surfaces bounding this leaf as visible - for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++) - surfacepvsframes[*mark] = model->pvsframecount; - } - } + leaf->pvsframe = model->brushq1.pvsframecount; + leaf->pvschain = model->brushq1.pvsleafchain; + model->brushq1.pvsleafchain = leaf; + // mark surfaces bounding this leaf as visible + for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++) + surfacepvsframes[*mark] = model->brushq1.pvsframecount; } } - model->BuildPVSTextureChains(model); + model->brushq1.BuildPVSTextureChains(model); } } } -void R_WorldVisibility (entity_render_t *ent) +void R_WorldVisibility(entity_render_t *ent) { vec3_t modelorg; mleaf_t *viewleaf; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - viewleaf = ent->model->PointInLeaf(ent->model, modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL; R_PVSUpdate(ent, viewleaf); if (!viewleaf) @@ -1776,34 +1778,44 @@ void R_WorldVisibility (entity_render_t *ent) R_PortalWorldNode (ent, viewleaf); } -void R_DrawWorld (entity_render_t *ent) +void R_DrawWorld(entity_render_t *ent) { if (ent->model == NULL) return; - R_PrepareSurfaces(ent); - R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->pvstexturechains); - R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->pvstexturechains); - if (r_drawportals.integer) - R_DrawPortals(ent); + if (!ent->model->brushq1.num_leafs) + { + if (ent->model->DrawSky) + ent->model->DrawSky(ent); + if (ent->model->Draw) + ent->model->Draw(ent); + } + else + { + R_PrepareSurfaces(ent); + R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains); + R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains); + if (r_drawportals.integer) + R_DrawPortals(ent); + } } -void R_Model_Brush_DrawSky (entity_render_t *ent) +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->pvstexturechains); + R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains); } -void R_Model_Brush_Draw (entity_render_t *ent) +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->pvstexturechains); + R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains); } void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius) @@ -1811,14 +1823,13 @@ void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelighto int i; msurface_t *surf; float projectdistance, f, temp[3], lightradius2; - surfmesh_t *mesh; if (ent->model == NULL) return; R_Mesh_Matrix(&ent->matrix); lightradius2 = lightradius * lightradius; R_UpdateTextureInfo(ent); projectdistance = 1000000000.0f;//lightradius + ent->model->radius; - for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++) + 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) { @@ -1832,48 +1843,18 @@ void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelighto 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); + R_Shadow_Volume(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, lightradius, projectdistance); } } } } -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) - { - 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_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) +void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap) { int surfnum; msurface_t *surf; texture_t *t; float f, lightmins[3], lightmaxs[3]; - surfmesh_t *mesh; if (ent->model == NULL) return; R_Mesh_Matrix(&ent->matrix); @@ -1884,7 +1865,7 @@ void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v lightmaxs[1] = relativelightorigin[1] + lightradius; lightmaxs[2] = relativelightorigin[2] + lightradius; R_UpdateTextureInfo(ent); - for (surfnum = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;surfnum < ent->model->nummodelsurfaces;surfnum++, surf++) + 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)) { @@ -1896,17 +1877,558 @@ void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, 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); - } + R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap); + R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap); } } } } } +void R_DrawCollisionBrush(colbrushf_t *brush) +{ + 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); +} + +void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face) +{ + rmeshstate_t m; + if (!face->num_triangles) + return; + c_faces++; + if (skyrendernow) + { + skyrendernow = false; + 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); + + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); + + GL_VertexPointer(face->data_vertex3f); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + qglColorMask(1,1,1,1); +} + +void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + if (face->texture->skin.glow) + { + m.tex[0] = R_GetTexture(face->texture->skin.glow); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + GL_Color(1, 1, 1, 1); + } + else + GL_Color(0, 0, 0, 1); + R_Mesh_State_Texture(&m); + GL_VertexPointer(face->data_vertex3f); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); +} + +void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->texture->skin.base); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + m.tex[1] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[1] = face->data_texcoordlightmap2f; + m.texrgbscale[1] = 2; + GL_Color(1, 1, 1, 1); + R_Mesh_State_Texture(&m); + GL_VertexPointer(face->data_vertex3f); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); +} + +void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->texture->skin.base); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + GL_Color(1, 1, 1, 1); + R_Mesh_State_Texture(&m); + GL_VertexPointer(face->data_vertex3f); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); +} + +void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_DepthMask(false); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[0] = face->data_texcoordlightmap2f; + GL_Color(1, 1, 1, 1); + R_Mesh_State_Texture(&m); + GL_VertexPointer(face->data_vertex3f); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); +} + +void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[0] = face->data_texcoordlightmap2f; + if (r_shadow_realtime_world.integer) + GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); + else + GL_Color(1, 1, 1, 1); + R_Mesh_State_Texture(&m); + GL_VertexPointer(face->data_vertex3f); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); +} + +void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + if (face->texture->skin.glow) + { + m.tex[0] = R_GetTexture(face->texture->skin.glow); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + GL_Color(1, 1, 1, 1); + } + else + GL_Color(0, 0, 0, 1); + R_Mesh_State_Texture(&m); + GL_VertexPointer(face->data_vertex3f); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); +} + +void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face) +{ + int i; + float mul; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->texture->skin.base); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + mul = 2.0f; + if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1) + mul *= r_shadow_realtime_world_lightmaps.value; + if (mul == 2 && gl_combine.integer) + { + m.texrgbscale[0] = 2; + GL_ColorPointer(face->data_color4f); + } + else if (mul == 1) + GL_ColorPointer(face->data_color4f); + else + { + for (i = 0;i < face->num_vertices;i++) + { + varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul; + varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul; + varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul; + varray_color4f[i*4+3] = face->data_color4f[i*4+3]; + } + GL_ColorPointer(varray_color4f); + } + R_Mesh_State_Texture(&m); + GL_VertexPointer(face->data_vertex3f); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); +} + +void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face) +{ + int i; + float mul; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + R_Mesh_State_Texture(&m); + mul = 2.0f; + if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1) + mul *= r_shadow_realtime_world_lightmaps.value; + if (mul == 1) + GL_ColorPointer(face->data_color4f); + else + { + for (i = 0;i < face->num_vertices;i++) + { + varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f; + varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f; + varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f; + varray_color4f[i*4+3] = face->data_color4f[i*4+3]; + } + GL_ColorPointer(varray_color4f); + } + GL_VertexPointer(face->data_vertex3f); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); +} + +void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->texture->skin.base); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1); + R_Mesh_State_Texture(&m); + GL_VertexPointer(face->data_vertex3f); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); +} + +void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber) +{ + const entity_render_t *ent = voident; + q3mface_t *face = ent->model->brushq3.data_faces + facenumber; + rmeshstate_t m; + R_Mesh_Matrix(&ent->matrix); + memset(&m, 0, sizeof(m)); + if (ent->effects & EF_ADDITIVE) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + else + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->texture->skin.base); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + // 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(face->lightmaptexture); + m.pointer_texcoord[1] = face->data_texcoordlightmap2f; + GL_Color(1, 1, 1, ent->alpha); + } + else + { + if (ent->alpha == 1) + GL_ColorPointer(face->data_color4f); + else + { + int i; + for (i = 0;i < face->num_vertices;i++) + { + varray_color4f[i*4+0] = face->data_color4f[i*4+0]; + varray_color4f[i*4+1] = face->data_color4f[i*4+1]; + varray_color4f[i*4+2] = face->data_color4f[i*4+2]; + varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha; + } + GL_ColorPointer(varray_color4f); + } + } + } + else + { + int i; + for (i = 0;i < face->num_vertices;i++) + { + varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f; + varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f; + varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f; + varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha; + } + GL_ColorPointer(varray_color4f); + } + R_Mesh_State_Texture(&m); + GL_VertexPointer(face->data_vertex3f); + qglDisable(GL_CULL_FACE); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + qglEnable(GL_CULL_FACE); +} + +void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face) +{ + if (!face->num_triangles) + return; + if (face->texture->surfaceparms) + { + if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) + return; + } + c_faces++; + face->visframe = r_framecount; + if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE)) + { + vec3_t facecenter, center; + facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f; + facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f; + facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f; + Matrix4x4_Transform(&ent->matrix, facecenter, center); + R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces); + return; + } + R_Mesh_Matrix(&ent->matrix); + if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0) + R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face); + else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer) + { + R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face); + if (face->texture->skin.glow) + R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face); + } + else if (face->lightmaptexture) + { + if (gl_lightmaps.integer) + R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face); + else + { + if (r_textureunits.integer >= 2 && gl_combine.integer) + R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face); + else + { + R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face); + R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face); + } + if (face->texture->skin.glow) + R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face); + } + } + else + { + if (gl_lightmaps.integer) + R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face); + else + { + R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face); + if (face->texture->skin.glow) + R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face); + } + } + if (r_ambient.value) + R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face); +} + +void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe) +{ + int i; + q3mleaf_t *leaf; + for (;;) + { + if (R_CullBox(node->mins, node->maxs)) + return; + if (!node->plane) + break; + c_nodes++; + R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe); + node = node->children[1]; + } + leaf = (q3mleaf_t *)node; + if (CHECKPVSBIT(pvs, leaf->clusterindex)) + { + c_leafs++; + for (i = 0;i < leaf->numleaffaces;i++) + leaf->firstleafface[i]->markframe = markframe; + } +} + +// FIXME: num_leafs needs to be recalculated at load time to include only +// node-referenced leafs, as some maps are incorrectly compiled with leafs for +// the submodels (which would render the submodels occasionally, as part of +// the world - not good) +void R_Q3BSP_MarkLeafPVS(entity_render_t *ent, qbyte *pvs, int markframe) +{ + int i, j; + q3mleaf_t *leaf; + for (j = 0, leaf = ent->model->brushq3.data_leafs;j < ent->model->brushq3.num_leafs;j++, leaf++) + { + if (CHECKPVSBIT(pvs, leaf->clusterindex)) + { + c_leafs++; + for (i = 0;i < leaf->numleaffaces;i++) + leaf->firstleafface[i]->markframe = markframe; + } + } +} + +static int r_q3bsp_framecount = -1; + +void R_Q3BSP_DrawSky(entity_render_t *ent) +{ + int i; + q3mface_t *face; + vec3_t modelorg; + model_t *model; + qbyte *pvs; + R_Mesh_Matrix(&ent->matrix); + model = ent->model; + if (r_drawcollisionbrushes.integer < 2) + { + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) + { + if (r_q3bsp_framecount != r_framecount) + { + r_q3bsp_framecount = r_framecount; + R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount); + //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount); + } + for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) + if (face->markframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs)) + R_Q3BSP_DrawSkyFace(ent, face); + } + else + for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) + if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY)) + R_Q3BSP_DrawSkyFace(ent, face); + } +} + +void R_Q3BSP_Draw(entity_render_t *ent) +{ + int i; + q3mface_t *face; + vec3_t modelorg; + model_t *model; + qbyte *pvs; + R_Mesh_Matrix(&ent->matrix); + model = ent->model; + if (r_drawcollisionbrushes.integer < 2) + { + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) + { + if (r_q3bsp_framecount != r_framecount) + { + r_q3bsp_framecount = r_framecount; + R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount); + //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount); + } + for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) + if (face->markframe == r_framecount && !R_CullBox(face->mins, face->maxs)) + R_Q3BSP_DrawFace(ent, face); + } + else + for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) + R_Q3BSP_DrawFace(ent, face); + } + if (r_drawcollisionbrushes.integer >= 1) + { + 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); + qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value); + for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++) + if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles) + R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf); + qglPolygonOffset(0, 0); + } +} + +void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius) +{ + 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_vieworigin, 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->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance); + } +} + +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_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap) +{ + if ((face->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || !face->num_triangles) + return; + R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap); + R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap); +} + +void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap) +{ + int 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_vieworigin, 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_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap); + } +} + static void gl_surf_start(void) { } @@ -1927,13 +2449,14 @@ void GL_Surf_Init(void) dlightdivtable[i] = 4194304 / (i << 7); Cvar_RegisterVariable(&r_ambient); - Cvar_RegisterVariable(&r_vertexsurfaces); - Cvar_RegisterVariable(&r_dlightmap); Cvar_RegisterVariable(&r_drawportals); Cvar_RegisterVariable(&r_testvis); Cvar_RegisterVariable(&r_floatbuildlightmap); Cvar_RegisterVariable(&r_detailtextures); Cvar_RegisterVariable(&r_surfaceworldnode); + Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor); + Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset); + Cvar_RegisterVariable(&gl_lightmaps); R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }