static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
+static mempool_t *r_surf_mempool = NULL;
+static int r_surf_surfacevisiblelimit = 0;
+static qbyte *r_surf_surfacevisible = NULL;
+
cvar_t r_ambient = {0, "r_ambient", "0"};
-cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"};
-cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"};
cvar_t r_drawportals = {0, "r_drawportals", "0"};
cvar_t r_testvis = {0, "r_testvis", "0"};
cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
-cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "-4"};
+cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
+cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
+cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
+cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
+
+/*
+// FIXME: these arrays are huge!
+int r_q1bsp_maxmarkleafs;
+int r_q1bsp_nummarkleafs;
+mleaf_t *r_q1bsp_maxleaflist[65536];
+int r_q1bsp_maxmarksurfaces;
+int r_q1bsp_nummarksurfaces;
+msurface_t *r_q1bsp_maxsurfacelist[65536];
+
+// FIXME: these arrays are huge!
+int r_q3bsp_maxmarkleafs;
+int r_q3bsp_nummarkleafs;
+q3mleaf_t *r_q3bsp_maxleaflist[65536];
+int r_q3bsp_maxmarksurfaces;
+int r_q3bsp_nummarksurfaces;
+q3msurface_t *r_q3bsp_maxsurfacelist[65536];
+*/
+
+void R_Surf_ClearSurfaceVisible(int num)
+{
+ if (r_surf_surfacevisiblelimit < num)
+ {
+ Mem_Free(r_surf_surfacevisible);
+ r_surf_surfacevisiblelimit = num;
+ r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit);
+ }
+ memset(r_surf_surfacevisible, 0, num);
+}
static int dlightdivtable[32768];
int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
unsigned int *bl;
float dist, impact[3], local[3];
+ dlight_t *light;
lit = false;
tmax = (surf->extents[1] >> 4) + 1;
smax3 = smax * 3;
- for (lnum = 0; lnum < r_numdlights; lnum++)
+ for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
{
if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
continue; // not lit by this light
- Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
+ Matrix4x4_Transform(matrix, light->origin, local);
dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
// for comparisons to minimum acceptable light
// compensate for LIGHTOFFSET
- maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
+ maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
dist2 = dist * dist;
dist2 += LIGHTOFFSET;
maxdist3 = maxdist - dist2;
// convert to 8.8 blocklights format
- red = r_dlight[lnum].light[0] * (1.0f / 128.0f);
- green = r_dlight[lnum].light[1] * (1.0f / 128.0f);
- blue = r_dlight[lnum].light[2] * (1.0f / 128.0f);
- subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
+ red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
+ green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
+ blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
+ subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
bl = intblocklights;
i = impactt;
{
int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
+ dlight_t *light;
lit = false;
tmax = (surf->extents[1] >> 4) + 1;
smax3 = smax * 3;
- for (lnum = 0; lnum < r_numdlights; lnum++)
+ for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
{
if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
continue; // not lit by this light
- Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
+ Matrix4x4_Transform(matrix, light->origin, local);
dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
// for comparisons to minimum acceptable light
// compensate for LIGHTOFFSET
- maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
+ maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
dist2 = dist * dist;
dist2 += LIGHTOFFSET;
maxdist3 = maxdist - dist2;
// convert to 8.8 blocklights format
- red = r_dlight[lnum].light[0];
- green = r_dlight[lnum].light[1];
- blue = r_dlight[lnum].light[2];
- subtract = r_dlight[lnum].subtract * 32768.0f;
+ red = light->rtlight.lightmap_light[0];
+ green = light->rtlight.lightmap_light[1];
+ blue = light->rtlight.lightmap_light[2];
+ subtract = light->rtlight.lightmap_subtract * 32768.0f;
bl = floatblocklights;
td1 = impactt;
{
if (!r_floatbuildlightmap.integer)
{
- int smax, tmax, i, j, size, size3, shift, maps, stride, l;
+ int smax, tmax, i, j, size, size3, maps, stride, l;
unsigned int *bl, scale;
qbyte *lightmap, *out, *stain;
// set to full bright if no light data
bl = intblocklights;
- if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
+ if (!ent->model->brushq1.lightdata)
{
for (i = 0;i < size3;i++)
bl[i] = 255*256;
else
{
// clear to no light
- j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
- if (j)
- {
- for (i = 0;i < size3;i++)
- *bl++ = j;
- }
- else
- memset(bl, 0, size*3*sizeof(unsigned int));
+ memset(bl, 0, size*3*sizeof(unsigned int));
- if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+ if (surf->dlightframe == r_framecount)
{
surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
if (surf->cached_dlight)
stain = surf->stainsamples;
bl = intblocklights;
out = templight;
- // deal with lightmap brightness scale
- shift = 7 + r_lightmapscalebit + 8;
+ // the >> 16 shift adjusts down 8 bits to account for the stainmap
+ // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
+ // be doubled during rendering to achieve 2x overbright
+ // (0 = 0.0, 128 = 1.0, 256 = 2.0)
if (ent->model->brushq1.lightmaprgba)
{
stride = (surf->lightmaptexturestride - smax) * 4;
{
for (j = 0;j < smax;j++)
{
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
*out++ = 255;
}
}
{
for (j = 0;j < smax;j++)
{
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
}
}
}
// set to full bright if no light data
bl = floatblocklights;
- if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
- j = 255*256;
- else
- j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
-
- // clear to no light
- if (j)
+ if (!ent->model->brushq1.lightdata)
{
for (i = 0;i < size3;i++)
- *bl++ = j;
+ bl[i] = 255*256;
}
else
- memset(bl, 0, size*3*sizeof(float));
-
- if (surf->dlightframe == r_framecount && r_dlightmap.integer)
- {
- surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
- if (surf->cached_dlight)
- c_light_polys++;
- }
-
- // add all the lightmaps
- if (lightmap)
{
- bl = floatblocklights;
- for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
- for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
- bl[i] += lightmap[i] * scale;
+ memset(bl, 0, size*3*sizeof(float));
+
+ if (surf->dlightframe == r_framecount)
+ {
+ surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
+ if (surf->cached_dlight)
+ c_light_polys++;
+ }
+
+ // add all the lightmaps
+ if (lightmap)
+ {
+ bl = floatblocklights;
+ for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+ for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+ bl[i] += lightmap[i] * scale;
+ }
}
stain = surf->stainsamples;
bl = floatblocklights;
out = templight;
- // deal with lightmap brightness scale
- scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8));
+ // this scaling adjusts down 8 bits to account for the stainmap
+ // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will
+ // be doubled during rendering to achieve 2x overbright
+ // (0 = 0.0, 128 = 1.0, 256 = 2.0)
+ scale = 1.0f / (1 << 16);
if (ent->model->brushq1.lightmaprgba)
{
stride = (surf->lightmaptexturestride - smax) * 4;
entity_render_t *ent;
model_t *model;
vec3_t org;
- if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
+ if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brushq1.nodes)
return;
fcolor[0] = cr1;
fcolor[1] = cg1;
fcolor[6] = cb2 - cb1;
fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
- R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
+ R_StainNode(r_refdef.worldmodel->brushq1.nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
// look for embedded bmodels
for (n = 0;n < cl_num_brushmodel_entities;n++)
const float *v;
float *c;
int i, l, lit = false;
- const rdlight_t *rd;
+ const dlight_t *light;
vec3_t lightorigin;
for (l = 0;l < r_numdlights;l++)
{
if (dlightbits[l >> 5] & (1 << (l & 31)))
{
- rd = &r_dlight[l];
- Matrix4x4_Transform(matrix, rd->origin, lightorigin);
+ light = &r_dlight[l];
+ Matrix4x4_Transform(matrix, light->origin, lightorigin);
for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
{
f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
- if (f < rd->cullradius2)
+ if (f < light->rtlight.lightmap_cullradius2)
{
- f = ((1.0f / f) - rd->subtract) * scale;
- VectorMA(c, f, rd->light, c);
+ f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
+ VectorMA(c, f, light->rtlight.lightmap_light, c);
lit = true;
}
}
return lit;
}
-// note: this untransforms lights to do the checking
-static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh)
-{
- int i, l;
- const rdlight_t *rd;
- vec3_t lightorigin;
- const float *v;
- for (l = 0;l < r_numdlights;l++)
- {
- if (dlightbits[l >> 5] & (1 << (l & 31)))
- {
- rd = &r_dlight[l];
- Matrix4x4_Transform(matrix, rd->origin, lightorigin);
- for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
- if (VectorDistance2(v, lightorigin) < rd->cullradius2)
- return true;
- }
- }
- return false;
-}
-
static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
- // LordHavoc: HalfLife maps have freaky skypolys...
- if (ent->model->brush.ishlbsp)
+ // sky rendering transparently would be too difficult
+ if (ent->flags & RENDER_TRANSPARENT)
return;
if (skyrendernow)
R_Sky();
}
+ // LordHavoc: HalfLife maps have freaky skypolys...
+ if (ent->model->brush.ishlbsp)
+ return;
R_Mesh_Matrix(&ent->matrix);
- GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1);
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
if (skyrendermasked)
{
// depth-only (masking)
- qglColorMask(0,0,0,0);
+ GL_ColorMask(0,0,0,0);
// just to make sure that braindead drivers don't draw anything
// despite that colormask...
GL_BlendFunc(GL_ZERO, GL_ONE);
GL_DepthTest(true);
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
-
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
- qglColorMask(1,1,1,1);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
}
-static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
+static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
{
const entity_render_t *ent = calldata1;
const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
- float f, colorscale;
- const surfmesh_t *mesh;
rmeshstate_t m;
- float alpha;
- float modelorg[3];
+ float currentalpha;
+ float base, colorscale;
+ vec3_t modelorg;
texture_t *texture;
- matrix4x4_t tempmatrix;
- float args[4] = {0.05f,0,0,0.04f};
-
- if (r_waterscroll.value)
- {
- // scrolling in texture matrix
- Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
- if (gl_textureshader && r_watershader.integer)
- {
- R_Mesh_TextureMatrix(1, &tempmatrix);
- Matrix4x4_CreateTranslate(&tempmatrix, -sin(cl.time) * 0.025 * r_waterscroll.value, -sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
- }
- R_Mesh_TextureMatrix(0, &tempmatrix);
- }
+ float args[4] = {0.05f,0,0,0.04f};
+ int rendertype, turb, fullbright;
R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- memset(&m, 0, sizeof(m));
- texture = surf->texinfo->texture->currentframe;
- alpha = texture->currentalpha;
- if (texture->rendertype == SURFRENDER_ADD)
+ texture = surf->texinfo->texture;
+ if (texture->animated)
+ texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (r_refdef.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
+ currentalpha = ent->alpha;
+ if (surf->flags & SURF_WATERALPHA)
+ currentalpha *= r_wateralpha.value;
+
+ GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
+ if (ent->effects & EF_ADDITIVE)
{
+ rendertype = SURFRENDER_ADD;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
}
- else if (texture->rendertype == SURFRENDER_ALPHA)
+ else if (currentalpha < 1 || texture->skin.fog != NULL)
{
+ rendertype = SURFRENDER_ALPHA;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
}
else
{
+ rendertype = SURFRENDER_OPAQUE;
GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
+ GL_DepthMask(!(ent->effects & EF_NODEPTHTEST));
}
- if (gl_textureshader && r_watershader.integer)
+
+ turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value;
+ fullbright = !(ent->flags & RENDER_LIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples;
+ base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+ if (surf->flags & SURF_DRAWTURB)
+ base *= 0.5f;
+ if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled && fullbright && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
{
- m.tex[0] = R_GetTexture(mod_shared_distorttexture);
+ // NVIDIA Geforce3 distortion texture shader on water
+ GL_Color(1, 1, 1, currentalpha);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]);
m.tex[1] = R_GetTexture(texture->skin.base);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_REPLACE;
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
+ Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
+ Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+ R_Mesh_State(&m);
+
+ GL_ActiveTexture(0);
+ qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+ GL_ActiveTexture(1);
+ qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
+ qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
+ qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
+ qglEnable(GL_TEXTURE_SHADER_NV);
+
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+
+ qglDisable(GL_TEXTURE_SHADER_NV);
+ qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+ GL_ActiveTexture(0);
}
else
- m.tex[0] = R_GetTexture(texture->skin.base);
- colorscale = r_colorscale;
- if (gl_combine.integer)
- {
- m.texrgbscale[0] = 4;
- colorscale *= 0.25f;
- }
- GL_DepthTest(true);
- GL_ColorPointer(varray_color4f);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- m.pointer_texcoord[1] = mesh->texcoordtexture2f;
- m.texcombinergb[1] = GL_REPLACE;
- R_Mesh_State_Texture(&m);
- f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
- R_FillColors(varray_color4f, mesh->numverts, f, f, f, alpha);
- if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT))
- {
- if (surf->dlightframe == r_framecount)
- RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
- if (surf->flags & SURF_LIGHTMAP)
- RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
- }
- RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
- if (gl_textureshader && r_watershader.integer)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ m.pointer_color = varray_color4f;
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ if (turb)
{
- GL_ActiveTexture (0);
- qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
- GL_ActiveTexture (1);
- qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
- qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
- qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
- qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
- qglEnable (GL_TEXTURE_SHADER_NV);
+ // scrolling in texture matrix
+ Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
}
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- if (gl_textureshader && r_watershader.integer)
+ colorscale = 1;
+ if (gl_combine.integer)
{
- qglDisable (GL_TEXTURE_SHADER_NV);
- GL_ActiveTexture (0);
+ m.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
}
- }
-
- if (fogenabled)
- {
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(texture->skin.fog);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ R_FillColors(varray_color4f, surf->mesh.num_vertices, base * ent->colormod[0], base * ent->colormod[1], base * ent->colormod[2], currentalpha);
+ if (!fullbright)
{
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- GL_ColorPointer(varray_color4f);
- R_Mesh_State_Texture(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ if (surf->dlightframe == r_framecount)
+ RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
+ if (surf->samples)
+ RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
}
- }
-
- if (r_waterscroll.value)
- {
- Matrix4x4_CreateIdentity(&tempmatrix);
- R_Mesh_TextureMatrix(0, &tempmatrix);
- R_Mesh_TextureMatrix(1, &tempmatrix);
- }
-}
-
-static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- msurface_t **chain;
- vec3_t center;
- if (texture->rendertype != SURFRENDER_OPAQUE)
- {
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ if (texture->skin.glow)
{
- if (surf->visframe == r_framecount)
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ m.pointer_color = varray_color4f;
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ if (m.tex[0])
{
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ if (turb)
+ {
+ // scrolling in texture matrix
+ Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+ }
}
+ R_Mesh_State(&m);
+ RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
- }
- else
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
- if (surf->visframe == r_framecount)
- RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
-}
-
-static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
-{
- float base, colorscale;
- const surfmesh_t *mesh;
- rmeshstate_t m;
- float modelorg[3];
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
- memset(&m, 0, sizeof(m));
- if (rendertype == SURFRENDER_ADD)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- }
- else if (rendertype == SURFRENDER_ALPHA)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- }
- else
- {
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- }
- m.tex[0] = R_GetTexture(texture->skin.base);
- GL_DepthTest(true);
- if (fogenabled)
- GL_ColorPointer(varray_color4f);
- else
- GL_Color(r_colorscale, r_colorscale, r_colorscale, currentalpha);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- if (fogenabled)
+ if (fogenabled && rendertype != SURFRENDER_ADD)
{
- R_FillColors(varray_color4f, mesh->numverts, 1.0f, 1.0f, 1.0f, currentalpha);
- RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, r_colorscale, mesh->numverts, modelorg);
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ m.pointer_color = varray_color4f;
+ m.tex[0] = R_GetTexture(texture->skin.fog);
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ if (m.tex[0])
+ {
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ if (turb)
+ {
+ // scrolling in texture matrix
+ Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+ }
+ }
+ R_Mesh_State(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
-static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
+static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- const surfmesh_t *mesh;
+ const msurface_t *surf;
rmeshstate_t m;
- float modelorg[3];
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ int lightmaptexturenum;
memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
GL_DepthTest(true);
- m.tex[0] = R_GetTexture(texture->skin.glow);
- GL_ColorPointer(varray_color4f);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
+ m.texrgbscale[1] = 2;
+ m.tex[2] = R_GetTexture(texture->skin.detail);
+ m.texrgbscale[2] = 2;
+ if (texture->skin.glow)
{
- GL_VertexPointer(mesh->vertex3f);
- if (m.tex[0])
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, r_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ m.tex[3] = R_GetTexture(texture->skin.glow);
+ m.texcombinergb[3] = GL_ADD;
}
-}
+ GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
-static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
-{
- const surfmesh_t *mesh;
- rmeshstate_t m;
- float modelorg[3];
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(texture->skin.fog);
- GL_ColorPointer(varray_color4f);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ while((surf = *surfchain++) != NULL)
{
- GL_VertexPointer(mesh->vertex3f);
- if (m.tex[0])
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, r_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ if (surf->visframe == r_framecount)
+ {
+ lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+ m.tex[1] = lightmaptexturenum;
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+ m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
+ m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
int lightmaptexturenum;
- float cl;
memset(&m, 0, sizeof(m));
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
GL_DepthTest(true);
m.tex[0] = R_GetTexture(texture->skin.base);
m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
+ m.texrgbscale[1] = 2;
m.tex[2] = R_GetTexture(texture->skin.detail);
- m.texrgbscale[0] = 1;
- m.texrgbscale[1] = 4;
m.texrgbscale[2] = 2;
- cl = (float) (1 << r_lightmapscalebit) * r_colorscale;
- GL_Color(cl, cl, cl, 1);
+ GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- //if (m.tex[1] != lightmaptexturenum)
- //{
- m.tex[1] = lightmaptexturenum;
- // R_Mesh_State_Texture(&m);
- //}
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
- m.pointer_texcoord[2] = mesh->texcoorddetail2f;
- R_Mesh_State_Texture(&m);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ m.tex[1] = lightmaptexturenum;
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+ m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
int lightmaptexturenum;
memset(&m, 0, sizeof(m));
GL_DepthTest(true);
m.tex[0] = R_GetTexture(texture->skin.base);
m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
- if (gl_combine.integer)
- m.texrgbscale[1] = 4;
- GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ m.texrgbscale[1] = 2;
+ GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- //if (m.tex[1] != lightmaptexturenum)
- //{
- m.tex[1] = lightmaptexturenum;
- // R_Mesh_State_Texture(&m);
- //}
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
- R_Mesh_State_Texture(&m);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ m.tex[1] = lightmaptexturenum;
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
}
static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
memset(&m, 0, sizeof(m));
GL_DepthMask(true);
GL_DepthTest(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
m.tex[0] = R_GetTexture(texture->skin.base);
- GL_Color(1, 1, 1, 1);
+ if (ent->flags & RENDER_LIGHT)
+ GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
+ else
+ GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
}
static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
int lightmaptexturenum;
memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_ZERO, GL_SRC_COLOR);
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
GL_DepthMask(false);
GL_DepthTest(true);
m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
- if (gl_combine.integer)
- m.texrgbscale[0] = 4;
- GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ GL_Color(1, 1, 1, 1);
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- //if (m.tex[0] != lightmaptexturenum)
- //{
- m.tex[0] = lightmaptexturenum;
- // R_Mesh_State_Texture(&m);
- //}
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordlightmap2f;
- R_Mesh_State_Texture(&m);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ m.tex[0] = lightmaptexturenum;
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
}
-static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+static void RSurfShader_OpaqueWall_Pass_BaseAmbient(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
- float colorscale;
rmeshstate_t m;
-
memset(&m, 0, sizeof(m));
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
m.tex[0] = R_GetTexture(texture->skin.base);
- colorscale = r_colorscale;
- if (gl_combine.integer)
- {
- m.texrgbscale[0] = 4;
- colorscale *= 0.25f;
- }
- GL_ColorPointer(varray_color4f);
+ GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1);
while((surf = *surfchain++) != NULL)
{
- if (surf->visframe == r_framecount && surf->dlightframe == r_framecount)
+ if (surf->visframe == r_framecount)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_FillColors(varray_color4f, mesh->numverts, 0, 0, 0, 1);
- R_Mesh_State_Texture(&m);
- RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, colorscale);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
- }
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
}
static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
float modelorg[3];
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
memset(&m, 0, sizeof(m));
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthTest(true);
- GL_ColorPointer(varray_color4f);
+ m.pointer_color = varray_color4f;
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- if (m.tex[0])
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ if (m.tex[0])
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
}
static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
memset(&m, 0, sizeof(m));
GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
{
if (surf->visframe == r_framecount)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoorddetail2f;
- R_Mesh_State_Texture(&m);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
}
static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
memset(&m, 0, sizeof(m));
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
m.tex[0] = R_GetTexture(texture->skin.glow);
- GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ GL_Color(1, 1, 1, 1);
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
}
+/*
static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
memset(&m, 0, sizeof(m));
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
GL_DepthMask(true);
m.tex[0] = R_GetTexture(texture->skin.glow);
if (m.tex[0])
- GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ GL_Color(1, 1, 1, 1);
else
GL_Color(0, 0, 0, 1);
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
}
+*/
-static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
-{
- const entity_render_t *ent = calldata1;
- const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
- int rendertype;
- float currentalpha;
- texture_t *texture;
- R_Mesh_Matrix(&ent->matrix);
-
- texture = surf->texinfo->texture;
- if (texture->animated)
- texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
-
- currentalpha = ent->alpha;
- if (texture->flags & SURF_WATERALPHA)
- currentalpha *= r_wateralpha.value;
- if (ent->effects & EF_ADDITIVE)
- rendertype = SURFRENDER_ADD;
- else if (currentalpha < 1 || texture->skin.fog != NULL)
- rendertype = SURFRENDER_ALPHA;
- else
- rendertype = SURFRENDER_OPAQUE;
-
- RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
- if (texture->skin.glow)
- RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
- if (fogenabled)
- RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
-}
-
-static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- msurface_t **chain;
- vec3_t center;
- if (texture->rendertype != SURFRENDER_OPAQUE)
- {
- // transparent vertex shaded from lightmap
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
- {
- if (surf->visframe == r_framecount)
- {
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
- }
- }
- }
- else if (r_shadow_realtime_world.integer)
- {
- // opaque base lighting
- RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
- }
- else if (r_vertexsurfaces.integer)
- {
- // opaque vertex shaded from lightmap
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
- if (surf->visframe == r_framecount)
- RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, texture->rendertype, texture->currentalpha);
- if (texture->skin.glow)
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
- if (surf->visframe == r_framecount)
- RSurfShader_Wall_Pass_Glow(ent, surf, texture, texture->rendertype, texture->currentalpha);
- if (fogenabled)
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
- if (surf->visframe == r_framecount)
- RSurfShader_Wall_Pass_Fog(ent, surf, texture, texture->rendertype, texture->currentalpha);
- }
- else
+ rmeshstate_t m;
+ int lightmaptexturenum;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
+ GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
+ while((surf = *surfchain++) != NULL)
{
- // opaque lightmapped
- if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
- RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
- else if (r_textureunits.integer >= 2)
- {
- RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
- if (r_detailtextures.integer)
- RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
- }
- else
+ if (surf->visframe == r_framecount)
{
- RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
- RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
- if (r_detailtextures.integer)
- RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+ lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+ m.tex[0] = lightmaptexturenum;
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
- if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
- RSurfShader_OpaqueWall_Pass_Light(ent, texture, surfchain);
- if (texture->skin.glow)
- RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
}
}
-Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
-Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
-Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
-
-int Cshader_count = 3;
-Cshader_t *Cshaders[3] =
-{
- &Cshader_wall_lightmap,
- &Cshader_water,
- &Cshader_sky
-};
-
void R_UpdateTextureInfo(entity_render_t *ent)
{
int i, texframe, alttextures;
return;
alttextures = ent->frame != 0;
- texframe = (int)(cl.time * 5.0f);
+ texframe = (int)(r_refdef.time * 5.0f);
for (i = 0;i < ent->model->brushq1.numtextures;i++)
{
t = ent->model->brushq1.textures + i;
}
}
+void R_UpdateLightmapInfo(entity_render_t *ent)
+{
+ int i;
+ msurface_t *surface, **surfacechain;
+ model_t *model = ent->model;
+ if (!model)
+ return;
+ if (r_dynamic.integer && !r_rtdlight)
+ R_MarkLights(ent);
+ for (i = 0;i < model->brushq1.light_styles;i++)
+ {
+ if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
+ {
+ model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
+ if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
+ for (;(surface = *surfacechain);surfacechain++)
+ surface->cached_dlight = true;
+ }
+ }
+}
+
void R_PrepareSurfaces(entity_render_t *ent)
{
int i, numsurfaces, *surfacevisframes;
model_t *model;
- msurface_t *surf, *surfaces, **surfchain;
+ msurface_t *surf, *surfaces;
vec3_t modelorg;
if (!ent->model)
return;
model = ent->model;
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
- numsurfaces = model->brushq1.nummodelsurfaces;
- surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
- surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
-
- R_UpdateTextureInfo(ent);
-
- if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
- R_MarkLights(ent);
-
- if (model->brushq1.light_ambient != r_ambient.value || model->brushq1.light_scalebit != r_lightmapscalebit)
- {
- model->brushq1.light_ambient = r_ambient.value;
- model->brushq1.light_scalebit = r_lightmapscalebit;
- for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
- model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
- }
- else
- {
- for (i = 0;i < model->brushq1.light_styles;i++)
- {
- if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
- {
- model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
- for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++)
- (**surfchain).cached_dlight = true;
- }
- }
- }
-
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ numsurfaces = model->nummodelsurfaces;
+ surfaces = model->brushq1.surfaces + model->firstmodelsurface;
+ surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
{
if (surfacevisframes[i] == r_framecount)
{
c_faces++;
surf->visframe = r_framecount;
- if (surf->cached_dlight && surf->lightmaptexture != NULL && !r_vertexsurfaces.integer)
+ if (surf->cached_dlight && surf->lightmaptexture != NULL)
R_BuildLightMap(ent, surf);
}
}
}
}
-void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
+void R_DrawSurfaces(entity_render_t *ent, int flagsmask)
{
- int i;
- texture_t *t;
- if (ent->model == NULL)
+ int texturenumber, f;
+ vec3_t center;
+ msurface_t *surf, **chain, **surfchain;
+ texture_t *t, *texture;
+ model_t *model = ent->model;
+ if (model == NULL)
return;
R_Mesh_Matrix(&ent->matrix);
- for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
- if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
- t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
+ for (texturenumber = 0, t = model->brushq1.textures;texturenumber < model->brushq1.numtextures;texturenumber++, t++)
+ {
+ if ((f = t->flags & flagsmask) && (texture = t->currentframe) && (surfchain = model->brushq1.pvstexturechains[texturenumber]) != NULL)
+ {
+ if (texture->flags & SURF_LIGHTMAP)
+ {
+ if (gl_lightmaps.integer)
+ {
+ RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
+ else if (texture->rendertype != SURFRENDER_OPAQUE)
+ {
+ // transparent vertex shaded from lightmap
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ {
+ if (surf->visframe == r_framecount)
+ {
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
+ }
+ }
+ }
+ else
+ {
+ if (!(ent->flags & RENDER_LIGHT))
+ {
+ RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+ if (r_detailtextures.integer)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+ if (texture->skin.glow)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+ }
+ else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
+ RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
+ else
+ {
+ if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
+ RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
+ else
+ {
+ if (r_textureunits.integer >= 2 && gl_combine.integer)
+ RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
+ else
+ {
+ RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+ RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
+ }
+ if (r_ambient.value > 0)
+ RSurfShader_OpaqueWall_Pass_BaseAmbient(ent, texture, surfchain);
+ if (r_detailtextures.integer)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+ }
+ if (texture->skin.glow)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+ }
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
+ }
+ else if (texture->flags & SURF_DRAWTURB)
+ {
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ {
+ if (surf->visframe == r_framecount)
+ {
+ if (texture->rendertype == SURFRENDER_OPAQUE)
+ RSurfShader_Transparent_Callback(ent, surf - ent->model->brushq1.surfaces);
+ else
+ {
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
+ }
+ }
+ }
+ }
+ else if (texture->flags & SURF_DRAWSKY)
+ RSurfShader_Sky(ent, texture, surfchain);
+ }
+ }
}
static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
int i;
float *v;
rmeshstate_t m;
- const entity_render_t *ent = calldata1;
- const mportal_t *portal = ent->model->brushq1.portals + calldata2;
+ const mportal_t *portal = calldata1;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthTest(true);
- R_Mesh_Matrix(&ent->matrix);
- GL_VertexPointer(varray_vertex3f);
+ R_Mesh_Matrix(&r_identitymatrix);
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ m.pointer_vertex = varray_vertex3f;
+ R_Mesh_State(&m);
- i = portal - ent->model->brushq1.portals;
- GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale,
- ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale,
- ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale,
+ i = calldata2;
+ GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
+ ((i & 0x0038) >> 3) * (1.0f / 7.0f),
+ ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
0.125f);
- if (PlaneDiff(r_origin, (&portal->plane)) < 0)
+ if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
{
for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
VectorCopy(portal->points[i].position, v);
else
for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
VectorCopy(portal->points[i].position, v);
+ GL_LockArrays(0, portal->numpoints);
R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
+ GL_LockArrays(0, 0);
}
// LordHavoc: this is just a nice debugging tool, very slow
-static void R_DrawPortals(entity_render_t *ent)
+static void R_DrawPortals(void)
{
- int i;
- mportal_t *portal, *endportal;
- float temp[3], center[3], f;
- if (ent->model == NULL)
+ int i, portalnum;
+ mportal_t *portal;
+ float center[3], f;
+ model_t *model = r_refdef.worldmodel;
+ if (model == NULL)
return;
- for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
+ for (portalnum = 0, portal = model->brushq1.portals;portalnum < model->brushq1.numportals;portalnum++, portal++)
{
if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
{
- VectorClear(temp);
+ VectorClear(center);
for (i = 0;i < portal->numpoints;i++)
- VectorAdd(temp, portal->points[i].position, temp);
+ VectorAdd(center, portal->points[i].position, center);
f = ixtable[portal->numpoints];
- VectorScale(temp, f, temp);
- Matrix4x4_Transform(&ent->matrix, temp, center);
- R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
+ VectorScale(center, f, center);
+ R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum);
}
}
}
if (model == NULL)
return;
#if WORLDNODECULLBACKFACES
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
#endif
- numsurfaces = model->brushq1.nummodelsurfaces;
- surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
- surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
- surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
+ numsurfaces = model->nummodelsurfaces;
+ surf = model->brushq1.surfaces + model->firstmodelsurface;
+ surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
+ surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
for (i = 0;i < numsurfaces;i++, surf++)
{
#if WORLDNODECULLBACKFACES
#endif
surf->dlightframe = -1;
}
- R_PrepareSurfaces(ent);
+ R_UpdateTextureInfo(ent);
+ R_UpdateLightmapInfo(ent);
}
-void R_SurfaceWorldNode (entity_render_t *ent)
+void R_SurfaceWorldNode (void)
{
int i, *surfacevisframes, *surfacepvsframes, surfnum;
msurface_t *surf;
mleaf_t *leaf;
model_t *model;
- vec3_t modelorg;
// equivilant to quake's RecursiveWorldNode but faster and more effective
- model = ent->model;
+ model = r_refdef.worldmodel;
if (model == NULL)
return;
- surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
- surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
+ surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
{
surfnum = model->brushq1.pvssurflist[i];
surf = model->brushq1.surfaces + surfnum;
#if WORLDNODECULLBACKFACES
- if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+ if (PlaneDist(r_vieworigin, surf->plane) < surf->plane->dist)
{
if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
surfacevisframes[surfnum] = r_framecount;
}
}
-static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
+static void R_PortalWorldNode(mleaf_t *viewleaf)
{
- int c, leafstackpos, *mark, *surfacevisframes, bitnum;
+ int c, leafstackpos, *mark, *surfacevisframes;
#if WORLDNODECULLBACKFACES
int n;
msurface_t *surf;
#endif
mleaf_t *leaf, *leafstack[8192];
mportal_t *p;
- vec3_t modelorg;
msurface_t *surfaces;
- if (ent->model == NULL)
+ model_t *model = r_refdef.worldmodel;
+ if (model == NULL)
return;
// LordHavoc: portal-passage worldnode with PVS;
// follows portals leading outward from viewleaf, does not venture
// offscreen or into leafs that are not visible, faster than Quake's
// RecursiveWorldNode
- surfaces = ent->model->brushq1.surfaces;
- surfacevisframes = ent->model->brushq1.surfacevisframes;
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ surfaces = model->brushq1.surfaces;
+ surfacevisframes = model->brushq1.surfacevisframes;
viewleaf->worldnodeframe = r_framecount;
leafstack[0] = viewleaf;
leafstackpos = 1;
if (surfacevisframes[n] != r_framecount)
{
surf = surfaces + n;
- if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+ if (PlaneDist(r_vieworigin, surf->plane) < surf->plane->dist)
{
if ((surf->flags & SURF_PLANEBACK))
surfacevisframes[n] = r_framecount;
{
// LordHavoc: this DotProduct hurts less than a cache miss
// (which is more likely to happen if backflowing through leafs)
- if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
+ if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1))
{
leaf = p->past;
if (leaf->worldnodeframe != r_framecount)
{
leaf->worldnodeframe = r_framecount;
// FIXME: R_CullBox is absolute, should be done relative
- bitnum = (leaf - ent->model->brushq1.leafs) - 1;
- if ((r_pvsbits[bitnum >> 3] & (1 << (bitnum & 7))) && !R_CullBox(leaf->mins, leaf->maxs))
+ if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
leafstack[leafstackpos++] = leaf;
}
}
}
}
-void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
+void R_PVSUpdate (mleaf_t *viewleaf)
{
int j, c, *surfacepvsframes, *mark;
mleaf_t *leaf;
model_t *model;
- model = ent->model;
+ model = r_refdef.worldmodel;
if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
{
model->brushq1.pvsframecount++;
if (viewleaf)
{
surfacepvsframes = model->brushq1.surfacepvsframes;
- for (j = 0;j < model->brushq1.visleafs;j++)
+ for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
{
- if (r_pvsbits[j >> 3] & (1 << (j & 7)))
+ if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
{
- leaf = model->brushq1.leafs + j + 1;
leaf->pvsframe = model->brushq1.pvsframecount;
leaf->pvschain = model->brushq1.pvsleafchain;
model->brushq1.pvsleafchain = leaf;
}
}
-void R_WorldVisibility(entity_render_t *ent)
+void R_WorldVisibility(void)
{
- vec3_t modelorg;
mleaf_t *viewleaf;
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
- viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
- R_PVSUpdate(ent, viewleaf);
+ viewleaf = (r_refdef.worldmodel && r_refdef.worldmodel->brushq1.PointInLeaf) ? r_refdef.worldmodel->brushq1.PointInLeaf(r_refdef.worldmodel, r_vieworigin) : NULL;
+ R_PVSUpdate(viewleaf);
if (!viewleaf)
return;
if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
- R_SurfaceWorldNode (ent);
+ R_SurfaceWorldNode();
else
- R_PortalWorldNode (ent, viewleaf);
-}
+ R_PortalWorldNode(viewleaf);
-void R_DrawWorld(entity_render_t *ent)
-{
- if (ent->model == NULL)
- return;
- if (!ent->model->brushq1.numleafs && ent->model->Draw)
- ent->model->Draw(ent);
- else
- {
- R_PrepareSurfaces(ent);
- R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
- R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
- if (r_drawportals.integer)
- R_DrawPortals(ent);
- }
+ if (r_drawportals.integer)
+ R_DrawPortals();
}
-void R_Model_Brush_DrawSky(entity_render_t *ent)
+void R_Q1BSP_DrawSky(entity_render_t *ent)
{
if (ent->model == NULL)
return;
- if (ent != &cl_entities[0].render)
+ if (ent != r_refdef.worldentity)
R_PrepareBrushModel(ent);
- R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
+ R_PrepareSurfaces(ent);
+ R_DrawSurfaces(ent, SURF_DRAWSKY);
}
-void R_Model_Brush_Draw(entity_render_t *ent)
+void R_Q1BSP_Draw(entity_render_t *ent)
{
if (ent->model == NULL)
return;
c_bmodels++;
- if (ent != &cl_entities[0].render)
+ if (ent != r_refdef.worldentity)
R_PrepareBrushModel(ent);
- R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
+ R_PrepareSurfaces(ent);
+ R_UpdateTextureInfo(ent);
+ R_UpdateLightmapInfo(ent);
+ R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
}
-void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
{
- int i;
- msurface_t *surf;
- float projectdistance, f, temp[3], lightradius2;
- surfmesh_t *mesh;
- if (ent->model == NULL)
+ model_t *model = ent->model;
+ vec3_t lightmins, lightmaxs;
+ int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
+ const int *e;
+ const float *v[3];
+ msurface_t *surface;
+ mleaf_t *leaf;
+ const qbyte *pvs;
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ *outnumclusterspointer = 0;
+ *outnumsurfacespointer = 0;
+ memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
+ memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
+ if (model == NULL)
+ {
+ VectorCopy(lightmins, outmins);
+ VectorCopy(lightmaxs, outmaxs);
return;
- R_Mesh_Matrix(&ent->matrix);
- lightradius2 = lightradius * lightradius;
- R_UpdateTextureInfo(ent);
- projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
- for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
+ }
+ VectorCopy(relativelightorigin, outmins);
+ VectorCopy(relativelightorigin, outmaxs);
+ if (model->brush.GetPVS)
+ pvs = model->brush.GetPVS(model, relativelightorigin);
+ else
+ pvs = NULL;
+ // FIXME: use BSP recursion as lights are often small
+ for (leafindex = 0, leaf = model->brushq1.data_leafs;leafindex < model->brushq1.num_leafs;leafindex++, leaf++)
{
- if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
+ if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
{
- f = PlaneDiff(relativelightorigin, surf->plane);
- if (surf->flags & SURF_PLANEBACK)
- f = -f;
- // draw shadows only for frontfaces and only if they are close
- if (f >= 0.1 && f < lightradius)
+ outmins[0] = min(outmins[0], leaf->mins[0]);
+ outmins[1] = min(outmins[1], leaf->mins[1]);
+ outmins[2] = min(outmins[2], leaf->mins[2]);
+ outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
+ outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
+ outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
+ if (outclusterpvs)
{
- temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
- temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
- temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
- if (DotProduct(temp, temp) < lightradius2)
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance);
+ if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
+ {
+ SETPVSBIT(outclusterpvs, leaf->clusterindex);
+ outclusterlist[outnumclusters++] = leaf->clusterindex;
+ }
+ }
+ if (outsurfacepvs)
+ {
+ for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++)
+ {
+ surfaceindex = leaf->firstmarksurface[marksurfaceindex];
+ if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
+ {
+ surface = model->brushq1.surfaces + surfaceindex;
+ if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog)
+ {
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
+ {
+ v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ {
+ SETPVSBIT(outsurfacepvs, surfaceindex);
+ outsurfacelist[outnumsurfaces++] = surfaceindex;
+ break;
+ }
+ }
+ }
+ }
+ }
}
}
}
+
+ // limit combined leaf box to light boundaries
+ outmins[0] = max(outmins[0], lightmins[0]);
+ outmins[1] = max(outmins[1], lightmins[1]);
+ outmins[2] = max(outmins[2], lightmins[2]);
+ outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
+ outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
+ outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
+
+ *outnumclusterspointer = outnumclusters;
+ *outnumsurfacespointer = outnumsurfaces;
}
-void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
+void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
{
- int surfnum;
- msurface_t *surf;
- texture_t *t;
- surfmesh_t *mesh;
- if (ent->model == NULL)
- return;
- R_Mesh_Matrix(&ent->matrix);
- R_UpdateTextureInfo(ent);
- for (surfnum = 0;surfnum < numsurfaces;surfnum++)
+ model_t *model = ent->model;
+ vec3_t lightmins, lightmaxs;
+ msurface_t *surface;
+ int surfacelistindex;
+ if (r_drawcollisionbrushes.integer < 2)
{
- surf = surflist[surfnum];
- if (surf->visframe == r_framecount)
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ R_Mesh_Matrix(&ent->matrix);
+ R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- t = surf->texinfo->texture->currentframe;
- if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
- {
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
- R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
- }
- }
+ surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
+ R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs);
}
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
}
}
-void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
+void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
{
- int surfnum;
- msurface_t *surf;
+ model_t *model = ent->model;
+ vec3_t lightmins, lightmaxs, modelorg;
+ msurface_t *surface;
texture_t *t;
- float f, lightmins[3], lightmaxs[3];
- surfmesh_t *mesh;
- if (ent->model == NULL)
- return;
- R_Mesh_Matrix(&ent->matrix);
- lightmins[0] = relativelightorigin[0] - lightradius;
- lightmins[1] = relativelightorigin[1] - lightradius;
- lightmins[2] = relativelightorigin[2] - lightradius;
- lightmaxs[0] = relativelightorigin[0] + lightradius;
- lightmaxs[1] = relativelightorigin[1] + lightradius;
- lightmaxs[2] = relativelightorigin[2] + lightradius;
- R_UpdateTextureInfo(ent);
- for (surfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;surfnum < ent->model->brushq1.nummodelsurfaces;surfnum++, surf++)
+ int surfacelistindex;
+ if (r_drawcollisionbrushes.integer < 2)
{
- if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ R_UpdateTextureInfo(ent);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- f = PlaneDiff(relativelightorigin, surf->plane);
- if (surf->flags & SURF_PLANEBACK)
- f = -f;
- if (f >= -0.1 && f < lightradius)
+ surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
+ if (r_shadow_compilingrtlight)
{
- t = surf->texinfo->texture->currentframe;
- if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
- {
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
- R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
- }
- }
+ // if compiling an rtlight, capture the mesh
+ t = surface->texinfo->texture;
+ if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL)
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texinfo->texture->skin.base, surface->texinfo->texture->skin.gloss, surface->texinfo->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ }
+ else if (ent != r_refdef.worldentity || surface->visframe == r_framecount)
+ {
+ t = surface->texinfo->texture->currentframe;
+ // FIXME: transparent surfaces need to be lit later
+ if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE)
+ R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
}
}
}
void R_DrawCollisionBrush(colbrushf_t *brush)
{
int i;
- i = ((int)brush) / sizeof(colbrushf_t);
- GL_Color((i & 31) * (1.0f / 32.0f) * r_colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_colorscale, 0.2f);
- GL_VertexPointer(brush->points->v);
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = brush->points->v;
+ R_Mesh_State(&m);
+ i = (int)(((size_t)brush) / sizeof(colbrushf_t));
+ GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+ GL_LockArrays(0, brush->numpoints);
R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
+ GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face)
{
+ int i;
rmeshstate_t m;
- if (!face->numtriangles)
+ if (!face->num_collisiontriangles)
return;
- if (face->texture->renderflags)
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = face->data_collisionvertex3f;
+ R_Mesh_State(&m);
+ i = (int)(((size_t)face) / sizeof(q3msurface_t));
+ GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+ GL_LockArrays(0, face->num_collisionvertices);
+ R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
+ GL_LockArrays(0, 0);
+}
+
+void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
+{
+ const entity_render_t *ent = voident;
+ q3msurface_t *face = ent->model->brushq3.data_faces + facenumber;
+ rmeshstate_t m;
+ R_Mesh_Matrix(&ent->matrix);
+ memset(&m, 0, sizeof(m));
+ if ((ent->effects & EF_ADDITIVE) || (face->texture->textureflags & Q3TEXTUREFLAG_ADDITIVE))
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ else
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ // LordHavoc: quake3 was not able to do this; lit transparent surfaces
+ if (gl_combine.integer)
{
- if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY)
+ m.texrgbscale[0] = 2;
+ if (r_textureunits.integer >= 2)
+ {
+ m.tex[1] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+ GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
+ }
+ else
{
- if (skyrendernow)
+ if (ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1 && ent->alpha == 1)
+ m.pointer_color = face->data_color4f;
+ else
{
- skyrendernow = false;
- if (skyrendermasked)
- R_Sky();
+ int i;
+ for (i = 0;i < face->num_vertices;i++)
+ {
+ varray_color4f[i*4+0] = face->data_color4f[i*4+0] * ent->colormod[0];
+ varray_color4f[i*4+1] = face->data_color4f[i*4+1] * ent->colormod[1];
+ varray_color4f[i*4+2] = face->data_color4f[i*4+2] * ent->colormod[2];
+ varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
+ }
+ m.pointer_color = varray_color4f;
}
-
- R_Mesh_Matrix(&ent->matrix);
-
- GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1);
- if (skyrendermasked)
+ }
+ }
+ else
+ {
+ int i;
+ for (i = 0;i < face->num_vertices;i++)
+ {
+ varray_color4f[i*4+0] = face->data_color4f[i*4+0] * ent->colormod[0] * 2.0f;
+ varray_color4f[i*4+1] = face->data_color4f[i*4+1] * ent->colormod[1] * 2.0f;
+ varray_color4f[i*4+2] = face->data_color4f[i*4+2] * ent->colormod[2] * 2.0f;
+ varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
+ }
+ m.pointer_color = varray_color4f;
+ }
+ if (face->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ {
+ int i, j;
+ float center[3], center2[3], forward[3], right[3], up[3], v[4][3];
+ matrix4x4_t matrix1, imatrix1;
+ R_Mesh_Matrix(&r_identitymatrix);
+ // a single autosprite surface can contain multiple sprites...
+ for (j = 0;j < face->num_vertices - 3;j += 4)
+ {
+ VectorClear(center);
+ for (i = 0;i < 4;i++)
+ VectorAdd(center, face->data_vertex3f + (j+i) * 3, center);
+ VectorScale(center, 0.25f, center);
+ Matrix4x4_Transform(&ent->matrix, center, center2);
+ // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
+ Matrix4x4_FromVectors(&matrix1, face->data_normal3f + j*3, face->data_svector3f + j*3, face->data_tvector3f + j*3, center);
+ Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
+ for (i = 0;i < 4;i++)
+ Matrix4x4_Transform(&imatrix1, face->data_vertex3f + (j+i)*3, v[i]);
+ if (face->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
{
- // depth-only (masking)
- qglColorMask(0,0,0,0);
- // just to make sure that braindead drivers don't draw anything
- // despite that colormask...
- GL_BlendFunc(GL_ZERO, GL_ONE);
+ forward[0] = r_vieworigin[0] - center2[0];
+ forward[1] = r_vieworigin[1] - center2[1];
+ forward[2] = 0;
+ VectorNormalize(forward);
+ right[0] = forward[1];
+ right[1] = -forward[0];
+ right[2] = 0;
+ up[0] = 0;
+ up[1] = 0;
+ up[2] = 1;
}
else
{
- // fog sky
- GL_BlendFunc(GL_ONE, GL_ZERO);
+ VectorCopy(r_viewforward, forward);
+ VectorCopy(r_viewright, right);
+ VectorCopy(r_viewup, up);
}
- GL_DepthMask(true);
- GL_DepthTest(true);
-
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ for (i = 0;i < 4;i++)
+ VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3);
+ }
+ m.pointer_vertex = varray_vertex3f;
+ }
+ else
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglDisable(GL_CULL_FACE);
+ GL_LockArrays(0, face->num_vertices);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
+ if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglEnable(GL_CULL_FACE);
+}
- GL_VertexPointer(face->data_vertex3f);
- R_Mesh_Draw(face->numvertices, face->numtriangles, face->data_element3i);
- qglColorMask(1,1,1,1);
+void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumfaces, q3msurface_t **texturefacelist)
+{
+ int i, texturefaceindex;
+ rmeshstate_t m;
+ if (!texturenumfaces)
+ return;
+ c_faces += texturenumfaces;
+ // transparent surfaces get sorted for later drawing
+ if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
+ {
+ vec3_t facecenter, center;
+ // drawing sky transparently would be too difficult
+ if (t->surfaceparms & Q3SURFACEPARM_SKY)
return;
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
+ facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
+ facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&ent->matrix, facecenter, center);
+ R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
}
- if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW)
+ return;
+ }
+ // sky surfaces draw sky if needed and render themselves as a depth mask
+ if (t->surfaceparms & Q3SURFACEPARM_SKY)
+ {
+ if (skyrendernow)
+ {
+ skyrendernow = false;
+ if (skyrendermasked)
+ R_Sky();
+ }
+ if (!r_q3bsp_renderskydepth.integer)
return;
+
+ R_Mesh_Matrix(&ent->matrix);
+
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ if (skyrendermasked)
+ {
+ // depth-only (masking)
+ GL_ColorMask(0,0,0,0);
+ // just to make sure that braindead drivers don't draw anything
+ // despite that colormask...
+ GL_BlendFunc(GL_ZERO, GL_ONE);
+ }
+ else
+ {
+ // fog sky
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ }
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+
+ memset(&m, 0, sizeof(m));
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+ return;
}
- R_Mesh_Matrix(&ent->matrix);
- face->visframe = r_framecount;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(face->texture->skin.base);
- m.pointer_texcoord[0] = face->data_texcoordtexture2f;
- if (face->lightmaptexture)
+ // gl_lightmaps debugging mode skips normal texturing
+ if (gl_lightmaps.integer)
+ {
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ qglDisable(GL_CULL_FACE);
+ memset(&m, 0, sizeof(m));
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ m.tex[0] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
+ if (face->lightmaptexture)
+ {
+ GL_Color(1, 1, 1, 1);
+ m.pointer_color = NULL;
+ }
+ else
+ m.pointer_color = face->data_color4f;
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ qglEnable(GL_CULL_FACE);
+ return;
+ }
+ // anything else is a typical wall, lightmap * texture + glow
+ if (!(ent->flags & RENDER_LIGHT))
+ {
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
+ if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglDisable(GL_CULL_FACE);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(t->skin.base);
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ if (t->skin.glow)
+ {
+ GL_Color(1, 1, 1, 1);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ m.tex[0] = R_GetTexture(t->skin.glow);
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglEnable(GL_CULL_FACE);
+ return;
+ }
+ if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglDisable(GL_CULL_FACE);
+ if (r_lightmapintensity <= 0)
{
- m.tex[1] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
- m.texrgbscale[1] = 2;
- GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_Color(0, 0, 0, 1);
+ memset(&m, 0, sizeof(m));
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ else if (r_textureunits.integer >= 2 && gl_combine.integer)
+ {
+ // dualtexture combine
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(t->skin.base);
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ m.tex[1] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+ m.texrgbscale[1] = 2;
+ if (face->lightmaptexture)
+ {
+ GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
+ m.pointer_color = NULL;
+ }
+ else if (r_lightmapintensity == 1 && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
+ m.pointer_color = face->data_color4f;
+ else
+ {
+ m.pointer_color = varray_color4f;
+ for (i = 0;i < face->num_vertices;i++)
+ {
+ varray_color4f[i*4+0] = face->data_color4f[i*4+0] * ent->colormod[0] * r_lightmapintensity;
+ varray_color4f[i*4+1] = face->data_color4f[i*4+1] * ent->colormod[1] * r_lightmapintensity;
+ varray_color4f[i*4+2] = face->data_color4f[i*4+2] * ent->colormod[2] * r_lightmapintensity;
+ varray_color4f[i*4+3] = face->data_color4f[i*4+3];
+ }
+ }
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
+ }
}
else
{
- m.texrgbscale[0] = 2;
- GL_ColorPointer(face->data_color4f);
+ // single texture
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ memset(&m, 0, sizeof(m));
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ m.tex[0] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
+ if (face->lightmaptexture)
+ m.pointer_color = NULL;
+ else
+ m.pointer_color = face->data_color4f;
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ 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(t->skin.base);
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
+ }
}
- R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
- R_Mesh_Draw(face->numvertices, face->numtriangles, face->data_element3i);
-}
-
-/*
-void R_Q3BSP_DrawSky(entity_render_t *ent)
-{
+ if (r_ambient.value)
+ {
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(false);
+ GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(t->skin.base);
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (t->skin.glow)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(t->skin.glow);
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglEnable(GL_CULL_FACE);
}
-*/
-void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
+void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces)
{
- int i;
- q3mleaf_t *leaf;
- q3mface_t *face;
- while (node->isnode)
+ int i, ti, flagsmask, flags;
+ q3msurface_t *face;
+ model_t *model;
+ q3mtexture_t *t;
+ const int maxfaces = 1024;
+ int numfaces = 0;
+ q3msurface_t *facelist[1024];
+ R_Mesh_Matrix(&ent->matrix);
+ model = ent->model;
+ flagsmask = Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY;
+ if (skyfaces)
+ flags = Q3SURFACEFLAG_SKY;
+ else
+ flags = 0;
+ if (ent == r_refdef.worldentity)
{
- if (R_CullBox(node->mins, node->maxs))
- return;
- R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
- node = node->children[1];
+ int j;
+ q3mleaf_t *leaf;
+ R_Surf_ClearSurfaceVisible(r_refdef.worldmodel->brushq3.num_faces);
+ for (j = 0, leaf = r_refdef.worldmodel->brushq3.data_leafs;j < r_refdef.worldmodel->brushq3.num_leafs;j++, leaf++)
+ {
+ if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+ {
+ c_leafs++;
+ for (i = 0;i < leaf->numleaffaces;i++)
+ r_surf_surfacevisible[leaf->firstleaffacenum[i]] = 1;
+ }
+ }
+ for (ti = 0, t = model->brushq3.data_textures;ti < model->brushq3.num_textures;ti++, t++)
+ {
+ if ((t->surfaceflags & flagsmask) == flags)
+ {
+ numfaces = 0;
+ for (i = 0;i < t->numfaces;i++)
+ {
+ if (r_surf_surfacevisible[t->facenumlist[i]])
+ {
+ face = t->facelist[i];
+ if (!R_CullBox(face->mins, face->maxs) && face->num_triangles)
+ {
+ if (numfaces >= maxfaces)
+ {
+ if (numfaces)
+ R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
+ numfaces = 0;
+ }
+ facelist[numfaces++] = face;
+ }
+ }
+ }
+ if (numfaces)
+ R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
+ }
+ }
}
- if (R_CullBox(node->mins, node->maxs))
- return;
- leaf = (q3mleaf_t *)node;
- if (pvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7)))
+ else
{
- for (i = 0;i < leaf->numleaffaces;i++)
+ t = NULL;
+ numfaces = 0;
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
{
- face = leaf->firstleafface[i];
- if (face->markframe != markframe)
- {
- face->markframe = markframe;
- if (!R_CullBox(face->mins, face->maxs))
- R_Q3BSP_DrawFace(ent, face);
+ if ((face->texture->surfaceflags & flagsmask) == flags && face->num_triangles)
+ {
+ if (t != face->texture || numfaces >= maxfaces)
+ {
+ if (numfaces)
+ R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
+ numfaces = 0;
+ t = face->texture;
+ }
+ facelist[numfaces++] = face;
}
}
+ if (numfaces)
+ R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
}
}
-
+void R_Q3BSP_DrawSky(entity_render_t *ent)
+{
+ if (r_drawcollisionbrushes.integer < 2)
+ R_Q3BSP_DrawFaces(ent, true);
+}
void R_Q3BSP_Draw(entity_render_t *ent)
{
- int i;
- q3mface_t *face;
- vec3_t modelorg;
- model_t *model;
- qbyte *pvs;
- static int markframe = 0;
- R_Mesh_Matrix(&ent->matrix);
- model = ent->model;
if (r_drawcollisionbrushes.integer < 2)
- {
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
- if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
- R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
- else
- for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
- R_Q3BSP_DrawFace(ent, face);
- }
+ R_Q3BSP_DrawFaces(ent, false);
if (r_drawcollisionbrushes.integer >= 1)
{
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
+ int i;
+ model_t *model = ent->model;
+ q3msurface_t *face;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
- R_Mesh_State_Texture(&m);
+ qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if (face->num_collisiontriangles)
+ R_Q3BSP_DrawCollisionFace(ent, face);
+ qglPolygonOffset(0, 0);
}
}
-/*
-void R_Q3BSP_DrawFakeShadow(entity_render_t *ent)
+void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
{
+ model_t *model = ent->model;
+ vec3_t lightmins, lightmaxs;
+ int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
+ const int *e;
+ const float *v[3];
+ q3msurface_t *surface;
+ q3mleaf_t *leaf;
+ const qbyte *pvs;
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ *outnumclusterspointer = 0;
+ *outnumsurfacespointer = 0;
+ memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
+ memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
+ if (model == NULL)
+ {
+ VectorCopy(lightmins, outmins);
+ VectorCopy(lightmaxs, outmaxs);
+ return;
+ }
+ VectorCopy(relativelightorigin, outmins);
+ VectorCopy(relativelightorigin, outmaxs);
+ if (model->brush.GetPVS)
+ pvs = model->brush.GetPVS(model, relativelightorigin);
+ else
+ pvs = NULL;
+ // FIXME: use BSP recursion as lights are often small
+ for (leafindex = 0, leaf = model->brushq3.data_leafs;leafindex < model->brushq3.num_leafs;leafindex++, leaf++)
+ {
+ if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
+ {
+ outmins[0] = min(outmins[0], leaf->mins[0]);
+ outmins[1] = min(outmins[1], leaf->mins[1]);
+ outmins[2] = min(outmins[2], leaf->mins[2]);
+ outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
+ outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
+ outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
+ if (outclusterpvs)
+ {
+ if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
+ {
+ SETPVSBIT(outclusterpvs, leaf->clusterindex);
+ outclusterlist[outnumclusters++] = leaf->clusterindex;
+ }
+ }
+ if (outsurfacepvs)
+ {
+ for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++)
+ {
+ surface = leaf->firstleafface[marksurfaceindex];
+ surfaceindex = surface - model->brushq3.data_faces;
+ if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
+ {
+ if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) && surface->num_triangles)
+ {
+ if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ {
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+ {
+ v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ {
+ SETPVSBIT(outsurfacepvs, surfaceindex);
+ outsurfacelist[outnumsurfaces++] = surfaceindex;
+ break;
+ }
+ }
+ }
+ else
+ {
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+ {
+ v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ {
+ SETPVSBIT(outsurfacepvs, surfaceindex);
+ outsurfacelist[outnumsurfaces++] = surfaceindex;
+ break;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ // limit combined leaf box to light boundaries
+ outmins[0] = max(outmins[0], lightmins[0]);
+ outmins[1] = max(outmins[1], lightmins[1]);
+ outmins[2] = max(outmins[2], lightmins[2]);
+ outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
+ outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
+ outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
+
+ *outnumclusterspointer = outnumclusters;
+ *outnumsurfacespointer = outnumsurfaces;
}
-*/
-void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
{
- int i;
- q3mface_t *face;
- vec3_t modelorg, lightmins, lightmaxs;
- model_t *model;
- float projectdistance;
- projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ model_t *model = ent->model;
+ vec3_t lightmins, lightmaxs;
+ q3msurface_t *surface;
+ int surfacelistindex;
if (r_drawcollisionbrushes.integer < 2)
{
- model = ent->model;
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
lightmins[0] = relativelightorigin[0] - lightradius;
lightmins[1] = relativelightorigin[1] - lightradius;
lightmins[2] = relativelightorigin[2] - lightradius;
lightmaxs[0] = relativelightorigin[0] + lightradius;
lightmaxs[1] = relativelightorigin[1] + lightradius;
lightmaxs[2] = relativelightorigin[2] + lightradius;
- //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
- // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
- //else
- for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
- if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
- R_Shadow_Volume(face->numvertices, face->numtriangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
+ R_Mesh_Matrix(&ent->matrix);
+ R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ {
+ surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
+ // FIXME: check some manner of face->rendermode here?
+ if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && !(surface->texture->surfaceparms & (Q3SURFACEPARM_SKY | Q3SURFACEPARM_TRANS)) && !(surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED))
+ R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+ }
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
}
}
-void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
-{
- if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->numtriangles)
- return;
- R_Shadow_DiffuseLighting(face->numvertices, face->numtriangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, NULL);
- R_Shadow_SpecularLighting(face->numvertices, face->numtriangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, NULL);
-}
-
-void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
+void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
{
- int i;
- q3mface_t *face;
- vec3_t modelorg, lightmins, lightmaxs;
- model_t *model;
- //qbyte *pvs;
- //static int markframe = 0;
+ model_t *model = ent->model;
+ vec3_t lightmins, lightmaxs, modelorg;
+ q3msurface_t *surface;
+ int surfacelistindex;
if (r_drawcollisionbrushes.integer < 2)
{
- model = ent->model;
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
lightmins[0] = relativelightorigin[0] - lightradius;
lightmins[1] = relativelightorigin[1] - lightradius;
lightmins[2] = relativelightorigin[2] - lightradius;
lightmaxs[0] = relativelightorigin[0] + lightradius;
lightmaxs[1] = relativelightorigin[1] + lightradius;
lightmaxs[2] = relativelightorigin[2] + lightradius;
- //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
- // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
- //else
- for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
- if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
- R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz);
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ {
+ surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
+ if (r_shadow_compilingrtlight)
+ {
+ // if compiling an rtlight, capture the mesh
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, surface->num_triangles, surface->data_element3i);
+ }
+ else if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles)
+ {
+ if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglDisable(GL_CULL_FACE);
+ R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
+ if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglEnable(GL_CULL_FACE);
+ }
+ }
}
}
static void gl_surf_start(void)
{
+ r_surf_mempool = Mem_AllocPool("gl_rsurf", 0, NULL);
+ r_surf_surfacevisiblelimit = 65536;
+ r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit);
}
static void gl_surf_shutdown(void)
{
+ r_surf_surfacevisiblelimit = 0;
+ r_surf_surfacevisible = NULL;
+ Mem_FreePool(&r_surf_mempool);
}
static void gl_surf_newmap(void)
dlightdivtable[i] = 4194304 / (i << 7);
Cvar_RegisterVariable(&r_ambient);
- Cvar_RegisterVariable(&r_vertexsurfaces);
- Cvar_RegisterVariable(&r_dlightmap);
Cvar_RegisterVariable(&r_drawportals);
Cvar_RegisterVariable(&r_testvis);
Cvar_RegisterVariable(&r_floatbuildlightmap);
Cvar_RegisterVariable(&r_detailtextures);
Cvar_RegisterVariable(&r_surfaceworldnode);
+ Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
+ Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
+ Cvar_RegisterVariable(&gl_lightmaps);
R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
}