mplane_t frustum[5];
-matrix4x4_t r_identitymatrix;
-
renderstats_t renderstats;
// true during envmap command capture
//
refdef_t r_refdef;
-cvar_t r_showtris = {0, "r_showtris", "0"};
-cvar_t r_shownormals = {0, "r_shownormals", "0"};
-cvar_t r_drawentities = {0, "r_drawentities","1"};
-cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
-cvar_t r_speeds = {0, "r_speeds","0"};
-cvar_t r_fullbright = {0, "r_fullbright","0"};
-cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
-cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
-cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
-cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"};
-
-cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
-cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
-cvar_t gl_fogred = {0, "gl_fogred","0.3"};
-cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
-cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
-cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
-cvar_t gl_fogend = {0, "gl_fogend","0"};
-
-cvar_t r_textureunits = {0, "r_textureunits", "32"};
-
-cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"};
-cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"};
-cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"};
-
-cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0"};
-cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5"};
-cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4"};
-cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"};
-cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "2"};
-
-cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1"};
-
-cvar_t developer_texturelogging = {0, "developer_texturelogging", "0"};
-
-cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
-
-cvar_t r_test = {0, "r_test", "0"}; // used for testing renderer code changes, otherwise does nothing
+cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
+cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
+cvar_t r_showtris_polygonoffset = {0, "r_showtris_polygonoffset", "-10", "nudges triangle outlines in hardware depth units, used to make outlines appear infront of walls"};
+cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
+cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
+cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
+cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
+cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
+cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
+cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing\n"};
+cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
+cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
+cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
+cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not allowed in multiplayer)"};
+cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
+cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
+cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
+
+cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
+cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
+cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
+cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
+cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
+cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
+cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
+
+cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
+
+cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
+cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
+cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
+
+cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
+cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5", "how bright the glow is"};
+cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
+cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
+cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "2", "how much to darken the image before blurring to make the bloom effect"};
+
+cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
+
+cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
+
+cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
+
+cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
rtexturepool_t *r_main_texturepool;
rtexture_t *r_bloom_texture_screen;
void GL_Main_Init(void)
{
- Matrix4x4_CreateIdentity(&r_identitymatrix);
// FIXME: move this to client?
FOG_registercvars();
+ Cvar_RegisterVariable(&r_nearclip);
Cvar_RegisterVariable(&r_showtris);
+ Cvar_RegisterVariable(&r_showtris_polygonoffset);
Cvar_RegisterVariable(&r_shownormals);
+ Cvar_RegisterVariable(&r_showlighting);
+ Cvar_RegisterVariable(&r_showshadowvolumes);
+ Cvar_RegisterVariable(&r_showcollisionbrushes);
+ Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
+ Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
+ Cvar_RegisterVariable(&r_showdisabledepthtest);
Cvar_RegisterVariable(&r_drawentities);
Cvar_RegisterVariable(&r_drawviewmodel);
Cvar_RegisterVariable(&r_speeds);
Cvar_RegisterVariable(&r_lerpsprites);
Cvar_RegisterVariable(&r_lerpmodels);
Cvar_RegisterVariable(&r_waterscroll);
- Cvar_RegisterVariable(&r_drawcollisionbrushes);
Cvar_RegisterVariable(&r_bloom);
Cvar_RegisterVariable(&r_bloom_intensity);
Cvar_RegisterVariable(&r_bloom_blur);
Cvar_RegisterVariable(&developer_texturelogging);
Cvar_RegisterVariable(&gl_lightmaps);
Cvar_RegisterVariable(&r_test);
- if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
+ if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
}
R_Light_Init();
R_Particles_Init();
R_Explosion_Init();
- UI_Init();
Sbar_Init();
R_LightningBeams_Init();
Mod_RenderInit();
#endif
#if 0
- zNear = 1.0;
+ zNear = r_nearclip.value;
nudge = 1.0 - 1.0 / (1<<23);
frustum[4].normal[0] = 0 - 0;
frustum[4].normal[1] = 0 - 0;
frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
- frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
+ frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + r_nearclip.value;
PlaneClassify(&frustum[0]);
PlaneClassify(&frustum[1]);
PlaneClassify(&frustum[2]);
// nearclip plane
//VectorCopy(r_viewforward, frustum[4].normal);
- //frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
+ //frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + r_nearclip.value;
//PlaneClassify(&frustum[4]);
}
GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
GL_DepthMask(true);
GL_DepthTest(false);
- R_Mesh_Matrix(&r_identitymatrix);
+ R_Mesh_Matrix(&identitymatrix);
// vertex coordinates for a quad that covers the screen exactly
varray_vertex3f[0] = 0;varray_vertex3f[1] = 0;varray_vertex3f[2] = 0;
varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0;
R_ClearScreen();
R_Textures_Frame();
R_UpdateFog();
- R_TimeReport("setup");
+ if (r_timereport_active)
+ R_TimeReport("setup");
+
+ qglDepthFunc(GL_LEQUAL);
+ qglPolygonOffset(0, 0);
+ qglEnable(GL_POLYGON_OFFSET_FILL);
+
+ R_RenderScene();
+
+ qglPolygonOffset(0, 0);
+ qglDisable(GL_POLYGON_OFFSET_FILL);
+
+ R_BlendView();
+ if (r_timereport_active)
+ R_TimeReport("blendview");
+
+ GL_Scissor(0, 0, vid.width, vid.height);
+ GL_ScissorTest(false);
+}
+
+//[515]: csqc
+void CSQC_R_ClearScreen (void)
+{
+ if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
+ return; //Host_Error ("R_RenderView: NULL worldmodel");
+
+ 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.width - r_refdef.width);
+ r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height);
+ r_view_z = 0;
+ r_view_matrix = r_refdef.viewentitymatrix;
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+ r_rtworld = r_shadow_realtime_world.integer;
+ r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
+ r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
+ r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
+ 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.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_ClearScreen();
+ R_Textures_Frame();
+ R_UpdateFog();
+ if (r_timereport_active)
+ R_TimeReport("setup");
+}
+//[515]: csqc
+void CSQC_R_RenderScene (void)
+{
qglDepthFunc(GL_LEQUAL);
qglPolygonOffset(0, 0);
qglEnable(GL_POLYGON_OFFSET_FILL);
qglDisable(GL_POLYGON_OFFSET_FILL);
R_BlendView();
- R_TimeReport("blendview");
+ if (r_timereport_active)
+ R_TimeReport("blendview");
GL_Scissor(0, 0, vid.width, vid.height);
GL_ScissorTest(false);
}
extern void R_DrawLightningBeams (void);
+extern void VM_AddPolygonsToMeshQueue (void);
void R_RenderScene(void)
{
+ float nearclip;
+
// don't let sound skip if going slow
if (r_refdef.extraupdate)
S_ExtraUpdate ();
R_MeshQueue_BeginScene();
- GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
-
R_SetFrustum();
r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
+ nearclip = bound (0.001f, r_nearclip.value, r_farclip - 1.0f);
+
if (r_rtworldshadows || r_rtdlightshadows)
- GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f);
+ GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.frustum_x, r_refdef.frustum_y, nearclip);
else
- GL_SetupView_Mode_Perspective(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f, r_farclip);
+ GL_SetupView_Mode_Perspective(r_refdef.frustum_x, r_refdef.frustum_y, nearclip, r_farclip);
GL_SetupView_Orientation_FromEntity(&r_view_matrix);
R_SkyStartFrame();
R_WorldVisibility();
- R_TimeReport("worldvis");
+ if (r_timereport_active)
+ R_TimeReport("worldvis");
R_MarkEntities();
- R_TimeReport("markentity");
+ if (r_timereport_active)
+ R_TimeReport("markentity");
R_Shadow_UpdateWorldLightSelection();
- // don't let sound skip if going slow
- if (r_refdef.extraupdate)
- S_ExtraUpdate ();
-
- GL_ShowTrisColor(0.025, 0.025, 0, 1);
- if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
+ for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++)
{
- r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
- R_TimeReport("worldsky");
- }
+ if (r_showtrispass)
+ {
+ rmeshstate_t m;
+ r_showtrispass = 0;
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthTest(!r_showdisabledepthtest.integer);
+ GL_DepthMask(GL_FALSE);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ //qglEnable(GL_LINE_SMOOTH);
+ qglEnable(GL_POLYGON_OFFSET_LINE);
+ qglPolygonOffset(0, r_showtris_polygonoffset.value);
+ r_showtrispass = 1;
+ }
- if (R_DrawBrushModelsSky())
- R_TimeReport("bmodelsky");
+ if (cl.csqc_vidvars.drawworld)
+ {
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
- GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
- if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
- {
- r_refdef.worldmodel->Draw(r_refdef.worldentity);
- R_TimeReport("world");
- }
+ if (r_showtrispass)
+ GL_ShowTrisColor(0.025, 0.025, 0, 1);
+ if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
+ {
+ r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
+ if (r_timereport_active)
+ R_TimeReport("worldsky");
+ }
- // don't let sound skip if going slow
- if (r_refdef.extraupdate)
- S_ExtraUpdate ();
+ if (R_DrawBrushModelsSky() && r_timereport_active)
+ R_TimeReport("bmodelsky");
+
+ if (r_showtrispass)
+ GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+ if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
+ {
+ r_refdef.worldmodel->Draw(r_refdef.worldentity);
+ if (r_timereport_active)
+ R_TimeReport("world");
+ }
+ }
- GL_ShowTrisColor(0, 0.015, 0, 1);
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
- R_DrawModels();
- R_TimeReport("models");
+ if (r_showtrispass)
+ GL_ShowTrisColor(0, 0.015, 0, 1);
- // don't let sound skip if going slow
- if (r_refdef.extraupdate)
- S_ExtraUpdate ();
+ R_DrawModels();
+ if (r_timereport_active)
+ R_TimeReport("models");
- GL_ShowTrisColor(0, 0, 0.033, 1);
- R_ShadowVolumeLighting(false);
- R_TimeReport("rtlights");
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
- // don't let sound skip if going slow
- if (r_refdef.extraupdate)
- S_ExtraUpdate ();
+ if (r_showtrispass)
+ GL_ShowTrisColor(0, 0, 0.033, 1);
+ R_ShadowVolumeLighting(false);
+ if (r_timereport_active)
+ R_TimeReport("rtlights");
- GL_ShowTrisColor(0.1, 0, 0, 1);
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
- R_DrawLightningBeams();
- R_TimeReport("lightning");
+ if (r_showtrispass)
+ GL_ShowTrisColor(0.1, 0, 0, 1);
- R_DrawParticles();
- R_TimeReport("particles");
+ if (cl.csqc_vidvars.drawworld)
+ {
+ R_DrawLightningBeams();
+ if (r_timereport_active)
+ R_TimeReport("lightning");
- R_DrawExplosions();
- R_TimeReport("explosions");
+ R_DrawParticles();
+ if (r_timereport_active)
+ R_TimeReport("particles");
- R_MeshQueue_RenderTransparent();
- R_TimeReport("drawtrans");
+ R_DrawExplosions();
+ if (r_timereport_active)
+ R_TimeReport("explosions");
+ }
- R_DrawCoronas();
- R_TimeReport("coronas");
+ R_MeshQueue_RenderTransparent();
+ if (r_timereport_active)
+ R_TimeReport("drawtrans");
- R_DrawWorldCrosshair();
- R_TimeReport("crosshair");
+ if (cl.csqc_vidvars.drawworld)
+ {
+ R_DrawCoronas();
+ if (r_timereport_active)
+ R_TimeReport("coronas");
+ }
+ if(cl.csqc_vidvars.drawcrosshair)
+ {
+ R_DrawWorldCrosshair();
+ if (r_timereport_active)
+ R_TimeReport("crosshair");
+ }
- R_MeshQueue_Render();
- R_MeshQueue_EndScene();
+ VM_AddPolygonsToMeshQueue();
- if ((r_shadow_visiblelighting.integer || r_shadow_visiblevolumes.integer) && !r_showtrispass)
- {
- R_ShadowVolumeLighting(true);
- R_TimeReport("visiblevolume");
+ R_MeshQueue_Render();
+
+ if (r_showtrispass)
+ {
+ //qglDisable(GL_LINE_SMOOTH);
+ qglDisable(GL_POLYGON_OFFSET_LINE);
+ }
}
- GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+ r_showtrispass = 0;
+
+ R_MeshQueue_EndScene();
// don't let sound skip if going slow
if (r_refdef.extraupdate)
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthTest(true);
- R_Mesh_Matrix(&r_identitymatrix);
+ R_Mesh_Matrix(&identitymatrix);
vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
fog = VERTEXFOGTABLE(VectorDistance(origin, r_vieworigin));
ifog = 1 - fog;
- R_Mesh_Matrix(&r_identitymatrix);
+ R_Mesh_Matrix(&identitymatrix);
GL_BlendFunc(blendfunc1, blendfunc2);
GL_DepthMask(false);
GL_DepthTest(!depthdisable);
{
if (planenum2 == planenum)
continue;
- PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints);
+ PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
w = !w;
}
if (tempnumpoints < 3)
}
}
-void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, matrix4x4_t *matrix, float r, float g, float b, float a)
+static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
{
texturelayer_t *layer;
layer = t->currentlayers + t->currentnumlayers++;
if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
t->currenttexmatrix = r_waterscrollmatrix;
else
- t->currenttexmatrix = r_identitymatrix;
+ t->currenttexmatrix = identitymatrix;
t->currentnumlayers = 0;
if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
{
if (gl_lightmaps.integer)
- R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, r_texture_white, &r_identitymatrix, 1, 1, 1, 1);
+ R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, r_texture_white, &identitymatrix, 1, 1, 1, 1);
else if (t->currentmaterialflags & MATERIALFLAG_SKY)
{
// transparent sky would be ridiculous
if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
- R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_SKY, r_texture_white, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_SKY, r_texture_white, &identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], 1);
}
else
{
int layerflags = 0;
if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
- currentbasetexture = (ent->colormap < 0 && t->skin.merged) ? t->skin.merged : t->skin.base;
+ currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->skin.merged) ? t->skin.merged : t->skin.base;
if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
// fullbright is not affected by r_lightmapintensity
R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
- if (ent->colormap >= 0 && t->skin.pants)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2], t->currentalpha);
- if (ent->colormap >= 0 && t->skin.shirt)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2], t->currentalpha);
+ if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
+ if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
}
else
{
R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
if (r_ambient.value >= (1.0f/64.0f))
R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
- if (ent->colormap >= 0 && t->skin.pants)
+ if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
{
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * colorscale, ent->colormap_pantscolor[1] * colorscale, ent->colormap_pantscolor[2] * colorscale, t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
if (r_ambient.value >= (1.0f/64.0f))
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
}
- if (ent->colormap >= 0 && t->skin.shirt)
+ if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
{
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * colorscale, ent->colormap_shirtcolor[1] * colorscale, ent->colormap_shirtcolor[2] * colorscale, t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
if (r_ambient.value >= (1.0f/64.0f))
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
}
}
if (t->skin.glow != NULL)
// 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).
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentalpha);
}
}
}
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)
+void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents)
{
- 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)
+ if (generatetangents || (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)))
{
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, r_smoothnormals_areaweighting.integer);
}
- // a single autosprite surface can contain multiple sprites...
- VectorClear(forward);
- VectorClear(right);
- VectorSet(up, 0, 0, 1);
- for (j = 0;j < surface->num_vertices - 3;j += 4)
+ else
{
- VectorClear(center);
- for (i = 0;i < 4;i++)
- 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, (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, (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);
- right[0] = forward[1];
- right[1] = -forward[0];
- 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_svector3f = NULL;
+ rsurface_tvector3f = NULL;
+ if (generatenormals)
+ {
+ 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_smoothnormals_areaweighting.integer);
+ }
+ else
+ rsurface_normal3f = NULL;
}
- rsurface_vertex3f = varray_vertex3f;
- rsurface_svector3f = NULL;
- rsurface_tvector3f = NULL;
- rsurface_normal3f = NULL;
}
- else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE)
+ else
{
- 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, r_smoothnormals_areaweighting.integer);
- }
+ 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_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ {
+ int i, j;
+ float center[3], forward[3], right[3], up[3], v[4][3];
+ matrix4x4_t matrix1, imatrix1;
Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward);
Matrix4x4_Transform(&ent->inversematrix, r_viewright, right);
Matrix4x4_Transform(&ent->inversematrix, r_viewup, up);
Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
for (i = 0;i < 4;i++)
Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+ if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+ {
+ forward[0] = modelorg[0] - center[0];
+ forward[1] = modelorg[1] - center[1];
+ forward[2] = 0;
+ VectorNormalize(forward);
+ right[0] = forward[1];
+ right[1] = -forward[0];
+ right[2] = 0;
+ VectorSet(up, 0, 0, 1);
+ }
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;
+ 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, r_smoothnormals_areaweighting.integer);
}
R_Mesh_VertexPointer(rsurface_vertex3f);
}
-void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
+static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
{
int i;
float f;
float *v, *c, *c2;
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg, lightmode == 2, false);
if (lightmode >= 2)
{
// model lighting
if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r*0.5f, g*0.5f, b*0.5f, 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_smoothnormals_areaweighting.integer);
- }
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;
}
else if (lightmode >= 1)
{
- if (surface->lightmapinfo)
+ if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
{
for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
{
- const unsigned char *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
- if (lm)
+ if (surface->lightmapinfo->samples)
{
+ const unsigned char *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
VectorScale(lm, scale, c);
if (surface->lightmapinfo->styles[1] != 255)
}
R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
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);
+}
+
+static void RSurf_Draw(const msurface_t *surface)
+{
+ 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);
}
static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
int lightmode;
const msurface_t *surface;
qboolean applycolor;
+ qboolean applyfog;
rmeshstate_t m;
if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
return;
// FIXME: identify models using a better check than ent->model->brush.shadowmesh
lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
qglDisable(GL_CULL_FACE);
if (texture->currentnumlayers)
{
layercolor[3] = layer->color[3];
GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
+ applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
switch (layer->type)
{
case TEXTURELAYERTYPE_SKY:
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- 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);
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
+ RSurf_Draw(surface);
}
if (skyrendermasked)
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
m.texrgbscale[1] = layertexrgbscale;
m.pointer_color = varray_color4f;
R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ if (lightmode == 2)
{
- 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 (lightmode == 2)
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
+ surface = texturesurfacelist[texturesurfaceindex];
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
- }
- else if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+ RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
}
- else
+ }
+ else
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+ surface = texturesurfacelist[texturesurfaceindex];
+ 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));
+ RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+ }
+ else
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
+ }
}
- 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);
}
break;
case TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS:
m.pointer_color = varray_color4f;
m.texrgbscale[0] = layertexrgbscale;
R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ if (lightmode == 2)
{
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
- if (lightmode == 2)
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
+ surface = texturesurfacelist[texturesurfaceindex];
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 2, false, false);
+ RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 2, false, false);
}
- else if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- R_Mesh_ColorPointer(NULL);
- }
- else
+ }
+ else
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 1, false, false);
+ surface = texturesurfacelist[texturesurfaceindex];
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ if (surface->lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 0, false, false);
+ }
+ else
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 1, 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);
}
GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
memset(&m, 0, sizeof(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);
- RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
- 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);
+ RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
}
break;
case TEXTURELAYERTYPE_LITTEXTURE_VERTEX:
m.texrgbscale[0] = layertexrgbscale;
m.pointer_color = varray_color4f;
R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ if (lightmode == 2)
{
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode ? lightmode : 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
- 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_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
+ }
+ }
+ else
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
+ }
}
break;
case TEXTURELAYERTYPE_TEXTURE:
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
- 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);
+ RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
}
break;
case TEXTURELAYERTYPE_FOG:
int i;
float f, *v, *c;
surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
if (layer->texture)
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
R_Mesh_ColorPointer(varray_color4f);
c[2] = layercolor[2];
c[3] = f * layercolor[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);
+ RSurf_Draw(surface);
}
break;
default:
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
for (scale = 1;scale < layertexrgbscale;scale <<= 1)
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
+ RSurf_Draw(surface);
}
}
}
{
int j, k;
float v[3];
- GL_DepthTest(true);
+ GL_DepthTest(!r_showdisabledepthtest.integer);
GL_DepthMask(texture->currentlayers->depthmask);
GL_BlendFunc(texture->currentlayers->blendfunc1, texture->currentlayers->blendfunc2);
memset(&m, 0, sizeof(m));
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- 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, r_smoothnormals_areaweighting.integer);
- }
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true);
GL_Color(1, 0, 0, 1);
qglBegin(GL_LINES);
for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
}
}
}
- if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
qglEnable(GL_CULL_FACE);
}
if (f && surface->num_triangles)
{
// if lightmap parameters changed, rebuild lightmap texture
- if (surface->cached_dlight && surface->lightmapinfo->samples)
+ if (surface->cached_dlight)
R_BuildLightMap(ent, surface);
// add face to draw list
surfacelist[numsurfacelist++] = surface;
if (f && surface->num_triangles)
{
// if lightmap parameters changed, rebuild lightmap texture
- if (surface->cached_dlight && surface->lightmapinfo->samples)
+ if (surface->cached_dlight)
R_BuildLightMap(ent, surface);
// add face to draw list
surfacelist[numsurfacelist++] = surface;