X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=f33bd315ab773fcb5af9d3b9c30dc4d7e9fb7a4c;hp=a9a6cb55ae91d9049143fbe093a58cd1c0b41c2e;hb=ada6778a14d4ccecf7d2de73aa7816865d297399;hpb=32d73f2e1ef4c7f22b283c21c99eaf6abf223304 diff --git a/gl_rsurf.c b/gl_rsurf.c index a9a6cb55..f33bd315 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -31,13 +31,22 @@ 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_drawportals = {0, "r_drawportals", "0"}; cvar_t r_testvis = {0, "r_testvis", "0"}; cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"}; +cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; +cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"}; +cvar_t r_cullsurface = {0, "r_cullsurface", "0"}; static int dlightdivtable[32768]; -static int R_IntAddDynamicLights (msurface_t *surf) +// variables used by R_PVSUpdate +int r_pvsframecount = 0; +mleaf_t *r_pvsviewleaf = NULL; +int r_pvsviewleafnovis = 0; +msurface_t *r_pvsfirstsurface = NULL; + +static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) { int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract; unsigned int *bl; @@ -61,7 +70,7 @@ static int R_IntAddDynamicLights (msurface_t *surf) if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) continue; // not lit by this light - softwareuntransform(r_dlight[lnum].origin, local); + Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local); dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; // for comparisons to minimum acceptable light @@ -104,7 +113,7 @@ static int R_IntAddDynamicLights (msurface_t *surf) red = r_dlight[lnum].light[0]; green = r_dlight[lnum].light[1]; blue = r_dlight[lnum].light[2]; - subtract = (int) (r_dlight[lnum].lightsubtract * 4194304.0f); + subtract = (int) (r_dlight[lnum].subtract * 4194304.0f); bl = intblocklights; i = impactt; @@ -122,9 +131,9 @@ static int R_IntAddDynamicLights (msurface_t *surf) k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract; if (k > 0) { - bl[0] += (red * k) >> 8; - bl[1] += (green * k) >> 8; - bl[2] += (blue * k) >> 8; + bl[0] += (red * k) >> 7; + bl[1] += (green * k) >> 7; + bl[2] += (blue * k) >> 7; lit = true; } } @@ -138,7 +147,7 @@ static int R_IntAddDynamicLights (msurface_t *surf) return lit; } -static int R_FloatAddDynamicLights (msurface_t *surf) +static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) { int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt; float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract; @@ -154,7 +163,7 @@ static int R_FloatAddDynamicLights (msurface_t *surf) if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) continue; // not lit by this light - softwareuntransform(r_dlight[lnum].origin, local); + Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local); dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; // for comparisons to minimum acceptable light @@ -197,7 +206,7 @@ static int R_FloatAddDynamicLights (msurface_t *surf) red = r_dlight[lnum].light[0]; green = r_dlight[lnum].light[1]; blue = r_dlight[lnum].light[2]; - subtract = r_dlight[lnum].lightsubtract * 16384.0f; + subtract = r_dlight[lnum].subtract * 32768.0f; bl = floatblocklights; td1 = impactt; @@ -212,7 +221,7 @@ static int R_FloatAddDynamicLights (msurface_t *surf) { if (sdtable[s] < maxdist2) { - k = (16384.0f / (sdtable[s] + td)) - subtract; + k = (32768.0f / (sdtable[s] + td)) - subtract; bl[0] += red * k; bl[1] += green * k; bl[2] += blue * k; @@ -235,7 +244,7 @@ R_BuildLightMap Combine and scale multiple lightmaps into the 8.8 format in blocklights =============== */ -static void R_BuildLightMap (msurface_t *surf, int dlightchanged) +static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int dlightchanged) { if (!r_floatbuildlightmap.integer) { @@ -260,7 +269,7 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged) // set to full bright if no light data bl = intblocklights; - if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata) + if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata) { for (i = 0;i < size3;i++) bl[i] = 255*256; @@ -279,7 +288,7 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged) if (surf->dlightframe == r_framecount && r_dlightmap.integer) { - surf->cached_dlight = R_IntAddDynamicLights(surf); + surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf); if (surf->cached_dlight) c_light_polys++; else if (dlightchanged) @@ -301,7 +310,7 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged) out = templight; // deal with lightmap brightness scale shift = 7 + lightscalebit + 8; - if (currentrenderentity->model->lightmaprgba) + if (ent->model->lightmaprgba) { stride = (surf->lightmaptexturestride - smax) * 4; for (i = 0;i < tmax;i++, out += stride) @@ -354,7 +363,7 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged) // set to full bright if no light data bl = floatblocklights; - if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata) + if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata) j = 255*256; else j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style @@ -370,7 +379,7 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged) if (surf->dlightframe == r_framecount && r_dlightmap.integer) { - surf->cached_dlight = R_FloatAddDynamicLights(surf); + surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf); if (surf->cached_dlight) c_light_polys++; else if (dlightchanged) @@ -391,7 +400,7 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged) out = templight; // deal with lightmap brightness scale scale = 1.0f / (1 << (7 + lightscalebit + 8)); - if (currentrenderentity->model->lightmaprgba) + if (ent->model->lightmaprgba) { stride = (surf->lightmaptexturestride - smax) * 4; for (i = 0;i < tmax;i++, out += stride) @@ -439,8 +448,8 @@ void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, in // for comparisons to minimum acceptable light - // compensate for 4096 offset - maxdist = radius * radius + 4096; + // compensate for 256 offset + maxdist = radius * radius + 256.0f; // clamp radius to avoid exceeding 32768 entry division table if (maxdist > 4194304) @@ -463,8 +472,7 @@ loc0: goto loc0; } - dist2 = ndist * ndist; - dist2 += 4096.0f; + dist2 = ndist * ndist + 256.0f; if (dist2 < maxdist) { maxdist3 = maxdist - dist2; @@ -587,8 +595,8 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i icolor[7] = ca2; model = cl.worldmodel; - softwaretransformidentity(); - R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor); + if (model) + R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor); // look for embedded bmodels for (n = 0;n < cl_num_brushmodel_entities;n++) @@ -600,8 +608,7 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i Mod_CheckLoaded(model); if (model->type == mod_brush) { - softwaretransformforentity(ent); - softwareuntransform(origin, org); + Matrix4x4_Transform(&ent->inversematrix, origin, org); R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, icolor); } } @@ -617,226 +624,136 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i ============================================================= */ - -static float turbsin[256] = -{ - #include "gl_warp_sin.h" -}; -#define TURBSCALE (256.0 / (2 * M_PI)) - -// only need to hold as many verts as the mesh splitter will allow in model_brush.c -#define MAX_SURFVERTS 3072 -typedef struct -{ - float v[4]; - float st[2]; - float uv[2]; - float c[4]; -} -surfvert_t; -static surfvert_t svert[MAX_SURFVERTS]; // used by the following functions - -static void RSurfShader_Sky(msurface_t *firstsurf) +static void RSurf_AddLightmapToVertexColors(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles) { - msurface_t *surf; int i; - float number, length, dir[3], speedscale; - surfvertex_t *v; - surfvert_t *sv; - surfmesh_t *mesh; - rmeshinfo_t m; - - // LordHavoc: HalfLife maps have freaky skypolys... - if (currentrenderentity->model->ishlbsp) - return; - - if (skyrendermasked) + float scale; + const qbyte *lm; + if (styles[0] != 255) { - if (skyrendernow) - { - skyrendernow = false; - R_Sky(); - } - for (surf = firstsurf;surf;surf = surf->chain) + for (i = 0;i < numverts;i++, c += 4) { - // draw depth-only polys - memset(&m, 0, sizeof(m)); - m.transparent = false; - m.blendfunc1 = GL_ZERO; - m.blendfunc2 = GL_ONE; - m.depthwrite = true; - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + lm = samples + lightmapoffsets[i]; + scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (styles[1] != 255) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - m.index = mesh->index; - if (softwaretransform_complexity) - { - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - softwaretransform(v->v, sv->v); - } - else + lm += size3; + scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (styles[2] != 255) { - m.vertex = &mesh->vertex[0].v[0]; - m.vertexstep = sizeof(surfvertex_t); + lm += size3; + scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (styles[3] != 255) + { + lm += size3; + scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + } } - R_Mesh_Draw(&m); } } } - else if (skyrenderglquake) +} + +static void RSurf_FogColors(const float *v, float *c, float colorscale, int numverts, const float *modelorg) +{ + int i; + float diff[3], f; + if (fogenabled) { - for (surf = firstsurf;surf;surf = surf->chain) + for (i = 0;i < numverts;i++, v += 4, c += 4) { - memset(&m, 0, sizeof(m)); - m.transparent = false; - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - m.cr = 1; - m.cg = 1; - m.cb = 1; - m.ca = 1; - m.tex[0] = R_GetTexture(solidskytexture); - m.texcoords[0] = &svert[0].st[0]; - m.texcoordstep[0] = sizeof(surfvert_t); - speedscale = cl.time * (8.0/128.0); - speedscale -= (int)speedscale; - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - m.index = mesh->index; - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - { - softwaretransform(v->v, sv->v); - VectorSubtract (sv->v, r_origin, dir); - // flatten the sphere - dir[2] *= 3; - - number = DotProduct(dir, dir); - #if SLOWMATH - length = 3.0f / sqrt(number); - #else - *((int *)&length) = 0x5f3759df - ((* (int *) &number) >> 1); - length = 3.0f * (length * (1.5f - (number * 0.5f * length * length))); - #endif - - sv->st[0] = speedscale + dir[0] * length; - sv->st[1] = speedscale + dir[1] * length; - } - R_Mesh_Draw(&m); - } + VectorSubtract(v, modelorg, diff); + f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff))); + VectorScale(c, f, c); } } - else + else if (colorscale != 1) + for (i = 0;i < numverts;i++, c += 4) + VectorScale(c, colorscale, c); +} + +static void RSurf_FoggedColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg) +{ + int i; + float diff[3], f; + r *= colorscale; + g *= colorscale; + b *= colorscale; + if (fogenabled) { - for (surf = firstsurf;surf;surf = surf->chain) + for (i = 0;i < numverts;i++, v += 4, c += 4) { - // flat color - memset(&m, 0, sizeof(m)); - m.transparent = false; - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - m.cr = fogcolor[0]; - m.cg = fogcolor[1]; - m.cb = fogcolor[2]; - m.ca = 1; - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - m.index = mesh->index; - if (softwaretransform_complexity) - { - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - softwaretransform(v->v, sv->v); - } - else - { - m.vertex = &mesh->vertex[0].v[0]; - m.vertexstep = sizeof(surfvertex_t); - } - R_Mesh_Draw(&m); - } + 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; } } - if (skyrenderglquake) + else { - for (surf = firstsurf;surf;surf = surf->chain) + for (i = 0;i < numverts;i++, c += 4) { - memset(&m, 0, sizeof(m)); - m.transparent = false; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - m.cr = 1; - m.cg = 1; - m.cb = 1; - m.ca = 1; - m.tex[0] = R_GetTexture(alphaskytexture); - m.texcoords[0] = &svert[0].st[0]; - m.texcoordstep[0] = sizeof(surfvert_t); - speedscale = cl.time * (16.0/128.0); - speedscale -= (int)speedscale; - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - m.index = mesh->index; - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - { - softwaretransform(v->v, sv->v); - VectorSubtract (sv->v, r_origin, dir); - // flatten the sphere - dir[2] *= 3; - - number = DotProduct(dir, dir); - #if SLOWMATH - length = 3.0f / sqrt(number); - #else - *((int *)&length) = 0x5f3759df - ((* (int *) &number) >> 1); - length = 3.0f * (length * (1.5f - (number * 0.5f * length * length))); - #endif - - sv->st[0] = speedscale + dir[0] * length; - sv->st[1] = speedscale + dir[1] * length; - } - R_Mesh_Draw(&m); - } + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = a; } } } -static int RSurf_Light(int *dlightbits, int numverts) +static void RSurf_FogPassColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg) +{ + int i; + float diff[3], f; + r *= colorscale; + g *= colorscale; + b *= colorscale; + for (i = 0;i < numverts;i++, v += 4, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = exp(fogdensity/DotProduct(diff, diff)); + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = a * f; + } +} + +static void RSurf_ScaleColors(float *c, float scale, int numverts) { - float f; - int i, l, lit = false; - rdlight_t *rd; - vec3_t lightorigin; - surfvert_t *sv; + int i; + if (scale != 1) + for (i = 0;i < numverts;i++, c += 4) + VectorScale(c, scale, c); +} + +static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color) +{ + float f; + const float *v; + float *c; + int i, l, lit = false; + const rdlight_t *rd; + vec3_t lightorigin; for (l = 0;l < r_numdlights;l++) { if (dlightbits[l >> 5] & (1 << (l & 31))) { rd = &r_dlight[l]; - // FIXME: support softwareuntransform here and make bmodels use hardware transform? - VectorCopy(rd->origin, lightorigin); - for (i = 0, sv = svert;i < numverts;i++, sv++) + Matrix4x4_Transform(matrix, rd->origin, lightorigin); + for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4) { - f = VectorDistance2(sv->v, lightorigin) + LIGHTOFFSET; + f = VectorDistance2(v, lightorigin) + LIGHTOFFSET; if (f < rd->cullradius2) { - f = (1.0f / f) - rd->lightsubtract; - sv->c[0] += rd->light[0] * f; - sv->c[1] += rd->light[1] * f; - sv->c[2] += rd->light[2] * f; + f = (1.0f / f) - rd->subtract; + VectorMA(c, f, rd->light, c); lit = true; } } @@ -845,1135 +762,691 @@ static int RSurf_Light(int *dlightbits, int numverts) return lit; } -static void RSurfShader_Water_Pass_Base(msurface_t *surf) +// note: this untransforms lights to do the checking, +// and takes surf->mesh->verts data +static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh) { - int i; - float diff[3], alpha, ifog; - surfvertex_t *v; - surfvert_t *sv; - surfmesh_t *mesh; - rmeshinfo_t m; - alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value); - - memset(&m, 0, sizeof(m)); - if (alpha != 1 || surf->currenttexture->fogtexture != NULL) - { - m.transparent = true; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - } - else - { - m.transparent = false; - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - } - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - m.color = &svert[0].c[0]; - m.colorstep = sizeof(surfvert_t); - m.tex[0] = R_GetTexture(surf->currenttexture->texture); - m.texcoords[0] = &svert[0].st[0]; - m.texcoordstep[0] = sizeof(surfvert_t); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + int i, l; + const rdlight_t *rd; + vec3_t lightorigin; + const float *v; + for (l = 0;l < r_numdlights;l++) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - m.index = mesh->index; - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - { - softwaretransform(v->v, sv->v); - if (r_waterripple.value) - sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255]; - if (surf->flags & SURF_DRAWFULLBRIGHT) - { - sv->c[0] = 1; - sv->c[1] = 1; - sv->c[2] = 1; - sv->c[3] = alpha; - } - else - { - sv->c[0] = 0.5f; - sv->c[1] = 0.5f; - sv->c[2] = 0.5f; - sv->c[3] = alpha; - } - sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); - sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); - } - if (surf->dlightframe == r_framecount && !(surf->flags & SURF_DRAWFULLBRIGHT)) - RSurf_Light(surf->dlightbits, m.numverts); - if (fogenabled && (surf->flags & SURF_DRAWNOALPHA)) + if (dlightbits[l >> 5] & (1 << (l & 31))) { - for (i = 0, sv = svert;i < m.numverts;i++, sv++) - { - VectorSubtract(sv->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] *= ifog; - sv->c[1] *= ifog; - sv->c[2] *= ifog; - } + rd = &r_dlight[l]; + Matrix4x4_Transform(matrix, rd->origin, lightorigin); + for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4) + if (VectorDistance2(v, lightorigin) < rd->cullradius2) + return true; } - R_Mesh_Draw(&m); } + return false; } -static void RSurfShader_Water_Pass_Glow(msurface_t *surf) +static void RSurfShader_Sky(const entity_render_t *ent, const msurface_t *firstsurf) { - int i; - float diff[3], alpha, ifog; - surfvertex_t *v; - surfvert_t *sv; - surfmesh_t *mesh; - rmeshinfo_t m; - alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value); + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; - memset(&m, 0, sizeof(m)); - m.transparent = alpha != 1 || surf->currenttexture->fogtexture != NULL; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - m.cr = 1; - m.cg = 1; - m.cb = 1; - m.ca = alpha; - m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture); - m.texcoords[0] = &svert[0].st[0]; - m.texcoordstep[0] = sizeof(surfvert_t); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + // LordHavoc: HalfLife maps have freaky skypolys... + if (ent->model->ishlbsp) + return; + + if (skyrendernow) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - m.index = mesh->index; - if (fogenabled) - { - m.color = &svert[0].c[0]; - m.colorstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - { - softwaretransform(v->v, sv->v); - if (r_waterripple.value) - sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255]; - sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); - sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); - VectorSubtract(sv->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] = m.cr * ifog; - sv->c[1] = m.cg * ifog; - sv->c[2] = m.cb * ifog; - sv->c[3] = m.ca; - } - } - else - { - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - { - softwaretransform(v->v, sv->v); - if (r_waterripple.value) - sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255]; - sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); - sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); - } - } - R_Mesh_Draw(&m); + skyrendernow = false; + if (skyrendermasked) + R_Sky(); } -} -static void RSurfShader_Water_Pass_Fog(msurface_t *surf) -{ - int i; - float alpha; - surfvertex_t *v; - surfvert_t *sv; - surfmesh_t *mesh; - rmeshinfo_t m; - vec3_t diff; - alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value); + R_Mesh_Matrix(&ent->matrix); + // draw depth-only polys memset(&m, 0, sizeof(m)); - m.transparent = alpha != 1 || surf->currenttexture->fogtexture != NULL; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - m.color = &svert[0].c[0]; - m.colorstep = sizeof(surfvert_t); - m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture); - m.texcoords[0] = &svert[0].st[0]; - m.texcoordstep[0] = sizeof(surfvert_t); - - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + if (skyrendermasked) + { + m.blendfunc1 = GL_ZERO; + m.blendfunc2 = GL_ONE; + } + else + { + // fog sky + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + } + m.wantoverbright = false; + m.depthwrite = true; + R_Mesh_State(&m); + for (surf = firstsurf;surf;surf = surf->chain) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - m.index = mesh->index; - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - softwaretransform(v->v, sv->v); - if (r_waterripple.value) - sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255]; - if (m.tex[0]) - { - sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); - sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); - } - VectorSubtract(sv->v, r_origin, diff); - sv->c[0] = fogcolor[0]; - sv->c[1] = fogcolor[1]; - sv->c[2] = fogcolor[2]; - sv->c[3] = alpha * exp(fogdensity/DotProduct(diff, diff)); + R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles); + memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3])); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + if (skyrendermasked) + memset(varray_color, 0, mesh->numverts * sizeof(float[4])); + else + R_FillColors(varray_color, mesh->numverts, fogcolor[0] * mesh_colorscale, fogcolor[1] * mesh_colorscale, fogcolor[2] * mesh_colorscale, 1); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles); } - R_Mesh_Draw(&m); } } -static void RSurfShader_Water(msurface_t *firstsurf) +static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) { - msurface_t *surf; - for (surf = firstsurf;surf;surf = surf->chain) - RSurfShader_Water_Pass_Base(surf); - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->glowtexture) - RSurfShader_Water_Pass_Glow(surf); - if (fogenabled) - for (surf = firstsurf;surf;surf = surf->chain) - RSurfShader_Water_Pass_Fog(surf); -} + const entity_render_t *ent = calldata1; + const msurface_t *surf = ent->model->surfaces + calldata2; + float f; + const surfmesh_t *mesh; + rmeshstate_t m; + float alpha = ent->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value); + float modelorg[3]; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); -static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *surf) -{ - int i; - float diff[3], ifog; - surfvertex_t *v; - surfvert_t *sv; - surfmesh_t *mesh; - rmeshinfo_t m; + R_Mesh_Matrix(&ent->matrix); memset(&m, 0, sizeof(m)); - if (currentrenderentity->effects & EF_ADDITIVE) + if (ent->effects & EF_ADDITIVE) { - m.transparent = true; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; } - else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1) + else if (surf->currenttexture->fogtexture != NULL || alpha < 1) { - m.transparent = true; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } else { - m.transparent = false; m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; } - m.cr = m.cg = m.cb = (float) (1 << lightscalebit); - m.ca = currentrenderentity->alpha; + m.wantoverbright = true; m.tex[0] = R_GetTexture(surf->currenttexture->texture); - m.tex[1] = R_GetTexture(surf->lightmaptexture); - m.texcoordstep[0] = sizeof(surfvertex_t); - m.texcoordstep[1] = sizeof(surfvertex_t); + R_Mesh_State(&m); for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - m.index = mesh->index; - m.texcoords[0] = &mesh->vertex->st[0]; - m.texcoords[1] = &mesh->vertex->uv[0]; - if (fogenabled) - { - m.color = &svert[0].c[0]; - m.colorstep = sizeof(surfvert_t); - if (softwaretransform_complexity) - { - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - { - softwaretransform(v->v, sv->v); - VectorSubtract(sv->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] = m.cr * ifog; - sv->c[1] = m.cg * ifog; - sv->c[2] = m.cb * ifog; - sv->c[3] = m.ca; - } - } - else - { - m.vertex = &mesh->vertex->v[0]; - m.vertexstep = sizeof(surfvertex_t); - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - { - VectorSubtract(v->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] = m.cr * ifog; - sv->c[1] = m.cg * ifog; - sv->c[2] = m.cb * ifog; - sv->c[3] = m.ca; - } - } - } - else + R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles); + memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3])); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); + f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f); + R_FillColors(varray_color, mesh->numverts, f, f, f, alpha); + if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT)) { - if (softwaretransform_complexity) - { - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - softwaretransform(v->v, sv->v); - } - else - { - m.vertex = &mesh->vertex->v[0]; - m.vertexstep = sizeof(surfvertex_t); - } + if (surf->dlightframe == r_framecount) + RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color); + if (surf->flags & SURF_LIGHTMAP) + RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); } - R_Mesh_Draw(&m); + RSurf_FogColors(varray_vertex, varray_color, mesh_colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles); } -} -static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *surf) -{ - int i; - surfvertex_t *v; - surfvert_t *sv; - surfmesh_t *mesh; - rmeshinfo_t m; - - memset(&m, 0, sizeof(m)); - m.transparent = false; - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - m.cr = m.cg = m.cb = (float) (1 << v_overbrightbits.integer); - m.ca = 1; - m.tex[0] = R_GetTexture(surf->currenttexture->texture); - m.texcoordstep[0] = sizeof(surfvertex_t); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + if (fogenabled) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - m.index = mesh->index; - m.texcoords[0] = &mesh->vertex->st[0]; - if (softwaretransform_complexity) - { - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - softwaretransform(v->v, sv->v); - } - else + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.wantoverbright = false; + m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture); + R_Mesh_State(&m); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - m.vertex = &mesh->vertex->v[0]; - m.vertexstep = sizeof(surfvertex_t); + R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles); + memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3])); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + if (m.tex[0]) + memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); + RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], alpha, mesh_colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles); } - R_Mesh_Draw(&m); } } -static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf) +static void RSurfShader_Water(const entity_render_t *ent, const msurface_t *firstsurf) { - int i; - float diff[3], ifog; - surfvertex_t *v; - surfvert_t *sv; - surfmesh_t *mesh; - rmeshinfo_t m; - - memset(&m, 0, sizeof(m)); - m.transparent = false; - m.blendfunc1 = GL_ZERO; - m.blendfunc2 = GL_SRC_COLOR; - m.cr = m.cg = m.cb = (float) (1 << v_overbrightbits.integer); - m.ca = 1; - m.tex[0] = R_GetTexture(surf->lightmaptexture); - m.texcoordstep[0] = sizeof(surfvertex_t); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + const msurface_t *surf; + vec3_t center; + for (surf = firstsurf;surf;surf = surf->chain) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - m.index = mesh->index; - m.texcoords[0] = &mesh->vertex->uv[0]; - if (fogenabled) + if ((r_wateralpha.value < 1 && !(surf->flags & SURF_DRAWNOALPHA)) || ent->effects & EF_ADDITIVE || surf->currenttexture->fogtexture) { - m.color = &svert[0].c[0]; - m.colorstep = sizeof(surfvert_t); - if (softwaretransform_complexity) - { - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - { - softwaretransform(v->v, sv->v); - VectorSubtract(sv->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] = m.cr * ifog; - sv->c[1] = m.cg * ifog; - sv->c[2] = m.cb * ifog; - sv->c[3] = m.ca; - } - } - else - { - m.vertex = &mesh->vertex->v[0]; - m.vertexstep = sizeof(surfvertex_t); - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - { - VectorSubtract(v->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] = m.cr * ifog; - sv->c[1] = m.cg * ifog; - sv->c[2] = m.cb * ifog; - sv->c[3] = m.ca; - } - } + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces); } else - { - if (softwaretransform_complexity) - { - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - softwaretransform(v->v, sv->v); - } - else - { - m.vertex = &mesh->vertex->v[0]; - m.vertexstep = sizeof(surfvertex_t); - } - } - R_Mesh_Draw(&m); + RSurfShader_Water_Callback(ent, surf - ent->model->surfaces); } } -static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf) +static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf) { - int i, size3; - float c[3], base[3], scale, diff[3], ifog; - surfvertex_t *v; - surfvert_t *sv; - surfmesh_t *mesh; - rmeshinfo_t m; - qbyte *lm; - - size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3; - - base[0] = base[1] = base[2] = r_ambient.value * (1.0f / 128.0f); - + float base; + const surfmesh_t *mesh; + rmeshstate_t m; + float modelorg[3]; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); memset(&m, 0, sizeof(m)); - if (currentrenderentity->effects & EF_ADDITIVE) + if (ent->effects & EF_ADDITIVE) { - m.transparent = true; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; } - else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1) + else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1) { - m.transparent = true; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } else { - m.transparent = false; m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; } - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - m.color = &svert[0].c[0]; - m.colorstep = sizeof(surfvert_t); + m.wantoverbright = true; m.tex[0] = R_GetTexture(surf->currenttexture->texture); - m.texcoordstep[0] = sizeof(surfvertex_t); + base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f); + R_Mesh_State(&m); for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - m.index = mesh->index; - m.texcoords[0] = &mesh->vertex->st[0]; - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - { - softwaretransform(v->v, sv->v); - VectorCopy(base, c); - if (surf->styles[0] != 255) - { - lm = surf->samples + v->lightmapoffset; - scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surf->styles[1] != 255) - { - lm += size3; - scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surf->styles[2] != 255) - { - lm += size3; - scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surf->styles[3] != 255) - { - lm += size3; - scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - } - } - } - } - sv->c[0] = c[0]; - sv->c[1] = c[1]; - sv->c[2] = c[2]; - sv->c[3] = currentrenderentity->alpha; - } - if (surf->dlightframe == r_framecount) - RSurf_Light(surf->dlightbits, m.numverts); - if (fogenabled) + R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles); + memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3])); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); + R_FillColors(varray_color, mesh->numverts, base, base, base, ent->alpha); + if (!(ent->effects & EF_FULLBRIGHT)) { - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - { - VectorSubtract(sv->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] *= ifog; - sv->c[1] *= ifog; - sv->c[2] *= ifog; - } + if (surf->dlightframe == r_framecount) + RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color); + if (surf->flags & SURF_LIGHTMAP) + RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); } - R_Mesh_Draw(&m); + RSurf_FogColors(varray_vertex, varray_color, mesh_colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles); } } -static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf) +static void RSurfShader_Wall_Pass_BaseFullbright(const entity_render_t *ent, const msurface_t *surf) { - int i; - float diff[3], ifog; - surfvertex_t *v; - surfvert_t *sv; - surfmesh_t *mesh; - rmeshinfo_t m; - + const surfmesh_t *mesh; + rmeshstate_t m; + float modelorg[3]; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); memset(&m, 0, sizeof(m)); - if (currentrenderentity->effects & EF_ADDITIVE) + if (ent->effects & EF_ADDITIVE) { - m.transparent = true; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; } - else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1) + else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1) { - m.transparent = true; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } else { - m.transparent = false; m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; } - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); + m.wantoverbright = false; m.tex[0] = R_GetTexture(surf->currenttexture->texture); - m.texcoordstep[0] = sizeof(surfvertex_t); + R_Mesh_State(&m); for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - m.index = mesh->index; - m.texcoords[0] = &mesh->vertex->st[0]; - if (fogenabled) - { - m.color = &svert[0].c[0]; - m.colorstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - { - softwaretransform(v->v, sv->v); - VectorSubtract(sv->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] = ifog; - sv->c[1] = ifog; - sv->c[2] = ifog; - sv->c[3] = currentrenderentity->alpha; - } - } - else - { - m.cr = m.cg = m.cb = 1; - m.ca = currentrenderentity->alpha; - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - softwaretransform(v->v, sv->v); - } - R_Mesh_Draw(&m); + R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles); + memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3])); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); + RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, ent->alpha, mesh_colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles); } } -static void RSurfShader_Wall_Pass_Light(msurface_t *surf) +static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf) { - int i; - float diff[3], ifog; - surfvertex_t *v; - surfvert_t *sv; - surfmesh_t *mesh; - rmeshinfo_t m; - + const surfmesh_t *mesh; + rmeshstate_t m; + float modelorg[3]; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); memset(&m, 0, sizeof(m)); - if (currentrenderentity->effects & EF_ADDITIVE) - m.transparent = true; - else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1) - m.transparent = true; - else - m.transparent = false; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - m.color = &svert[0].c[0]; - m.colorstep = sizeof(surfvert_t); - m.tex[0] = R_GetTexture(surf->currenttexture->texture); - m.texcoordstep[0] = sizeof(surfvertex_t); + m.wantoverbright = false; + m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture); + R_Mesh_State(&m); for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - m.index = mesh->index; - m.texcoords[0] = &mesh->vertex->st[0]; - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - { - softwaretransform(v->v, sv->v); - sv->c[0] = 0; - sv->c[1] = 0; - sv->c[2] = 0; - sv->c[3] = currentrenderentity->alpha; - } - if (RSurf_Light(surf->dlightbits, m.numverts)) - { - if (fogenabled) - { - for (i = 0, sv = svert;i < m.numverts;i++, sv++) - { - VectorSubtract(sv->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] *= ifog; - sv->c[1] *= ifog; - sv->c[2] *= ifog; - } - } - R_Mesh_Draw(&m); - } + R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles); + memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3])); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); + RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, ent->alpha, mesh_colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles); } } -static void RSurfShader_Wall_Pass_Glow(msurface_t *surf) +static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf) { - int i; - float diff[3], ifog; - surfvertex_t *v; - surfvert_t *sv; - surfmesh_t *mesh; - rmeshinfo_t m; - + const surfmesh_t *mesh; + rmeshstate_t m; + float modelorg[3]; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); memset(&m, 0, sizeof(m)); - if (currentrenderentity->effects & EF_ADDITIVE) - m.transparent = true; - else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1) - m.transparent = true; - else - m.transparent = false; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; - m.cr = 1; - m.cg = 1; - m.cb = 1; - m.ca = currentrenderentity->alpha; - m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture); - m.texcoordstep[0] = sizeof(surfvertex_t); + m.wantoverbright = false; + m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture); + R_Mesh_State(&m); for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - m.index = mesh->index; - m.texcoords[0] = &mesh->vertex->st[0]; - if (fogenabled) - { - m.color = &svert[0].c[0]; - m.colorstep = sizeof(surfvert_t); - if (softwaretransform_complexity) - { - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - { - softwaretransform(v->v, sv->v); - VectorSubtract(sv->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] = m.cr * ifog; - sv->c[1] = m.cg * ifog; - sv->c[2] = m.cb * ifog; - sv->c[3] = m.ca; - } - } - else - { - m.vertex = &mesh->vertex->v[0]; - m.vertexstep = sizeof(surfvertex_t); - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - { - VectorSubtract(v->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] = m.cr * ifog; - sv->c[1] = m.cg * ifog; - sv->c[2] = m.cb * ifog; - sv->c[3] = m.ca; - } - } - } - else - { - if (softwaretransform_complexity) - { - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - softwaretransform(v->v, sv->v); - } - else - { - m.vertex = &mesh->vertex->v[0]; - m.vertexstep = sizeof(surfvertex_t); - } - } - R_Mesh_Draw(&m); + R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles); + memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3])); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + if (m.tex[0]) + memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); + RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha, mesh_colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles); } } -static void RSurfShader_Wall_Pass_Fog(msurface_t *surf) +static void RSurfShader_OpaqueWall_Pass_TripleTexCombine(const entity_render_t *ent, const msurface_t *surf) { - int i; - surfvertex_t *v; - surfvert_t *sv; - rmeshinfo_t m; - surfmesh_t *mesh; - vec3_t diff; + const surfmesh_t *mesh; + static rmeshstate_t m; + float cl; + //memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.wantoverbright = false; + m.tex[0] = R_GetTexture(surf->currenttexture->texture); + m.texrgbscale[0] = 1.0f; + m.tex[1] = R_GetTexture(surf->lightmaptexture); + m.texrgbscale[1] = 4.0f; + m.tex[2] = R_GetTexture(surf->currenttexture->detailtexture); + m.texrgbscale[2] = 2.0f; + R_Mesh_State(&m); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles); + memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3])); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); + memcpy(varray_texcoord[1], mesh->uv, mesh->numverts * sizeof(float[2])); + memcpy(varray_texcoord[2], mesh->ab, mesh->numverts * sizeof(float[2])); + cl = (float) (1 << lightscalebit) * mesh_colorscale; + R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles); + } +} + +static void RSurfShader_OpaqueWall_Pass_BaseMTex(const entity_render_t *ent, const msurface_t *surf) +{ + const surfmesh_t *mesh; + rmeshstate_t m; + float cl; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.wantoverbright = true; + m.tex[0] = R_GetTexture(surf->currenttexture->texture); + m.tex[1] = R_GetTexture(surf->lightmaptexture); + R_Mesh_State(&m); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles); + memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3])); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); + memcpy(varray_texcoord[1], mesh->uv, mesh->numverts * sizeof(float[2])); + cl = (float) (1 << lightscalebit) * mesh_colorscale; + R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles); + } +} + +static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const msurface_t *surf) +{ + const surfmesh_t *mesh; + rmeshstate_t m; + float cl; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.wantoverbright = false; + m.tex[0] = R_GetTexture(surf->currenttexture->texture); + R_Mesh_State(&m); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles); + memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3])); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); + cl = mesh_colorscale; + R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles); + } +} + +static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const msurface_t *surf) +{ + const surfmesh_t *mesh; + rmeshstate_t m; + float cl; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_ZERO; + m.blendfunc2 = GL_SRC_COLOR; + m.wantoverbright = true; + m.tex[0] = R_GetTexture(surf->lightmaptexture); + R_Mesh_State(&m); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles); + memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3])); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->uv, mesh->numverts * sizeof(float[2])); + cl = (float) (1 << lightscalebit) * mesh_colorscale; + R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles); + } +} + +static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const msurface_t *surf) +{ + const surfmesh_t *mesh; + rmeshstate_t m; + + if (surf->dlightframe != r_framecount) + return; + if (ent->effects & EF_FULLBRIGHT) + return; memset(&m, 0, sizeof(m)); - if (currentrenderentity->effects & EF_ADDITIVE) - m.transparent = true; - else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1) - m.transparent = true; - else - m.transparent = false; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; - m.color = &svert[0].c[0]; - m.colorstep = sizeof(surfvert_t); - m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture); - m.texcoordstep[0] = sizeof(surfvertex_t); + m.wantoverbright = true; + m.tex[0] = R_GetTexture(surf->currenttexture->texture); + R_Mesh_State(&m); for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - m.index = mesh->index; - m.texcoords[0] = &mesh->vertex->st[0]; - if (softwaretransform_complexity) + if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh)) { - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - { - softwaretransform(v->v, sv->v); - VectorSubtract(sv->v, r_origin, diff); - sv->c[0] = fogcolor[0]; - sv->c[1] = fogcolor[1]; - sv->c[2] = fogcolor[2]; - sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff)); - } + R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles); + memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3])); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); + R_FillColors(varray_color, mesh->numverts, 0, 0, 0, 1); + RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color); + RSurf_ScaleColors(varray_color, mesh_colorscale, mesh->numverts); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles); } - else - { - m.vertex = &mesh->vertex->v[0]; - m.vertexstep = sizeof(surfvertex_t); - for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++) - { - VectorSubtract(v->v, r_origin, diff); - sv->c[0] = fogcolor[0]; - sv->c[1] = fogcolor[1]; - sv->c[2] = fogcolor[2]; - sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff)); - } - } - R_Mesh_Draw(&m); } } -static void RSurfShader_Wall_Fullbright(msurface_t *firstsurf) +static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf) { - msurface_t *surf; - for (surf = firstsurf;surf;surf = surf->chain) + const surfmesh_t *mesh; + rmeshstate_t m; + float modelorg[3]; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + m.wantoverbright = false; + m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture); + R_Mesh_State(&m); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - c_brush_polys++; - RSurfShader_Wall_Pass_BaseFullbright(surf); + R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles); + memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3])); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + if (m.tex[0]) + memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); + RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], 1, mesh_colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles); } - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(surf); - if (fogenabled) - for (surf = firstsurf;surf;surf = surf->chain) - RSurfShader_Wall_Pass_Fog(surf); } -static void RSurfShader_Wall_Vertex(msurface_t *firstsurf) +static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const msurface_t *surf) { - msurface_t *surf; - for (surf = firstsurf;surf;surf = surf->chain) + const surfmesh_t *mesh; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_DST_COLOR; + m.blendfunc2 = GL_SRC_COLOR; + m.wantoverbright = false; + m.tex[0] = R_GetTexture(surf->currenttexture->detailtexture); + R_Mesh_State(&m); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - c_brush_polys++; - RSurfShader_Wall_Pass_BaseVertex(surf); + R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles); + memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3])); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->ab, mesh->numverts * sizeof(float[2])); + R_FillColors(varray_color, mesh->numverts, 1, 1, 1, 1); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles); } - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(surf); +} + +static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf) +{ + const surfmesh_t *mesh; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.wantoverbright = false; + m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture); + R_Mesh_State(&m); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles); + memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3])); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); + R_FillColors(varray_color, mesh->numverts, mesh_colorscale, mesh_colorscale, mesh_colorscale, 1); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles); + } +} + +static void RSurfShader_Wall_Fullbright_Callback(const void *calldata1, int calldata2) +{ + const entity_render_t *ent = calldata1; + const msurface_t *surf = ent->model->surfaces + calldata2; + R_Mesh_Matrix(&ent->matrix); + RSurfShader_Wall_Pass_BaseFullbright(ent, surf); + if (surf->currenttexture->glowtexture) + RSurfShader_Wall_Pass_Glow(ent, surf); if (fogenabled) - for (surf = firstsurf;surf;surf = surf->chain) - RSurfShader_Wall_Pass_Fog(surf); + RSurfShader_Wall_Pass_Fog(ent, surf); } -static void RSurfShader_Wall_Lightmap(msurface_t *firstsurf) +static void RSurfShader_Wall_Fullbright(const entity_render_t *ent, const msurface_t *firstsurf) { - msurface_t *surf; - if (r_vertexsurfaces.integer) + const msurface_t *surf; + vec3_t center; + if (ent->effects & EF_ADDITIVE || ent->alpha < 1) { for (surf = firstsurf;surf;surf = surf->chain) { - c_brush_polys++; - RSurfShader_Wall_Pass_BaseVertex(surf); + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces); } - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(surf); - if (fogenabled) - for (surf = firstsurf;surf;surf = surf->chain) - RSurfShader_Wall_Pass_Fog(surf); } - else if (r_multitexture.integer) + else { - if (r_dlightmap.integer) + for (surf = firstsurf;surf;surf = surf->chain) { - for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->fogtexture != NULL) { - c_brush_polys++; - RSurfShader_Wall_Pass_BaseMTex(surf); + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces); } - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(surf); - if (fogenabled) - for (surf = firstsurf;surf;surf = surf->chain) - RSurfShader_Wall_Pass_Fog(surf); + else + RSurfShader_Wall_Pass_BaseFullbright(ent, surf); } - else - { - for (surf = firstsurf;surf;surf = surf->chain) - { - c_brush_polys++; - RSurfShader_Wall_Pass_BaseMTex(surf); - } - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->dlightframe == r_framecount) - RSurfShader_Wall_Pass_Light(surf); + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->glowtexture) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_Wall_Pass_Glow(ent, surf); + if (fogenabled) for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(surf); - if (fogenabled) - for (surf = firstsurf;surf;surf = surf->chain) - RSurfShader_Wall_Pass_Fog(surf); - } + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_Wall_Pass_Fog(ent, surf); } - else if (firstsurf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE) +} + +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; + R_Mesh_Matrix(&ent->matrix); + RSurfShader_Wall_Pass_BaseVertex(ent, surf); + if (surf->currenttexture->glowtexture) + RSurfShader_Wall_Pass_Glow(ent, surf); + if (fogenabled) + RSurfShader_Wall_Pass_Fog(ent, surf); +} + +static void RSurfShader_Wall_Vertex(const entity_render_t *ent, const msurface_t *firstsurf) +{ + const msurface_t *surf; + vec3_t center; + if (ent->effects & EF_ADDITIVE || ent->alpha < 1) { for (surf = firstsurf;surf;surf = surf->chain) { - c_brush_polys++; - RSurfShader_Wall_Pass_BaseVertex(surf); + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); } - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(surf); - if (fogenabled) - for (surf = firstsurf;surf;surf = surf->chain) - RSurfShader_Wall_Pass_Fog(surf); } else { - if (r_dlightmap.integer) + for (surf = firstsurf;surf;surf = surf->chain) { - for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->fogtexture != NULL) { - c_brush_polys++; - RSurfShader_Wall_Pass_BaseTexture(surf); + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); } - for (surf = firstsurf;surf;surf = surf->chain) - RSurfShader_Wall_Pass_BaseLightmap(surf); - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(surf); - if (fogenabled) - for (surf = firstsurf;surf;surf = surf->chain) - RSurfShader_Wall_Pass_Fog(surf); + else + RSurfShader_Wall_Pass_BaseVertex(ent, surf); } - else - { - for (surf = firstsurf;surf;surf = surf->chain) - { - c_brush_polys++; - RSurfShader_Wall_Pass_BaseTexture(surf); - } - for (surf = firstsurf;surf;surf = surf->chain) - RSurfShader_Wall_Pass_BaseLightmap(surf); - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->dlightframe == r_framecount) - RSurfShader_Wall_Pass_Light(surf); + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->glowtexture) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_Wall_Pass_Glow(ent, surf); + if (fogenabled) for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(surf); - if (fogenabled) - for (surf = firstsurf;surf;surf = surf->chain) - RSurfShader_Wall_Pass_Fog(surf); - } + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_Wall_Pass_Fog(ent, surf); } } -/* -============================================================= - - WORLD MODEL - -============================================================= -*/ - -static void R_SolidWorldNode (void) +static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const msurface_t *firstsurf) { - if (r_viewleaf->contents != CONTENTS_SOLID) + const msurface_t *surf; + vec3_t center; + if (ent->alpha < 1 || ent->effects & EF_ADDITIVE) { - int portalstack; - mportal_t *p, *pstack[8192]; - msurface_t *surf, **mark, **endmark; - mleaf_t *leaf; - // LordHavoc: portal-passage worldnode; follows portals leading - // outward from viewleaf, if a portal leads offscreen it is not - // followed, in indoor maps this can often cull a great deal of - // geometry away when pvs data is not present (useful with pvs as well) - - leaf = r_viewleaf; - leaf->worldnodeframe = r_framecount; - portalstack = 0; - loc0: - c_leafs++; - - leaf->visframe = r_framecount; - - if (leaf->nummarksurfaces) + for (surf = firstsurf;surf;surf = surf->chain) { - mark = leaf->firstmarksurface; - endmark = mark + leaf->nummarksurfaces; - do - { - surf = *mark++; - // make sure surfaces are only processed once - if (surf->worldnodeframe == r_framecount) - continue; - surf->worldnodeframe = r_framecount; - if (PlaneDist(r_origin, surf->plane) < surf->plane->dist) - { - if (surf->flags & SURF_PLANEBACK) - surf->visframe = r_framecount; - } - else - { - if (!(surf->flags & SURF_PLANEBACK)) - surf->visframe = r_framecount; - } - } - while (mark < endmark); + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); } - - // follow portals into other leafs - p = leaf->portals; - for (;p;p = p->next) + } + else if (r_vertexsurfaces.integer || ent->alpha < 1 || ent->effects & EF_ADDITIVE) + { + for (surf = firstsurf;surf;surf = surf->chain) { - if (DotProduct(r_origin, p->plane.normal) < p->plane.dist) + if (surf->currenttexture->fogtexture != NULL) { - leaf = p->past; - if (leaf->worldnodeframe != r_framecount) - { - leaf->worldnodeframe = r_framecount; - if (leaf->contents != CONTENTS_SOLID) - { - if (R_NotCulledBox(leaf->mins, leaf->maxs)) - { - p->visframe = r_framecount; - pstack[portalstack++] = p; - goto loc0; - - loc1: - p = pstack[--portalstack]; - } - } - } + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); } + else + RSurfShader_Wall_Pass_BaseVertex(ent, surf); } - - if (portalstack) - goto loc1; + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->glowtexture) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_Wall_Pass_Glow(ent, surf); + if (fogenabled) + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_Wall_Pass_Fog(ent, surf); } else { - mnode_t *nodestack[8192], *node = cl.worldmodel->nodes; - int nodestackpos = 0; - // LordHavoc: recursive descending worldnode; if portals are not - // available, this is a good last resort, can cull large amounts of - // geometry, but is more time consuming than portal-passage and renders - // things behind walls - -loc2: - if (R_NotCulledBox(node->mins, node->maxs)) + if (r_textureunits.integer >= 2) { - if (node->numsurfaces) + if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer) { - msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces; - if (PlaneDiff (r_origin, node->plane) < 0) - { - for (;surf < surfend;surf++) - { - if (surf->flags & SURF_PLANEBACK) - surf->visframe = r_framecount; - } - } - else + for (surf = firstsurf;surf;surf = surf->chain) { - for (;surf < surfend;surf++) + if (surf->currenttexture->fogtexture != NULL) { - if (!(surf->flags & SURF_PLANEBACK)) - 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); } + else + RSurfShader_OpaqueWall_Pass_TripleTexCombine(ent, surf); } } - - // recurse down the children - if (node->children[0]->contents >= 0) - { - if (node->children[1]->contents >= 0) - { - if (nodestackpos < 8192) - nodestack[nodestackpos++] = node->children[1]; - node = node->children[0]; - goto loc2; - } - else - ((mleaf_t *)node->children[1])->visframe = r_framecount; - node = node->children[0]; - goto loc2; - } else { - ((mleaf_t *)node->children[0])->visframe = r_framecount; - if (node->children[1]->contents >= 0) - { - node = node->children[1]; - goto loc2; - } - else if (nodestackpos > 0) + for (surf = firstsurf;surf;surf = surf->chain) { - ((mleaf_t *)node->children[1])->visframe = r_framecount; - node = nodestack[--nodestackpos]; - goto loc2; + if (surf->currenttexture->fogtexture != NULL) + { + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); + } + else + RSurfShader_OpaqueWall_Pass_BaseMTex(ent, surf); } + if (r_detailtextures.integer) + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf); } } - else if (nodestackpos > 0) - { - node = nodestack[--nodestackpos]; - goto loc2; - } - } -} - -static int r_portalframecount = 0; - -static void R_PVSWorldNode() -{ - int portalstack, i; - mportal_t *p, *pstack[8192]; - msurface_t *surf, **mark, **endmark; - mleaf_t *leaf; - qbyte *worldvis; - - worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel); - - leaf = r_viewleaf; - leaf->worldnodeframe = r_framecount; - portalstack = 0; -loc0: - c_leafs++; - - leaf->visframe = r_framecount; - - if (leaf->nummarksurfaces) - { - mark = leaf->firstmarksurface; - endmark = mark + leaf->nummarksurfaces; - do - { - surf = *mark++; - // make sure surfaces are only processed once - if (surf->worldnodeframe == r_framecount) - continue; - surf->worldnodeframe = r_framecount; - if (PlaneDist(r_origin, surf->plane) < surf->plane->dist) - { - if (surf->flags & SURF_PLANEBACK) - surf->visframe = r_framecount; - } - else - { - if (!(surf->flags & SURF_PLANEBACK)) - surf->visframe = r_framecount; - } - } - while (mark < endmark); - } - - // follow portals into other leafs - for (p = leaf->portals;p;p = p->next) - { - if (DotProduct(r_origin, p->plane.normal) < p->plane.dist) + else { - leaf = p->past; - if (leaf->worldnodeframe != r_framecount) + for (surf = firstsurf;surf;surf = surf->chain) { - leaf->worldnodeframe = r_framecount; - if (leaf->contents != CONTENTS_SOLID) + if (surf->currenttexture->fogtexture != NULL) { - i = (leaf - cl.worldmodel->leafs) - 1; - if (worldvis[i>>3] & (1<<(i&7))) - { - if (R_NotCulledBox(leaf->mins, leaf->maxs)) - { - pstack[portalstack++] = p; - goto loc0; - -loc1: - p = pstack[--portalstack]; - } - } + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); } + else + RSurfShader_OpaqueWall_Pass_BaseTexture(ent, surf); } + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, surf); + if (r_detailtextures.integer) + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf); } + if (!r_dlightmap.integer) + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->dlightframe == r_framecount) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_OpaqueWall_Pass_Light(ent, surf); + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->glowtexture) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_OpaqueWall_Pass_Glow(ent, surf); + if (fogenabled) + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_OpaqueWall_Pass_Fog(ent, surf); } - - if (portalstack) - goto loc1; } Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex}, NULL}; @@ -1992,184 +1465,365 @@ Cshader_t *Cshaders[5] = &Cshader_sky }; -void R_PrepareSurfaces(void) +void R_DrawSurfaces(entity_render_t *ent, int sky, int normal) { int i, alttextures, texframe, framecount; texture_t *t; model_t *model; msurface_t *surf; + vec3_t modelorg; + Cshader_t *shader; + + if (!ent->model) + return; + + R_Mesh_Matrix(&ent->matrix); for (i = 0;i < Cshader_count;i++) Cshaders[i]->chain = NULL; - model = currentrenderentity->model; - alttextures = currentrenderentity->frame != 0; + model = ent->model; + alttextures = ent->frame != 0; texframe = (int)(cl.time * 5.0f); + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); for (i = 0;i < model->nummodelsurfaces;i++) { - surf = model->modelsortedsurfaces[i]; + surf = model->surfaces + i + model->firstmodelsurface; if (surf->visframe == r_framecount) { - if (surf->insertframe != r_framecount) + // mark any backface surfaces as not visible + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) { - surf->insertframe = r_framecount; - c_faces++; - t = surf->texinfo->texture; - if (t->animated) + if (!(surf->flags & SURF_PLANEBACK)) + surf->visframe = -1; + } + else + { + if (surf->flags & SURF_PLANEBACK) + surf->visframe = -1; + } + if (surf->visframe == r_framecount) + { + if (r_cullsurface.integer && R_CullBox (surf->poly_mins, surf->poly_maxs)) + surf->visframe = -1; + else { - framecount = t->anim_total[alttextures]; - if (framecount >= 2) - surf->currenttexture = t->anim_frames[alttextures][texframe % framecount]; + c_faces++; + t = surf->texinfo->texture; + if (t->animated) + { + framecount = t->anim_total[alttextures]; + if (framecount >= 2) + surf->currenttexture = t->anim_frames[alttextures][texframe % framecount]; + else + surf->currenttexture = t->anim_frames[alttextures][0]; + } else - surf->currenttexture = t->anim_frames[alttextures][0]; + surf->currenttexture = t; + surf->chain = surf->shader->chain; + surf->shader->chain = surf; + } + } + } + } + + if (sky) + { + for (i = 0;i < Cshader_count;i++) + { + shader = Cshaders[i]; + if (shader->chain && shader->shaderfunc[SHADERSTAGE_SKY]) + shader->shaderfunc[SHADERSTAGE_SKY](ent, shader->chain); + } + } + + if (normal) + { + if (r_dynamic.integer) + R_MarkLights(ent); + + if (!r_vertexsurfaces.integer) + { + for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++) + { + if (surf->visframe == r_framecount && surf->lightmaptexture != NULL) + { + if (surf->cached_dlight + || surf->cached_ambient != r_ambient.value + || surf->cached_lightscalebit != lightscalebit) + R_BuildLightMap(ent, surf, false); // base lighting changed + else if (r_dynamic.integer) + { + if (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0] + || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1] + || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2] + || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3])))))))) + R_BuildLightMap(ent, surf, false); // base lighting changed + else if (surf->dlightframe == r_framecount && r_dlightmap.integer) + R_BuildLightMap(ent, surf, true); // only dlights + } } - else - surf->currenttexture = t; } + } - surf->chain = surf->shader->chain; - surf->shader->chain = surf; + for (i = 0;i < Cshader_count;i++) + { + shader = Cshaders[i]; + if (shader->chain && shader->shaderfunc[SHADERSTAGE_NORMAL]) + shader->shaderfunc[SHADERSTAGE_NORMAL](ent, shader->chain); } } } -void R_DrawSurfaces (int type) +/* +static void R_DrawPortal_Callback(const void *calldata1, int calldata2) { - int i; - Cshader_t *shader; - - for (i = 0;i < Cshader_count;i++) + int i; + float *v; + rmeshstate_t m; + const entity_render_t *ent = calldata1; + const mportal_t *portal = ent->model->portals + calldata2; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + m.wantoverbright = false; + R_Mesh_Matrix(&ent->matrix); + R_Mesh_State(&m); + R_Mesh_ResizeCheck(portal->numpoints, portal->numpoints - 2); + for (i = 0;i < mesh->numtriangles;i++) + { + varray_element[i * 3 + 0] = 0; + varray_element[i * 3 + 1] = i + 1; + varray_element[i * 3 + 2] = i + 2; + } + i = portal - ent->model->portals; + R_FillColors(varray_color, mesh->numverts, + ((i & 0x0007) >> 0) * (1.0f / 7.0f) * mesh_colorscale, + ((i & 0x0038) >> 3) * (1.0f / 7.0f) * mesh_colorscale, + ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * mesh_colorscale, + 0.125f); + if (PlaneDiff(r_origin, (&portal->plane)) > 0) { - shader = Cshaders[i]; - if (shader->chain && shader->shaderfunc[type]) - shader->shaderfunc[type](shader->chain); + for (i = portal->numpoints - 1, v = varray_vertex;i >= 0;i--, v += 4) + VectorCopy(portal->points[i].position, v); } + else + for (i = 0, v = varray_vertex;i < portal->numpoints;i++, v += 4) + VectorCopy(portal->points[i].position, v); + R_Mesh_Draw(portal->numpoints, portal->numpoints - 2); } -static float portalpointbuffer[256][3]; - -void R_DrawPortals(void) +static void R_DrawPortals(entity_render_t *ent) { - int drawportals, i; + int i; mportal_t *portal, *endportal; - mvertex_t *point; - rmeshinfo_t m; - drawportals = r_drawportals.integer; + float temp[3], center[3], f; - if (drawportals < 1) + if (r_drawportals.integer < 1) return; - memset(&m, 0, sizeof(m)); - m.transparent = true; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - m.vertex = &portalpointbuffer[0][0]; - m.vertexstep = sizeof(float[3]); - m.ca = 0.125; - for (portal = cl.worldmodel->portals, endportal = portal + cl.worldmodel->numportals;portal < endportal;portal++) + for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++) { - if (portal->visframe == r_portalframecount) + if (portal->here->visframe == r_framecount || portal->past->visframe == r_framecount) { - if (portal->numpoints <= 256) - { - i = portal - cl.worldmodel->portals; - m.cr = ((i & 0x0007) >> 0) * (1.0f / 7.0f); - m.cg = ((i & 0x0038) >> 3) * (1.0f / 7.0f); - m.cb = ((i & 0x01C0) >> 6) * (1.0f / 7.0f); - point = portal->points; - if (PlaneDiff(r_origin, (&portal->plane)) > 0) - { - for (i = portal->numpoints - 1;i >= 0;i--) - VectorCopy(point[i].position, portalpointbuffer[i]); - } - else - { - for (i = 0;i < portal->numpoints;i++) - VectorCopy(point[i].position, portalpointbuffer[i]); - } - R_Mesh_DrawPolygon(&m, portal->numpoints); - } + VectorClear(temp); + for (i = 0;i < portal->numpoints;i++) + VectorAdd(temp, portal->points[i].position, temp); + f = ixtable[portal->numpoints]; + VectorScale(temp, f, temp); + Matrix4x4_Transform(&ent->matrix, temp, center); + R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->portals); } } } +*/ -void R_SetupForBModelRendering(void) +void R_DrawBrushModel(entity_render_t *ent, int sky, int normal) { - int i; - msurface_t *surf; - model_t *model; - vec3_t modelorg; + int i; + msurface_t *surf; + model_t *model; + vec3_t modelorg; // because bmodels can be reused, we have to decide which things to render // from scratch every time - - model = currentrenderentity->model; - - softwaretransformforentity (currentrenderentity); - softwareuntransform(r_origin, modelorg); - + model = ent->model; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); for (i = 0;i < model->nummodelsurfaces;i++) { - surf = model->modelsortedsurfaces[i]; - if (((surf->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, surf->plane) >= 0)) - surf->visframe = r_framecount; - else - surf->visframe = -1; + surf = model->surfaces + model->firstmodelsurface + i; + surf->visframe = r_framecount; + surf->pvsframe = -1; surf->worldnodeframe = -1; surf->lightframe = -1; surf->dlightframe = -1; - surf->insertframe = -1; } + R_DrawSurfaces(ent, sky, normal); } -void R_SetupForWorldRendering(void) +void R_SurfaceWorldNode (void) { - // there is only one instance of the world, but it can be rendered in - // multiple stages - - currentrenderentity = &cl_entities[0].render; - softwaretransformidentity(); + msurface_t *surf; + for (surf = r_pvsfirstsurface;surf;surf = surf->pvschain) + surf->visframe = r_framecount; } -static void R_SurfMarkLights (void) +/* +static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) { - int i; - msurface_t *surf; - - if (r_dynamic.integer) - R_MarkLights(); - - if (!r_vertexsurfaces.integer) + int portalstack, i; + mportal_t *p, *pstack[8192]; + msurface_t *surf, **mark, **endmark; + mleaf_t *leaf; + // LordHavoc: portal-passage worldnode with PVS; + // follows portals leading outward from viewleaf, does not venture + // offscreen or into leafs that are not visible, faster than Quake's + // RecursiveWorldNode + leaf = viewleaf; + leaf->worldnodeframe = r_framecount; + portalstack = 0; +loc0: + c_leafs++; + if (leaf->nummarksurfaces) { - for (i = 0;i < currentrenderentity->model->nummodelsurfaces;i++) + for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) { - surf = currentrenderentity->model->modelsortedsurfaces[i]; - if (surf->visframe == r_framecount && surf->lightmaptexture != NULL) + surf = *mark++; + // make sure surfaces are only processed once + if (surf->worldnodeframe != r_framecount) { - if (surf->cached_dlight - || surf->cached_ambient != r_ambient.value - || surf->cached_lightscalebit != lightscalebit) - R_BuildLightMap(surf, false); // base lighting changed - else if (r_dynamic.integer) + surf->worldnodeframe = r_framecount; + if (PlaneDist(r_origin, surf->plane) < surf->plane->dist) { - if (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0] - || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1] - || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2] - || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3])))))))) - R_BuildLightMap(surf, false); // base lighting changed - else if (surf->dlightframe == r_framecount && r_dlightmap.integer) - R_BuildLightMap(surf, true); // only dlights + if (surf->flags & SURF_PLANEBACK) + surf->visframe = r_framecount; + } + else + { + if (!(surf->flags & SURF_PLANEBACK)) + surf->visframe = r_framecount; } } } } + // follow portals into other leafs + for (p = leaf->portals;p;p = p->next) + { + leaf = p->past; + if (leaf->worldnodeframe != r_framecount) + { + leaf->worldnodeframe = r_framecount; + // FIXME: R_NotCulledBox is absolute, should be done relative + if (leaf->pvsframe == r_pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs)) + { + p->visframe = r_framecount; + pstack[portalstack++] = p; + goto loc0; +loc1: + p = pstack[--portalstack]; + } + } + } + if (portalstack) + goto loc1; +} +*/ + +static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) +{ + int c, leafstackpos; + mleaf_t *leaf, *leafstack[8192]; + mportal_t *p; + msurface_t **mark; + vec3_t modelorg; + // LordHavoc: portal-passage worldnode with PVS; + // follows portals leading outward from viewleaf, does not venture + // offscreen or into leafs that are not visible, faster than Quake's + // RecursiveWorldNode + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + viewleaf->worldnodeframe = r_framecount; + leafstack[0] = viewleaf; + leafstackpos = 1; + while (leafstackpos) + { + c_leafs++; + leaf = leafstack[--leafstackpos]; + // only useful for drawing portals + //leaf->visframe = r_framecount; + // draw any surfaces bounding this leaf + if (leaf->nummarksurfaces) + for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) + (*mark++)->visframe = r_framecount; + // follow portals into other leafs + for (p = leaf->portals;p;p = p->next) + { + leaf = p->past; + if (leaf->worldnodeframe != r_framecount) + { + leaf->worldnodeframe = r_framecount; + // FIXME: R_NotCulledBox is absolute, should be done relative + if (leaf->pvsframe == r_pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs)) + leafstack[leafstackpos++] = leaf; + } + } + } + //if (r_drawportals.integer) + // R_DrawPortals(ent); } -void R_MarkWorldLights(void) + +void R_PVSUpdate (mleaf_t *viewleaf) { - R_SetupForWorldRendering(); - R_SurfMarkLights(); + int i, j, l, c, bits; + mleaf_t *leaf; + qbyte *vis; + msurface_t **mark, *surf; + + if (r_pvsviewleaf == viewleaf && r_pvsviewleafnovis == r_novis.integer) + return; + + r_pvsframecount++; + r_pvsviewleaf = viewleaf; + r_pvsviewleafnovis = r_novis.integer; + + if (viewleaf) + { + vis = Mod_LeafPVS (viewleaf, cl.worldmodel); + for (j = 0;j < cl.worldmodel->numleafs;j += 8) + { + bits = *vis++; + if (bits) + { + l = cl.worldmodel->numleafs - j; + if (l > 8) + l = 8; + for (i = 0;i < l;i++) + { + if (bits & (1 << i)) + { + leaf = &cl.worldmodel->leafs[j + i + 1]; + leaf->pvsframe = r_pvsframecount; + // mark surfaces bounding this leaf as visible + for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) + (*mark++)->pvsframe = r_pvsframecount; + } + } + } + } + // build pvs surfacechain + r_pvsfirstsurface = NULL; + mark = &r_pvsfirstsurface; + for (c = cl.worldmodel->nummodelsurfaces, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;c;c--, surf++) + { + if (surf->pvsframe == r_pvsframecount) + { + *mark = surf; + mark = &surf->pvschain; + } + } + *mark = NULL; + } } /* @@ -2177,14 +1831,18 @@ void R_MarkWorldLights(void) R_DrawWorld ============= */ -void R_DrawWorld (void) +void R_DrawWorld (entity_render_t *ent) { - R_SetupForWorldRendering(); - - if (r_viewleaf->contents == CONTENTS_SOLID || r_novis.integer || r_viewleaf->compressed_vis == NULL) - R_SolidWorldNode (); + mleaf_t *viewleaf; + viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel); + R_PVSUpdate(viewleaf); + if (!viewleaf) + return; + if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID) + R_SurfaceWorldNode (); else - R_PVSWorldNode (); + R_PortalWorldNode (ent, viewleaf); + R_DrawSurfaces(ent, true, true); } /* @@ -2192,30 +1850,15 @@ void R_DrawWorld (void) R_DrawBrushModel ================= */ -void R_DrawBrushModelSky (void) +void R_DrawBrushModelSky (entity_render_t *ent) { - R_SetupForBModelRendering(); - - R_PrepareSurfaces(); - R_DrawSurfaces(SHADERSTAGE_SKY); + R_DrawBrushModel(ent, true, false); } -void R_DrawBrushModelNormal (void) +void R_DrawBrushModelNormal (entity_render_t *ent) { c_bmodels++; - - // have to flush queue because of possible lightmap reuse - R_Mesh_Render(); - - R_SetupForBModelRendering(); - - R_SurfMarkLights(); - - R_PrepareSurfaces(); - - if (!skyrendermasked) - R_DrawSurfaces(SHADERSTAGE_SKY); - R_DrawSurfaces(SHADERSTAGE_NORMAL); + R_DrawBrushModel(ent, false, true); } static void gl_surf_start(void) @@ -2228,6 +1871,11 @@ static void gl_surf_shutdown(void) static void gl_surf_newmap(void) { + // reset pvs visibility variables so it will update on first frame + r_pvsframecount = 1; + r_pvsviewleaf = NULL; + r_pvsviewleafnovis = false; + r_pvsfirstsurface = NULL; } void GL_Surf_Init(void) @@ -2240,9 +1888,12 @@ void GL_Surf_Init(void) Cvar_RegisterVariable(&r_ambient); Cvar_RegisterVariable(&r_vertexsurfaces); Cvar_RegisterVariable(&r_dlightmap); - Cvar_RegisterVariable(&r_drawportals); + //Cvar_RegisterVariable(&r_drawportals); Cvar_RegisterVariable(&r_testvis); Cvar_RegisterVariable(&r_floatbuildlightmap); + Cvar_RegisterVariable(&r_detailtextures); + Cvar_RegisterVariable(&r_surfaceworldnode); + Cvar_RegisterVariable(&r_cullsurface); R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }