// set the (poorly named) screenwidth and screenheight variables to
// a power of 2 at least as large as the screen, these will define the
// size of the texture to allocate
- for (screenwidth = 1;screenwidth < vid.realwidth;screenwidth *= 2);
- for (screenheight = 1;screenheight < vid.realheight;screenheight *= 2);
+ for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
+ for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
// allocate textures as needed
if (!r_bloom_texture_screen)
r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
R_Mesh_State(&m);
// copy view into the full resolution screen image texture
GL_ActiveTexture(0);
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
c_bloomcopies++;
c_bloomcopypixels += r_view_width * r_view_height;
// now scale it down to the bloom size and raise to a power of itself
// to darken it (this leaves the really bright stuff bright, and
// everything else becomes very dark)
// TODO: optimize with multitexture or GLSL
- qglViewport(r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+ qglViewport(r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(1, 1, 1, 1);
R_Mesh_Draw(0, 4, 2, polygonelements);
m.pointer_texcoord[0] = varray_texcoord2f[2];
R_Mesh_State(&m);
GL_ActiveTexture(0);
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
c_bloomcopies++;
c_bloomcopypixels += bloomwidth * bloomheight;
// blend on at multiple vertical offsets to achieve a vertical blur
}
// copy the vertically blurred bloom view to a texture
GL_ActiveTexture(0);
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
c_bloomcopies++;
c_bloomcopypixels += bloomwidth * bloomheight;
// blend the vertically blurred image at multiple offsets horizontally
}
// copy the blurred bloom view to a texture
GL_ActiveTexture(0);
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
c_bloomcopies++;
c_bloomcopypixels += bloomwidth * bloomheight;
// go back to full view area
- qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+ qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
// put the original screen image back in place and blend the bloom
// texture on it
memset(&m, 0, sizeof(m));
if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
return; //Host_Error ("R_RenderView: NULL worldmodel");
- r_view_width = bound(0, r_refdef.width, vid.realwidth);
- r_view_height = bound(0, r_refdef.height, vid.realheight);
+ r_view_width = bound(0, r_refdef.width, vid.width);
+ r_view_height = bound(0, r_refdef.height, vid.height);
r_view_depth = 1;
- r_view_x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width);
- r_view_y = bound(0, r_refdef.y, vid.realheight - r_refdef.height);
+ r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width);
+ r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height);
r_view_z = 0;
r_view_fov_x = bound(1, r_refdef.fov_x, 170);
r_view_fov_y = bound(1, r_refdef.fov_y, 170);
r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
// GL is weird because it's bottom to top, r_view_y is top to bottom
- qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+ qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
GL_ScissorTest(true);
GL_DepthMask(true);
R_BlendView();
R_TimeReport("blendview");
- GL_Scissor(0, 0, vid.realwidth, vid.realheight);
+ GL_Scissor(0, 0, vid.width, vid.height);
GL_ScissorTest(false);
}
void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
{
- // we don't need to set currentframe if t->animated is false because
- // it was already set up by the texture loader for non-animating
- if (t->animated)
+ texture_t *texture = t;
+ model_t *model = ent->model;
+ int s = ent->skinnum;
+ if ((unsigned int)s >= (unsigned int)model->numskins)
+ s = 0;
+ if (s >= 1)
+ c_models++;
+ if (model->skinscenes)
{
- t->currentframe = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
- t = t->currentframe;
+ if (model->skinscenes[s].framecount > 1)
+ s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
+ else
+ s = model->skinscenes[s].firstframe;
}
+ if (s > 0)
+ t = t + s * model->num_surfaces;
+ if (t->animated)
+ t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
+ texture->currentframe = t;
t->currentmaterialflags = t->basematerialflags;
t->currentalpha = ent->alpha;
if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
R_UpdateTextureInfo(ent, ent->model->data_textures + i);
}
-static void RSurf_DeformVertices(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg)
+float *rsurface_vertex3f;
+float *rsurface_svector3f;
+float *rsurface_tvector3f;
+float *rsurface_normal3f;
+float *rsurface_lightmapcolor4f;
+
+void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg)
{
int i, j;
float center[3], forward[3], right[3], up[3], v[4][3];
matrix4x4_t matrix1, imatrix1;
+ if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights))
+ {
+ rsurface_vertex3f = varray_vertex3f;
+ rsurface_svector3f = NULL;
+ rsurface_tvector3f = NULL;
+ rsurface_normal3f = NULL;
+ Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f);
+ }
+ else
+ {
+ rsurface_vertex3f = surface->groupmesh->data_vertex3f;
+ rsurface_svector3f = surface->groupmesh->data_svector3f;
+ rsurface_tvector3f = surface->groupmesh->data_tvector3f;
+ rsurface_normal3f = surface->groupmesh->data_normal3f;
+ }
if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
{
+ if (!rsurface_svector3f)
+ {
+ rsurface_svector3f = varray_svector3f;
+ rsurface_tvector3f = varray_tvector3f;
+ rsurface_normal3f = varray_normal3f;
+ Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f);
+ }
// a single autosprite surface can contain multiple sprites...
VectorClear(forward);
VectorClear(right);
{
VectorClear(center);
for (i = 0;i < 4;i++)
- VectorAdd(center, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+ VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
VectorScale(center, 0.25f, center);
// FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
- Matrix4x4_FromVectors(&matrix1, (surface->groupmesh->data_normal3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_svector3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
+ Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
for (i = 0;i < 4;i++)
- Matrix4x4_Transform(&imatrix1, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+ Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
forward[0] = modelorg[0] - center[0];
forward[1] = modelorg[1] - center[1];
VectorNormalize(forward);
for (i = 0;i < 4;i++)
VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
}
+ rsurface_vertex3f = varray_vertex3f;
+ rsurface_svector3f = NULL;
+ rsurface_tvector3f = NULL;
+ rsurface_normal3f = NULL;
}
else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE)
{
+ if (!rsurface_svector3f)
+ {
+ rsurface_svector3f = varray_svector3f;
+ rsurface_tvector3f = varray_tvector3f;
+ rsurface_normal3f = varray_normal3f;
+ Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f);
+ }
Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward);
Matrix4x4_Transform(&ent->inversematrix, r_viewright, right);
Matrix4x4_Transform(&ent->inversematrix, r_viewup, up);
{
VectorClear(center);
for (i = 0;i < 4;i++)
- VectorAdd(center, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+ VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
VectorScale(center, 0.25f, center);
// FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
- Matrix4x4_FromVectors(&matrix1, (surface->groupmesh->data_normal3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_svector3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
+ Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
for (i = 0;i < 4;i++)
- Matrix4x4_Transform(&imatrix1, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[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, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
}
+ rsurface_vertex3f = varray_vertex3f;
+ rsurface_svector3f = NULL;
+ rsurface_tvector3f = NULL;
+ rsurface_normal3f = NULL;
}
- else
- memcpy((varray_vertex3f + 3 * surface->num_firstvertex), (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), sizeof(float[3]) * surface->num_vertices);
+ R_Mesh_VertexPointer(rsurface_vertex3f);
}
-// any sort of deformvertices call is *VERY* rare, so this must be optimized
-// to skip deformvertices quickly!
-#if 1
-#define RSurf_GetVertexPointer(ent, texture, surface, modelorg) ((texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) ? (RSurf_DeformVertices(ent, texture, surface, modelorg), varray_vertex3f) : surface->groupmesh->data_vertex3f)
-#else
-static float *RSurf_GetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg)
+void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, qboolean lightmodel, qboolean vertexlight, qboolean applycolor, qboolean applyfog)
{
- if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ int i;
+ float f;
+ float *v, *c, *c2;
+ vec3_t diff;
+ if (lightmodel)
{
- RSurf_DeformVertices(ent, texture, surface, modelorg);
- return varray_vertex3f;
+ vec4_t ambientcolor4f;
+ vec3_t diffusecolor;
+ vec3_t diffusenormal;
+ if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r, g, b, a, false))
+ {
+ rsurface_lightmapcolor4f = varray_color4f;
+ if (rsurface_normal3f == NULL)
+ {
+ rsurface_normal3f = varray_normal3f;
+ Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f);
+ }
+ R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, surface->groupmesh->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, rsurface_lightmapcolor4f + 4 * surface->num_firstvertex);
+ r = 1;
+ g = 1;
+ b = 1;
+ a = 1;
+ applycolor = false;
+ }
+ else
+ {
+ r = ambientcolor4f[0];
+ g = ambientcolor4f[1];
+ b = ambientcolor4f[2];
+ a = ambientcolor4f[3];
+ rsurface_lightmapcolor4f = NULL;
+ }
+ }
+ else if (vertexlight)
+ {
+ if (surface->lightmapinfo)
+ {
+ rsurface_lightmapcolor4f = varray_color4f;
+ for (i = 0, c = rsurface_lightmapcolor4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+ {
+ const qbyte *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
+ float scale = d_lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
+ VectorScale(lm, scale, c);
+ if (surface->lightmapinfo->styles[1] != 255)
+ {
+ int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
+ lm += size3;
+ scale = d_lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->lightmapinfo->styles[2] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->lightmapinfo->styles[3] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ }
+ }
+ }
+ }
+ }
+ else
+ rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f;
}
else
- return surface->groupmesh->data_vertex3f;
+ rsurface_lightmapcolor4f = NULL;
+ if (applyfog)
+ {
+ if (rsurface_lightmapcolor4f)
+ {
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c2[0] = c[0] * f;
+ c2[1] = c[1] * f;
+ c2[2] = c[2] * f;
+ c2[3] = c[3];
+ }
+ }
+ else
+ {
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c2[0] = f;
+ c2[1] = f;
+ c2[2] = f;
+ c2[3] = 1;
+ }
+ }
+ rsurface_lightmapcolor4f = varray_color4f;
+ }
+ if (applycolor && rsurface_lightmapcolor4f)
+ {
+ for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
+ {
+ c2[0] = c[0] * r;
+ c2[1] = c[1] * g;
+ c2[2] = c[2] * b;
+ c2[3] = c[3] * a;
+ }
+ }
+ R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
+ GL_Color(r, g, b, a);
}
-#endif
+
static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
{
int i;
int texturesurfaceindex;
- const float *v, *vertex3f;
+ const float *v;
float *c;
float diff[3];
+ float colorpants[3], colorshirt[3];
float f, r, g, b, a, base, colorscale;
const msurface_t *surface;
qboolean dolightmap;
- qboolean dobase;
qboolean doambient;
qboolean dodetail;
qboolean doglow;
qboolean dofogpass;
qboolean fogallpasses;
qboolean waterscrolling;
- surfmesh_t *groupmesh;
- rtexture_t *lightmaptexture;
+ qboolean dopants;
+ qboolean doshirt;
+ qboolean dofullbrightpants;
+ qboolean dofullbrightshirt;
+ qboolean applycolor;
+ qboolean lightmodel = false;
+ rtexture_t *basetexture;
rmeshstate_t m;
- texture = texture->currentframe;
if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
return;
c_faces += texturenumsurfaces;
+ // FIXME: identify models using a better check than ent->model->shadowmesh
+ if (!(ent->effects & EF_FULLBRIGHT) && !ent->model->brush.shadowmesh)
+ lightmodel = true;
// gl_lightmaps debugging mode skips normal texturing
if (gl_lightmaps.integer)
{
surface = texturesurfacelist[texturesurfaceindex];
R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
- R_Mesh_ColorPointer(surface->lightmaptexture ? NULL : surface->groupmesh->data_lightmapcolor4f);
- R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f);
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, lightmodel, !surface->lightmaptexture, false, false);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f);
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
{
// normal surface (wall or water)
- dobase = true;
dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
doambient = r_ambient.value >= (1/64.0f);
dodetail = r_detailtextures.integer && texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
doglow = texture->skin.glow != NULL;
dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD);
fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
- if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+ if (ent->colormap >= 0)
+ {
+ int b;
+ qbyte *bcolor;
+ basetexture = texture->skin.base;
+ dopants = texture->skin.pants != NULL;
+ doshirt = texture->skin.shirt != NULL;
+ // 128-224 are backwards ranges
+ b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12;
+ dofullbrightpants = b >= 224;
+ bcolor = (qbyte *) (&palette_complete[b]);
+ VectorScale(bcolor, (1.0f / 255.0f), colorpants);
+ // 128-224 are backwards ranges
+ b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12;
+ dofullbrightshirt = b >= 224;
+ bcolor = (qbyte *) (&palette_complete[b]);
+ VectorScale(bcolor, (1.0f / 255.0f), colorshirt);
+ }
+ else
+ {
+ basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
+ dopants = false;
+ doshirt = false;
+ dofullbrightshirt = false;
+ dofullbrightpants = false;
+ }
+ if (dolightmap && r_textureunits.integer >= 2 && gl_combine.integer)
{
- if (dobase && dolightmap && gl_combine.integer)
+ memset(&m, 0, sizeof(m));
+ m.tex[1] = R_GetTexture(basetexture);
+ if (waterscrolling)
+ m.texmatrix[1] = r_waterscrollmatrix;
+ m.texrgbscale[1] = 2;
+ m.pointer_color = varray_color4f;
+ R_Mesh_State(&m);
+ // transparent is not affected by r_lightmapintensity
+ if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ colorscale = r_lightmapintensity;
+ else
+ colorscale = 1;
+ r = ent->colormod[0] * colorscale;
+ g = ent->colormod[1] * colorscale;
+ b = ent->colormod[2] * colorscale;
+ a = texture->currentalpha;
+ base = r_ambient.value * (1.0f / 64.0f);
+ // q3bsp has no lightmap updates, so the lightstylevalue that
+ // would normally be baked into the lightmaptexture must be
+ // applied to the color
+ if (ent->model->brushq3.data_lightmaps)
+ {
+ float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
+ r *= scale;
+ g *= scale;
+ b *= scale;
+ }
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- dobase = false;
- memset(&m, 0, sizeof(m));
- m.tex[1] = R_GetTexture(texture->skin.base);
- if (waterscrolling)
- m.texmatrix[1] = r_waterscrollmatrix;
- m.texrgbscale[1] = 2;
- m.pointer_color = varray_color4f;
- R_Mesh_State(&m);
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+ if (surface->lightmaptexture)
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ else
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, !surface->lightmaptexture, applycolor, fogallpasses);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ else if (dolightmap && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) && !lightmodel)
+ {
+ // single texture
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ if (surface->lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ else
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
+ }
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(basetexture);
+ if (waterscrolling)
+ m.texmatrix[0] = r_waterscrollmatrix;
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ else
+ {
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(basetexture);
+ if (waterscrolling)
+ m.texmatrix[0] = r_waterscrollmatrix;
+ m.pointer_color = varray_color4f;
+ colorscale = 2;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 2;
colorscale = 1;
- r = ent->colormod[0] * colorscale;
- g = ent->colormod[1] * colorscale;
- b = ent->colormod[2] * colorscale;
- a = texture->currentalpha;
- base = r_ambient.value * (1.0f / 64.0f);
+ }
+ // transparent is not affected by r_lightmapintensity
+ if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ colorscale *= r_lightmapintensity;
+ R_Mesh_State(&m);
+ r = ent->colormod[0] * colorscale;
+ g = ent->colormod[1] * colorscale;
+ b = ent->colormod[2] * colorscale;
+ a = texture->currentalpha;
+ if (dolightmap)
+ {
// q3bsp has no lightmap updates, so the lightstylevalue that
// would normally be baked into the lightmaptexture must be
// applied to the color
- if (ent->model->brushq1.lightdata)
+ if (ent->model->brushq3.data_lightmaps)
{
float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
r *= scale;
g *= scale;
b *= scale;
}
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
- R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
- if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- if (fogallpasses)
- {
- R_Mesh_ColorPointer(varray_color4f);
- for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
- {
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- c[0] = f * r;
- c[1] = f * g;
- c[2] = f * b;
- c[3] = a;
- }
- }
- else
- {
- R_Mesh_ColorPointer(NULL);
- GL_Color(r, g, b, a);
- }
- }
- else
- {
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- R_Mesh_ColorPointer(varray_color4f);
- if (!surface->lightmaptexture)
- {
- for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4)
- {
- c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r;
- c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g;
- c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b;
- c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
- }
- if (fogallpasses)
- {
- for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
- {
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- VectorScale(c, f, c);
- }
- }
- }
- else
- {
- R_Mesh_ColorPointer(NULL);
- GL_Color(0, 0, 0, a);
- }
- }
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
}
- if (dobase)
+ else
{
- dobase = false;
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.base);
- if (waterscrolling)
- m.texmatrix[0] = r_waterscrollmatrix;
- m.pointer_color = varray_color4f;
- colorscale = 1;
- if (gl_combine.integer)
- {
- m.texrgbscale[0] = 4;
- colorscale *= 0.25f;
- }
- R_Mesh_State(&m);
- r = ent->colormod[0] * colorscale;
- g = ent->colormod[1] * colorscale;
- b = ent->colormod[2] * colorscale;
- a = texture->currentalpha;
- if (dolightmap)
- {
- // q3bsp has no lightmap updates, so the lightstylevalue that
- // would normally be baked into the lightmaptexture must be
- // applied to the color
- if (!ent->model->brushq1.lightdata)
- {
- float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
- r *= scale;
- g *= scale;
- b *= scale;
- }
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
- {
- c[0] = 0;
- c[1] = 0;
- c[2] = 0;
- if (!surface->lightmapinfo)
- VectorCopy((surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex) + i*4, c);
- else //if (surface->lightmapinfo)
- {
- const qbyte *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
- float scale = d_lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- if (surface->lightmapinfo->styles[1] != 255)
- {
- int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
- lm += size3;
- scale = d_lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- if (surface->lightmapinfo->styles[2] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- if (surface->lightmapinfo->styles[3] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- }
- }
- }
- }
- c[0] *= r;
- c[1] *= g;
- c[2] *= b;
- if (fogallpasses)
- {
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- VectorScale(c, f, c);
- }
- if (!surface->lightmapinfo && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
- c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
- else
- c[3] = a;
- }
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
- }
- }
- else
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- if (fogallpasses)
- {
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- if (!surface->lightmapinfo && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
- {
- R_Mesh_ColorPointer(varray_color4f);
- for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
- {
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- c[0] = r * f;
- c[1] = g * f;
- c[2] = b * f;
- c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
- }
- }
- else
- {
- R_Mesh_ColorPointer(varray_color4f);
- for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
- {
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- c[0] = r * f;
- c[1] = g * f;
- c[2] = b * f;
- c[3] = a;
- }
- }
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
- }
- }
- else
- {
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- if (!surface->lightmaptexture && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
- {
- R_Mesh_ColorPointer(varray_color4f);
- for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
- {
- c[0] = r;
- c[1] = g;
- c[2] = b;
- c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
- }
- }
- else
- {
- R_Mesh_ColorPointer(NULL);
- GL_Color(r, g, b, a);
- }
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
- }
- }
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
}
}
}
- else
+ if (dopants)
{
- if (!dolightmap && dobase)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.pants);
+ if (waterscrolling)
+ m.texmatrix[0] = r_waterscrollmatrix;
+ m.pointer_color = varray_color4f;
+ colorscale = 1;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 2;
+ colorscale *= 0.5f;
+ }
+ // transparent is not affected by r_lightmapintensity
+ if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ colorscale *= r_lightmapintensity;
+ R_Mesh_State(&m);
+ r = ent->colormod[0] * colorpants[0] * colorscale;
+ g = ent->colormod[1] * colorpants[1] * colorscale;
+ b = ent->colormod[2] * colorpants[2] * colorscale;
+ a = texture->currentalpha;
+ if (dolightmap && !dofullbrightpants)
{
- dolightmap = false;
- dobase = false;
- GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.base);
- if (waterscrolling)
- m.texmatrix[0] = r_waterscrollmatrix;
- R_Mesh_State(&m);
+ // q3bsp has no lightmap updates, so the lightstylevalue that
+ // would normally be baked into the lightmaptexture must be
+ // applied to the color
+ if (ent->model->brushq3.data_lightmaps)
+ {
+ float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
+ r *= scale;
+ g *= scale;
+ b *= scale;
+ }
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
}
- if (r_lightmapintensity <= 0 && dolightmap && dobase)
+ else
{
- dolightmap = false;
- dobase = false;
- GL_Color(0, 0, 0, 1);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
}
- if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase)
+ }
+ if (doshirt)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.shirt);
+ if (waterscrolling)
+ m.texmatrix[0] = r_waterscrollmatrix;
+ m.pointer_color = varray_color4f;
+ colorscale = 1;
+ if (gl_combine.integer)
{
- // dualtexture combine
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- dolightmap = false;
- dobase = false;
- memset(&m, 0, sizeof(m));
- m.tex[1] = R_GetTexture(texture->skin.base);
- if (waterscrolling)
- m.texmatrix[1] = r_waterscrollmatrix;
- m.texrgbscale[1] = 2;
- R_Mesh_State(&m);
- r = ent->colormod[0] * r_lightmapintensity;
- g = ent->colormod[1] * r_lightmapintensity;
- b = ent->colormod[2] * r_lightmapintensity;
- GL_Color(r, g, b, 1);
- if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
- {
- R_Mesh_VertexPointer(varray_vertex3f);
- if (r == 1 && g == 1 && b == 1)
- {
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_DeformVertices(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
- R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
- if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- R_Mesh_ColorPointer(NULL);
- }
- else //if (r == 1 && g == 1 && b == 1)
- {
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
- }
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
- }
- }
- else
- {
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_DeformVertices(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
- R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
- if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- R_Mesh_ColorPointer(NULL);
- }
- else
- {
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- R_Mesh_ColorPointer(varray_color4f);
- for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4)
- {
- c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r;
- c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g;
- c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b;
- c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3];
- }
- }
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
- }
- }
- }
- else
- {
- if (r == 1 && g == 1 && b == 1)
- {
-#if 0
- // experimental direct state calls for measuring
- // R_Mesh_ call overhead, do not use!
- R_Mesh_VertexPointer(varray_vertex3f);
- R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]);
- R_Mesh_TexCoordPointer(1, 2, varray_texcoord2f[1]);
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- R_Mesh_ColorPointer(varray_color4f);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), surface->groupmesh->data_vertex3f);
- qglClientActiveTexture(GL_TEXTURE0_ARB);
- qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), surface->groupmesh->data_texcoordlightmap2f);
- qglClientActiveTexture(GL_TEXTURE1_ARB);
- qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), surface->groupmesh->data_texcoordtexture2f);
- if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- qglDisableClientState(GL_COLOR_ARRAY);
- qglColor4f(r, g, b, 1);
- }
- else //if (r == 1 && g == 1 && b == 1)
- {
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- qglEnableClientState(GL_COLOR_ARRAY);
- qglColorPointer(4, GL_FLOAT, sizeof(float[4]), surface->groupmesh->data_lightmapcolor4f);
- }
- qglLockArraysEXT(0, surface->num_vertices);
- qglDrawRangeElements(GL_TRIANGLES, surface->num_firstvertex, surface->num_firstvertex + surface->num_vertices, surface->num_triangles * 3, GL_UNSIGNED_INT, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- qglUnlockArraysEXT();
- }
-#else
- groupmesh = NULL;
- lightmaptexture = NULL;
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- if (groupmesh != surface->groupmesh)
- {
- groupmesh = surface->groupmesh;
- R_Mesh_VertexPointer(groupmesh->data_vertex3f);
- R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordlightmap2f);
- R_Mesh_TexCoordPointer(1, 2, groupmesh->data_texcoordtexture2f);
- if (!lightmaptexture)
- R_Mesh_ColorPointer(groupmesh->data_lightmapcolor4f);
- }
- if (lightmaptexture != surface->lightmaptexture)
- {
- lightmaptexture = surface->lightmaptexture;
- if (lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(lightmaptexture));
- R_Mesh_ColorPointer(NULL);
- }
- else //if (r == 1 && g == 1 && b == 1)
- {
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
- }
- }
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
- }
-#endif
- }
- else
- {
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
- R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
- if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- R_Mesh_ColorPointer(NULL);
- }
- else
- {
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- R_Mesh_ColorPointer(varray_color4f);
- for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4)
- {
- c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r;
- c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g;
- c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b;
- c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3];
- }
- }
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
- }
- }
- }
+ m.texrgbscale[0] = 2;
+ colorscale *= 0.5f;
}
- // single texture
- if (dolightmap)
+ // transparent is not affected by r_lightmapintensity
+ if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ colorscale *= r_lightmapintensity;
+ R_Mesh_State(&m);
+ r = ent->colormod[0] * colorshirt[0] * colorscale;
+ g = ent->colormod[1] * colorshirt[1] * colorscale;
+ b = ent->colormod[2] * colorshirt[2] * colorscale;
+ a = texture->currentalpha;
+ if (dolightmap && !dofullbrightshirt)
{
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_Color(1, 1, 1, 1);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
- if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ // q3bsp has no lightmap updates, so the lightstylevalue that
+ // would normally be baked into the lightmaptexture must be
+ // applied to the color
+ if (ent->model->brushq3.data_lightmaps)
{
- R_Mesh_VertexPointer(varray_vertex3f);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_DeformVertices(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
- if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- R_Mesh_ColorPointer(NULL);
- }
- else //if (r == 1 && g == 1 && b == 1)
- {
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
- }
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
- }
+ float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
+ r *= scale;
+ g *= scale;
+ b *= scale;
}
- else
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- groupmesh = NULL;
- lightmaptexture = NULL;
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- if (groupmesh != surface->groupmesh)
- {
- groupmesh = surface->groupmesh;
- R_Mesh_VertexPointer(groupmesh->data_vertex3f);
- R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordlightmap2f);
- if (!lightmaptexture)
- R_Mesh_ColorPointer(groupmesh->data_lightmapcolor4f);
- }
- if (lightmaptexture != surface->lightmaptexture)
- {
- lightmaptexture = surface->lightmaptexture;
- if (lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(lightmaptexture));
- R_Mesh_ColorPointer(NULL);
- }
- else //if (r == 1 && g == 1 && b == 1)
- {
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
- }
- }
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
- }
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
}
}
- if (dobase)
+ else
{
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- GL_DepthMask(false);
- GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.base);
- if (waterscrolling)
- m.texmatrix[0] = r_waterscrollmatrix;
- R_Mesh_State(&m);
- if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
- {
- R_Mesh_VertexPointer(varray_vertex3f);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_DeformVertices(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
- }
- }
- else
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- groupmesh = NULL;
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- if (groupmesh != surface->groupmesh)
- {
- groupmesh = surface->groupmesh;
- R_Mesh_VertexPointer(groupmesh->data_vertex3f);
- R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordtexture2f);
- }
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
- }
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
}
}
}
colorscale = 1;
if (gl_combine.integer)
{
- m.texrgbscale[0] = 4;
- colorscale *= 0.25f;
+ m.texrgbscale[0] = 2;
+ colorscale *= 0.5f;
}
R_Mesh_State(&m);
base = r_ambient.value * (1.0f / 64.0f);
g = ent->colormod[1] * colorscale * base;
b = ent->colormod[2] * colorscale * base;
a = texture->currentalpha;
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_VertexPointer(vertex3f);
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
- {
- c[0] = r;
- c[1] = g;
- c[2] = b;
- if (fogallpasses)
- {
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- VectorScale(c, f, c);
- }
- if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
- c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
- else
- c[3] = a;
- }
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoorddetail2f);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
g = ent->colormod[1] * colorscale;
b = ent->colormod[2] * colorscale;
a = texture->currentalpha;
- if (fogallpasses)
- {
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- R_Mesh_ColorPointer(varray_color4f);
- if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
- {
- for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
- {
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- c[0] = f * r;
- c[1] = f * g;
- c[2] = f * b;
- c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
- }
- }
- else
- {
- for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
- {
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- c[0] = f * r;
- c[1] = f * g;
- c[2] = f * b;
- c[3] = a;
- }
- }
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
- }
- }
- else
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
- {
- R_Mesh_ColorPointer(varray_color4f);
- for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
- {
- c[0] = r;
- c[1] = g;
- c[2] = b;
- c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
- }
- }
- else
- {
- R_Mesh_ColorPointer(NULL);
- GL_Color(r, g, b, a);
- }
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
- }
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
}
}
if (dofogpass)
// were darkened by fog already, and we should not add fog color
// (because the background was not darkened, there is no fog color
// that was lost behind it).
- if (!fogallpasses)
+ if (fogallpasses)
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
else
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
g = fogcolor[1];
b = fogcolor[2];
a = texture->currentalpha;
+ applycolor = r != 1 || g != 1 || b != 1 || a != 1;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_VertexPointer(vertex3f);
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
R_Mesh_ColorPointer(varray_color4f);
//RSurf_FogPassColors_Vertex3f_Color4f((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->num_vertices, modelorg);
if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
{
- for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
VectorSubtract(v, modelorg, diff);
f = exp(fogdensity/DotProduct(diff, diff));
}
else
{
- for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
VectorSubtract(v, modelorg, diff);
f = exp(fogdensity/DotProduct(diff, diff));
numsurfacelist = 0;
}
t = surface->texture;
- f = t->currentmaterialflags & flagsmask;
texture = t->currentframe;
+ f = texture->currentmaterialflags & flagsmask;
}
if (f && surface->num_triangles)
{
numsurfacelist = 0;
}
t = surface->texture;
- f = t->currentmaterialflags & flagsmask;
texture = t->currentframe;
+ f = texture->currentmaterialflags & flagsmask;
}
if (f && surface->num_triangles)
{