some cleanup of R_DrawTextureSurfaceList
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 24 Aug 2005 05:59:41 +0000 (05:59 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 24 Aug 2005 05:59:41 +0000 (05:59 +0000)
changed model->brushq3.data_lightmaps checks to model->type == mod_brushq3, to fix rtlighting issues in unlit q3bsp maps (which were rendering fullbright even in rtworld mode)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5648 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c

index e050153..0a1dbd8 100644 (file)
@@ -1595,13 +1595,13 @@ void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture
        R_Mesh_VertexPointer(rsurface_vertex3f);
 }
 
-void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, qboolean lightmodel, qboolean vertexlight, qboolean applycolor, qboolean applyfog)
+void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
 {
        int i;
        float f;
        float *v, *c, *c2;
        vec3_t diff;
-       if (lightmodel)
+       if (lightmode >= 2)
        {
                vec4_t ambientcolor4f;
                vec3_t diffusecolor;
@@ -1630,7 +1630,7 @@ void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface
                        rsurface_lightmapcolor4f = NULL;
                }
        }
-       else if (vertexlight)
+       else if (lightmode >= 1)
        {
                if (surface->lightmapinfo)
                {
@@ -1731,7 +1731,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
        qboolean dofullbrightpants;
        qboolean dofullbrightshirt;
        qboolean applycolor;
-       qboolean lightmodel = false;
+       qboolean lightmode = 0;
        rtexture_t *basetexture;
        rmeshstate_t m;
        if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
@@ -1739,7 +1739,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
        c_faces += texturenumsurfaces;
        // FIXME: identify models using a better check than ent->model->shadowmesh
        if (!(ent->effects & EF_FULLBRIGHT) && !ent->model->brush.shadowmesh)
-               lightmodel = true;
+               lightmode = 2;
        // gl_lightmaps debugging mode skips normal texturing
        if (gl_lightmaps.integer)
        {
@@ -1756,7 +1756,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
                        R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
                        RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                       RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, lightmodel, !surface->lightmaptexture, false, false);
+                       RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, lightmode ? lightmode : !surface->lightmaptexture, false, false);
                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                        GL_LockArrays(0, 0);
@@ -1903,20 +1903,15 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                colorscale = r_lightmapintensity;
                        else
                                colorscale = 1;
+                       // q3bsp has no lightmap updates, so the lightstylevalue that
+                       // would normally be baked into the lightmaptexture must be
+                       // applied to the color
+                       if (ent->model->type == mod_brushq3)
+                               colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f);
                        r = ent->colormod[0] * colorscale;
                        g = ent->colormod[1] * colorscale;
                        b = ent->colormod[2] * colorscale;
                        a = texture->currentalpha;
-                       // q3bsp has no lightmap updates, so the lightstylevalue that
-                       // would normally be baked into the lightmaptexture must be
-                       // applied to the color
-                       if (ent->model->brushq3.data_lightmaps)
-                       {
-                               float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
-                               r *= scale;
-                               g *= scale;
-                               b *= scale;
-                       }
                        applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
@@ -1928,13 +1923,13 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
                                else
                                        R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                               RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, !surface->lightmaptexture, applycolor, fogallpasses);
+                               RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode ? lightmode : !surface->lightmaptexture, applycolor, fogallpasses);
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                GL_LockArrays(0, 0);
                        }
                }
-               else if (dolightmap && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) && !lightmodel)
+               else if (dolightmap && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) && !lightmode)
                {
                        // single texture
                        GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -1995,30 +1990,25 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        // transparent is not affected by r_lightmapintensity
                        if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
                                colorscale *= r_lightmapintensity;
+                       // q3bsp has no lightmap updates, so the lightstylevalue that
+                       // would normally be baked into the lightmaptexture must be
+                       // applied to the color
+                       if (dolightmap && ent->model->type == mod_brushq3)
+                               colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f);
                        R_Mesh_State(&m);
                        r = ent->colormod[0] * colorscale;
                        g = ent->colormod[1] * colorscale;
                        b = ent->colormod[2] * colorscale;
                        a = texture->currentalpha;
+                       applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                        if (dolightmap)
                        {
-                               // q3bsp has no lightmap updates, so the lightstylevalue that
-                               // would normally be baked into the lightmaptexture must be
-                               // applied to the color
-                               if (ent->model->brushq3.data_lightmaps)
-                               {
-                                       float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
-                                       r *= scale;
-                                       g *= scale;
-                                       b *= scale;
-                               }
-                               applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
                                        RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                        R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses);
+                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode, applycolor, fogallpasses);
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                        GL_LockArrays(0, 0);
@@ -2026,13 +2016,12 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        }
                        else
                        {
-                               applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
                                        RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                        R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses);
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                        GL_LockArrays(0, 0);
@@ -2056,30 +2045,25 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        // transparent is not affected by r_lightmapintensity
                        if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
                                colorscale *= r_lightmapintensity;
+                       // q3bsp has no lightmap updates, so the lightstylevalue that
+                       // would normally be baked into the lightmaptexture must be
+                       // applied to the color
+                       if (dolightmap && !dofullbrightpants && ent->model->type == mod_brushq3)
+                               colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f);
                        R_Mesh_State(&m);
                        r = ent->colormod[0] * colorpants[0] * colorscale;
                        g = ent->colormod[1] * colorpants[1] * colorscale;
                        b = ent->colormod[2] * colorpants[2] * colorscale;
                        a = texture->currentalpha;
+                       applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                        if (dolightmap && !dofullbrightpants)
                        {
-                               // q3bsp has no lightmap updates, so the lightstylevalue that
-                               // would normally be baked into the lightmaptexture must be
-                               // applied to the color
-                               if (ent->model->brushq3.data_lightmaps)
-                               {
-                                       float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
-                                       r *= scale;
-                                       g *= scale;
-                                       b *= scale;
-                               }
-                               applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
                                        RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                        R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses);
+                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode, applycolor, fogallpasses);
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                        GL_LockArrays(0, 0);
@@ -2087,13 +2071,12 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        }
                        else
                        {
-                               applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
                                        RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                        R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses);
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                        GL_LockArrays(0, 0);
@@ -2117,30 +2100,25 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        // transparent is not affected by r_lightmapintensity
                        if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
                                colorscale *= r_lightmapintensity;
+                       // q3bsp has no lightmap updates, so the lightstylevalue that
+                       // would normally be baked into the lightmaptexture must be
+                       // applied to the color
+                       if (dolightmap && !dofullbrightshirt && ent->model->type == mod_brushq3)
+                               colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f);
                        R_Mesh_State(&m);
                        r = ent->colormod[0] * colorshirt[0] * colorscale;
                        g = ent->colormod[1] * colorshirt[1] * colorscale;
                        b = ent->colormod[2] * colorshirt[2] * colorscale;
                        a = texture->currentalpha;
+                       applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                        if (dolightmap && !dofullbrightshirt)
                        {
-                               // q3bsp has no lightmap updates, so the lightstylevalue that
-                               // would normally be baked into the lightmaptexture must be
-                               // applied to the color
-                               if (ent->model->brushq3.data_lightmaps)
-                               {
-                                       float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
-                                       r *= scale;
-                                       g *= scale;
-                                       b *= scale;
-                               }
-                               applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
                                        RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                        R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses);
+                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode, applycolor, fogallpasses);
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                        GL_LockArrays(0, 0);
@@ -2148,13 +2126,12 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        }
                        else
                        {
-                               applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
                                        RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                        R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses);
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                        GL_LockArrays(0, 0);
@@ -2189,7 +2166,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                surface = texturesurfacelist[texturesurfaceindex];
                                RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                               RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+                               RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses);
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                GL_LockArrays(0, 0);
@@ -2234,7 +2211,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                surface = texturesurfacelist[texturesurfaceindex];
                                RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                               RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+                               RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses);
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                GL_LockArrays(0, 0);