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", "0"};
+cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
static int dlightdivtable[32768];
Combine and scale multiple lightmaps into the 8.8 format in blocklights
===============
*/
-static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int dlightchanged)
+static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
{
if (!r_floatbuildlightmap.integer)
{
// update cached lighting info
surf->cached_dlight = 0;
- surf->cached_lightmapscalebit = r_lightmapscalebit;
- surf->cached_ambient = r_ambient.value;
- surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
- surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
- surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
- surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
if (surf->cached_dlight)
c_light_polys++;
- else if (dlightchanged)
- return; // don't upload if only updating dlights and none mattered
}
// add all the lightmaps
// update cached lighting info
surf->cached_dlight = 0;
- surf->cached_lightmapscalebit = r_lightmapscalebit;
- surf->cached_ambient = r_ambient.value;
- surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
- surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
- surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
- surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
if (surf->cached_dlight)
c_light_polys++;
- else if (dlightchanged)
- return; // don't upload if only updating dlights and none mattered
}
// add all the lightmaps
}
}
-void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, float fcolor[8])
+void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
{
float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
msurface_t *surf, *endsurf;
}
}
-void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
+void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
{
int n;
float fcolor[8];
entity_render_t *ent;
model_t *model;
vec3_t org;
+ if (cl.worldmodel == NULL)
+ return;
fcolor[0] = cr1;
fcolor[1] = cg1;
fcolor[2] = cb1;
fcolor[6] = cb2 - cb1;
fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
- model = cl.worldmodel;
- if (model)
- R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, fcolor);
+ R_StainNode(cl.worldmodel->nodes + cl.worldmodel->hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
// look for embedded bmodels
for (n = 0;n < cl_num_brushmodel_entities;n++)
=============================================================
*/
-static void RSurf_AddLightmapToVertexColors(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
+static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
{
int i;
float scale;
}
}
-static void RSurf_FogColors(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
+static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
{
int i;
float diff[3], f;
if (fogenabled)
{
- for (i = 0;i < numverts;i++, v += 4, c += 4)
+ for (i = 0;i < numverts;i++, v += 3, c += 4)
{
VectorSubtract(v, modelorg, diff);
f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
VectorScale(c, colorscale, c);
}
-static void RSurf_FoggedColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
+static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
{
int i;
float diff[3], f;
b *= colorscale;
if (fogenabled)
{
- for (i = 0;i < numverts;i++, v += 4, c += 4)
+ for (i = 0;i < numverts;i++, v += 3, c += 4)
{
VectorSubtract(v, modelorg, diff);
f = 1 - exp(fogdensity/DotProduct(diff, diff));
}
}
-static void RSurf_FogPassColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
+static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
{
int i;
float diff[3], f;
r *= colorscale;
g *= colorscale;
b *= colorscale;
- for (i = 0;i < numverts;i++, v += 4, c += 4)
+ for (i = 0;i < numverts;i++, v += 3, c += 4)
{
VectorSubtract(v, modelorg, diff);
f = exp(fogdensity/DotProduct(diff, diff));
}
}
-static void RSurf_ScaleColors(float *c, float scale, int numverts)
-{
- int i;
- if (scale != 1)
- for (i = 0;i < numverts;i++, c += 4)
- VectorScale(c, scale, c);
-}
-
-static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color)
+static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
{
float f;
const float *v;
{
rd = &r_dlight[l];
Matrix4x4_Transform(matrix, rd->origin, lightorigin);
- for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4)
+ for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
{
f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
if (f < rd->cullradius2)
{
- f = (1.0f / f) - rd->subtract;
+ f = ((1.0f / f) - rd->subtract) * scale;
VectorMA(c, f, rd->light, c);
lit = true;
}
return lit;
}
-// note: this untransforms lights to do the checking,
-// and takes surf->mesh->verts data
+// 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;
{
rd = &r_dlight[l];
Matrix4x4_Transform(matrix, rd->origin, lightorigin);
- for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
+ 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, const msurface_t *firstsurf)
+static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
const surfmesh_t *mesh;
}
m.depthwrite = true;
R_Mesh_State(&m);
- for (surf = firstsurf;surf;surf = surf->texturechain)
+ while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ R_Mesh_GetSpace(mesh->numverts);
+ R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
}
static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
{
+ int i;
const entity_render_t *ent = calldata1;
const msurface_t *surf = ent->model->surfaces + calldata2;
- float f, colorscale;
+ float f, colorscale, scroll[2], *v, *tc;
const surfmesh_t *mesh;
rmeshstate_t m;
float alpha;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
}
- m.tex[0] = R_GetTexture(texture->texture);
+ m.tex[0] = R_GetTexture(texture->skin.base);
colorscale = r_colorscale;
if (gl_combine.integer)
{
GL_UseColorArray();
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
+ R_Mesh_GetSpace(mesh->numverts);
+ R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+ scroll[0] = sin(cl.time) * 0.125f;
+ scroll[1] = sin(cl.time * 0.8f) * 0.125f;
+ for (i = 0, v = varray_texcoord2f[0], tc = mesh->texcoordtexture2f;i < mesh->numverts;i++, v += 2, tc += 2)
+ {
+ v[0] = tc[0] + scroll[0];
+ v[1] = tc[1] + scroll[1];
+ }
f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
- R_FillColors(varray_color, mesh->numverts, f, f, f, alpha);
+ 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(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
+ RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
if (surf->flags & SURF_LIGHTMAP)
- RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
+ 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(varray_vertex, varray_color, colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
if (fogenabled)
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.tex[0] = R_GetTexture(texture->fogtexture);
+ m.tex[0] = R_GetTexture(texture->skin.fog);
R_Mesh_State(&m);
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+ R_Mesh_GetSpace(mesh->numverts);
+ R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
if (m.tex[0])
- memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
- RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
+ 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);
}
}
}
-static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+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 (surf = firstsurf;surf;surf = surf->texturechain)
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
{
if (surf->visframe == r_framecount)
{
}
}
else
- for (surf = firstsurf;surf;surf = surf->texturechain)
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
if (surf->visframe == r_framecount)
RSurfShader_Water_Callback(ent, surf - ent->model->surfaces);
}
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
}
- m.tex[0] = R_GetTexture(texture->texture);
+ m.tex[0] = R_GetTexture(texture->skin.base);
colorscale = r_colorscale;
if (gl_combine.integer)
{
GL_UseColorArray();
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
- R_FillColors(varray_color, mesh->numverts, base, base, base, currentalpha);
+ R_Mesh_GetSpace(mesh->numverts);
+ R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+ R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
+ R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha);
if (!(ent->effects & EF_FULLBRIGHT))
{
if (surf->dlightframe == r_framecount)
- RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
+ RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
if (surf->flags & SURF_LIGHTMAP)
- RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
+ 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(varray_vertex, varray_color, colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.tex[0] = R_GetTexture(texture->glowtexture);
+ m.tex[0] = R_GetTexture(texture->skin.glow);
R_Mesh_State(&m);
GL_UseColorArray();
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
- RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, currentalpha, r_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ R_Mesh_GetSpace(mesh->numverts);
+ R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+ R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
+ 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);
}
}
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.tex[0] = R_GetTexture(texture->fogtexture);
+ m.tex[0] = R_GetTexture(texture->skin.fog);
R_Mesh_State(&m);
GL_UseColorArray();
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+ R_Mesh_GetSpace(mesh->numverts);
+ R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
if (m.tex[0])
- memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
- RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, r_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
+ 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);
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
const surfmesh_t *mesh;
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
- m.tex[0] = R_GetTexture(texture->texture);
- m.tex[1] = R_GetTexture(firstsurf->lightmaptexture);
- m.tex[2] = R_GetTexture(texture->detailtexture);
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
+ m.tex[2] = R_GetTexture(texture->skin.detail);
m.texrgbscale[0] = 1;
m.texrgbscale[1] = 4;
m.texrgbscale[2] = 2;
R_Mesh_State(&m);
cl = (float) (1 << r_lightmapscalebit) * r_colorscale;
GL_Color(cl, cl, cl, 1);
- for (surf = firstsurf;surf;surf = surf->texturechain)
+ while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
}
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
- memcpy(varray_texcoord[1], mesh->uvw, mesh->numverts * sizeof(float[4]));
- memcpy(varray_texcoord[2], mesh->abc, mesh->numverts * sizeof(float[4]));
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ R_Mesh_GetSpace(mesh->numverts);
+ R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+ R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
+ R_Mesh_CopyTexCoord2f(1, mesh->texcoordlightmap2f, mesh->numverts);
+ R_Mesh_CopyTexCoord2f(2, mesh->texcoorddetail2f, mesh->numverts);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
const surfmesh_t *mesh;
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
- m.tex[0] = R_GetTexture(texture->texture);
- m.tex[1] = R_GetTexture(firstsurf->lightmaptexture);
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
if (gl_combine.integer)
m.texrgbscale[1] = 4;
R_Mesh_State(&m);
GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
- for (surf = firstsurf;surf;surf = surf->texturechain)
+ while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
}
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
- memcpy(varray_texcoord[1], mesh->uvw, mesh->numverts * sizeof(float[4]));
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ R_Mesh_GetSpace(mesh->numverts);
+ R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+ R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
+ R_Mesh_CopyTexCoord2f(1, mesh->texcoordlightmap2f, mesh->numverts);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+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;
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
- m.tex[0] = R_GetTexture(texture->texture);
+ m.tex[0] = R_GetTexture(texture->skin.base);
R_Mesh_State(&m);
GL_Color(1, 1, 1, 1);
- for (surf = firstsurf;surf;surf = surf->texturechain)
+ while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ R_Mesh_GetSpace(mesh->numverts);
+ R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+ R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+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;
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_ZERO;
m.blendfunc2 = GL_SRC_COLOR;
- m.tex[0] = R_GetTexture(firstsurf->lightmaptexture);
+ m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
if (gl_combine.integer)
m.texrgbscale[0] = 4;
R_Mesh_State(&m);
GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
- for (surf = firstsurf;surf;surf = surf->texturechain)
+ while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
}
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- memcpy(varray_texcoord[0], mesh->uvw, mesh->numverts * sizeof(float[4]));
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ R_Mesh_GetSpace(mesh->numverts);
+ R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+ R_Mesh_CopyTexCoord2f(0, mesh->texcoordlightmap2f, mesh->numverts);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
}
}
-static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
const surfmesh_t *mesh;
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.tex[0] = R_GetTexture(texture->texture);
+ m.tex[0] = R_GetTexture(texture->skin.base);
colorscale = r_colorscale;
if (gl_combine.integer)
{
}
R_Mesh_State(&m);
GL_UseColorArray();
- for (surf = firstsurf;surf;surf = surf->texturechain)
+ while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount && surf->dlightframe == r_framecount)
{
{
if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
{
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
- R_FillColors(varray_color, mesh->numverts, 0, 0, 0, 1);
- RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
- RSurf_ScaleColors(varray_color, colorscale, mesh->numverts);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ R_Mesh_GetSpace(mesh->numverts);
+ R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+ R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
+ R_FillColors(varray_color4f, mesh->numverts, 0, 0, 0, 1);
+ RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, colorscale);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
}
}
}
-static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+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;
m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
R_Mesh_State(&m);
GL_UseColorArray();
- for (surf = firstsurf;surf;surf = surf->texturechain)
+ while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+ R_Mesh_GetSpace(mesh->numverts);
+ R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
if (m.tex[0])
- memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
- RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
+ 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);
}
}
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+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;
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_DST_COLOR;
m.blendfunc2 = GL_SRC_COLOR;
- m.tex[0] = R_GetTexture(texture->detailtexture);
+ m.tex[0] = R_GetTexture(texture->skin.detail);
R_Mesh_State(&m);
GL_Color(1, 1, 1, 1);
- for (surf = firstsurf;surf;surf = surf->texturechain)
+ while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- memcpy(varray_texcoord[0], mesh->abc, mesh->numverts * sizeof(float[4]));
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ R_Mesh_GetSpace(mesh->numverts);
+ R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+ R_Mesh_CopyTexCoord2f(0, mesh->texcoorddetail2f, mesh->numverts);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
}
}
-static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+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;
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.tex[0] = R_GetTexture(texture->glowtexture);
+ m.tex[0] = R_GetTexture(texture->skin.glow);
R_Mesh_State(&m);
GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
- for (surf = firstsurf;surf;surf = surf->texturechain)
+ while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ R_Mesh_GetSpace(mesh->numverts);
+ R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+ R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
}
}
-static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+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;
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ZERO;
- m.tex[0] = R_GetTexture(texture->glowtexture);
+ m.tex[0] = R_GetTexture(texture->skin.glow);
R_Mesh_State(&m);
if (m.tex[0])
GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
else
GL_Color(0, 0, 0, 1);
- for (surf = firstsurf;surf;surf = surf->texturechain)
+ while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ R_Mesh_GetSpace(mesh->numverts);
+ R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+ R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
}
currentalpha *= r_wateralpha.value;
if (ent->effects & EF_ADDITIVE)
rendertype = SURFRENDER_ADD;
- else if (currentalpha < 1 || texture->fogtexture != NULL)
+ 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->glowtexture)
+ 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, const msurface_t *firstsurf)
+static void RSurfShader_Wall_Lightmap(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 (surf = firstsurf;surf;surf = surf->texturechain)
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
{
if (surf->visframe == r_framecount)
{
}
}
}
- else if (r_shadow_lightingmode >= 2)
+ else if (r_shadow_realtime_world.integer)
{
// opaque base lighting
- RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, firstsurf);
+ RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, firstsurf);
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
}
else if (r_vertexsurfaces.integer)
{
// opaque vertex shaded from lightmap
- for (surf = firstsurf;surf;surf = surf->texturechain)
+ 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->glowtexture)
- for (surf = firstsurf;surf;surf = surf->texturechain)
+ 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 (surf = firstsurf;surf;surf = surf->texturechain)
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
if (surf->visframe == r_framecount)
RSurfShader_Wall_Pass_Fog(ent, surf, texture, texture->rendertype, texture->currentalpha);
}
if (r_textureunits.integer >= 2)
{
if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
- RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, firstsurf);
+ RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
else
{
- RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, firstsurf);
+ RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
if (r_detailtextures.integer)
- RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, firstsurf);
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
}
}
else
{
- RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, firstsurf);
- RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, firstsurf);
+ RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+ RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
if (r_detailtextures.integer)
- RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, firstsurf);
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
}
if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
- RSurfShader_OpaqueWall_Pass_Light(ent, texture, firstsurf);
- if (texture->glowtexture)
- RSurfShader_OpaqueWall_Pass_Glow(ent, texture, firstsurf);
+ 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, firstsurf);
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
}
}
t->currentalpha *= r_wateralpha.value;
if (ent->effects & EF_ADDITIVE)
t->rendertype = SURFRENDER_ADD;
- else if (t->currentalpha < 1 || t->fogtexture != NULL)
+ else if (t->currentalpha < 1 || t->skin.fog != NULL)
t->rendertype = SURFRENDER_ALPHA;
else
t->rendertype = SURFRENDER_OPAQUE;
{
int i, numsurfaces, *surfacevisframes;
model_t *model;
- msurface_t *surf, *surfaces;
+ msurface_t *surf, *surfaces, **surfchain;
vec3_t modelorg;
if (!ent->model)
R_UpdateTextureInfo(ent);
- if (r_dynamic.integer && r_shadow_lightingmode < 1)
+ if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
R_MarkLights(ent);
+ if (model->light_ambient != r_ambient.value || model->light_scalebit != r_lightmapscalebit)
+ {
+ model->light_ambient = r_ambient.value;
+ model->light_scalebit = r_lightmapscalebit;
+ for (i = 0;i < model->nummodelsurfaces;i++)
+ model->surfaces[i + model->firstmodelsurface].cached_dlight = true;
+ }
+ else
+ {
+ for (i = 0;i < model->light_styles;i++)
+ {
+ if (model->light_stylevalue[i] != d_lightstylevalue[model->light_style[i]])
+ {
+ model->light_stylevalue[i] = d_lightstylevalue[model->light_style[i]];
+ for (surfchain = model->light_styleupdatechains[i];*surfchain;surfchain++)
+ (**surfchain).cached_dlight = true;
+ }
+ }
+ }
+
for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
{
if (surfacevisframes[i] == r_framecount)
{
c_faces++;
surf->visframe = r_framecount;
- if (!r_vertexsurfaces.integer && surf->lightmaptexture != NULL)
- {
- if (surf->cached_dlight
- || surf->cached_ambient != r_ambient.value
- || surf->cached_lightmapscalebit != r_lightmapscalebit)
- R_BuildLightMap(ent, surf, false); // base lighting changed
- else if (r_dynamic.integer)
- {
- if (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0]
- || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1]
- || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2]
- || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3]))))))))
- R_BuildLightMap(ent, surf, false); // base lighting changed
- else if (surf->dlightframe == r_framecount && r_dlightmap.integer)
- R_BuildLightMap(ent, surf, true); // only dlights
- }
- }
+ if (surf->cached_dlight && surf->lightmaptexture != NULL && !r_vertexsurfaces.integer)
+ R_BuildLightMap(ent, surf);
}
}
}
}
-void R_DrawSurfaces(entity_render_t *ent, int type)
+void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
{
int i;
texture_t *t;
+ if (ent->model == NULL)
+ return;
R_Mesh_Matrix(&ent->matrix);
for (i = 0, t = ent->model->textures;i < ent->model->numtextures;i++, t++)
- if (t->shader->shaderfunc[type] && ent->model->texturesurfacechains[i])
- t->shader->shaderfunc[type](ent, t->currentframe, ent->model->texturesurfacechains[i]);
+ if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
+ t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
}
static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
R_Mesh_Matrix(&ent->matrix);
R_Mesh_State(&m);
- R_Mesh_ResizeCheck(portal->numpoints);
+ R_Mesh_GetSpace(portal->numpoints);
i = portal - ent->model->portals;
GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale,
((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale,
0.125f);
if (PlaneDiff(r_origin, (&portal->plane)) > 0)
{
- for (i = portal->numpoints - 1, v = varray_vertex;i >= 0;i--, v += 4)
+ 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_vertex;i < portal->numpoints;i++, v += 4)
+ for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
VectorCopy(portal->points[i].position, v);
R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
}
int i;
mportal_t *portal, *endportal;
float temp[3], center[3], f;
-
- if (r_drawportals.integer < 1)
+ if (ent->model == NULL)
return;
-
for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++)
{
- if (portal->here->pvsframe == ent->model->pvsframecount || portal->past->pvsframe == ent->model->pvsframecount)
+ if ((portal->here->pvsframe == ent->model->pvsframecount || portal->past->pvsframe == ent->model->pvsframecount) && portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
{
- if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
- {
- VectorClear(temp);
- for (i = 0;i < portal->numpoints;i++)
- VectorAdd(temp, portal->points[i].position, temp);
- 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->portals);
- }
+ VectorClear(temp);
+ for (i = 0;i < portal->numpoints;i++)
+ VectorAdd(temp, portal->points[i].position, temp);
+ 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->portals);
}
}
}
// because bmodels can be reused, we have to decide which things to render
// from scratch every time
model = ent->model;
+ if (model == NULL)
+ return;
#if WORLDNODECULLBACKFACES
Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
#endif
if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
{
if ((surf->flags & SURF_PLANEBACK))
- {
- surfacevisframes[i] = r_framecount;
- surfacepvsframes[i] = model->pvsframecount;
- }
- }
- else
- {
- if (!(surf->flags & SURF_PLANEBACK))
- {
surfacevisframes[i] = r_framecount;
- surfacepvsframes[i] = model->pvsframecount;
- }
}
+ else if (!(surf->flags & SURF_PLANEBACK))
+ surfacevisframes[i] = r_framecount;
#else
surfacevisframes[i] = r_framecount;
- surfacepvsframes[i] = model->pvsframecount;
#endif
surf->dlightframe = -1;
}
model_t *model;
vec3_t modelorg;
+ // equivilant to quake's RecursiveWorldNode but faster and more effective
model = ent->model;
+ if (model == NULL)
+ return;
surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface;
Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
mportal_t *p;
vec3_t modelorg;
msurface_t *surfaces;
+ if (ent->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
}
}
}
- if (r_drawportals.integer)
- R_DrawPortals(ent);
}
void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
leaf->pvsframe = model->pvsframecount;
// mark surfaces bounding this leaf as visible
for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
- {
- //if (surfacepvsframes[*mark] != model->pvsframecount)
- //{
- surfacepvsframes[*mark] = model->pvsframecount;
- // model->pvssurflist[model->pvssurflistlength++] = *mark;
- //}
- }
+ surfacepvsframes[*mark] = model->pvsframecount;
}
}
}
}
- for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++)
- if (model->surfacepvsframes[j] == model->pvsframecount)
- model->pvssurflist[model->pvssurflistlength++] = j;
+ Mod_BuildPVSTextureChains(model);
}
}
}
void R_DrawWorld (entity_render_t *ent)
{
+ if (ent->model == NULL)
+ return;
R_PrepareSurfaces(ent);
- R_DrawSurfaces(ent, SHADERSTAGE_SKY);
- R_DrawSurfaces(ent, SHADERSTAGE_NORMAL);
+ R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->pvstexturechains);
+ R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->pvstexturechains);
+ if (r_drawportals.integer)
+ R_DrawPortals(ent);
}
void R_Model_Brush_DrawSky (entity_render_t *ent)
{
+ if (ent->model == NULL)
+ return;
if (ent != &cl_entities[0].render)
R_PrepareBrushModel(ent);
- R_DrawSurfaces(ent, SHADERSTAGE_SKY);
+ R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->pvstexturechains);
}
void R_Model_Brush_Draw (entity_render_t *ent)
{
+ if (ent->model == NULL)
+ return;
c_bmodels++;
if (ent != &cl_entities[0].render)
R_PrepareBrushModel(ent);
- R_DrawSurfaces(ent, SHADERSTAGE_NORMAL);
+ R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->pvstexturechains);
}
void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
msurface_t *surf;
float projectdistance, f, temp[3], lightradius2;
surfmesh_t *mesh;
+ if (ent->model == NULL)
+ 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->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++)
{
if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
f = PlaneDiff(relativelightorigin, surf->plane);
if (surf->flags & SURF_PLANEBACK)
f = -f;
- // draw shadows only for frontfaces
- projectdistance = lightradius - f;
- if (projectdistance >= 0.1 && projectdistance < lightradius)
+ // draw shadows only for frontfaces and only if they are close
+ if (f >= 0.1 && f < lightradius)
{
- VectorSubtract(relativelightorigin, surf->poly_center, temp);
- if (DotProduct(temp, temp) < lightradius2 - surf->poly_radius2)
+ 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_Mesh_ResizeCheck(mesh->numverts * 2);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->index, mesh->triangleneighbors, relativelightorigin, lightradius, projectdistance);
+ R_Mesh_GetSpace(mesh->numverts);
+ R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+ R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance);
}
}
}
}
}
-void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces)
+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)
{
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++)
{
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, lightradius, lightcolor, t->texture, t->nmaptexture, NULL);
- R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->glosstexture, t->nmaptexture, NULL);
+ 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);
}
}
}
}
}
-void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor)
+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)
{
int surfnum;
msurface_t *surf;
texture_t *t;
- float f, lightradius2, temp[3];
+ float f, lightmins[3], lightmaxs[3];
surfmesh_t *mesh;
+ if (ent->model == NULL)
+ return;
R_Mesh_Matrix(&ent->matrix);
- lightradius2 = lightradius * lightradius;
+ 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);
if (ent != &cl_entities[0].render)
{
// bmodel, cull crudely to view and light
for (surfnum = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;surfnum < ent->model->nummodelsurfaces;surfnum++, surf++)
{
- VectorSubtract(relativelightorigin, surf->poly_center, temp);
- if (DotProduct(temp, temp) < lightradius2 - surf->poly_radius2)
+ if (BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
{
f = PlaneDiff(relativelightorigin, surf->plane);
if (surf->flags & SURF_PLANEBACK)
{
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, lightradius, lightcolor, t->texture, t->nmaptexture, NULL);
- R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->glosstexture, t->nmaptexture, NULL);
+ 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);
}
}
}
// world, already culled to view, just cull to light
for (surfnum = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;surfnum < ent->model->nummodelsurfaces;surfnum++, surf++)
{
- if (surf->visframe == r_framecount)
+ if (surf->visframe == r_framecount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
{
- VectorSubtract(relativelightorigin, surf->poly_center, temp);
- if (DotProduct(temp, temp) < lightradius2 - surf->poly_radius2)
+ f = PlaneDiff(relativelightorigin, surf->plane);
+ if (surf->flags & SURF_PLANEBACK)
+ f = -f;
+ if (f >= -0.1 && f < lightradius)
{
- f = PlaneDiff(relativelightorigin, surf->plane);
- if (surf->flags & SURF_PLANEBACK)
- f = -f;
- if (f >= -0.1 && f < lightradius)
+ t = surf->texinfo->texture->currentframe;
+ if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
{
- t = surf->texinfo->texture->currentframe;
- if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- R_Mesh_ResizeCheck(mesh->numverts);
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, lightradius, lightcolor, t->texture, t->nmaptexture, NULL);
- R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->glosstexture, t->nmaptexture, NULL);
- }
+ 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);
}
}
}