From 40e0441442aecf796d118da39837fba123a0dedc Mon Sep 17 00:00:00 2001 From: havoc Date: Thu, 20 Apr 2006 03:43:20 +0000 Subject: [PATCH 1/1] significant surface renderer optimizations git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6314 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_rmain.c | 480 +++++++++++++++++++++++++++++++---------------------- gl_rsurf.c | 65 ++++---- r_shadow.c | 207 ++++++++++++----------- r_shadow.h | 2 +- render.h | 37 ++++- 5 files changed, 445 insertions(+), 346 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index c4f0c632..6eae7af2 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -845,14 +845,14 @@ void R_GLSL_Restart_f(void) memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); } -void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, rtexture_t *lightmaptexture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting) +int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting) { // select a permutation of the lighting shader appropriate to this // combination of texture, entity, light source, and fogging, only use the // minimum features necessary to avoid wasting rendering time in the // fragment shader on features that are not being used int permutation = 0; - float specularscale = texture->specularscale; + float specularscale = rsurface_texture->specularscale; r_glsl_permutation = NULL; if (r_shadow_rtlight) { @@ -863,28 +863,31 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, } else { - if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) + if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) { if (modellighting) permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION; - else if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && lightmaptexture) + else { - if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace) - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE; - else + if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && rsurface_lightmaptexture) + { + if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace) + permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE; + else + permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; + } + else if (r_glsl_deluxemapping.integer >= 2) // fake mode permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; } - else if (r_glsl_deluxemapping.integer >= 2) // fake mode - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; } - if (texture->skin.glow) + if (rsurface_texture->skin.glow) permutation |= SHADERPERMUTATION_GLOW; } if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR; if (fogenabled) permutation |= SHADERPERMUTATION_FOG; - if (texture->colormapping) + if (rsurface_texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; if (r_glsl_offsetmapping.integer) { @@ -911,18 +914,17 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, if (r_glsl_permutations[permutation].program) break; if (!i) - return; // utterly failed + return 0; // utterly failed } } } r_glsl_permutation = r_glsl_permutations + permutation; CHECKGLERROR qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR - R_Mesh_TexMatrix(0, &texture->currenttexmatrix); + R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix); if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) { - R_Mesh_TexMatrix(3, &r_shadow_entitytolight); - //if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); + if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]); if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale); @@ -931,7 +933,7 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, } else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION) { - if (texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, 1, 1, 1); @@ -945,13 +947,13 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, else { if (r_glsl_permutation->loc_AmbientColor >= 0) - qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, ent->modellight_ambient[0], ent->modellight_ambient[1], ent->modellight_ambient[2]); + qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]); if (r_glsl_permutation->loc_DiffuseColor >= 0) - qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, ent->modellight_diffuse[0], ent->modellight_diffuse[1], ent->modellight_diffuse[2]); + qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0], rsurface_entity->modellight_diffuse[1], rsurface_entity->modellight_diffuse[2]); if (r_glsl_permutation->loc_SpecularColor >= 0) - qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, ent->modellight_diffuse[0] * texture->specularscale, ent->modellight_diffuse[1] * texture->specularscale, ent->modellight_diffuse[2] * texture->specularscale); + qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[1] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[2] * rsurface_texture->specularscale); if (r_glsl_permutation->loc_LightDir >= 0) - qglUniform3fARB(r_glsl_permutation->loc_LightDir, ent->modellight_lightdir[0], ent->modellight_lightdir[1], ent->modellight_lightdir[2]); + qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]); } } else @@ -960,43 +962,55 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_lightmapintensity * 2.0f); if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_lightmapintensity * specularscale * 2.0f); } - if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(texture->skin.nmap)); - if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(texture->basetexture)); - if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(texture->glosstexture)); + if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->skin.nmap)); + if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture)); + if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture)); //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); - if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(texture->skin.pants)); - if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(texture->skin.shirt)); - if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); - if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); - if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(texture->skin.glow)); + if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->skin.pants)); + if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->skin.shirt)); + //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); + //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); + if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->skin.glow)); if (r_glsl_permutation->loc_FogColor >= 0) { // additive passes are only darkened by fog, not tinted - if (r_shadow_rtlight || (texture->currentmaterialflags & MATERIALFLAG_ADD)) + if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD)) qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); else qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogcolor[0], fogcolor[1], fogcolor[2]); } - if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, modelorg[0], modelorg[1], modelorg[2]); + if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]); if (r_glsl_permutation->loc_Color_Pants >= 0) { - if (texture->skin.pants) - qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]); + if (rsurface_texture->skin.pants) + qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]); else qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0); } if (r_glsl_permutation->loc_Color_Shirt >= 0) { - if (texture->skin.shirt) - qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]); + if (rsurface_texture->skin.shirt) + qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]); else qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0); } if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, fograngerecip); - if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, texture->specularpower); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower); if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); CHECKGLERROR + return permutation; +} + +void R_SwitchSurfaceShader(int permutation) +{ + if (r_glsl_permutation != r_glsl_permutations + permutation) + { + r_glsl_permutation = r_glsl_permutations + permutation; + CHECKGLERROR + qglUseProgramObjectARB(r_glsl_permutation->program); + CHECKGLERROR + } } void gl_main_start(void) @@ -2357,7 +2371,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) float colorscale; colorscale = 2; // q3bsp has no lightmap updates, so the lightstylevalue that - // would normally be baked into the lightmaptexture must be + // would normally be baked into the lightmap must be // applied to the color if (ent->model->type == mod_brushq3) colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f); @@ -2414,76 +2428,120 @@ void R_UpdateAllTextureInfo(entity_render_t *ent) } int rsurface_array_size = 0; -float *rsurface_array_vertex3f = NULL; -float *rsurface_array_svector3f = NULL; -float *rsurface_array_tvector3f = NULL; -float *rsurface_array_normal3f = NULL; +float *rsurface_array_modelvertex3f = NULL; +float *rsurface_array_modelsvector3f = NULL; +float *rsurface_array_modeltvector3f = NULL; +float *rsurface_array_modelnormal3f = NULL; +float *rsurface_array_deformedvertex3f = NULL; +float *rsurface_array_deformedsvector3f = NULL; +float *rsurface_array_deformedtvector3f = NULL; +float *rsurface_array_deformednormal3f = NULL; float *rsurface_array_color4f = NULL; float *rsurface_array_texcoord3f = NULL; void R_Mesh_ResizeArrays(int newvertices) { + float *base; if (rsurface_array_size >= newvertices) return; - if (rsurface_array_vertex3f) - Mem_Free(rsurface_array_vertex3f); + if (rsurface_array_modelvertex3f) + Mem_Free(rsurface_array_modelvertex3f); rsurface_array_size = (newvertices + 1023) & ~1023; - rsurface_array_vertex3f = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[19])); - rsurface_array_svector3f = rsurface_array_vertex3f + rsurface_array_size * 3; - rsurface_array_tvector3f = rsurface_array_vertex3f + rsurface_array_size * 6; - rsurface_array_normal3f = rsurface_array_vertex3f + rsurface_array_size * 9; - rsurface_array_color4f = rsurface_array_vertex3f + rsurface_array_size * 12; - rsurface_array_texcoord3f = rsurface_array_vertex3f + rsurface_array_size * 16; + base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31])); + rsurface_array_modelvertex3f = base + rsurface_array_size * 0; + rsurface_array_modelsvector3f = base + rsurface_array_size * 3; + rsurface_array_modeltvector3f = base + rsurface_array_size * 6; + rsurface_array_modelnormal3f = base + rsurface_array_size * 9; + rsurface_array_deformedvertex3f = base + rsurface_array_size * 12; + rsurface_array_deformedsvector3f = base + rsurface_array_size * 15; + rsurface_array_deformedtvector3f = base + rsurface_array_size * 18; + rsurface_array_deformednormal3f = base + rsurface_array_size * 21; + rsurface_array_texcoord3f = base + rsurface_array_size * 24; + rsurface_array_color4f = base + rsurface_array_size * 27; } +float *rsurface_modelvertex3f; +float *rsurface_modelsvector3f; +float *rsurface_modeltvector3f; +float *rsurface_modelnormal3f; float *rsurface_vertex3f; float *rsurface_svector3f; float *rsurface_tvector3f; float *rsurface_normal3f; float *rsurface_lightmapcolor4f; vec3_t rsurface_modelorg; +qboolean rsurface_generatedvertex; const entity_render_t *rsurface_entity; const model_t *rsurface_model; -const texture_t *rsurface_texture; +texture_t *rsurface_texture; +rtexture_t *rsurface_lightmaptexture; +rsurfmode_t rsurface_mode; +texture_t *rsurface_glsl_texture; -void RSurf_PrepareVerticesForBatch(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist) +void RSurf_ActiveEntity(const entity_render_t *ent) { - VectorCopy(modelorg, rsurface_modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, rsurface_modelorg); rsurface_entity = ent; rsurface_model = ent->model; - rsurface_texture = texture; if (rsurface_array_size < rsurface_model->surfmesh.num_vertices) R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices); + R_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, rsurface_modelorg); if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && (rsurface_model->surfmesh.data_morphvertex3f || rsurface_model->surfmesh.data_vertexboneweights)) { - rsurface_vertex3f = rsurface_array_vertex3f; - rsurface_svector3f = NULL; - rsurface_tvector3f = NULL; - rsurface_normal3f = NULL; - Mod_Alias_GetMesh_Vertex3f(rsurface_model, rsurface_entity->frameblend, rsurface_array_vertex3f); + rsurface_modelvertex3f = rsurface_array_modelvertex3f; + rsurface_modelsvector3f = NULL; + rsurface_modeltvector3f = NULL; + rsurface_modelnormal3f = NULL; + Mod_Alias_GetMesh_Vertex3f(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f); + rsurface_generatedvertex = true; + } + else + { + rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f; + rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f; + rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f; + rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f; + rsurface_generatedvertex = false; + } + rsurface_vertex3f = rsurface_modelvertex3f; + rsurface_svector3f = rsurface_modelsvector3f; + rsurface_tvector3f = rsurface_modeltvector3f; + rsurface_normal3f = rsurface_modelnormal3f; + rsurface_mode = RSURFMODE_NONE; +} + +void RSurf_CleanUp(void) +{ + if (rsurface_mode == RSURFMODE_GLSL) + qglUseProgramObjectARB(0); + GL_AlphaTest(false); + rsurface_mode = RSURFMODE_NONE; + rsurface_lightmaptexture = NULL; + rsurface_texture = NULL; + rsurface_glsl_texture = NULL; +} + +void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + if (rsurface_generatedvertex) + { if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) generatetangents = true; if (generatetangents) generatenormals = true; - if (generatenormals && !rsurface_normal3f) + if (generatenormals && !rsurface_modelnormal3f) { - rsurface_normal3f = rsurface_array_normal3f; - Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer); + rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f; + Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer); } - if (generatetangents && !rsurface_svector3f) + if (generatetangents && !rsurface_modelsvector3f) { - Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_normal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_svector3f, rsurface_array_tvector3f, r_smoothnormals_areaweighting.integer); - rsurface_svector3f = rsurface_array_svector3f; - rsurface_tvector3f = rsurface_array_tvector3f; + rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f; + rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f; + Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer); } } - else - { - rsurface_vertex3f = rsurface_model->surfmesh.data_vertex3f; - rsurface_svector3f = rsurface_model->surfmesh.data_svector3f; - rsurface_tvector3f = rsurface_model->surfmesh.data_tvector3f; - rsurface_normal3f = rsurface_model->surfmesh.data_normal3f; - } if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) { int texturesurfaceindex; @@ -2521,15 +2579,15 @@ void RSurf_PrepareVerticesForBatch(const entity_render_t *ent, const texture_t * for (i = 0;i < 4;i++) Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); for (i = 0;i < 4;i++) - VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_vertex3f + (surface->num_firstvertex+i+j) * 3); + VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_modelvertex3f + (surface->num_firstvertex+i+j) * 3); } - Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer); - Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_normal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, r_smoothnormals_areaweighting.integer); + Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer); + Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer); } - rsurface_vertex3f = rsurface_array_vertex3f; - rsurface_svector3f = rsurface_array_svector3f; - rsurface_tvector3f = rsurface_array_tvector3f; - rsurface_normal3f = rsurface_array_normal3f; + rsurface_vertex3f = rsurface_array_deformedvertex3f; + rsurface_svector3f = rsurface_array_deformedsvector3f; + rsurface_tvector3f = rsurface_array_deformedtvector3f; + rsurface_normal3f = rsurface_array_deformednormal3f; } R_Mesh_VertexPointer(rsurface_vertex3f); } @@ -2671,30 +2729,33 @@ static void RSurf_DrawLightmap(const msurface_t *surface, float r, float g, floa RSurf_Draw(surface); } -static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, rtexture_t *lightmaptexture, int texturenumsurfaces, msurface_t **texturesurfacelist, const vec3_t modelorg) +static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist) { int texturesurfaceindex; int lightmode; - model_t *model = ent->model; qboolean applycolor; qboolean applyfog; rmeshstate_t m; - if (texture->currentmaterialflags & MATERIALFLAG_NODRAW) + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW) return; r_shadow_rtlight = NULL; renderstats.entities_surfaces += texturenumsurfaces; - // FIXME: identify models using a better check than model->brush.shadowmesh - lightmode = ((ent->effects & EF_FULLBRIGHT) || model->brush.shadowmesh) ? 0 : 2; - GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE)) + // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh + lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2; + GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); + if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) qglDisable(GL_CULL_FACE); if (r_showsurfaces.integer) { - GL_DepthMask(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_ColorPointer(NULL); - R_Mesh_ResetTextureState(); - RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, false, texturenumsurfaces, texturesurfacelist); + if (rsurface_mode != RSURFMODE_SHOWSURFACES) + { + rsurface_mode = RSURFMODE_SHOWSURFACES; + GL_DepthMask(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + R_Mesh_ColorPointer(NULL); + R_Mesh_ResetTextureState(); + } + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; @@ -2703,44 +2764,59 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text RSurf_Draw(surface); } } - else if (texture->currentmaterialflags & MATERIALFLAG_SKY) + else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) { // transparent sky would be ridiculous - if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) { - if (skyrendernow) + if (rsurface_mode != RSURFMODE_SKY) { - skyrendernow = false; - R_Sky(); - // restore entity matrix - R_Mesh_Matrix(&ent->matrix); + if (rsurface_mode == RSURFMODE_GLSL) + qglUseProgramObjectARB(0); + rsurface_mode = RSURFMODE_SKY; + if (skyrendernow) + { + skyrendernow = false; + R_Sky(); + // restore entity matrix + R_Mesh_Matrix(&rsurface_entity->matrix); + } + GL_DepthMask(true); + // LordHavoc: HalfLife maps have freaky skypolys so don't use + // skymasking on them, and Quake3 never did sky masking (unlike + // software Quake and software Quake2), so disable the sky masking + // in Quake3 maps as it causes problems with q3map2 sky tricks, + // and skymasking also looks very bad when noclipping outside the + // level, so don't use it then either. + if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis) + { + GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); + R_Mesh_ColorPointer(NULL); + R_Mesh_ResetTextureState(); + if (skyrendermasked) + { + // depth-only (masking) + GL_ColorMask(0,0,0,0); + // just to make sure that braindead drivers don't draw + // anything despite that colormask... + GL_BlendFunc(GL_ZERO, GL_ONE); + } + else + { + // fog sky + GL_BlendFunc(GL_ONE, GL_ZERO); + } + } } - GL_DepthMask(true); // LordHavoc: HalfLife maps have freaky skypolys so don't use // skymasking on them, and Quake3 never did sky masking (unlike // software Quake and software Quake2), so disable the sky masking // in Quake3 maps as it causes problems with q3map2 sky tricks, // and skymasking also looks very bad when noclipping outside the // level, so don't use it then either. - if (model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis) + if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis) { - GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); - R_Mesh_ColorPointer(NULL); - R_Mesh_ResetTextureState(); - if (skyrendermasked) - { - // depth-only (masking) - GL_ColorMask(0,0,0,0); - // just to make sure that braindead drivers don't draw - // anything despite that colormask... - GL_BlendFunc(GL_ZERO, GL_ONE); - } - else - { - // fog sky - GL_BlendFunc(GL_ONE, GL_ZERO); - } - RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, false, texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; @@ -2751,28 +2827,40 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text } } } - else if (texture->currentnumlayers && r_glsl.integer && gl_support_fragment_shader) + else if (rsurface_texture->currentnumlayers && r_glsl.integer && gl_support_fragment_shader) { - GL_BlendFunc(texture->currentlayers[0].blendfunc1, texture->currentlayers[0].blendfunc2); - GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_BLENDED)); - - R_Mesh_ColorPointer(NULL); - R_Mesh_ResetTextureState(); - GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha); - R_SetupSurfaceShader(ent, texture, lightmaptexture, modelorg, vec3_origin, lightmode == 2); + if (rsurface_mode != RSURFMODE_GLSL) + { + rsurface_mode = RSURFMODE_GLSL; + rsurface_glsl_texture = NULL; + R_Mesh_ResetTextureState(); + } + if (rsurface_glsl_texture != rsurface_texture) + { + rsurface_glsl_texture = rsurface_texture; + GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2); + GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)); + GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha); + R_SetupSurfaceShader(vec3_origin, lightmode == 2); + //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false); + //if (r_glsl_deluxemapping.integer) + // permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true); + R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f); + if (lightmode != 2) + R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f); + GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); + } if (!r_glsl_permutation) return; - RSurf_PrepareVerticesForBatch(ent, texture, modelorg, true, true, texturenumsurfaces, texturesurfacelist); - R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f); + RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist); R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f); R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f); R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f); if (lightmode != 2) { - R_Mesh_TexCoordPointer(4, 2, model->surfmesh.data_texcoordlightmap2f); - if (lightmaptexture) + if (rsurface_lightmaptexture) { - R_Mesh_TexBind(7, R_GetTexture(lightmaptexture)); + R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture)); if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture)); R_Mesh_ColorPointer(NULL); @@ -2782,36 +2870,37 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); - R_Mesh_ColorPointer(model->surfmesh.data_lightmapcolor4f); + R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f); } } - if (texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - qglEnable(GL_ALPHA_TEST); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; RSurf_Draw(surface); } - if (texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - qglDisable(GL_ALPHA_TEST); - qglUseProgramObjectARB(0); } - else if (texture->currentnumlayers) + else if (rsurface_texture->currentnumlayers) { int layerindex; - texturelayer_t *layer; - RSurf_PrepareVerticesForBatch(ent, texture, modelorg, true, false, texturenumsurfaces, texturesurfacelist); - for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++) + const texturelayer_t *layer; + if (rsurface_mode != RSURFMODE_MULTIPASS) + { + if (rsurface_mode == RSURFMODE_GLSL) + qglUseProgramObjectARB(0); + rsurface_mode = RSURFMODE_MULTIPASS; + } + RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); + for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++) { vec4_t layercolor; int layertexrgbscale; - if (texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { if (layerindex == 0) - qglEnable(GL_ALPHA_TEST); + GL_AlphaTest(true); else { - qglDisable(GL_ALPHA_TEST); + GL_AlphaTest(false); qglDepthFunc(GL_EQUAL); } } @@ -2841,11 +2930,11 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text { case TEXTURELAYERTYPE_LITTEXTURE_COMBINE: memset(&m, 0, sizeof(m)); - m.pointer_texcoord[0] = model->surfmesh.data_texcoordlightmap2f; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f; m.tex[1] = R_GetTexture(layer->texture); m.texmatrix[1] = layer->texmatrix; m.texrgbscale[1] = layertexrgbscale; - m.pointer_texcoord[1] = model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f; R_Mesh_TextureState(&m); if (lightmode == 2) { @@ -2856,9 +2945,9 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog); } } - else if (lightmaptexture) + else if (rsurface_lightmaptexture) { - R_Mesh_TexBind(0, R_GetTexture(lightmaptexture)); + R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture)); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; @@ -2880,7 +2969,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.texrgbscale[0] = layertexrgbscale; - m.pointer_texcoord[0] = model->surfmesh.data_texcoordlightmap2f; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f; R_Mesh_TextureState(&m); if (lightmode == 2) { @@ -2891,9 +2980,9 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text RSurf_DrawLightmap(surface, 1, 1, 1, 1, 2, false, false); } } - else if (lightmaptexture) + else if (rsurface_lightmaptexture) { - R_Mesh_TexBind(0, R_GetTexture(lightmaptexture)); + R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture)); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; @@ -2915,7 +3004,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.texrgbscale[0] = layertexrgbscale; - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; R_Mesh_TextureState(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { @@ -2928,7 +3017,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.texrgbscale[0] = layertexrgbscale; - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; R_Mesh_TextureState(&m); if (lightmode == 2) { @@ -2952,7 +3041,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.texrgbscale[0] = layertexrgbscale; - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; R_Mesh_TextureState(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { @@ -2967,7 +3056,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; R_Mesh_TextureState(&m); } else @@ -2979,7 +3068,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) { - f = VERTEXFOGTABLE(VectorDistance(v, modelorg)); + f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); c[0] = layercolor[0]; c[1] = layercolor[1]; c[2] = layercolor[2]; @@ -3010,41 +3099,40 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text GL_LockArrays(0, 0); } } - if (texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_LEQUAL); - qglDisable(GL_ALPHA_TEST); + GL_AlphaTest(false); } } GL_LockArrays(0, 0); - if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE)) + if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) qglEnable(GL_CULL_FACE); } static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight) { msurface_t *surface = ent->model->data_surfaces + surfacenumber; - vec3_t modelorg; - texture_t *texture; - texture = surface->texture; - if (texture->basematerialflags & MATERIALFLAG_SKY) + rsurface_texture = surface->texture; + if (rsurface_texture->basematerialflags & MATERIALFLAG_SKY) return; // transparent sky is too difficult - R_UpdateTextureInfo(ent, texture); - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - R_DrawTextureSurfaceList(ent, texture->currentframe, surface->lightmaptexture, 1, &surface, modelorg); + RSurf_ActiveEntity(ent); + R_UpdateTextureInfo(ent, rsurface_texture); + rsurface_texture = rsurface_texture->currentframe; + R_DrawTextureSurfaceList(1, &surface); + RSurf_CleanUp(); } -void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, rtexture_t *lightmaptexture, int texturenumsurfaces, msurface_t **texturesurfacelist, const vec3_t modelorg) +void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist) { int texturesurfaceindex; vec3_t tempcenter, center; - if (texture->currentmaterialflags & MATERIALFLAG_BLENDED) + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) { // drawing sky transparently would be too difficult - if (!(texture->currentmaterialflags & MATERIALFLAG_SKY)) + if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { @@ -3052,13 +3140,13 @@ void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, rtextur tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; - Matrix4x4_Transform(&ent->matrix, tempcenter, center); - R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_DrawSurface_TransparentCallback, ent, surface - ent->model->data_surfaces, r_shadow_rtlight); + Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center); + R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight); } } } else - R_DrawTextureSurfaceList(ent, texture, lightmaptexture, texturenumsurfaces, texturesurfacelist, modelorg); + R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist); } extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); @@ -3066,17 +3154,15 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) { int i, j, f, flagsmask; int counttriangles = 0; - texture_t *t, *texture; - rtexture_t *lmap; + texture_t *t; model_t *model = ent->model; - vec3_t modelorg; const int maxsurfacelist = 1024; int numsurfacelist = 0; msurface_t *surfacelist[1024]; if (model == NULL) return; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + + RSurf_ActiveEntity(ent); // update light styles if (!skysurfaces && model->brushq1.light_styleupdatechains) @@ -3098,8 +3184,8 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); f = 0; t = NULL; - lmap = NULL; - texture = NULL; + rsurface_lightmaptexture = NULL; + rsurface_texture = NULL; numsurfacelist = 0; if (ent == r_refdef.worldentity) { @@ -3108,17 +3194,17 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) { if (!r_worldsurfacevisible[j]) continue; - if (t != surface->texture || lmap != surface->lightmaptexture) + if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture) { if (numsurfacelist) { - R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg); + R_QueueTextureSurfaceList(numsurfacelist, surfacelist); numsurfacelist = 0; } t = surface->texture; - lmap = surface->lightmaptexture; - texture = t->currentframe; - f = texture->currentmaterialflags & flagsmask; + rsurface_lightmaptexture = surface->lightmaptexture; + rsurface_texture = t->currentframe; + f = rsurface_texture->currentmaterialflags & flagsmask; } if (f && surface->num_triangles) { @@ -3130,7 +3216,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) counttriangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { - R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg); + R_QueueTextureSurfaceList(numsurfacelist, surfacelist); numsurfacelist = 0; } } @@ -3141,17 +3227,17 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) msurface_t *surface; for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { - if (t != surface->texture || lmap != surface->lightmaptexture) + if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture) { if (numsurfacelist) { - R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg); + R_QueueTextureSurfaceList(numsurfacelist, surfacelist); numsurfacelist = 0; } t = surface->texture; - lmap = surface->lightmaptexture; - texture = t->currentframe; - f = texture->currentmaterialflags & flagsmask; + rsurface_lightmaptexture = surface->lightmaptexture; + rsurface_texture = t->currentframe; + f = rsurface_texture->currentmaterialflags & flagsmask; } if (f && surface->num_triangles) { @@ -3163,17 +3249,16 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) counttriangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { - R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg); + R_QueueTextureSurfaceList(numsurfacelist, surfacelist); numsurfacelist = 0; } } } } if (numsurfacelist) - R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg); + R_QueueTextureSurfaceList(numsurfacelist, surfacelist); renderstats.entities_triangles += counttriangles; - if (gl_support_fragment_shader) - qglUseProgramObjectARB(0); + RSurf_CleanUp(); if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces) { @@ -3213,13 +3298,13 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) { if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j]) continue; - texture = surface->texture->currentframe; - if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles) + rsurface_texture = surface->texture->currentframe; + if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles) { - RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, r_shownormals.integer != 0, 1, &surface); + RSurf_PrepareVerticesForBatch(true, true, 1, &surface); if (r_showtris.integer) { - if (!texture->currentlayers->depthmask) + if (!rsurface_texture->currentlayers->depthmask) GL_Color(r_showtris.value, 0, 0, 1); else if (ent == r_refdef.worldentity) GL_Color(r_showtris.value, r_showtris.value, r_showtris.value, 1); @@ -3270,6 +3355,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) } } } + rsurface_texture = NULL; if (r_showdisabledepthtest.integer) qglDepthFunc(GL_LEQUAL); } diff --git a/gl_rsurf.c b/gl_rsurf.c index 1cb68081..43334b64 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -705,10 +705,10 @@ void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigi r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false); } -void R_Q1BSP_DrawShadowVolume_Batch(entity_render_t *ent, texture_t *texture, const vec3_t modelorg, const vec3_t relativelightorigin, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist) +void R_Q1BSP_DrawShadowVolume_Batch(const vec3_t relativelightorigin, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist) { int texturesurfaceindex; - RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, false, texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { msurface_t *surface = texturesurfacelist[texturesurfaceindex]; @@ -723,8 +723,7 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, int modelsurfacelistindex; int f = 0; float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value; - vec3_t modelorg; - texture_t *t = NULL, *texture = NULL; + texture_t *t = NULL; const int maxsurfacelist = 1024; int numsurfacelist = 0; msurface_t *surfacelist[1024]; @@ -738,10 +737,10 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) { surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; - texture = surface->texture->currentframe; - if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) + t = surface->texture->currentframe; + if ((t->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) continue; - if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE)) + if ((t->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE)) continue; R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); } @@ -750,7 +749,7 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, else { projectdistance = lightradius + model->radius*2; - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + RSurf_ActiveEntity(ent); R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles); // identify lit faces within the bounding box for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) @@ -760,18 +759,18 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, { if (numsurfacelist) { - R_Q1BSP_DrawShadowVolume_Batch(ent, texture, modelorg, relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist); + R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist); numsurfacelist = 0; } t = surface->texture; - texture = t->currentframe; - f = (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) == MATERIALFLAG_WALL; + rsurface_texture = t->currentframe; + f = (rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) == MATERIALFLAG_WALL; } if (f && surface->num_triangles) surfacelist[numsurfacelist++] = surface; } if (numsurfacelist) - R_Q1BSP_DrawShadowVolume_Batch(ent, texture, modelorg, relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist); + R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist); R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist); } } @@ -779,21 +778,19 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight) { msurface_t *surface = ent->model->data_surfaces + surfacenumber; - texture_t *texture = surface->texture; - R_UpdateTextureInfo(ent, texture); - texture = texture->currentframe; + R_UpdateTextureInfo(ent, surface->texture); R_Shadow_RenderMode_Begin(); R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight); R_Shadow_RenderMode_Lighting(false, true); R_Shadow_SetupEntityLight(ent); - R_Shadow_RenderSurfacesLighting(ent, texture, 1, &surface); + rsurface_texture = surface->texture->currentframe; + R_Shadow_RenderSurfacesLighting(1, &surface); R_Shadow_RenderMode_End(); } -static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, texture_t *texture, int batchnumsurfaces, msurface_t **batchsurfacelist) +static void R_Q1BSP_DrawLight_TransparentBatch(int batchnumsurfaces, msurface_t **batchsurfacelist) { int batchsurfaceindex; - model_t *model = ent->model; msurface_t *batchsurface; vec3_t tempcenter, center; for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++) @@ -802,8 +799,8 @@ static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, textu tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f; tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f; tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f; - Matrix4x4_Transform(&ent->matrix, tempcenter, center); - R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, batchsurface - model->data_surfaces, r_shadow_rtlight); + Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center); + R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, rsurface_entity, batchsurface - rsurface_model->data_surfaces, r_shadow_rtlight); } } @@ -813,16 +810,14 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface { model_t *model = ent->model; msurface_t *surface; - texture_t *texture; int surfacelistindex, batchnumsurfaces; msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES]; - vec3_t modelorg; texture_t *tex; qboolean skip; + RSurf_ActiveEntity(ent); R_UpdateAllTextureInfo(ent); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); tex = NULL; - texture = NULL; + rsurface_texture = NULL; skip = false; batchnumsurfaces = 0; for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) @@ -835,15 +830,15 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface { if (batchnumsurfaces > 0) { - if (texture->currentmaterialflags & MATERIALFLAG_BLENDED) - R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist); + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) + R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist); else - R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist); + R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist); batchnumsurfaces = 0; } tex = surface->texture; - texture = surface->texture->currentframe; - skip = (texture->currentmaterialflags & MATERIALFLAG_SKY) != 0; + rsurface_texture = surface->texture->currentframe; + skip = (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) != 0; if (skip) continue; } @@ -851,10 +846,10 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface { if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES) { - if (texture->currentmaterialflags & MATERIALFLAG_BLENDED) - R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist); + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) + R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist); else - R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist); + R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist); batchnumsurfaces = 0; } batchsurfacelist[batchnumsurfaces++] = surface; @@ -862,10 +857,10 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface } if (batchnumsurfaces > 0) { - if (texture->currentmaterialflags & MATERIALFLAG_BLENDED) - R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist); + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) + R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist); else - R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist); + R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist); batchnumsurfaces = 0; } qglEnable(GL_CULL_FACE); diff --git a/r_shadow.c b/r_shadow.c index 3b12bbd5..c1dcc70c 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -1229,55 +1229,52 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve } } -static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderSurfacesLighting_VisibleLighting(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) { // used to display how many times a surface is lit for level design purposes int surfacelistindex; - model_t *model = ent->model; GL_Color(0.1, 0.025, 0, 1); R_Mesh_ColorPointer(NULL); R_Mesh_ResetTextureState(); - RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, false, false, numsurfaces, surfacelist); + RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist); for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { const msurface_t *surface = surfacelist[surfacelistindex]; GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, model->surfmesh.data_element3i + 3 * surface->num_firsttriangle); - GL_LockArrays(0, 0); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle); } + GL_LockArrays(0, 0); } -static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) int surfacelistindex; - model_t *model = ent->model; - RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, true, true, numsurfaces, surfacelist); - R_SetupSurfaceShader(ent, texture, NULL, r_shadow_entityeyeorigin, lightcolorbase, false); - R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f); + RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist); + R_SetupSurfaceShader(lightcolorbase, false); + R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f); R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f); R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f); R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f); - if (texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) qglDepthFunc(GL_EQUAL); for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { const msurface_t *surface = surfacelist[surfacelistindex]; GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, model->surfmesh.data_element3i + surface->num_firsttriangle * 3); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3); } - if (texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - qglDepthFunc(GL_LEQUAL); GL_LockArrays(0, 0); + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + qglDepthFunc(GL_LEQUAL); } -static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale) +static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale) { int renders; - model_t *model = ent->model; float color2[3]; rmeshstate_t m; - const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3; + const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3; GL_Color(1,1,1,1); // colorscale accounts for how much we multiply the brightness // during combine. @@ -1294,8 +1291,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_ m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(basetexture); - m.pointer_texcoord[1] = model->surfmesh.data_texcoordtexture2f; - m.texmatrix[1] = texture->currenttexmatrix; + m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[1] = rsurface_texture->currenttexmatrix; m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap); m.pointer_texcoord3f[2] = rsurface_vertex3f; m.texmatrix[2] = r_shadow_entitytolight; @@ -1309,8 +1306,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_ m.pointer_texcoord3f[0] = rsurface_vertex3f; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(basetexture); - m.pointer_texcoord[1] = model->surfmesh.data_texcoordtexture2f; - m.texmatrix[1] = texture->currenttexmatrix; + m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[1] = rsurface_texture->currenttexmatrix; GL_BlendFunc(GL_ONE, GL_ONE); } else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube) @@ -1324,8 +1321,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_ m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationz; m.tex[2] = R_GetTexture(basetexture); - m.pointer_texcoord[2] = model->surfmesh.data_texcoordtexture2f; - m.texmatrix[2] = texture->currenttexmatrix; + m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[2] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap); @@ -1345,8 +1342,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_ m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationz; m.tex[2] = R_GetTexture(basetexture); - m.pointer_texcoord[2] = model->surfmesh.data_texcoordtexture2f; - m.texmatrix[2] = texture->currenttexmatrix; + m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[2] = rsurface_texture->currenttexmatrix; GL_BlendFunc(GL_ONE, GL_ONE); } else @@ -1368,8 +1365,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_ memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); @@ -1391,13 +1388,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_ GL_LockArrays(0, 0); } -static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale) +static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale) { int renders; - model_t *model = ent->model; float color2[3]; rmeshstate_t m; - const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3; + const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3; GL_Color(1,1,1,1); // colorscale accounts for how much we multiply the brightness // during combine. @@ -1412,8 +1408,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; @@ -1430,8 +1426,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); @@ -1457,8 +1453,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; @@ -1471,8 +1467,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); @@ -1487,8 +1483,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; @@ -1502,8 +1498,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationxyz; @@ -1515,8 +1511,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; @@ -1536,8 +1532,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); @@ -1566,8 +1562,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; @@ -1580,8 +1576,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); @@ -1603,13 +1599,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_ GL_LockArrays(0, 0); } -static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale) +static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale) { int renders; - model_t *model = ent->model; float color2[3]; rmeshstate_t m; - const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3; + const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3; // FIXME: detect blendsquare! //if (!gl_support_blendsquare) // return; @@ -1619,8 +1614,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity // 2/0/0/1/2 3D combine blendsquare path memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; @@ -1657,8 +1652,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); @@ -1672,8 +1667,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity // 2/0/0/2 3D combine blendsquare path memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; @@ -1700,8 +1695,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[1] = rsurface_vertex3f; m.texmatrix[1] = r_shadow_entitytoattenuationxyz; @@ -1712,8 +1707,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity // 2/0/0/2/2 2D combine blendsquare path memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; @@ -1753,8 +1748,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; - m.texmatrix[0] = texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); @@ -1775,7 +1770,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity GL_LockArrays(0, 0); } -static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) { // ARB path (any Geforce, any Radeon) int surfacelistindex; @@ -1784,38 +1779,38 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en qboolean dospecular = specularscale > 0; if (!doambient && !dodiffuse && !dospecular) return; - RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, true, true, numsurfaces, surfacelist); + RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist); R_Mesh_ColorPointer(NULL); for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { const msurface_t *surface = surfacelist[surfacelistindex]; if (doambient) - R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale); + R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale); if (dodiffuse) - R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale); + R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale); if (dopants) { if (doambient) - R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale); + R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale); if (dodiffuse) - R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale); + R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale); } if (doshirt) { if (doambient) - R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale); + R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale); if (dodiffuse) - R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale); + R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale); } if (dospecular) - R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale); + R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(surface, lightcolorbase, glosstexture, normalmaptexture, specularscale); } } void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2) { int renders; - const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3; + const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3; R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2); for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++) { @@ -1882,10 +1877,10 @@ goodpass: } } -static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) { int surfacelistindex; - model_t *model = ent->model; + model_t *model = rsurface_entity->model; float ambientcolorbase[3], diffusecolorbase[3]; float ambientcolorpants[3], diffusecolorpants[3]; float ambientcolorshirt[3], diffusecolorshirt[3]; @@ -1900,8 +1895,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t * R_Mesh_ColorPointer(rsurface_array_color4f); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.texmatrix[0] = texture->currenttexmatrix; - m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f; + m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; if (r_textureunits.integer >= 2) { // voodoo2 or TNT @@ -1917,7 +1912,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t * } } R_Mesh_TextureState(&m); - RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, true, false, numsurfaces, surfacelist); + RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist); for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { const msurface_t *surface = surfacelist[surfacelistindex]; @@ -1937,53 +1932,53 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t * } } -void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist) +void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist) { // FIXME: support MATERIALFLAG_NODEPTHTEST vec3_t lightcolorbase, lightcolorpants, lightcolorshirt; // calculate colors to render this texture with - lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha; - lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha; - lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha; - if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) + lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha; + lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha; + lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha; + if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) return; - if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE)) + if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) qglDisable(GL_CULL_FACE); else qglEnable(GL_CULL_FACE); - if (texture->colormapping) + if (rsurface_texture->colormapping) { - qboolean dopants = texture->skin.pants != NULL && VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f); - qboolean doshirt = texture->skin.shirt != NULL && VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f); + qboolean dopants = rsurface_texture->skin.pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f); + qboolean doshirt = rsurface_texture->skin.shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f); if (dopants) { - lightcolorpants[0] = lightcolorbase[0] * ent->colormap_pantscolor[0]; - lightcolorpants[1] = lightcolorbase[1] * ent->colormap_pantscolor[1]; - lightcolorpants[2] = lightcolorbase[2] * ent->colormap_pantscolor[2]; + lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0]; + lightcolorpants[1] = lightcolorbase[1] * rsurface_entity->colormap_pantscolor[1]; + lightcolorpants[2] = lightcolorbase[2] * rsurface_entity->colormap_pantscolor[2]; } else VectorClear(lightcolorpants); if (doshirt) { - lightcolorshirt[0] = lightcolorbase[0] * ent->colormap_shirtcolor[0]; - lightcolorshirt[1] = lightcolorbase[1] * ent->colormap_shirtcolor[1]; - lightcolorshirt[2] = lightcolorbase[2] * ent->colormap_shirtcolor[2]; + lightcolorshirt[0] = lightcolorbase[0] * rsurface_entity->colormap_shirtcolor[0]; + lightcolorshirt[1] = lightcolorbase[1] * rsurface_entity->colormap_shirtcolor[1]; + lightcolorshirt[2] = lightcolorbase[2] * rsurface_entity->colormap_shirtcolor[2]; } else VectorClear(lightcolorshirt); switch (r_shadow_rendermode) { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: - R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt); + R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt); + R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_DOT3: - R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt); + R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt); + R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); break; default: Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); @@ -1995,16 +1990,16 @@ void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t switch (r_shadow_rendermode) { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: - R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false); + R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false); + R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_DOT3: - R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false); + R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false); + R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); break; default: Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); @@ -2207,12 +2202,14 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfa void R_Shadow_SetupEntityLight(const entity_render_t *ent) { // set up properties for rendering light onto this entity + RSurf_ActiveEntity(ent); Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix); Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight); Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight); Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin); - R_Mesh_Matrix(&ent->matrix); + VectorCopy(rsurface_modelorg, r_shadow_entityeyeorigin); + if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) + R_Mesh_TexMatrix(3, &r_shadow_entitytolight); } void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist) diff --git a/r_shadow.h b/r_shadow.h index 9181da99..467e89a4 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -32,7 +32,7 @@ extern cvar_t gl_ext_stenciltwoside; void R_Shadow_Init(void); void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris); void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs); -void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist); +void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist); void R_Shadow_RenderMode_Begin(void); void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight); void R_Shadow_RenderMode_Reset(void); diff --git a/render.h b/render.h index 8ab65598..bfd89e67 100644 --- a/render.h +++ b/render.h @@ -263,22 +263,42 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_ extern mempool_t *r_main_mempool; extern int rsurface_array_size; -extern float *rsurface_array_vertex3f; -extern float *rsurface_array_svector3f; -extern float *rsurface_array_tvector3f; -extern float *rsurface_array_normal3f; +extern float *rsurface_array_modelvertex3f; +extern float *rsurface_array_modelsvector3f; +extern float *rsurface_array_modeltvector3f; +extern float *rsurface_array_modelnormal3f; +extern float *rsurface_array_deformedvertex3f; +extern float *rsurface_array_deformedsvector3f; +extern float *rsurface_array_deformedtvector3f; +extern float *rsurface_array_deformednormal3f; extern float *rsurface_array_color4f; extern float *rsurface_array_texcoord3f; +typedef enum rsurfmode_e +{ + RSURFMODE_NONE, + RSURFMODE_SHOWSURFACES, + RSURFMODE_SKY, + RSURFMODE_MULTIPASS, + RSURFMODE_GLSL +} +rsurfmode_t; + extern float *rsurface_vertex3f; extern float *rsurface_svector3f; extern float *rsurface_tvector3f; extern float *rsurface_normal3f; extern float *rsurface_lightmapcolor4f; extern vec3_t rsurface_modelorg; +extern qboolean rsurface_generatedvertex; extern const entity_render_t *rsurface_entity; extern const model_t *rsurface_model; -extern const texture_t *rsurface_texture; +extern texture_t *rsurface_texture; +extern rtexture_t *rsurface_lightmaptexture; +extern rsurfmode_t rsurface_mode; + +void RSurf_ActiveEntity(const entity_render_t *ent); +void RSurf_CleanUp(void); void R_Mesh_ResizeArrays(int newvertices); @@ -287,10 +307,10 @@ struct texture_s; struct msurface_s; void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t); void R_UpdateAllTextureInfo(entity_render_t *ent); -void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, rtexture_t *lightmaptexture, int texturenumsurfaces, msurface_t **texturesurfacelist, const vec3_t modelorg); +void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist); void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces); -void RSurf_PrepareVerticesForBatch(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist); +void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist); #define SHADERPERMUTATION_MODE_LIGHTSOURCE (1<<0) // (lightsource) use directional pixel shading from light source (rtlight) #define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE (1<<1) // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap) @@ -346,7 +366,8 @@ extern r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT]; extern r_glsl_permutation_t *r_glsl_permutation; void R_GLSL_CompilePermutation(int permutation); -void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, rtexture_t *lightmaptexture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting); +int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting); +void R_SwitchSurfaceShader(int permutation); #endif -- 2.39.2