surfaces are now texture sorted rather than shader sorted, OpaqueWall renderers have...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 10 Sep 2002 17:12:15 +0000 (17:12 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 10 Sep 2002 17:12:15 +0000 (17:12 +0000)
r_vertexsurfacesthreshold is gone, no longer supported...

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2348 d7cf8633-e32d-0410-b094-e92efae38249

gl_rsurf.c
makefile
model_brush.c
model_brush.h
model_shared.h

index f33bd31..5f23baa 100644 (file)
@@ -784,7 +784,7 @@ static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, co
        return false;
 }
 
-static void RSurfShader_Sky(const entity_render_t *ent, const msurface_t *firstsurf)
+static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
@@ -819,7 +819,7 @@ static void RSurfShader_Sky(const entity_render_t *ent, const msurface_t *firsts
        m.wantoverbright = false;
        m.depthwrite = true;
        R_Mesh_State(&m);
-       for (surf = firstsurf;surf;surf = surf->chain)
+       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
        {
                for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                {
@@ -907,20 +907,21 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
        }
 }
 
-static void RSurfShader_Water(const entity_render_t *ent, const msurface_t *firstsurf)
+static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture)
 {
        const msurface_t *surf;
        vec3_t center;
-       for (surf = firstsurf;surf;surf = surf->chain)
+       if ((r_wateralpha.value < 1 && !(texture->flags & SURF_DRAWNOALPHA)) || ent->effects & EF_ADDITIVE || texture->fogtexture)
        {
-               if ((r_wateralpha.value < 1 && !(surf->flags & SURF_DRAWNOALPHA)) || ent->effects & EF_ADDITIVE || surf->currenttexture->fogtexture)
+               for (surf = texture->surfacechain;surf;surf = surf->texturechain)
                {
                        Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
                        R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
                }
-               else
-                       RSurfShader_Water_Callback(ent, surf - ent->model->surfaces);
        }
+       else
+               for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+                       RSurfShader_Water_Callback(ent, surf - ent->model->surfaces);
 }
 
 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf)
@@ -1052,141 +1053,179 @@ static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_TripleTexCombine(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture)
 {
+       const msurface_t *surf;
        const surfmesh_t *mesh;
-       static rmeshstate_t m;
+       rmeshstate_t m;
+       int lightmaptexturenum;
        float cl;
-       //memset(&m, 0, sizeof(m));
+       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;
+       //m.wantoverbright = false;
+       m.tex[0] = R_GetTexture(texture->texture);
+       m.tex[1] = R_GetTexture(texture->surfacechain->lightmaptexture);
+       m.tex[2] = R_GetTexture(texture->detailtexture);
+       m.texrgbscale[0] = 1;
+       m.texrgbscale[1] = 4;
+       m.texrgbscale[2] = 2;
        R_Mesh_State(&m);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
        {
-               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);
+               lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+               if (m.tex[1] != lightmaptexturenum)
+               {
+                       m.tex[1] = lightmaptexturenum;
+                       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)
+static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture)
 {
+       const msurface_t *surf;
        const surfmesh_t *mesh;
        rmeshstate_t m;
+       int lightmaptexturenum;
        float cl;
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_ONE;
        m.blendfunc2 = GL_ZERO;
        m.wantoverbright = true;
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       m.tex[1] = R_GetTexture(surf->lightmaptexture);
+       m.tex[0] = R_GetTexture(texture->texture);
+       m.tex[1] = R_GetTexture(texture->surfacechain->lightmaptexture);
        R_Mesh_State(&m);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
        {
-               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);
+               lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+               if (m.tex[1] != lightmaptexturenum)
+               {
+                       m.tex[1] = lightmaptexturenum;
+                       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)
+static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture)
 {
+       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);
+       //m.wantoverbright = false;
+       m.tex[0] = R_GetTexture(texture->texture);
        R_Mesh_State(&m);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
        {
-               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);
+               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, 1, 1, 1, 1);
+                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+               }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture)
 {
+       const msurface_t *surf;
        const surfmesh_t *mesh;
        rmeshstate_t m;
+       int lightmaptexturenum;
        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);
+       m.tex[0] = R_GetTexture(texture->surfacechain->lightmaptexture);
        R_Mesh_State(&m);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
        {
-               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);
+               lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+               if (m.tex[0] != lightmaptexturenum)
+               {
+                       m.tex[0] = lightmaptexturenum;
+                       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)
+static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture)
 {
+       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));
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
        m.wantoverbright = true;
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       m.tex[0] = R_GetTexture(texture->texture);
        R_Mesh_State(&m);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
        {
-               if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
+               if (surf->dlightframe == r_framecount)
                {
-                       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);
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+                       {
+                               if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
+                               {
+                                       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);
+                               }
+                       }
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture)
 {
+       const msurface_t *surf;
        const surfmesh_t *mesh;
        rmeshstate_t m;
        float modelorg[3];
@@ -1194,60 +1233,71 @@ static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const ms
        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);
+       //m.wantoverbright = false;
+       //m.tex[0] = 0;
        R_Mesh_State(&m);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
        {
-               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 (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]));
+                       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);
+               }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture)
 {
+       const msurface_t *surf;
        const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_DST_COLOR;
        m.blendfunc2 = GL_SRC_COLOR;
-       m.wantoverbright = false;
-       m.tex[0] = R_GetTexture(surf->currenttexture->detailtexture);
+       //m.wantoverbright = false;
+       m.tex[0] = R_GetTexture(texture->detailtexture);
        R_Mesh_State(&m);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
        {
-               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 (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->ab, mesh->numverts * sizeof(float[2]));
+                       R_FillColors(varray_color, mesh->numverts, 1, 1, 1, 1);
+                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+               }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture)
 {
+       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);
+       //m.wantoverbright = false;
+       m.tex[0] = R_GetTexture(texture->glowtexture);
        R_Mesh_State(&m);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
        {
-               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);
+               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);
+               }
        }
 }
 
@@ -1263,13 +1313,13 @@ static void RSurfShader_Wall_Fullbright_Callback(const void *calldata1, int call
                RSurfShader_Wall_Pass_Fog(ent, surf);
 }
 
-static void RSurfShader_Wall_Fullbright(const entity_render_t *ent, const msurface_t *firstsurf)
+static void RSurfShader_Wall_Fullbright(const entity_render_t *ent, const texture_t *texture)
 {
        const msurface_t *surf;
        vec3_t center;
-       if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
+       if (ent->effects & EF_ADDITIVE || ent->alpha < 1 || texture->fogtexture != NULL)
        {
-               for (surf = firstsurf;surf;surf = surf->chain)
+               for (surf = texture->surfacechain;surf;surf = surf->texturechain)
                {
                        Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
                        R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces);
@@ -1277,24 +1327,14 @@ static void RSurfShader_Wall_Fullbright(const entity_render_t *ent, const msurfa
        }
        else
        {
-               for (surf = firstsurf;surf;surf = surf->chain)
-               {
-                       if (surf->currenttexture->fogtexture != NULL)
-                       {
-                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces);
-                       }
-                       else
-                               RSurfShader_Wall_Pass_BaseFullbright(ent, surf);
-               }
-               for (surf = firstsurf;surf;surf = surf->chain)
-                       if (surf->currenttexture->glowtexture)
-                               if (surf->currenttexture->fogtexture == NULL)
-                                       RSurfShader_Wall_Pass_Glow(ent, surf);
+               for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+                       RSurfShader_Wall_Pass_BaseFullbright(ent, surf);
+               if (texture->glowtexture)
+                       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+                               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);
+                       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+                               RSurfShader_Wall_Pass_Fog(ent, surf);
        }
 }
 
@@ -1310,155 +1350,69 @@ static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata
                RSurfShader_Wall_Pass_Fog(ent, surf);
 }
 
-static void RSurfShader_Wall_Vertex(const entity_render_t *ent, const msurface_t *firstsurf)
+static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture)
 {
        const msurface_t *surf;
        vec3_t center;
-       if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
+       if (ent->effects & EF_ADDITIVE || ent->alpha < 1 || texture->fogtexture != NULL)
        {
-               for (surf = firstsurf;surf;surf = surf->chain)
+               // transparent vertex shaded from lightmap
+               for (surf = texture->surfacechain;surf;surf = surf->texturechain)
                {
                        Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
                        R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
                }
        }
-       else
+       else if (r_vertexsurfaces.integer)
        {
-               for (surf = firstsurf;surf;surf = surf->chain)
-               {
-                       if (surf->currenttexture->fogtexture != NULL)
-                       {
-                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
-                       }
-                       else
-                               RSurfShader_Wall_Pass_BaseVertex(ent, surf);
-               }
-               for (surf = firstsurf;surf;surf = surf->chain)
-                       if (surf->currenttexture->glowtexture)
-                               if (surf->currenttexture->fogtexture == NULL)
-                                       RSurfShader_Wall_Pass_Glow(ent, surf);
+               // opaque vertex shaded from lightmap
+               for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+                       RSurfShader_Wall_Pass_BaseVertex(ent, surf);
+               if (texture->glowtexture)
+                       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+                               RSurfShader_Wall_Pass_Glow(ent, surf);
                if (fogenabled)
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->currenttexture->fogtexture == NULL)
-                                       RSurfShader_Wall_Pass_Fog(ent, surf);
-       }
-}
-
-static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const msurface_t *firstsurf)
-{
-       const msurface_t *surf;
-       vec3_t center;
-       if (ent->alpha < 1 || ent->effects & EF_ADDITIVE)
-       {
-               for (surf = firstsurf;surf;surf = surf->chain)
-               {
-                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                       R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
-               }
-       }
-       else if (r_vertexsurfaces.integer || ent->alpha < 1 || ent->effects & EF_ADDITIVE)
-       {
-               for (surf = firstsurf;surf;surf = surf->chain)
-               {
-                       if (surf->currenttexture->fogtexture != NULL)
-                       {
-                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
-                       }
-                       else
-                               RSurfShader_Wall_Pass_BaseVertex(ent, surf);
-               }
-               for (surf = firstsurf;surf;surf = surf->chain)
-                       if (surf->currenttexture->glowtexture)
-                               if (surf->currenttexture->fogtexture == NULL)
-                                       RSurfShader_Wall_Pass_Glow(ent, surf);
-               if (fogenabled)
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->currenttexture->fogtexture == NULL)
-                                       RSurfShader_Wall_Pass_Fog(ent, surf);
+                       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+                               RSurfShader_Wall_Pass_Fog(ent, surf);
        }
        else
        {
+               // opaque lightmapped
                if (r_textureunits.integer >= 2)
                {
                        if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
-                       {
-                               for (surf = firstsurf;surf;surf = surf->chain)
-                               {
-                                       if (surf->currenttexture->fogtexture != NULL)
-                                       {
-                                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
-                                       }
-                                       else
-                                               RSurfShader_OpaqueWall_Pass_TripleTexCombine(ent, surf);
-                               }
-                       }
+                               RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture);
                        else
                        {
-                               for (surf = firstsurf;surf;surf = surf->chain)
-                               {
-                                       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);
-                               }
+                               RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture);
                                if (r_detailtextures.integer)
-                                       for (surf = firstsurf;surf;surf = surf->chain)
-                                               if (surf->currenttexture->fogtexture == NULL)
-                                                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf);
+                                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture);
                        }
                }
                else
                {
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                       {
-                               if (surf->currenttexture->fogtexture != NULL)
-                               {
-                                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                                       R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
-                               }
-                               else
-                                       RSurfShader_OpaqueWall_Pass_BaseTexture(ent, surf);
-                       }
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->currenttexture->fogtexture == NULL)
-                                       RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, surf);
+                       RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture);
+                       RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture);
                        if (r_detailtextures.integer)
-                               for (surf = firstsurf;surf;surf = surf->chain)
-                                       if (surf->currenttexture->fogtexture == NULL)
-                                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf);
+                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture);
                }
-               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 (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
+                       RSurfShader_OpaqueWall_Pass_Light(ent, texture);
+               if (texture->glowtexture)
+                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture);
                if (fogenabled)
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->currenttexture->fogtexture == NULL)
-                                       RSurfShader_OpaqueWall_Pass_Fog(ent, surf);
+                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture);
        }
 }
 
-Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex}, NULL};
-Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, NULL};
-Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, NULL};
-Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, NULL};
-Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, NULL};
+Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
+Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, 0};
+Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
+Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
 
-int Cshader_count = 5;
-Cshader_t *Cshaders[5] =
+int Cshader_count = 4;
+Cshader_t *Cshaders[4] =
 {
-       &Cshader_wall_vertex,
        &Cshader_wall_lightmap,
        &Cshader_wall_fullbright,
        &Cshader_water,
@@ -1467,29 +1421,33 @@ Cshader_t *Cshaders[5] =
 
 void R_DrawSurfaces(entity_render_t *ent, int sky, int normal)
 {
-       int i, alttextures, texframe, framecount;
-       texture_t *t;
+       int i, alttextures, texframe, framecount, numtextures, numsurfaces;
+       texture_t *t, *textures;
        model_t *model;
-       msurface_t *surf;
+       msurface_t *surf, *surfaces;
        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 = 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++)
+
+       textures = model->textures;
+       numtextures = model->numtextures;
+       surfaces = model->surfaces + model->firstmodelsurface;
+       numsurfaces = model->nummodelsurfaces;
+
+       for (i = 0;i < numtextures;i++)
+               textures[i].surfacechain = NULL;
+
+       for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
        {
-               surf = model->surfaces + i + model->firstmodelsurface;
                if (surf->visframe == r_framecount)
                {
                        // mark any backface surfaces as not visible
@@ -1515,28 +1473,22 @@ void R_DrawSurfaces(entity_render_t *ent, int sky, int normal)
                                        {
                                                framecount = t->anim_total[alttextures];
                                                if (framecount >= 2)
-                                                       surf->currenttexture = t->anim_frames[alttextures][texframe % framecount];
+                                                       t = t->anim_frames[alttextures][texframe % framecount];
                                                else
-                                                       surf->currenttexture = t->anim_frames[alttextures][0];
+                                                       t = t->anim_frames[alttextures][0];
                                        }
-                                       else
-                                               surf->currenttexture = t;
-                                       surf->chain = surf->shader->chain;
-                                       surf->shader->chain = surf;
+                                       surf->currenttexture = t;
+                                       surf->texturechain = t->surfacechain;
+                                       t->surfacechain = 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);
-               }
-       }
+               for (i = 0, t = textures;i < numtextures;i++, t++)
+                       if (t->surfacechain && t->shader->shaderfunc[SHADERSTAGE_SKY])
+                               t->shader->shaderfunc[SHADERSTAGE_SKY](ent, t);
 
        if (normal)
        {
@@ -1545,20 +1497,20 @@ void R_DrawSurfaces(entity_render_t *ent, int sky, int normal)
 
                if (!r_vertexsurfaces.integer)
                {
-                       for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++)
+                       for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
                        {
                                if (surf->visframe == r_framecount && surf->lightmaptexture != NULL)
                                {
                                        if (surf->cached_dlight
-                                       || surf->cached_ambient != r_ambient.value
-                                       || surf->cached_lightscalebit != lightscalebit)
+                                        || 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]))))))))
+                                                || (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
@@ -1567,12 +1519,9 @@ void R_DrawSurfaces(entity_render_t *ent, int sky, int normal)
                        }
                }
 
-               for (i = 0;i < Cshader_count;i++)
-               {
-                       shader = Cshaders[i];
-                       if (shader->chain && shader->shaderfunc[SHADERSTAGE_NORMAL])
-                               shader->shaderfunc[SHADERSTAGE_NORMAL](ent, shader->chain);
-               }
+               for (i = 0, t = textures;i < numtextures;i++, t++)
+                       if (t->surfacechain && t->shader->shaderfunc[SHADERSTAGE_NORMAL])
+                               t->shader->shaderfunc[SHADERSTAGE_NORMAL](ent, t);
        }
 }
 
index fff672e..ec3105c 100644 (file)
--- a/makefile
+++ b/makefile
@@ -50,11 +50,11 @@ NOPROFILEOPTIMIZATIONS=
 #this is used to ensure that all released versions are free of warnings.
 
 #normal compile
-OPTIMIZATIONS= -O6 -fno-strict-aliasing -ffast-math -funroll-loops $(NOPROFILEOPTIMIZATIONS) -fexpensive-optimizations $(CPUOPTIMIZATIONS)
-CFLAGS= -MD -Wall -Werror -I/usr/X11R6/include $(OPTIMIZATIONS) $(PROFILEOPTION)
+#OPTIMIZATIONS= -O6 -fno-strict-aliasing -ffast-math -funroll-loops $(NOPROFILEOPTIMIZATIONS) -fexpensive-optimizations $(CPUOPTIMIZATIONS)
+#CFLAGS= -MD -Wall -Werror -I/usr/X11R6/include $(OPTIMIZATIONS) $(PROFILEOPTION)
 #debug compile
-#OPTIMIZATIONS=
-#CFLAGS= -MD -Wall -Werror -I/usr/X11R6/include -ggdb $(OPTIMIZATIONS) $(PROFILEOPTION)
+OPTIMIZATIONS=
+CFLAGS= -MD -Wall -Werror -I/usr/X11R6/include -ggdb $(OPTIMIZATIONS) $(PROFILEOPTION)
 
 LDFLAGS= -L/usr/X11R6/lib -lm -lX11 -lXext -lXxf86dga -lXxf86vm -ldl $(SOUNDLIB) $(PROFILEOPTION)
 
index edcb609..785ef2d 100644 (file)
@@ -29,7 +29,6 @@ cvar_t halflifebsp = {0, "halflifebsp", "0"};
 cvar_t r_novis = {0, "r_novis", "0"};
 cvar_t r_miplightmaps = {CVAR_SAVE, "r_miplightmaps", "0"};
 cvar_t r_lightmaprgba = {0, "r_lightmaprgba", "1"};
-cvar_t r_vertexsurfacesthreshold = {CVAR_SAVE, "r_vertexsurfacesthreshold", "0"};
 cvar_t r_nosurftextures = {0, "r_nosurftextures", "0"};
 cvar_t r_sortsurfaces = {0, "r_sortsurfaces", "0"};
 
@@ -49,7 +48,6 @@ void Mod_BrushInit (void)
        Cvar_RegisterVariable(&r_novis);
        Cvar_RegisterVariable(&r_miplightmaps);
        Cvar_RegisterVariable(&r_lightmaprgba);
-       Cvar_RegisterVariable(&r_vertexsurfacesthreshold);
        Cvar_RegisterVariable(&r_nosurftextures);
        Cvar_RegisterVariable(&r_sortsurfaces);
        memset(mod_novis, 0xff, sizeof(mod_novis));
@@ -227,17 +225,20 @@ static void Mod_LoadTextures (lump_t *l)
 
        // add two slots for notexture walls and notexture liquids
        loadmodel->numtextures = m->nummiptex + 2;
-       loadmodel->textures = Mem_Alloc(loadmodel->mempool, loadmodel->numtextures * sizeof(*loadmodel->textures));
+       loadmodel->textures = Mem_Alloc(loadmodel->mempool, loadmodel->numtextures * sizeof(texture_t));
 
        // fill out all slots with notexture
-       for (i = 0;i < loadmodel->numtextures;i++)
+       for (i = 0, tx = loadmodel->textures;i < loadmodel->numtextures;i++, tx++)
        {
-               loadmodel->textures[i] = tx = Mem_Alloc(loadmodel->mempool, sizeof(texture_t));
                tx->width = 16;
                tx->height = 16;
                tx->texture = r_notexture;
+               tx->shader = &Cshader_wall_lightmap;
                if (i == loadmodel->numtextures - 1)
-                       tx->flags = SURF_DRAWTURB | SURF_DRAWFULLBRIGHT | SURF_DRAWNOALPHA | SURF_CLIPSOLID;
+               {
+                       tx->flags = SURF_DRAWTURB | SURF_LIGHTBOTHSIDES;
+                       tx->shader = &Cshader_water;
+               }
        }
 
        // just to work around bounds checking when debugging with it (array index out of bounds error thing)
@@ -278,13 +279,10 @@ static void Mod_LoadTextures (lump_t *l)
                        if (name[j] >= 'A' && name[j] <= 'Z')
                                name[j] += 'a' - 'A';
 
-               tx = loadmodel->textures[i];
+               tx = loadmodel->textures + i;
                strcpy(tx->name, name);
                tx->width = mtwidth;
                tx->height = mtheight;
-               tx->texture = NULL;
-               tx->glowtexture = NULL;
-               tx->fogtexture = NULL;
 
                if (!tx->name[0])
                {
@@ -412,20 +410,23 @@ static void Mod_LoadTextures (lump_t *l)
 
                if (tx->name[0] == '*')
                {
-                       tx->flags |= (SURF_DRAWTURB | SURF_LIGHTBOTHSIDES);
+                       tx->flags |= SURF_DRAWTURB | SURF_LIGHTBOTHSIDES;
                        // LordHavoc: some turbulent textures should be fullbright and solid
                        if (!strncmp(tx->name,"*lava",5)
                         || !strncmp(tx->name,"*teleport",9)
                         || !strncmp(tx->name,"*rift",5)) // Scourge of Armagon texture
-                               tx->flags |= (SURF_DRAWFULLBRIGHT | SURF_DRAWNOALPHA | SURF_CLIPSOLID);
+                               tx->flags |= SURF_DRAWFULLBRIGHT | SURF_DRAWNOALPHA;
+                       tx->shader = &Cshader_water;
                }
                else if (tx->name[0] == 's' && tx->name[1] == 'k' && tx->name[2] == 'y')
-                       tx->flags |= (SURF_DRAWSKY | SURF_CLIPSOLID);
+               {
+                       tx->flags |= SURF_DRAWSKY;
+                       tx->shader = &Cshader_sky;
+               }
                else
                {
                        tx->flags |= SURF_LIGHTMAP;
-                       if (!R_TextureHasAlpha(tx->texture))
-                               tx->flags |= SURF_CLIPSOLID;
+                       tx->shader = &Cshader_wall_lightmap;
                }
 
                tx->detailtexture = detailtextures[i % NUM_DETAILTEXTURES];
@@ -434,7 +435,7 @@ static void Mod_LoadTextures (lump_t *l)
        // sequence the animations
        for (i = 0;i < m->nummiptex;i++)
        {
-               tx = loadmodel->textures[i];
+               tx = loadmodel->textures + i;
                if (!tx || tx->name[0] != '+' || tx->name[1] == 0 || tx->name[2] == 0)
                        continue;
                if (tx->anim_total[0] || tx->anim_total[1])
@@ -446,7 +447,7 @@ static void Mod_LoadTextures (lump_t *l)
 
                for (j = i;j < m->nummiptex;j++)
                {
-                       tx2 = loadmodel->textures[j];
+                       tx2 = loadmodel->textures + j;
                        if (!tx2 || tx2->name[0] != '+' || strcmp (tx2->name+2, tx->name+2))
                                continue;
 
@@ -883,15 +884,20 @@ static void Mod_LoadTexinfo (lump_t *l)
                        if ((unsigned int) miptex >= (unsigned int) loadmodel->numtextures)
                                Con_Printf ("error in model \"%s\": invalid miptex index %i (of %i)\n", loadmodel->name, miptex, loadmodel->numtextures);
                        else
-                               out->texture = loadmodel->textures[miptex];
+                               out->texture = loadmodel->textures + miptex;
                }
-               if (out->texture == NULL)
+               if (out->flags & TEX_SPECIAL)
                {
-                       // choose either the liquid notexture, or the normal notexture
-                       if (out->flags & TEX_SPECIAL)
-                               out->texture = loadmodel->textures[loadmodel->numtextures - 1];
-                       else
-                               out->texture = loadmodel->textures[loadmodel->numtextures - 2];
+                       // if texture chosen is NULL or the shader needs a lightmap,
+                       // force to notexture water shader
+                       if (out->texture == NULL || out->texture->shader->flags & SHADERFLAGS_NEEDLIGHTMAP)
+                               out->texture = loadmodel->textures + (loadmodel->numtextures - 1);
+               }
+               else
+               {
+                       // if texture chosen is NULL, force to notexture
+                       if (out->texture == NULL)
+                               out->texture = loadmodel->textures + (loadmodel->numtextures - 2);
                }
        }
 }
@@ -1164,13 +1170,15 @@ void Mod_GenerateWallMesh (msurface_t *surf, int vertexonly)
        {
                s = DotProduct (in, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3];
                t = DotProduct (in, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3];
-               u = (s + 8 - surf->texturemins[0]) * (1.0 / 16.0) * uscale + ubase;
-               v = (t + 8 - surf->texturemins[1]) * (1.0 / 16.0) * vscale + vbase;
+               u = (s + 8 - surf->texturemins[0]) * (1.0 / 16.0);
+               v = (t + 8 - surf->texturemins[1]) * (1.0 / 16.0);
                // LordHavoc: calc lightmap data offset for vertex lighting to use
                iu = (int) u;
                iv = (int) v;
                iu = bound(0, iu, smax);
                iv = bound(0, iv, tmax);
+               u = u * uscale + ubase;
+               v = v * vscale + vbase;
 
                mesh->verts[i * 4 + 0] = in[0];
                mesh->verts[i * 4 + 1] = in[1];
@@ -1328,56 +1336,18 @@ static void Mod_LoadFaces (lump_t *l)
                        out->samples = loadmodel->lightdata + (i * 3);
 
                Mod_GenerateSurfacePolygon(out);
-
-               if (out->texinfo->texture->flags & SURF_DRAWSKY)
+               if (out->texinfo->texture->shader == &Cshader_wall_lightmap)
                {
-                       out->shader = &Cshader_sky;
-                       out->samples = NULL;
-                       Mod_GenerateVertexMesh (out);
-               }
-               else if (out->texinfo->texture->flags & SURF_DRAWTURB)
-               {
-                       out->shader = &Cshader_water;
-                       out->samples = NULL;
-                       Mod_GenerateVertexMesh (out);
+                       if ((out->extents[0] >> 4) + 1 > (256) || (out->extents[1] >> 4) + 1 > (256))
+                               Host_Error ("Bad surface extents");
+                       Mod_GenerateWallMesh (out, false);
+                       // stainmap for permanent marks on walls
+                       out->stainsamples = Mem_Alloc(loadmodel->mempool, ssize * tsize * 3);
+                       // clear to white
+                       memset(out->stainsamples, 255, ssize * tsize * 3);
                }
                else
-               {
-                       if (!R_TextureHasAlpha(out->texinfo->texture->texture))
-                               out->flags |= SURF_CLIPSOLID;
-                       if (out->texinfo->flags & TEX_SPECIAL)
-                       {
-                               // qbsp couldn't find the texture for this surface, but it was either turb or sky...  assume turb
-                               out->shader = &Cshader_water;
-                               out->shader = &Cshader_water;
-                               out->samples = NULL;
-                               Mod_GenerateVertexMesh (out);
-                       }
-                       else if ((out->extents[0] >> 4) + 1 > (256) || (out->extents[1] >> 4) + 1 > (256))
-                       {
-                               Con_Printf ("Bad surface extents, converting to fullbright polygon");
-                               out->shader = &Cshader_wall_fullbright;
-                               out->samples = NULL;
-                               Mod_GenerateVertexMesh(out);
-                       }
-                       else
-                       {
-                               // stainmap for permanent marks on walls
-                               out->stainsamples = Mem_Alloc(loadmodel->mempool, ssize * tsize * 3);
-                               // clear to white
-                               memset(out->stainsamples, 255, ssize * tsize * 3);
-                               if (out->extents[0] < r_vertexsurfacesthreshold.integer && out->extents[1] < r_vertexsurfacesthreshold.integer)
-                               {
-                                       out->shader = &Cshader_wall_vertex;
-                                       Mod_GenerateWallMesh (out, true);
-                               }
-                               else
-                               {
-                                       out->shader = &Cshader_wall_lightmap;
-                                       Mod_GenerateWallMesh (out, false);
-                               }
-                       }
-               }
+                       Mod_GenerateVertexMesh (out);
        }
 }
 
@@ -2462,7 +2432,7 @@ void Mod_LoadBrushModel (model_t *mod, void *buffer)
                for (j = 0, surf = &mod->surfaces[mod->firstmodelsurface];j < mod->nummodelsurfaces;j++, surf++)
                {
                        // we only need to have a drawsky function if it is used (usually only on world model)
-                       if (surf->shader == &Cshader_sky)
+                       if (surf->texinfo->texture->shader == &Cshader_sky)
                                mod->DrawSky = R_DrawBrushModelSky;
                        for (k = 0;k < surf->numedges;k++)
                        {
index 65f8cac..19832c1 100644 (file)
@@ -56,6 +56,27 @@ typedef struct mplane_s
 }
 mplane_t;
 
+#define SHADERSTAGE_SKY 0
+#define SHADERSTAGE_NORMAL 1
+#define SHADERSTAGE_COUNT 2
+
+#define SHADERFLAGS_NEEDLIGHTMAP 1
+
+struct entity_render_s;
+struct texture_s;
+// change this stuff when real shaders are added
+typedef struct Cshader_s
+{
+       void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const struct texture_s *texture);
+       int flags;
+}
+Cshader_t;
+
+extern Cshader_t Cshader_wall_lightmap;
+extern Cshader_t Cshader_wall_fullbright;
+extern Cshader_t Cshader_water;
+extern Cshader_t Cshader_sky;
+
 typedef struct texture_s
 {
        // name
@@ -74,6 +95,12 @@ typedef struct texture_s
        // detail texture (usually not used if transparent)
        rtexture_t *detailtexture;
 
+       // shader to use for this texture
+       Cshader_t *shader;
+
+       // list of surfaces to render using this texture
+       struct msurface_s *surfacechain;
+
        // total frames in sequence and alternate sequence
        int anim_total[2];
        // direct pointers to each of the frames in the sequences
@@ -138,8 +165,8 @@ typedef struct msurface_s
        mplane_t *plane;
        // SURF_ flags
        int flags;
-       struct Cshader_s *shader;
-       struct msurface_s *chain; // shader rendering chain
+       // rendering chain
+       struct msurface_s *texturechain;
 
        // look up in model->surfedges[], negative numbers are backwards edges
        int firstedge;
@@ -194,26 +221,6 @@ typedef struct msurface_s
 }
 msurface_t;
 
-#define SHADERSTAGE_SKY 0
-#define SHADERSTAGE_NORMAL 1
-#define SHADERSTAGE_COUNT 2
-
-struct entity_render_s;
-// change this stuff when real shaders are added
-typedef struct Cshader_s
-{
-       void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const msurface_t *firstsurf);
-       // list of surfaces using this shader (used during surface rendering)
-       msurface_t *chain;
-}
-Cshader_t;
-
-extern Cshader_t Cshader_wall_vertex;
-extern Cshader_t Cshader_wall_lightmap;
-extern Cshader_t Cshader_wall_fullbright;
-extern Cshader_t Cshader_water;
-extern Cshader_t Cshader_sky;
-
 typedef struct mnode_s
 {
 // common with leaf
index d35e06a..d0280aa 100644 (file)
@@ -156,7 +156,7 @@ typedef struct model_s
        hull_t                  hulls[MAX_MAP_HULLS];
 
        int                             numtextures;
-       texture_t               **textures;
+       texture_t               *textures;
 
        qbyte                   *visdata;
        qbyte                   *lightdata;