2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // r_surf.c: surface-related refresh code
25 #define MAX_LIGHTMAP_SIZE 256
27 static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
28 static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
30 static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
32 cvar_t r_ambient = {0, "r_ambient", "0"};
33 cvar_t r_drawportals = {0, "r_drawportals", "0"};
34 cvar_t r_testvis = {0, "r_testvis", "0"};
35 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
36 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
37 cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
38 cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
39 cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
40 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
43 // FIXME: these arrays are huge!
44 int r_q1bsp_maxmarkleafs;
45 int r_q1bsp_nummarkleafs;
46 mleaf_t *r_q1bsp_maxleaflist[65536];
47 int r_q1bsp_maxmarksurfaces;
48 int r_q1bsp_nummarksurfaces;
49 msurface_t *r_q1bsp_maxsurfacelist[65536];
51 // FIXME: these arrays are huge!
52 int r_q3bsp_maxmarkleafs;
53 int r_q3bsp_nummarkleafs;
54 q3mleaf_t *r_q3bsp_maxleaflist[65536];
55 int r_q3bsp_maxmarksurfaces;
56 int r_q3bsp_nummarksurfaces;
57 q3mface_t *r_q3bsp_maxsurfacelist[65536];
60 static int dlightdivtable[32768];
62 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
64 int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
66 float dist, impact[3], local[3];
71 smax = (surf->extents[0] >> 4) + 1;
72 tmax = (surf->extents[1] >> 4) + 1;
75 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
77 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
78 continue; // not lit by this light
80 Matrix4x4_Transform(matrix, light->origin, local);
81 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
83 // for comparisons to minimum acceptable light
84 // compensate for LIGHTOFFSET
85 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
92 if (surf->plane->type < 3)
94 VectorCopy(local, impact);
95 impact[surf->plane->type] -= dist;
99 impact[0] = local[0] - surf->plane->normal[0] * dist;
100 impact[1] = local[1] - surf->plane->normal[1] * dist;
101 impact[2] = local[2] - surf->plane->normal[2] * dist;
104 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
105 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
107 s = bound(0, impacts, smax * 16) - impacts;
108 t = bound(0, impactt, tmax * 16) - impactt;
109 i = s * s + t * t + dist2;
113 // reduce calculations
114 for (s = 0, i = impacts; s < smax; s++, i -= 16)
115 sdtable[s] = i * i + dist2;
117 maxdist3 = maxdist - dist2;
119 // convert to 8.8 blocklights format
120 red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
121 green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
122 blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
123 subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
127 for (t = 0;t < tmax;t++, i -= 16)
130 // make sure some part of it is visible on this line
133 maxdist2 = maxdist - td;
134 for (s = 0;s < smax;s++)
136 if (sdtable[s] < maxdist2)
138 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
142 bl[1] += (green * k);
157 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
159 int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
160 float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
165 smax = (surf->extents[0] >> 4) + 1;
166 tmax = (surf->extents[1] >> 4) + 1;
169 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
171 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
172 continue; // not lit by this light
174 Matrix4x4_Transform(matrix, light->origin, local);
175 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
177 // for comparisons to minimum acceptable light
178 // compensate for LIGHTOFFSET
179 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
182 dist2 += LIGHTOFFSET;
183 if (dist2 >= maxdist)
186 if (surf->plane->type < 3)
188 VectorCopy(local, impact);
189 impact[surf->plane->type] -= dist;
193 impact[0] = local[0] - surf->plane->normal[0] * dist;
194 impact[1] = local[1] - surf->plane->normal[1] * dist;
195 impact[2] = local[2] - surf->plane->normal[2] * dist;
198 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
199 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
201 td = bound(0, impacts, smax * 16) - impacts;
202 td1 = bound(0, impactt, tmax * 16) - impactt;
203 td = td * td + td1 * td1 + dist2;
207 // reduce calculations
208 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
209 sdtable[s] = td1 * td1 + dist2;
211 maxdist3 = maxdist - dist2;
213 // convert to 8.8 blocklights format
214 red = light->rtlight.lightmap_light[0];
215 green = light->rtlight.lightmap_light[1];
216 blue = light->rtlight.lightmap_light[2];
217 subtract = light->rtlight.lightmap_subtract * 32768.0f;
218 bl = floatblocklights;
221 for (t = 0;t < tmax;t++, td1 -= 16.0f)
224 // make sure some part of it is visible on this line
227 maxdist2 = maxdist - td;
228 for (s = 0;s < smax;s++)
230 if (sdtable[s] < maxdist2)
232 k = (32768.0f / (sdtable[s] + td)) - subtract;
252 Combine and scale multiple lightmaps into the 8.8 format in blocklights
255 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
257 if (!r_floatbuildlightmap.integer)
259 int smax, tmax, i, j, size, size3, maps, stride, l;
260 unsigned int *bl, scale;
261 qbyte *lightmap, *out, *stain;
263 // update cached lighting info
264 surf->cached_dlight = 0;
266 smax = (surf->extents[0]>>4)+1;
267 tmax = (surf->extents[1]>>4)+1;
270 lightmap = surf->samples;
272 // set to full bright if no light data
274 if (!ent->model->brushq1.lightdata)
276 for (i = 0;i < size3;i++)
282 j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
285 for (i = 0;i < size3;i++)
289 memset(bl, 0, size*3*sizeof(unsigned int));
291 if (surf->dlightframe == r_framecount)
293 surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
294 if (surf->cached_dlight)
298 // add all the lightmaps
302 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
303 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
304 bl[i] += lightmap[i] * scale;
308 stain = surf->stainsamples;
311 // the >> 16 shift adjusts down 8 bits to account for the stainmap
312 // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
313 // be doubled during rendering to achieve 2x overbright
314 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
315 if (ent->model->brushq1.lightmaprgba)
317 stride = (surf->lightmaptexturestride - smax) * 4;
318 for (i = 0;i < tmax;i++, out += stride)
320 for (j = 0;j < smax;j++)
322 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
323 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
324 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
331 stride = (surf->lightmaptexturestride - smax) * 3;
332 for (i = 0;i < tmax;i++, out += stride)
334 for (j = 0;j < smax;j++)
336 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
337 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
338 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
343 R_UpdateTexture(surf->lightmaptexture, templight);
347 int smax, tmax, i, j, size, size3, maps, stride, l;
349 qbyte *lightmap, *out, *stain;
351 // update cached lighting info
352 surf->cached_dlight = 0;
354 smax = (surf->extents[0]>>4)+1;
355 tmax = (surf->extents[1]>>4)+1;
358 lightmap = surf->samples;
360 // set to full bright if no light data
361 bl = floatblocklights;
362 if (!ent->model->brushq1.lightdata)
365 j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
370 for (i = 0;i < size3;i++)
374 memset(bl, 0, size*3*sizeof(float));
376 if (surf->dlightframe == r_framecount)
378 surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
379 if (surf->cached_dlight)
383 // add all the lightmaps
386 bl = floatblocklights;
387 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
388 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
389 bl[i] += lightmap[i] * scale;
392 stain = surf->stainsamples;
393 bl = floatblocklights;
395 // this scaling adjusts down 8 bits to account for the stainmap
396 // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will
397 // be doubled during rendering to achieve 2x overbright
398 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
399 scale = 1.0f / (1 << 16);
400 if (ent->model->brushq1.lightmaprgba)
402 stride = (surf->lightmaptexturestride - smax) * 4;
403 for (i = 0;i < tmax;i++, out += stride)
405 for (j = 0;j < smax;j++)
407 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
408 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
409 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
416 stride = (surf->lightmaptexturestride - smax) * 3;
417 for (i = 0;i < tmax;i++, out += stride)
419 for (j = 0;j < smax;j++)
421 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
422 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
423 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
428 R_UpdateTexture(surf->lightmaptexture, templight);
432 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
434 float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
435 msurface_t *surf, *endsurf;
436 int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
440 maxdist = radius * radius;
441 invradius = 1.0f / radius;
444 if (node->contents < 0)
446 ndist = PlaneDiff(origin, node->plane);
449 node = node->children[0];
454 node = node->children[1];
458 dist2 = ndist * ndist;
459 maxdist3 = maxdist - dist2;
461 if (node->plane->type < 3)
463 VectorCopy(origin, impact);
464 impact[node->plane->type] -= ndist;
468 impact[0] = origin[0] - node->plane->normal[0] * ndist;
469 impact[1] = origin[1] - node->plane->normal[1] * ndist;
470 impact[2] = origin[2] - node->plane->normal[2] * ndist;
473 for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
475 if (surf->stainsamples)
477 smax = (surf->extents[0] >> 4) + 1;
478 tmax = (surf->extents[1] >> 4) + 1;
480 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
481 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
483 s = bound(0, impacts, smax * 16) - impacts;
484 t = bound(0, impactt, tmax * 16) - impactt;
485 i = s * s + t * t + dist2;
489 // reduce calculations
490 for (s = 0, i = impacts; s < smax; s++, i -= 16)
491 sdtable[s] = i * i + dist2;
493 bl = surf->stainsamples;
498 for (t = 0;t < tmax;t++, i -= 16)
501 // make sure some part of it is visible on this line
504 maxdist2 = maxdist - td;
505 for (s = 0;s < smax;s++)
507 if (sdtable[s] < maxdist2)
509 ratio = lhrandom(0.0f, 1.0f);
510 a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
511 if (a >= (1.0f / 64.0f))
515 bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
516 bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
517 bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
527 // force lightmap upload
529 surf->cached_dlight = true;
533 if (node->children[0]->contents >= 0)
535 if (node->children[1]->contents >= 0)
537 R_StainNode(node->children[0], model, origin, radius, fcolor);
538 node = node->children[1];
543 node = node->children[0];
547 else if (node->children[1]->contents >= 0)
549 node = node->children[1];
554 void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
558 entity_render_t *ent;
561 if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
566 fcolor[3] = ca1 * (1.0f / 64.0f);
567 fcolor[4] = cr2 - cr1;
568 fcolor[5] = cg2 - cg1;
569 fcolor[6] = cb2 - cb1;
570 fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
572 R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
574 // look for embedded bmodels
575 for (n = 0;n < cl_num_brushmodel_entities;n++)
577 ent = cl_brushmodel_entities[n];
579 if (model && model->name[0] == '*')
581 Mod_CheckLoaded(model);
582 if (model->brushq1.nodes)
584 Matrix4x4_Transform(&ent->inversematrix, origin, org);
585 R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
593 =============================================================
597 =============================================================
600 static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
605 if (styles[0] != 255)
607 for (i = 0;i < numverts;i++, c += 4)
609 lm = samples + lightmapoffsets[i];
610 scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
611 VectorMA(c, scale, lm, c);
612 if (styles[1] != 255)
615 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
616 VectorMA(c, scale, lm, c);
617 if (styles[2] != 255)
620 scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
621 VectorMA(c, scale, lm, c);
622 if (styles[3] != 255)
625 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
626 VectorMA(c, scale, lm, c);
634 static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
640 for (i = 0;i < numverts;i++, v += 3, c += 4)
642 VectorSubtract(v, modelorg, diff);
643 f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
644 VectorScale(c, f, c);
647 else if (colorscale != 1)
648 for (i = 0;i < numverts;i++, c += 4)
649 VectorScale(c, colorscale, c);
652 static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
661 for (i = 0;i < numverts;i++, v += 3, c += 4)
663 VectorSubtract(v, modelorg, diff);
664 f = 1 - exp(fogdensity/DotProduct(diff, diff));
673 for (i = 0;i < numverts;i++, c += 4)
683 static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
690 for (i = 0;i < numverts;i++, v += 3, c += 4)
692 VectorSubtract(v, modelorg, diff);
693 f = exp(fogdensity/DotProduct(diff, diff));
701 static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
706 int i, l, lit = false;
707 const dlight_t *light;
709 for (l = 0;l < r_numdlights;l++)
711 if (dlightbits[l >> 5] & (1 << (l & 31)))
713 light = &r_dlight[l];
714 Matrix4x4_Transform(matrix, light->origin, lightorigin);
715 for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
717 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
718 if (f < light->rtlight.lightmap_cullradius2)
720 f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
721 VectorMA(c, f, light->rtlight.lightmap_light, c);
730 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
732 const msurface_t *surf;
735 // LordHavoc: HalfLife maps have freaky skypolys...
736 if (ent->model->brush.ishlbsp)
741 skyrendernow = false;
746 R_Mesh_Matrix(&ent->matrix);
748 GL_ColorPointer(NULL);
749 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
752 // depth-only (masking)
753 GL_ColorMask(0,0,0,0);
754 // just to make sure that braindead drivers don't draw anything
755 // despite that colormask...
756 GL_BlendFunc(GL_ZERO, GL_ONE);
761 GL_BlendFunc(GL_ONE, GL_ZERO);
766 memset(&m, 0, sizeof(m));
767 R_Mesh_State_Texture(&m);
769 while((surf = *surfchain++) != NULL)
771 if (surf->visframe == r_framecount)
773 GL_VertexPointer(surf->mesh.data_vertex3f);
774 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
777 GL_ColorMask(1,1,1,1);
780 static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
782 const entity_render_t *ent = calldata1;
783 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
788 matrix4x4_t tempmatrix;
789 float args[4] = {0.05f,0,0,0.04f};
791 if (gl_textureshader && r_watershader.value && !fogenabled)
793 Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
794 R_Mesh_TextureMatrix(1, &tempmatrix);
795 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, 0, 0, 0, 0, 0, 0, r_watershader.value);
796 R_Mesh_TextureMatrix(0, &tempmatrix);
798 else if (r_waterscroll.value)
800 // scrolling in texture matrix
801 Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
802 R_Mesh_TextureMatrix(0, &tempmatrix);
805 R_Mesh_Matrix(&ent->matrix);
806 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
808 memset(&m, 0, sizeof(m));
809 texture = surf->texinfo->texture->currentframe;
810 alpha = texture->currentalpha;
811 if (texture->rendertype == SURFRENDER_ADD)
813 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
816 else if (texture->rendertype == SURFRENDER_ALPHA)
818 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
823 GL_BlendFunc(GL_ONE, GL_ZERO);
826 if (gl_textureshader && r_watershader.value && !fogenabled)
828 m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
829 m.tex[1] = R_GetTexture(texture->skin.base);
832 m.tex[0] = R_GetTexture(texture->skin.base);
835 GL_ColorPointer(varray_color4f);
838 GL_ColorPointer(NULL);
839 GL_Color(1, 1, 1, alpha);
841 if (gl_textureshader && r_watershader.value && !fogenabled)
843 GL_ActiveTexture (0);
844 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
845 GL_ActiveTexture (1);
846 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
847 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
848 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
849 qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
850 qglEnable (GL_TEXTURE_SHADER_NV);
853 GL_VertexPointer(surf->mesh.data_vertex3f);
854 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
855 m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
856 m.texcombinergb[1] = GL_REPLACE;
857 R_Mesh_State_Texture(&m);
860 R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
861 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg);
863 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
865 if (gl_textureshader && r_watershader.value && !fogenabled)
867 qglDisable (GL_TEXTURE_SHADER_NV);
868 GL_ActiveTexture (0);
873 memset(&m, 0, sizeof(m));
874 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
877 m.tex[0] = R_GetTexture(texture->skin.fog);
878 GL_VertexPointer(surf->mesh.data_vertex3f);
879 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
880 GL_ColorPointer(varray_color4f);
881 R_Mesh_State_Texture(&m);
882 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
883 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
886 if ((gl_textureshader && r_watershader.value && !fogenabled) || r_waterscroll.value)
888 Matrix4x4_CreateIdentity(&tempmatrix);
889 R_Mesh_TextureMatrix(0, &tempmatrix);
890 R_Mesh_TextureMatrix(1, &tempmatrix);
894 static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
896 const msurface_t *surf;
899 if (texture->rendertype != SURFRENDER_OPAQUE)
901 for (chain = surfchain;(surf = *chain) != NULL;chain++)
903 if (surf->visframe == r_framecount)
905 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
906 R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
911 for (chain = surfchain;(surf = *chain) != NULL;chain++)
912 if (surf->visframe == r_framecount)
913 RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
916 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
918 float base, colorscale;
921 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
922 memset(&m, 0, sizeof(m));
923 if (rendertype == SURFRENDER_ADD)
925 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
928 else if (rendertype == SURFRENDER_ALPHA)
930 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
935 GL_BlendFunc(GL_ONE, GL_ZERO);
938 m.tex[0] = R_GetTexture(texture->skin.base);
940 if (gl_combine.integer)
942 m.texrgbscale[0] = 4;
945 base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
947 GL_ColorPointer(varray_color4f);
949 GL_VertexPointer(surf->mesh.data_vertex3f);
950 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
951 R_Mesh_State_Texture(&m);
952 R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
953 if (!(ent->effects & EF_FULLBRIGHT))
955 if (surf->dlightframe == r_framecount)
956 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
957 if (surf->flags & SURF_LIGHTMAP)
958 RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
960 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
961 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
964 static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
968 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
969 memset(&m, 0, sizeof(m));
970 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
973 m.tex[0] = R_GetTexture(texture->skin.glow);
974 GL_ColorPointer(varray_color4f);
976 GL_VertexPointer(surf->mesh.data_vertex3f);
978 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
979 R_Mesh_State_Texture(&m);
980 RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
981 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
984 static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
988 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
989 memset(&m, 0, sizeof(m));
990 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
993 m.tex[0] = R_GetTexture(texture->skin.fog);
994 GL_ColorPointer(varray_color4f);
996 GL_VertexPointer(surf->mesh.data_vertex3f);
998 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
999 R_Mesh_State_Texture(&m);
1000 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
1001 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1004 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1006 const msurface_t *surf;
1008 int lightmaptexturenum;
1009 memset(&m, 0, sizeof(m));
1010 GL_BlendFunc(GL_ONE, GL_ZERO);
1013 m.tex[0] = R_GetTexture(texture->skin.base);
1014 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1015 m.texrgbscale[1] = 2;
1016 m.tex[2] = R_GetTexture(texture->skin.detail);
1017 m.texrgbscale[2] = 2;
1018 if (texture->skin.glow)
1020 m.tex[3] = R_GetTexture(texture->skin.glow);
1021 m.texcombinergb[3] = GL_ADD;
1023 GL_ColorPointer(NULL);
1024 if (r_shadow_realtime_world.integer)
1025 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1027 GL_Color(1, 1, 1, 1);
1029 while((surf = *surfchain++) != NULL)
1031 if (surf->visframe == r_framecount)
1033 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1034 //if (m.tex[1] != lightmaptexturenum)
1036 m.tex[1] = lightmaptexturenum;
1037 // R_Mesh_State_Texture(&m);
1039 GL_VertexPointer(surf->mesh.data_vertex3f);
1040 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1041 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1042 m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
1043 m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
1044 R_Mesh_State_Texture(&m);
1045 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1050 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1052 const msurface_t *surf;
1054 int lightmaptexturenum;
1055 memset(&m, 0, sizeof(m));
1056 GL_BlendFunc(GL_ONE, GL_ZERO);
1059 m.tex[0] = R_GetTexture(texture->skin.base);
1060 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1061 m.texrgbscale[1] = 2;
1062 m.tex[2] = R_GetTexture(texture->skin.detail);
1063 m.texrgbscale[2] = 2;
1064 GL_ColorPointer(NULL);
1065 if (r_shadow_realtime_world.integer)
1066 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1068 GL_Color(1, 1, 1, 1);
1070 while((surf = *surfchain++) != NULL)
1072 if (surf->visframe == r_framecount)
1074 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1075 //if (m.tex[1] != lightmaptexturenum)
1077 m.tex[1] = lightmaptexturenum;
1078 // R_Mesh_State_Texture(&m);
1080 GL_VertexPointer(surf->mesh.data_vertex3f);
1081 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1082 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1083 m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
1084 R_Mesh_State_Texture(&m);
1085 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1090 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1092 const msurface_t *surf;
1094 int lightmaptexturenum;
1095 memset(&m, 0, sizeof(m));
1096 GL_BlendFunc(GL_ONE, GL_ZERO);
1099 m.tex[0] = R_GetTexture(texture->skin.base);
1100 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1101 m.texrgbscale[1] = 2;
1102 GL_ColorPointer(NULL);
1103 if (r_shadow_realtime_world.integer)
1104 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1106 GL_Color(1, 1, 1, 1);
1107 while((surf = *surfchain++) != NULL)
1109 if (surf->visframe == r_framecount)
1111 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1112 //if (m.tex[1] != lightmaptexturenum)
1114 m.tex[1] = lightmaptexturenum;
1115 // R_Mesh_State_Texture(&m);
1117 GL_VertexPointer(surf->mesh.data_vertex3f);
1118 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1119 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1120 R_Mesh_State_Texture(&m);
1121 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1126 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1128 const msurface_t *surf;
1130 memset(&m, 0, sizeof(m));
1133 GL_BlendFunc(GL_ONE, GL_ZERO);
1134 m.tex[0] = R_GetTexture(texture->skin.base);
1135 GL_ColorPointer(NULL);
1136 if (r_shadow_realtime_world.integer)
1137 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1139 GL_Color(1, 1, 1, 1);
1140 while((surf = *surfchain++) != NULL)
1142 if (surf->visframe == r_framecount)
1144 GL_VertexPointer(surf->mesh.data_vertex3f);
1145 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1146 R_Mesh_State_Texture(&m);
1147 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1152 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1154 const msurface_t *surf;
1156 int lightmaptexturenum;
1157 memset(&m, 0, sizeof(m));
1158 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1159 GL_DepthMask(false);
1161 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1162 GL_ColorPointer(NULL);
1163 GL_Color(1, 1, 1, 1);
1164 while((surf = *surfchain++) != NULL)
1166 if (surf->visframe == r_framecount)
1168 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1169 //if (m.tex[0] != lightmaptexturenum)
1171 m.tex[0] = lightmaptexturenum;
1172 // R_Mesh_State_Texture(&m);
1174 GL_VertexPointer(surf->mesh.data_vertex3f);
1175 m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1176 R_Mesh_State_Texture(&m);
1177 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1182 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1184 const msurface_t *surf;
1187 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1188 memset(&m, 0, sizeof(m));
1189 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1190 GL_DepthMask(false);
1192 GL_ColorPointer(varray_color4f);
1193 while((surf = *surfchain++) != NULL)
1195 if (surf->visframe == r_framecount)
1197 GL_VertexPointer(surf->mesh.data_vertex3f);
1199 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1200 R_Mesh_State_Texture(&m);
1201 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
1202 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1207 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1209 const msurface_t *surf;
1211 memset(&m, 0, sizeof(m));
1212 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1213 GL_DepthMask(false);
1215 m.tex[0] = R_GetTexture(texture->skin.detail);
1216 GL_ColorPointer(NULL);
1217 GL_Color(1, 1, 1, 1);
1218 while((surf = *surfchain++) != NULL)
1220 if (surf->visframe == r_framecount)
1222 GL_VertexPointer(surf->mesh.data_vertex3f);
1223 m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
1224 R_Mesh_State_Texture(&m);
1225 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1230 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1232 const msurface_t *surf;
1234 memset(&m, 0, sizeof(m));
1235 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1236 GL_DepthMask(false);
1238 m.tex[0] = R_GetTexture(texture->skin.glow);
1239 GL_ColorPointer(NULL);
1240 GL_Color(1, 1, 1, 1);
1241 while((surf = *surfchain++) != NULL)
1243 if (surf->visframe == r_framecount)
1245 GL_VertexPointer(surf->mesh.data_vertex3f);
1246 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1247 R_Mesh_State_Texture(&m);
1248 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1254 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1256 const msurface_t *surf;
1258 memset(&m, 0, sizeof(m));
1259 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1261 m.tex[0] = R_GetTexture(texture->skin.glow);
1262 GL_ColorPointer(NULL);
1264 GL_Color(1, 1, 1, 1);
1266 GL_Color(0, 0, 0, 1);
1267 while((surf = *surfchain++) != NULL)
1269 if (surf->visframe == r_framecount)
1271 GL_VertexPointer(surf->mesh.data_vertex3f);
1272 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1273 R_Mesh_State_Texture(&m);
1274 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1280 static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1282 const msurface_t *surf;
1284 int lightmaptexturenum;
1285 memset(&m, 0, sizeof(m));
1286 GL_BlendFunc(GL_ONE, GL_ZERO);
1289 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1290 GL_ColorPointer(NULL);
1291 if (r_shadow_realtime_world.integer)
1292 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1294 GL_Color(1, 1, 1, 1);
1295 while((surf = *surfchain++) != NULL)
1297 if (surf->visframe == r_framecount)
1299 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1300 //if (m.tex[0] != lightmaptexturenum)
1302 m.tex[0] = lightmaptexturenum;
1303 // R_Mesh_State_Texture(&m);
1305 GL_VertexPointer(surf->mesh.data_vertex3f);
1306 m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1307 R_Mesh_State_Texture(&m);
1308 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1313 static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
1315 const entity_render_t *ent = calldata1;
1316 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
1320 R_Mesh_Matrix(&ent->matrix);
1322 texture = surf->texinfo->texture;
1323 if (texture->animated)
1324 texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
1326 currentalpha = ent->alpha;
1327 if (ent->effects & EF_ADDITIVE)
1328 rendertype = SURFRENDER_ADD;
1329 else if (currentalpha < 1 || texture->skin.fog != NULL)
1330 rendertype = SURFRENDER_ALPHA;
1332 rendertype = SURFRENDER_OPAQUE;
1334 RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
1335 if (texture->skin.glow)
1336 RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
1338 RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
1341 static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1343 const msurface_t *surf;
1346 if (texture->rendertype != SURFRENDER_OPAQUE)
1348 // transparent vertex shaded from lightmap
1349 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1351 if (surf->visframe == r_framecount)
1353 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1354 R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
1358 else if (ent->effects & EF_FULLBRIGHT)
1360 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1361 if (r_detailtextures.integer)
1362 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1363 if (texture->skin.glow)
1364 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1366 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1369 // opaque base lighting
1370 else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
1372 if (r_ambient.value > 0)
1376 RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
1378 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1381 // opaque lightmapped
1382 else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
1384 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
1386 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1388 else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
1390 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
1391 if (texture->skin.glow)
1392 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1394 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1396 else if (r_textureunits.integer >= 2 && gl_combine.integer && !gl_lightmaps.integer)
1398 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
1399 if (r_detailtextures.integer)
1400 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1401 if (texture->skin.glow)
1402 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1404 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1406 else if (!gl_lightmaps.integer)
1408 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1409 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1410 if (r_detailtextures.integer)
1411 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1412 if (texture->skin.glow)
1413 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1415 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1419 RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
1421 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1425 Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
1426 Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
1427 Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
1429 int Cshader_count = 3;
1430 Cshader_t *Cshaders[3] =
1432 &Cshader_wall_lightmap,
1437 void R_UpdateTextureInfo(entity_render_t *ent)
1439 int i, texframe, alttextures;
1445 alttextures = ent->frame != 0;
1446 texframe = (int)(cl.time * 5.0f);
1447 for (i = 0;i < ent->model->brushq1.numtextures;i++)
1449 t = ent->model->brushq1.textures + i;
1450 t->currentalpha = ent->alpha;
1451 if (t->flags & SURF_WATERALPHA)
1452 t->currentalpha *= r_wateralpha.value;
1453 if (ent->effects & EF_ADDITIVE)
1454 t->rendertype = SURFRENDER_ADD;
1455 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1456 t->rendertype = SURFRENDER_ALPHA;
1458 t->rendertype = SURFRENDER_OPAQUE;
1459 // we don't need to set currentframe if t->animated is false because
1460 // it was already set up by the texture loader for non-animating
1462 t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1466 void R_PrepareSurfaces(entity_render_t *ent)
1468 int i, numsurfaces, *surfacevisframes;
1470 msurface_t *surf, *surfaces, **surfchain;
1477 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1478 numsurfaces = model->brushq1.nummodelsurfaces;
1479 surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1480 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1482 R_UpdateTextureInfo(ent);
1484 if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
1487 if (model->brushq1.light_ambient != r_ambient.value)
1489 model->brushq1.light_ambient = r_ambient.value;
1490 for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
1491 model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
1495 for (i = 0;i < model->brushq1.light_styles;i++)
1497 if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1499 model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1500 for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++)
1501 (**surfchain).cached_dlight = true;
1506 for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1508 if (surfacevisframes[i] == r_framecount)
1510 #if !WORLDNODECULLBACKFACES
1511 // mark any backface surfaces as not visible
1512 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1514 if (!(surf->flags & SURF_PLANEBACK))
1515 surfacevisframes[i] = -1;
1519 if ((surf->flags & SURF_PLANEBACK))
1520 surfacevisframes[i] = -1;
1522 if (surfacevisframes[i] == r_framecount)
1526 surf->visframe = r_framecount;
1527 if (surf->cached_dlight && surf->lightmaptexture != NULL)
1528 R_BuildLightMap(ent, surf);
1534 void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
1538 if (ent->model == NULL)
1540 R_Mesh_Matrix(&ent->matrix);
1541 for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
1542 if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
1543 t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
1546 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1551 const entity_render_t *ent = calldata1;
1552 const mportal_t *portal = ent->model->brushq1.portals + calldata2;
1553 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1554 GL_DepthMask(false);
1556 R_Mesh_Matrix(&ent->matrix);
1557 GL_VertexPointer(varray_vertex3f);
1559 memset(&m, 0, sizeof(m));
1560 R_Mesh_State_Texture(&m);
1562 i = portal - ent->model->brushq1.portals;
1563 GL_ColorPointer(NULL);
1564 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
1565 ((i & 0x0038) >> 3) * (1.0f / 7.0f),
1566 ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
1568 if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
1570 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1571 VectorCopy(portal->points[i].position, v);
1574 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1575 VectorCopy(portal->points[i].position, v);
1576 R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1579 // LordHavoc: this is just a nice debugging tool, very slow
1580 static void R_DrawPortals(entity_render_t *ent)
1583 mportal_t *portal, *endportal;
1584 float temp[3], center[3], f;
1585 if (ent->model == NULL)
1587 for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
1589 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1592 for (i = 0;i < portal->numpoints;i++)
1593 VectorAdd(temp, portal->points[i].position, temp);
1594 f = ixtable[portal->numpoints];
1595 VectorScale(temp, f, temp);
1596 Matrix4x4_Transform(&ent->matrix, temp, center);
1597 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
1602 void R_PrepareBrushModel(entity_render_t *ent)
1604 int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1607 #if WORLDNODECULLBACKFACES
1611 // because bmodels can be reused, we have to decide which things to render
1612 // from scratch every time
1616 #if WORLDNODECULLBACKFACES
1617 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1619 numsurfaces = model->brushq1.nummodelsurfaces;
1620 surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1621 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1622 surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1623 for (i = 0;i < numsurfaces;i++, surf++)
1625 #if WORLDNODECULLBACKFACES
1626 // mark any backface surfaces as not visible
1627 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1629 if ((surf->flags & SURF_PLANEBACK))
1630 surfacevisframes[i] = r_framecount;
1632 else if (!(surf->flags & SURF_PLANEBACK))
1633 surfacevisframes[i] = r_framecount;
1635 surfacevisframes[i] = r_framecount;
1637 surf->dlightframe = -1;
1639 R_PrepareSurfaces(ent);
1642 void R_SurfaceWorldNode (entity_render_t *ent)
1644 int i, *surfacevisframes, *surfacepvsframes, surfnum;
1650 // equivilant to quake's RecursiveWorldNode but faster and more effective
1654 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1655 surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1656 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1658 for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
1660 if (!R_CullBox (leaf->mins, leaf->maxs))
1663 leaf->visframe = r_framecount;
1667 for (i = 0;i < model->brushq1.pvssurflistlength;i++)
1669 surfnum = model->brushq1.pvssurflist[i];
1670 surf = model->brushq1.surfaces + surfnum;
1671 #if WORLDNODECULLBACKFACES
1672 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1674 if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1675 surfacevisframes[surfnum] = r_framecount;
1679 if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1680 surfacevisframes[surfnum] = r_framecount;
1683 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1684 surfacevisframes[surfnum] = r_framecount;
1689 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1691 int c, leafstackpos, *mark, *surfacevisframes;
1692 #if WORLDNODECULLBACKFACES
1696 mleaf_t *leaf, *leafstack[8192];
1699 msurface_t *surfaces;
1700 if (ent->model == NULL)
1702 // LordHavoc: portal-passage worldnode with PVS;
1703 // follows portals leading outward from viewleaf, does not venture
1704 // offscreen or into leafs that are not visible, faster than Quake's
1705 // RecursiveWorldNode
1706 surfaces = ent->model->brushq1.surfaces;
1707 surfacevisframes = ent->model->brushq1.surfacevisframes;
1708 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1709 viewleaf->worldnodeframe = r_framecount;
1710 leafstack[0] = viewleaf;
1712 while (leafstackpos)
1715 leaf = leafstack[--leafstackpos];
1716 leaf->visframe = r_framecount;
1717 // draw any surfaces bounding this leaf
1718 if (leaf->nummarksurfaces)
1720 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1722 #if WORLDNODECULLBACKFACES
1724 if (surfacevisframes[n] != r_framecount)
1726 surf = surfaces + n;
1727 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1729 if ((surf->flags & SURF_PLANEBACK))
1730 surfacevisframes[n] = r_framecount;
1734 if (!(surf->flags & SURF_PLANEBACK))
1735 surfacevisframes[n] = r_framecount;
1739 surfacevisframes[*mark++] = r_framecount;
1743 // follow portals into other leafs
1744 for (p = leaf->portals;p;p = p->next)
1746 // LordHavoc: this DotProduct hurts less than a cache miss
1747 // (which is more likely to happen if backflowing through leafs)
1748 if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1751 if (leaf->worldnodeframe != r_framecount)
1753 leaf->worldnodeframe = r_framecount;
1754 // FIXME: R_CullBox is absolute, should be done relative
1755 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
1756 leafstack[leafstackpos++] = leaf;
1763 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1765 int j, c, *surfacepvsframes, *mark;
1770 if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
1772 model->brushq1.pvsframecount++;
1773 model->brushq1.pvsviewleaf = viewleaf;
1774 model->brushq1.pvsviewleafnovis = r_novis.integer;
1775 model->brushq1.pvsleafchain = NULL;
1776 model->brushq1.pvssurflistlength = 0;
1779 surfacepvsframes = model->brushq1.surfacepvsframes;
1780 for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
1782 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
1784 leaf->pvsframe = model->brushq1.pvsframecount;
1785 leaf->pvschain = model->brushq1.pvsleafchain;
1786 model->brushq1.pvsleafchain = leaf;
1787 // mark surfaces bounding this leaf as visible
1788 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1789 surfacepvsframes[*mark] = model->brushq1.pvsframecount;
1792 model->brushq1.BuildPVSTextureChains(model);
1797 void R_WorldVisibility(entity_render_t *ent)
1802 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1803 viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
1804 R_PVSUpdate(ent, viewleaf);
1809 if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1810 R_SurfaceWorldNode (ent);
1812 R_PortalWorldNode (ent, viewleaf);
1815 void R_DrawWorld(entity_render_t *ent)
1817 if (ent->model == NULL)
1819 if (!ent->model->brushq1.num_leafs)
1821 if (ent->model->DrawSky)
1822 ent->model->DrawSky(ent);
1823 if (ent->model->Draw)
1824 ent->model->Draw(ent);
1828 R_PrepareSurfaces(ent);
1829 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1830 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1831 if (r_drawportals.integer)
1836 void R_Model_Brush_DrawSky(entity_render_t *ent)
1838 if (ent->model == NULL)
1840 if (ent != &cl_entities[0].render)
1841 R_PrepareBrushModel(ent);
1842 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1845 void R_Model_Brush_Draw(entity_render_t *ent)
1847 if (ent->model == NULL)
1850 if (ent != &cl_entities[0].render)
1851 R_PrepareBrushModel(ent);
1852 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1855 void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
1860 float projectdistance, f, temp[3], lightradius2;
1861 if (ent->model == NULL)
1863 R_Mesh_Matrix(&ent->matrix);
1864 lightradius2 = lightradius * lightradius;
1865 R_UpdateTextureInfo(ent);
1866 projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1867 //projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1868 for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
1870 if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
1872 f = PlaneDiff(relativelightorigin, surf->plane);
1873 if (surf->flags & SURF_PLANEBACK)
1875 // draw shadows only for frontfaces and only if they are close
1876 if (f >= 0.1 && f < lightradius)
1878 temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
1879 temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
1880 temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
1881 if (DotProduct(temp, temp) < lightradius2)
1882 R_Shadow_VolumeFromSphere(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, projectdistance, lightradius);
1887 int t, leafnum, marksurfnum, trianglenum;
1892 float projectdistance;
1894 vec3_t lightmins, lightmaxs;
1895 if (ent->model == NULL)
1897 R_Mesh_Matrix(&ent->matrix);
1898 R_UpdateTextureInfo(ent);
1899 projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1900 lightmins[0] = relativelightorigin[0] - lightradius;
1901 lightmins[1] = relativelightorigin[1] - lightradius;
1902 lightmins[2] = relativelightorigin[2] - lightradius;
1903 lightmaxs[0] = relativelightorigin[0] + lightradius;
1904 lightmaxs[1] = relativelightorigin[1] + lightradius;
1905 lightmaxs[2] = relativelightorigin[2] + lightradius;
1907 R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
1908 maxmarksurfaces = sizeof(surfacelist) / sizeof(surfacelist[0]);
1909 ent->model->brushq1.GetVisible(ent->model, relativelightorigin, lightmins, lightmaxs, 0, NULL, NULL, maxmarkleafs, markleaf, &nummarkleafs);
1910 for (marksurfacenum = 0;marksurfacenum < nummarksurfaces;marksurfacenum++)
1912 surf = marksurface[marksurfacenum];
1913 if (surf->shadowmark != shadowmarkcount)
1915 surf->shadowmark = shadowmarkcount;
1916 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
1918 for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
1920 v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
1921 v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
1922 v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
1923 if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1924 shadowmarklist[numshadowmark++] = t;
1930 R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
1931 if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
1933 pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
1934 // FIXME: use BSP recursion in q1bsp as dlights are often small
1935 for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
1937 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
1939 for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
1941 surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
1942 if (surf->shadowmark != shadowmarkcount)
1944 surf->shadowmark = shadowmarkcount;
1945 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
1947 for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
1949 v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
1950 v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
1951 v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
1952 if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1953 shadowmarklist[numshadowmark++] = t;
1963 for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++)
1965 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
1967 for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
1969 v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
1970 v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
1971 v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
1972 if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1973 shadowmarklist[numshadowmark++] = t;
1978 R_Shadow_VolumeFromList(ent->model->brush.shadowmesh->numverts, ent->model->brush.shadowmesh->numtriangles, ent->model->brush.shadowmesh->vertex3f, ent->model->brush.shadowmesh->element3i, ent->model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
1982 void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
1984 int leafnum, marksurfnum;
1989 float lightmins[3], lightmaxs[3];
1990 if (ent->model == NULL)
1992 R_Mesh_Matrix(&ent->matrix);
1993 lightmins[0] = relativelightorigin[0] - lightradius;
1994 lightmins[1] = relativelightorigin[1] - lightradius;
1995 lightmins[2] = relativelightorigin[2] - lightradius;
1996 lightmaxs[0] = relativelightorigin[0] + lightradius;
1997 lightmaxs[1] = relativelightorigin[1] + lightradius;
1998 lightmaxs[2] = relativelightorigin[2] + lightradius;
1999 R_UpdateTextureInfo(ent);
2001 if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
2003 pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
2004 for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
2006 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
2008 for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
2010 surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
2011 if (surf->shadowmark != shadowmarkcount)
2013 surf->shadowmark = shadowmarkcount;
2014 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount))
2016 t = surf->texinfo->texture->currentframe;
2017 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
2019 R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
2020 R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
2030 for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++)
2032 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount))
2034 t = surf->texinfo->texture->currentframe;
2035 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
2037 R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
2038 R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
2045 void R_DrawCollisionBrush(colbrushf_t *brush)
2048 i = ((int)brush) / sizeof(colbrushf_t);
2049 GL_ColorPointer(NULL);
2050 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
2051 GL_VertexPointer(brush->points->v);
2052 R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
2055 void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3mface_t *face)
2058 if (!face->num_collisiontriangles)
2060 i = ((int)face) / sizeof(q3mface_t);
2061 GL_ColorPointer(NULL);
2062 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
2063 GL_VertexPointer(face->data_collisionvertex3f);
2064 R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
2067 void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
2070 if (!face->num_triangles)
2075 skyrendernow = false;
2076 if (skyrendermasked)
2080 R_Mesh_Matrix(&ent->matrix);
2082 GL_ColorPointer(NULL);
2083 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
2084 if (skyrendermasked)
2086 // depth-only (masking)
2087 GL_ColorMask(0,0,0,0);
2088 // just to make sure that braindead drivers don't draw anything
2089 // despite that colormask...
2090 GL_BlendFunc(GL_ZERO, GL_ONE);
2095 GL_BlendFunc(GL_ONE, GL_ZERO);
2100 memset(&m, 0, sizeof(m));
2101 R_Mesh_State_Texture(&m);
2103 GL_VertexPointer(face->data_vertex3f);
2104 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2105 GL_ColorMask(1,1,1,1);
2108 void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face)
2111 memset(&m, 0, sizeof(m));
2112 GL_BlendFunc(GL_ONE, GL_ZERO);
2115 GL_ColorPointer(NULL);
2116 if (face->texture->skin.glow)
2118 m.tex[0] = R_GetTexture(face->texture->skin.glow);
2119 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2120 GL_Color(1, 1, 1, 1);
2123 GL_Color(0, 0, 0, 1);
2124 R_Mesh_State_Texture(&m);
2125 GL_VertexPointer(face->data_vertex3f);
2126 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2129 void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face)
2132 memset(&m, 0, sizeof(m));
2133 GL_BlendFunc(GL_ONE, GL_ZERO);
2136 m.tex[0] = R_GetTexture(face->texture->skin.base);
2137 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2138 m.tex[1] = R_GetTexture(face->lightmaptexture);
2139 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
2140 m.texrgbscale[1] = 2;
2141 GL_ColorPointer(NULL);
2142 GL_Color(1, 1, 1, 1);
2143 R_Mesh_State_Texture(&m);
2144 GL_VertexPointer(face->data_vertex3f);
2145 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2148 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face)
2151 memset(&m, 0, sizeof(m));
2152 GL_BlendFunc(GL_ONE, GL_ZERO);
2155 m.tex[0] = R_GetTexture(face->texture->skin.base);
2156 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2157 GL_ColorPointer(NULL);
2158 GL_Color(1, 1, 1, 1);
2159 R_Mesh_State_Texture(&m);
2160 GL_VertexPointer(face->data_vertex3f);
2161 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2164 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face)
2167 memset(&m, 0, sizeof(m));
2168 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2169 GL_DepthMask(false);
2171 m.tex[0] = R_GetTexture(face->lightmaptexture);
2172 m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2173 GL_ColorPointer(NULL);
2174 GL_Color(1, 1, 1, 1);
2175 R_Mesh_State_Texture(&m);
2176 GL_VertexPointer(face->data_vertex3f);
2177 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2180 void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face)
2183 memset(&m, 0, sizeof(m));
2184 GL_BlendFunc(GL_ONE, GL_ZERO);
2187 m.tex[0] = R_GetTexture(face->lightmaptexture);
2188 m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2189 GL_ColorPointer(NULL);
2190 if (r_shadow_realtime_world.integer)
2191 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
2193 GL_Color(1, 1, 1, 1);
2194 R_Mesh_State_Texture(&m);
2195 GL_VertexPointer(face->data_vertex3f);
2196 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2199 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face)
2202 memset(&m, 0, sizeof(m));
2203 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2204 GL_DepthMask(false);
2206 GL_ColorPointer(NULL);
2207 if (face->texture->skin.glow)
2209 m.tex[0] = R_GetTexture(face->texture->skin.glow);
2210 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2211 GL_Color(1, 1, 1, 1);
2214 GL_Color(0, 0, 0, 1);
2215 R_Mesh_State_Texture(&m);
2216 GL_VertexPointer(face->data_vertex3f);
2217 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2220 void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face)
2225 memset(&m, 0, sizeof(m));
2226 GL_BlendFunc(GL_ONE, GL_ZERO);
2229 m.tex[0] = R_GetTexture(face->texture->skin.base);
2230 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2232 if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
2233 mul *= r_shadow_realtime_world_lightmaps.value;
2234 if (mul == 2 && gl_combine.integer)
2236 m.texrgbscale[0] = 2;
2237 GL_ColorPointer(face->data_color4f);
2240 GL_ColorPointer(face->data_color4f);
2243 for (i = 0;i < face->num_vertices;i++)
2245 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul;
2246 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul;
2247 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul;
2248 varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2250 GL_ColorPointer(varray_color4f);
2252 R_Mesh_State_Texture(&m);
2253 GL_VertexPointer(face->data_vertex3f);
2254 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2257 void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face)
2262 memset(&m, 0, sizeof(m));
2263 GL_BlendFunc(GL_ONE, GL_ZERO);
2266 R_Mesh_State_Texture(&m);
2268 if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
2269 mul *= r_shadow_realtime_world_lightmaps.value;
2271 GL_ColorPointer(face->data_color4f);
2274 for (i = 0;i < face->num_vertices;i++)
2276 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
2277 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
2278 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
2279 varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2281 GL_ColorPointer(varray_color4f);
2283 GL_VertexPointer(face->data_vertex3f);
2284 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2287 void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face)
2290 memset(&m, 0, sizeof(m));
2291 GL_BlendFunc(GL_ONE, GL_ONE);
2294 m.tex[0] = R_GetTexture(face->texture->skin.base);
2295 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2296 GL_ColorPointer(NULL);
2297 GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
2298 R_Mesh_State_Texture(&m);
2299 GL_VertexPointer(face->data_vertex3f);
2300 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2303 void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
2305 const entity_render_t *ent = voident;
2306 q3mface_t *face = ent->model->brushq3.data_faces + facenumber;
2308 R_Mesh_Matrix(&ent->matrix);
2309 memset(&m, 0, sizeof(m));
2310 if (ent->effects & EF_ADDITIVE)
2311 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2313 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2314 GL_DepthMask(false);
2316 m.tex[0] = R_GetTexture(face->texture->skin.base);
2317 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2318 // LordHavoc: quake3 was not able to do this; lit transparent surfaces
2319 if (gl_combine.integer)
2321 m.texrgbscale[0] = 2;
2322 if (r_textureunits.integer >= 2)
2324 m.tex[1] = R_GetTexture(face->lightmaptexture);
2325 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
2326 GL_ColorPointer(NULL);
2327 GL_Color(1, 1, 1, ent->alpha);
2331 if (ent->alpha == 1)
2332 GL_ColorPointer(face->data_color4f);
2336 for (i = 0;i < face->num_vertices;i++)
2338 varray_color4f[i*4+0] = face->data_color4f[i*4+0];
2339 varray_color4f[i*4+1] = face->data_color4f[i*4+1];
2340 varray_color4f[i*4+2] = face->data_color4f[i*4+2];
2341 varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
2343 GL_ColorPointer(varray_color4f);
2350 for (i = 0;i < face->num_vertices;i++)
2352 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
2353 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
2354 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
2355 varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
2357 GL_ColorPointer(varray_color4f);
2359 R_Mesh_State_Texture(&m);
2360 GL_VertexPointer(face->data_vertex3f);
2361 qglDisable(GL_CULL_FACE);
2362 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2363 qglEnable(GL_CULL_FACE);
2366 void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
2368 if (!face->num_triangles)
2370 if (face->texture->surfaceparms)
2372 if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))
2376 face->visframe = r_framecount;
2377 if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
2379 vec3_t facecenter, center;
2380 facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
2381 facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
2382 facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
2383 Matrix4x4_Transform(&ent->matrix, facecenter, center);
2384 R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
2387 R_Mesh_Matrix(&ent->matrix);
2388 if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
2389 R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
2390 else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer)
2392 R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
2393 if (face->texture->skin.glow)
2394 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2396 else if (face->lightmaptexture)
2398 if (gl_lightmaps.integer)
2399 R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face);
2402 if (r_textureunits.integer >= 2 && gl_combine.integer)
2403 R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face);
2406 R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
2407 R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
2409 if (face->texture->skin.glow)
2410 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2415 if (gl_lightmaps.integer)
2416 R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face);
2419 R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
2420 if (face->texture->skin.glow)
2421 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2424 if (r_ambient.value)
2425 R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
2428 void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
2434 if (R_CullBox(node->mins, node->maxs))
2439 R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
2440 node = node->children[1];
2442 leaf = (q3mleaf_t *)node;
2443 if (CHECKPVSBIT(pvs, leaf->clusterindex))
2446 for (i = 0;i < leaf->numleaffaces;i++)
2447 leaf->firstleafface[i]->markframe = markframe;
2451 // FIXME: num_leafs needs to be recalculated at load time to include only
2452 // node-referenced leafs, as some maps are incorrectly compiled with leafs for
2453 // the submodels (which would render the submodels occasionally, as part of
2454 // the world - not good)
2455 void R_Q3BSP_MarkLeafPVS(entity_render_t *ent, qbyte *pvs, int markframe)
2459 for (j = 0, leaf = ent->model->brushq3.data_leafs;j < ent->model->brushq3.num_leafs;j++, leaf++)
2461 if (CHECKPVSBIT(pvs, leaf->clusterindex))
2464 for (i = 0;i < leaf->numleaffaces;i++)
2465 leaf->firstleafface[i]->markframe = markframe;
2470 static int r_q3bsp_framecount = -1;
2472 void R_Q3BSP_DrawSky(entity_render_t *ent)
2479 R_Mesh_Matrix(&ent->matrix);
2481 if (r_drawcollisionbrushes.integer < 2)
2483 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2484 if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2486 if (r_q3bsp_framecount != r_framecount)
2488 r_q3bsp_framecount = r_framecount;
2489 R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
2490 //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
2492 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2493 if (face->markframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
2494 R_Q3BSP_DrawSkyFace(ent, face);
2497 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2498 if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
2499 R_Q3BSP_DrawSkyFace(ent, face);
2503 void R_Q3BSP_Draw(entity_render_t *ent)
2510 R_Mesh_Matrix(&ent->matrix);
2512 if (r_drawcollisionbrushes.integer < 2)
2514 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2515 if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2517 if (r_q3bsp_framecount != r_framecount)
2519 r_q3bsp_framecount = r_framecount;
2520 R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
2521 //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
2523 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2524 if (face->markframe == r_framecount && !R_CullBox(face->mins, face->maxs))
2525 R_Q3BSP_DrawFace(ent, face);
2528 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2529 R_Q3BSP_DrawFace(ent, face);
2531 if (r_drawcollisionbrushes.integer >= 1)
2534 memset(&m, 0, sizeof(m));
2535 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2536 GL_DepthMask(false);
2538 R_Mesh_State_Texture(&m);
2539 qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
2540 for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
2541 if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
2542 R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
2543 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2544 if (face->num_collisiontriangles)
2545 R_Q3BSP_DrawCollisionFace(ent, face);
2546 qglPolygonOffset(0, 0);
2550 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
2555 vec3_t modelorg, lightmins, lightmaxs;
2557 float projectdistance;
2558 projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
2559 if (r_drawcollisionbrushes.integer < 2)
2562 R_Mesh_Matrix(&ent->matrix);
2563 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2564 lightmins[0] = relativelightorigin[0] - lightradius;
2565 lightmins[1] = relativelightorigin[1] - lightradius;
2566 lightmins[2] = relativelightorigin[2] - lightradius;
2567 lightmaxs[0] = relativelightorigin[0] + lightradius;
2568 lightmaxs[1] = relativelightorigin[1] + lightradius;
2569 lightmaxs[2] = relativelightorigin[2] + lightradius;
2570 //if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2571 // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
2573 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2574 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2575 R_Shadow_VolumeFromSphere(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
2578 int j, t, leafnum, marksurfnum;
2584 vec3_t modelorg, lightmins, lightmaxs;
2586 float projectdistance;
2587 projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
2588 if (r_drawcollisionbrushes.integer < 2)
2591 R_Mesh_Matrix(&ent->matrix);
2592 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2593 lightmins[0] = relativelightorigin[0] - lightradius;
2594 lightmins[1] = relativelightorigin[1] - lightradius;
2595 lightmins[2] = relativelightorigin[2] - lightradius;
2596 lightmaxs[0] = relativelightorigin[0] + lightradius;
2597 lightmaxs[1] = relativelightorigin[1] + lightradius;
2598 lightmaxs[2] = relativelightorigin[2] + lightradius;
2599 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
2600 if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
2602 for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++)
2604 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
2606 for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++)
2608 face = leaf->firstleafface[marksurfnum];
2609 if (face->shadowmark != shadowmarkcount)
2611 face->shadowmark = shadowmarkcount;
2612 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2614 for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
2616 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2617 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2618 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2619 if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
2620 shadowmarklist[numshadowmark++] = t;
2630 for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++)
2632 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2634 for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
2636 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2637 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2638 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2639 if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
2640 shadowmarklist[numshadowmark++] = t;
2645 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
2650 void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
2652 if ((face->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || !face->num_triangles)
2654 R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap);
2655 R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap);
2658 void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
2660 int leafnum, marksurfnum;
2664 vec3_t modelorg, lightmins, lightmaxs;
2667 //static int markframe = 0;
2668 if (r_drawcollisionbrushes.integer < 2)
2671 R_Mesh_Matrix(&ent->matrix);
2672 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2673 lightmins[0] = relativelightorigin[0] - lightradius;
2674 lightmins[1] = relativelightorigin[1] - lightradius;
2675 lightmins[2] = relativelightorigin[2] - lightradius;
2676 lightmaxs[0] = relativelightorigin[0] + lightradius;
2677 lightmaxs[1] = relativelightorigin[1] + lightradius;
2678 lightmaxs[2] = relativelightorigin[2] + lightradius;
2680 if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
2682 pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
2683 for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++)
2685 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
2687 for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++)
2689 face = leaf->firstleafface[marksurfnum];
2690 if (face->shadowmark != shadowmarkcount)
2692 face->shadowmark = shadowmarkcount;
2693 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount))
2694 R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
2702 for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++)
2703 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount))
2704 R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
2709 static void gl_surf_start(void)
2713 static void gl_surf_shutdown(void)
2717 static void gl_surf_newmap(void)
2721 void GL_Surf_Init(void)
2724 dlightdivtable[0] = 4194304;
2725 for (i = 1;i < 32768;i++)
2726 dlightdivtable[i] = 4194304 / (i << 7);
2728 Cvar_RegisterVariable(&r_ambient);
2729 Cvar_RegisterVariable(&r_drawportals);
2730 Cvar_RegisterVariable(&r_testvis);
2731 Cvar_RegisterVariable(&r_floatbuildlightmap);
2732 Cvar_RegisterVariable(&r_detailtextures);
2733 Cvar_RegisterVariable(&r_surfaceworldnode);
2734 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
2735 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2736 Cvar_RegisterVariable(&gl_lightmaps);
2738 R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);