// update cached lighting info
surface->cached_dlight = 0;
- smax = (surface->extents[0]>>4)+1;
- tmax = (surface->extents[1]>>4)+1;
+ smax = (surface->lightmapinfo->extents[0]>>4)+1;
+ tmax = (surface->lightmapinfo->extents[1]>>4)+1;
size = smax*tmax;
size3 = size*3;
- lightmap = surface->samples;
+ lightmap = surface->lightmapinfo->samples;
// set to full bright if no light data
bl = intblocklights;
if (lightmap)
{
bl = intblocklights;
- for (maps = 0;maps < MAXLIGHTMAPS && surface->styles[maps] != 255;maps++, lightmap += size3)
- for (scale = d_lightstylevalue[surface->styles[maps]], i = 0;i < size3;i++)
+ for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
+ for (scale = d_lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
bl[i] += lightmap[i] * scale;
}
}
- stain = surface->stainsamples;
+ stain = surface->lightmapinfo->stainsamples;
bl = intblocklights;
out = templight;
// the >> 16 shift adjusts down 8 bits to account for the stainmap
// (0 = 0.0, 128 = 1.0, 256 = 2.0)
if (ent->model->brushq1.lightmaprgba)
{
- stride = (surface->lightmaptexturestride - smax) * 4;
+ stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 4;
for (i = 0;i < tmax;i++, out += stride)
{
for (j = 0;j < smax;j++)
}
else
{
- stride = (surface->lightmaptexturestride - smax) * 3;
+ stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 3;
for (i = 0;i < tmax;i++, out += stride)
{
for (j = 0;j < smax;j++)
for (surface = model->brush.data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
{
- if (surface->stainsamples)
+ if (surface->lightmapinfo->stainsamples)
{
- smax = (surface->extents[0] >> 4) + 1;
- tmax = (surface->extents[1] >> 4) + 1;
+ smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
+ tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
- impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0];
- impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1];
+ impacts = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0];
+ impactt = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1];
s = bound(0, impacts, smax * 16) - impacts;
t = bound(0, impactt, tmax * 16) - impactt;
for (s = 0, i = impacts; s < smax; s++, i -= 16)
sdtable[s] = i * i + dist2;
- bl = surface->stainsamples;
+ bl = surface->lightmapinfo->stainsamples;
smax3 = smax * 3;
stained = false;
entity_render_t *ent;
model_t *model;
vec3_t org;
- if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes)
+ if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata)
return;
fcolor[0] = cr1;
fcolor[1] = cg1;
// look for embedded bmodels
for (n = 0;n < cl_num_brushmodel_entities;n++)
{
- ent = cl_brushmodel_entities[n];
+ ent = &cl_entities[cl_brushmodel_entities[n]].render;
model = ent->model;
if (model && model->name[0] == '*')
{
=============================================================
*/
-static float *RSurf_GetVertexPointer(const entity_render_t *ent, const msurface_t *surface)
+static void RSurf_DeformVertices(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg)
{
- if (surface->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ int i, j;
+ float center[3], forward[3], right[3], up[3], v[4][3];
+ matrix4x4_t matrix1, imatrix1;
+ if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
{
- texture_t *texture = surface->texture;
- 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 < surface->mesh.num_vertices - 3;j += 4)
+ VectorClear(forward);
+ VectorClear(right);
+ VectorSet(up, 0, 0, 1);
+ for (j = 0;j < surface->num_vertices - 3;j += 4)
{
VectorClear(center);
for (i = 0;i < 4;i++)
- VectorAdd(center, surface->mesh.data_vertex3f + (j+i) * 3, center);
+ VectorAdd(center, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (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, surface->mesh.data_normal3f + j*3, surface->mesh.data_svector3f + j*3, surface->mesh.data_tvector3f + j*3, center);
+ Matrix4x4_FromVectors(&matrix1, (surface->groupmesh->data_normal3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_svector3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
for (i = 0;i < 4;i++)
- Matrix4x4_Transform(&imatrix1, surface->mesh.data_vertex3f + (j+i)*3, v[i]);
- if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
- {
- 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
- {
- VectorCopy(r_viewforward, forward);
- VectorCopy(r_viewright, right);
- VectorCopy(r_viewup, up);
- }
+ Matrix4x4_Transform(&imatrix1, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+ forward[0] = modelorg[0] - center[0];
+ forward[1] = modelorg[1] - center[1];
+ VectorNormalize(forward);
+ right[0] = forward[1];
+ right[1] = -forward[0];
+ for (i = 0;i < 4;i++)
+ VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
+ }
+ }
+ else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE)
+ {
+ Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward);
+ Matrix4x4_Transform(&ent->inversematrix, r_viewright, right);
+ Matrix4x4_Transform(&ent->inversematrix, r_viewup, up);
+ // a single autosprite surface can contain multiple sprites...
+ for (j = 0;j < surface->num_vertices - 3;j += 4)
+ {
+ VectorClear(center);
+ for (i = 0;i < 4;i++)
+ VectorAdd(center, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+ VectorScale(center, 0.25f, center);
+ // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
+ Matrix4x4_FromVectors(&matrix1, (surface->groupmesh->data_normal3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_svector3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
+ Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
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);
+ Matrix4x4_Transform(&imatrix1, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+ for (i = 0;i < 4;i++)
+ VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
}
+ }
+ else
+ memcpy((varray_vertex3f + 3 * surface->num_firstvertex), (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), sizeof(float[3]) * surface->num_vertices);
+}
+
+// any sort of deformvertices call is *VERY* rare, so this must be optimized
+// to skip deformvertices quickly!
+#if 1
+#define RSurf_GetVertexPointer(ent, texture, surface, modelorg) ((texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) ? (RSurf_DeformVertices(ent, texture, surface, modelorg), varray_vertex3f) : surface->groupmesh->data_vertex3f)
+#else
+static float *RSurf_GetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg)
+{
+ if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ {
+ RSurf_DeformVertices(ent, texture, surface, modelorg);
return varray_vertex3f;
}
else
- return surface->mesh.data_vertex3f;
+ return surface->groupmesh->data_vertex3f;
}
+#endif
void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
{
{
int i;
int texturesurfaceindex;
- const float *v;
+ const float *v, *vertex3f;
float *c;
float diff[3];
float f, r, g, b, a, base, colorscale;
qboolean dofogpass;
qboolean fogallpasses;
qboolean waterscrolling;
+ surfmesh_t *groupmesh;
+ rtexture_t *lightmaptexture;
rmeshstate_t m;
texture = texture->currentframe;
if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
qglDisable(GL_CULL_FACE);
GL_Color(1, 1, 1, 1);
memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- m.tex[0] = R_GetTexture(surface->lightmaptexture);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
- if (surface->lightmaptexture)
- {
- GL_Color(1, 1, 1, 1);
- m.pointer_color = NULL;
- }
- else
- m.pointer_color = surface->mesh.data_lightmapcolor4f;
- m.pointer_vertex = surface->mesh.data_vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_ColorPointer(surface->lightmaptexture ? NULL : surface->groupmesh->data_lightmapcolor4f);
+ R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
qglEnable(GL_CULL_FACE);
GL_DepthMask(true);
GL_DepthTest(true);
memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = surface->mesh.data_vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
m.texcombinergb[1] = GL_REPLACE;
Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
m.texmatrix[1] = r_surf_waterscrollmatrix;
+ R_Mesh_State(&m);
+ GL_Color(1, 1, 1, texture->currentalpha);
GL_ActiveTexture(0);
qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
GL_ActiveTexture(1);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
dobase = true;
dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
doambient = r_ambient.value >= (1/64.0f);
- dodetail = texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
+ dodetail = r_detailtextures.integer && texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
doglow = texture->skin.glow != NULL;
dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD);
fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
m.texmatrix[1] = r_surf_waterscrollmatrix;
m.texrgbscale[1] = 2;
m.pointer_color = varray_color4f;
+ R_Mesh_State(&m);
colorscale = 1;
r = ent->colormod[0] * colorscale;
g = ent->colormod[1] * colorscale;
b = ent->colormod[2] * colorscale;
a = texture->currentalpha;
base = r_ambient.value * (1.0f / 64.0f);
+ // q3bsp has no lightmap updates, so the lightstylevalue that
+ // would normally be baked into the lightmaptexture must be
+ // applied to the color
+ if (ent->model->brushq1.lightdata)
+ {
+ float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
+ r *= scale;
+ g *= scale;
+ b *= scale;
+ }
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
- m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+ vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
if (surface->lightmaptexture)
{
- m.tex[0] = R_GetTexture(surface->lightmaptexture);
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
if (fogallpasses)
{
- m.pointer_color = varray_color4f;
- for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ R_Mesh_ColorPointer(varray_color4f);
+ for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
VectorSubtract(v, modelorg, diff);
f = 1 - exp(fogdensity/DotProduct(diff, diff));
}
else
{
- m.pointer_color = NULL;
+ R_Mesh_ColorPointer(NULL);
GL_Color(r, g, b, a);
}
}
else
{
- m.tex[0] = R_GetTexture(r_texture_white);
- m.pointer_color = varray_color4f;
- if (surface->styles[0] != 255)
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_ColorPointer(varray_color4f);
+ if (!surface->lightmaptexture)
{
- for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4)
{
- c[0] = 0;
- c[1] = 0;
- c[2] = 0;
- if (surface->styles[0] != 255)
- {
- if (surface->mesh.data_lightmapcolor4f)
- {
- float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 128.0f);
- VectorMA(c, scale, surface->mesh.data_lightmapcolor4f + i*4, c);
- }
- else if (surface->mesh.data_lightmapoffsets)
- {
- const qbyte *lm = surface->samples + surface->mesh.data_lightmapoffsets[i];
- float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- if (surface->styles[1] != 255)
- {
- int size3 = ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3;
- lm += size3;
- scale = d_lightstylevalue[surface->styles[1]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- if (surface->styles[2] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surface->styles[2]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- if (surface->styles[3] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surface->styles[3]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- }
- }
- }
- }
- }
- c[0] *= r;
- c[1] *= g;
- c[2] *= b;
- if (fogallpasses)
+ c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r;
+ c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g;
+ c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b;
+ c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
+ }
+ if (fogallpasses)
+ {
+ for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
VectorSubtract(v, modelorg, diff);
f = 1 - exp(fogdensity/DotProduct(diff, diff));
VectorScale(c, f, c);
}
- if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
- c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
- else
- c[3] = a;
}
}
else
{
- if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
- {
- for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
- {
- c[0] = 0;
- c[1] = 0;
- c[2] = 0;
- c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
- }
- }
- else
- {
- m.pointer_color = NULL;
- GL_Color(0, 0, 0, a);
- }
+ R_Mesh_ColorPointer(NULL);
+ GL_Color(0, 0, 0, a);
}
}
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
}
m.tex[0] = R_GetTexture(texture->skin.base);
if (waterscrolling)
m.texmatrix[0] = r_surf_waterscrollmatrix;
- m.texmatrix[0] = r_surf_waterscrollmatrix;
m.pointer_color = varray_color4f;
colorscale = 1;
if (gl_combine.integer)
m.texrgbscale[0] = 4;
colorscale *= 0.25f;
}
+ R_Mesh_State(&m);
r = ent->colormod[0] * colorscale;
g = ent->colormod[1] * colorscale;
b = ent->colormod[2] * colorscale;
a = texture->currentalpha;
if (dolightmap)
{
+ // q3bsp has no lightmap updates, so the lightstylevalue that
+ // would normally be baked into the lightmaptexture must be
+ // applied to the color
+ if (!ent->model->brushq1.lightdata)
+ {
+ float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
+ r *= scale;
+ g *= scale;
+ b *= scale;
+ }
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
c[0] = 0;
c[1] = 0;
c[2] = 0;
- if (surface->styles[0] != 255)
+ if (!surface->lightmapinfo)
+ VectorCopy((surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex) + i*4, c);
+ else //if (surface->lightmapinfo)
{
- if (surface->mesh.data_lightmapcolor4f)
- {
- float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 128.0f);
- VectorMA(c, scale, surface->mesh.data_lightmapcolor4f + i*4, c);
- }
- else if (surface->mesh.data_lightmapoffsets)
+ const qbyte *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
+ float scale = d_lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->lightmapinfo->styles[1] != 255)
{
- const qbyte *lm = surface->samples + surface->mesh.data_lightmapoffsets[i];
- float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 32768.0f);
+ int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
+ lm += size3;
+ scale = d_lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
VectorMA(c, scale, lm, c);
- if (surface->styles[1] != 255)
+ if (surface->lightmapinfo->styles[2] != 255)
{
- int size3 = ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3;
lm += size3;
- scale = d_lightstylevalue[surface->styles[1]] * (1.0f / 32768.0f);
+ scale = d_lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
VectorMA(c, scale, lm, c);
- if (surface->styles[2] != 255)
+ if (surface->lightmapinfo->styles[3] != 255)
{
lm += size3;
- scale = d_lightstylevalue[surface->styles[2]] * (1.0f / 32768.0f);
+ scale = d_lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
VectorMA(c, scale, lm, c);
- if (surface->styles[3] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surface->styles[3]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- }
}
}
}
f = 1 - exp(fogdensity/DotProduct(diff, diff));
VectorScale(c, f, c);
}
- if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
- c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ if (!surface->lightmapinfo && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
else
c[3] = a;
}
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
}
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- if (m.tex[1])
- m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
- if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ if (!surface->lightmapinfo && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
{
- m.pointer_color = varray_color4f;
- for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ R_Mesh_ColorPointer(varray_color4f);
+ for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
VectorSubtract(v, modelorg, diff);
f = 1 - exp(fogdensity/DotProduct(diff, diff));
c[0] = r * f;
c[1] = g * f;
c[2] = b * f;
- c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
}
}
else
{
- m.pointer_color = varray_color4f;
- for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ R_Mesh_ColorPointer(varray_color4f);
+ for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
VectorSubtract(v, modelorg, diff);
f = 1 - exp(fogdensity/DotProduct(diff, diff));
c[3] = a;
}
}
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
}
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- if (m.tex[1])
- m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
- if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ if (!surface->lightmaptexture && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
{
- m.pointer_color = varray_color4f;
- for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ R_Mesh_ColorPointer(varray_color4f);
+ for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
c[0] = r;
c[1] = g;
c[2] = b;
- c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
}
}
else
{
- m.pointer_color = NULL;
+ R_Mesh_ColorPointer(NULL);
GL_Color(r, g, b, a);
}
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
}
m.tex[0] = R_GetTexture(texture->skin.base);
if (waterscrolling)
m.texmatrix[0] = r_surf_waterscrollmatrix;
+ R_Mesh_State(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
}
dobase = false;
GL_Color(0, 0, 0, 1);
memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
}
if (waterscrolling)
m.texmatrix[1] = r_surf_waterscrollmatrix;
m.texrgbscale[1] = 2;
+ R_Mesh_State(&m);
r = ent->colormod[0] * r_lightmapintensity;
g = ent->colormod[1] * r_lightmapintensity;
b = ent->colormod[2] * r_lightmapintensity;
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ GL_Color(r, g, b, 1);
+ if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
{
- surface = texturesurfacelist[texturesurfaceindex];
- memset(&m, 0, sizeof(m));
- m.tex[1] = R_GetTexture(texture->skin.base);
- if (waterscrolling)
- m.texmatrix[1] = r_surf_waterscrollmatrix;
- m.texrgbscale[1] = 2;
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
- m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
- if (surface->lightmaptexture)
+ R_Mesh_VertexPointer(varray_vertex3f);
+ if (r == 1 && g == 1 && b == 1)
{
- m.tex[0] = R_GetTexture(surface->lightmaptexture);
- m.pointer_color = NULL;
- GL_Color(r, g, b, 1);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DeformVertices(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+ if (surface->lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ else //if (r == 1 && g == 1 && b == 1)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
+ }
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
}
- else if (r == 1 && g == 1 && b == 1)
+ else
{
- m.tex[0] = R_GetTexture(r_texture_white);
- m.pointer_color = surface->mesh.data_lightmapcolor4f;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DeformVertices(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+ if (surface->lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ else
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_ColorPointer(varray_color4f);
+ for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4)
+ {
+ c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r;
+ c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g;
+ c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b;
+ c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3];
+ }
+ }
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ }
+ else
+ {
+ if (r == 1 && g == 1 && b == 1)
+ {
+#if 0
+ // experimental direct state calls for measuring
+ // R_Mesh_ call overhead, do not use!
+ R_Mesh_VertexPointer(varray_vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]);
+ R_Mesh_TexCoordPointer(1, 2, varray_texcoord2f[1]);
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_ColorPointer(varray_color4f);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), surface->groupmesh->data_vertex3f);
+ qglClientActiveTexture(GL_TEXTURE0_ARB);
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), surface->groupmesh->data_texcoordlightmap2f);
+ qglClientActiveTexture(GL_TEXTURE1_ARB);
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), surface->groupmesh->data_texcoordtexture2f);
+ if (surface->lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ qglDisableClientState(GL_COLOR_ARRAY);
+ qglColor4f(r, g, b, 1);
+ }
+ else //if (r == 1 && g == 1 && b == 1)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ qglEnableClientState(GL_COLOR_ARRAY);
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), surface->groupmesh->data_lightmapcolor4f);
+ }
+ qglLockArraysEXT(0, surface->num_vertices);
+ qglDrawRangeElements(GL_TRIANGLES, surface->num_firstvertex, surface->num_firstvertex + surface->num_vertices, surface->num_triangles * 3, GL_UNSIGNED_INT, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ qglUnlockArraysEXT();
+ }
+#else
+ groupmesh = NULL;
+ lightmaptexture = NULL;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ if (groupmesh != surface->groupmesh)
+ {
+ groupmesh = surface->groupmesh;
+ R_Mesh_VertexPointer(groupmesh->data_vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, groupmesh->data_texcoordtexture2f);
+ if (!lightmaptexture)
+ R_Mesh_ColorPointer(groupmesh->data_lightmapcolor4f);
+ }
+ if (lightmaptexture != surface->lightmaptexture)
+ {
+ lightmaptexture = surface->lightmaptexture;
+ if (lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(lightmaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ else //if (r == 1 && g == 1 && b == 1)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
+ }
+ }
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+#endif
}
else
{
- m.tex[0] = R_GetTexture(r_texture_white);
- m.pointer_color = varray_color4f;
- for (i = 0;i < surface->mesh.num_vertices;i++)
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * r;
- varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * g;
- varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * b;
- varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3];
+ surface = texturesurfacelist[texturesurfaceindex];
+ R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+ if (surface->lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ else
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_ColorPointer(varray_color4f);
+ for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4)
+ {
+ c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r;
+ c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g;
+ c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b;
+ c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3];
+ }
+ }
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
}
}
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
- GL_LockArrays(0, 0);
}
}
// single texture
GL_DepthMask(true);
GL_Color(1, 1, 1, 1);
memset(&m, 0, sizeof(m));
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ R_Mesh_State(&m);
+ if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
{
- surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.tex[0] = R_GetTexture(surface->lightmaptexture);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
- if (surface->lightmaptexture)
- m.pointer_color = NULL;
- else
- m.pointer_color = surface->mesh.data_lightmapcolor4f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
- GL_LockArrays(0, 0);
+ R_Mesh_VertexPointer(varray_vertex3f);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DeformVertices(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ if (surface->lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ else //if (r == 1 && g == 1 && b == 1)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
+ }
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ else
+ {
+ groupmesh = NULL;
+ lightmaptexture = NULL;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ if (groupmesh != surface->groupmesh)
+ {
+ groupmesh = surface->groupmesh;
+ R_Mesh_VertexPointer(groupmesh->data_vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordlightmap2f);
+ if (!lightmaptexture)
+ R_Mesh_ColorPointer(groupmesh->data_lightmapcolor4f);
+ }
+ if (lightmaptexture != surface->lightmaptexture)
+ {
+ lightmaptexture = surface->lightmaptexture;
+ if (lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(lightmaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ else //if (r == 1 && g == 1 && b == 1)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
+ }
+ }
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
}
}
if (dobase)
m.tex[0] = R_GetTexture(texture->skin.base);
if (waterscrolling)
m.texmatrix[0] = r_surf_waterscrollmatrix;
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ R_Mesh_State(&m);
+ if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
{
- surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
- GL_LockArrays(0, 0);
+ R_Mesh_VertexPointer(varray_vertex3f);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DeformVertices(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ else
+ {
+ groupmesh = NULL;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ if (groupmesh != surface->groupmesh)
+ {
+ groupmesh = surface->groupmesh;
+ R_Mesh_VertexPointer(groupmesh->data_vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordtexture2f);
+ }
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
}
}
}
m.texrgbscale[0] = 4;
colorscale *= 0.25f;
}
+ R_Mesh_State(&m);
base = r_ambient.value * (1.0f / 64.0f);
r = ent->colormod[0] * colorscale * base;
g = ent->colormod[1] * colorscale * base;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
c[0] = r;
c[1] = g;
f = 1 - exp(fogdensity/DotProduct(diff, diff));
VectorScale(c, f, c);
}
- if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
- c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
else
c[3] = a;
}
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
}
GL_Color(1, 1, 1, 1);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(texture->skin.detail);
+ R_Mesh_State(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.pointer_texcoord[0] = surface->mesh.data_texcoorddetail2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoorddetail2f);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
}
if (waterscrolling)
m.texmatrix[0] = r_surf_waterscrollmatrix;
m.pointer_color = varray_color4f;
+ R_Mesh_State(&m);
colorscale = 1;
r = ent->colormod[0] * colorscale;
g = ent->colormod[1] * colorscale;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_ColorPointer(varray_color4f);
+ if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
{
- m.pointer_color = varray_color4f;
- for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
VectorSubtract(v, modelorg, diff);
f = 1 - exp(fogdensity/DotProduct(diff, diff));
c[0] = f * r;
c[1] = f * g;
c[2] = f * b;
- c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
}
}
else
{
- m.pointer_color = varray_color4f;
- for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
VectorSubtract(v, modelorg, diff);
f = 1 - exp(fogdensity/DotProduct(diff, diff));
c[3] = a;
}
}
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
}
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
{
- m.pointer_color = varray_color4f;
- for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ R_Mesh_ColorPointer(varray_color4f);
+ for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
c[0] = r;
c[1] = g;
c[2] = b;
- c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
}
}
else
{
- m.pointer_color = NULL;
+ R_Mesh_ColorPointer(NULL);
GL_Color(r, g, b, a);
}
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
}
m.tex[0] = R_GetTexture(texture->skin.fog);
if (waterscrolling)
m.texmatrix[0] = r_surf_waterscrollmatrix;
+ R_Mesh_State(&m);
r = fogcolor[0];
g = fogcolor[1];
b = fogcolor[2];
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- m.pointer_color = varray_color4f;
- //RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
- if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_ColorPointer(varray_color4f);
+ //RSurf_FogPassColors_Vertex3f_Color4f((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->num_vertices, modelorg);
+ if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
{
- m.pointer_color = varray_color4f;
- for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
VectorSubtract(v, modelorg, diff);
f = exp(fogdensity/DotProduct(diff, diff));
c[0] = r;
c[1] = g;
c[2] = b;
- c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * f * a;
+ c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * f * a;
}
}
else
{
- m.pointer_color = varray_color4f;
- for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
VectorSubtract(v, modelorg, diff);
f = exp(fogdensity/DotProduct(diff, diff));
c[3] = f * a;
}
}
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
}
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
// update light styles
- if (!skysurfaces)
+ if (!skysurfaces && model->brushq1.light_styleupdatechains)
{
for (i = 0;i < model->brushq1.light_styles;i++)
{
t = NULL;
texture = NULL;
numsurfacelist = 0;
- for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++)
+ if (ent == r_refdef.worldentity)
{
- if (ent != r_refdef.worldentity || r_worldsurfacevisible[j])
+ for (i = 0, j = model->firstmodelsurface, surface = model->brush.data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
{
- surface = model->brush.data_surfaces + j;
+ if (!r_worldsurfacevisible[j])
+ continue;
if (t != surface->texture)
{
if (numsurfacelist)
f = t->currentmaterialflags & flagsmask;
texture = t->currentframe;
}
- if (f)
+ if (f && surface->num_triangles)
{
// if lightmap parameters changed, rebuild lightmap texture
- if (surface->cached_dlight && surface->samples)
+ if (surface->cached_dlight && surface->lightmapinfo->samples)
+ R_BuildLightMap(ent, surface);
+ // add face to draw list
+ surfacelist[numsurfacelist++] = surface;
+ if (numsurfacelist >= maxsurfacelist)
+ {
+ R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ numsurfacelist = 0;
+ }
+ }
+ }
+ }
+ else
+ {
+ for (i = 0, j = model->firstmodelsurface, surface = model->brush.data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ {
+ if (t != surface->texture)
+ {
+ if (numsurfacelist)
+ {
+ R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ numsurfacelist = 0;
+ }
+ t = surface->texture;
+ f = t->currentmaterialflags & flagsmask;
+ texture = t->currentframe;
+ }
+ if (f && surface->num_triangles)
+ {
+ // if lightmap parameters changed, rebuild lightmap texture
+ if (surface->cached_dlight && surface->lightmapinfo->samples)
R_BuildLightMap(ent, surface);
// add face to draw list
surfacelist[numsurfacelist++] = surface;
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);
+ R_Mesh_Draw(0, portal->numpoints, portal->numpoints - 2, polygonelements);
GL_LockArrays(0, 0);
}
// LordHavoc: this is just a nice debugging tool, very slow
static void R_DrawPortals(void)
{
- int i, portalnum;
+ int i, leafnum;//, portalnum;
mportal_t *portal;
float center[3], f;
model_t *model = r_refdef.worldmodel;
if (model == NULL)
return;
- for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
+ for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
{
- if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
- if (!R_CullBox(portal->mins, portal->maxs))
+ if (r_worldleafvisible[leafnum])
{
- VectorClear(center);
- for (i = 0;i < portal->numpoints;i++)
- VectorAdd(center, portal->points[i].position, center);
- f = ixtable[portal->numpoints];
- VectorScale(center, f, center);
- R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum);
+ //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
+ for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
+ {
+ if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
+ if (!R_CullBox(portal->mins, portal->maxs))
+ {
+ VectorClear(center);
+ for (i = 0;i < portal->numpoints;i++)
+ VectorAdd(center, portal->points[i].position, center);
+ f = ixtable[portal->numpoints];
+ VectorScale(center, f, center);
+ //R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum);
+ R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, leafnum);
+ }
+ }
}
}
}
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);
+ R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
GL_LockArrays(0, 0);
}
{
int i;
rmeshstate_t m;
- if (!surface->mesh.num_collisiontriangles)
+ if (!surface->num_collisiontriangles)
return;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = surface->mesh.data_collisionvertex3f;
+ m.pointer_vertex = surface->data_collisionvertex3f;
R_Mesh_State(&m);
i = (int)(((size_t)surface) / sizeof(msurface_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, surface->mesh.num_collisionvertices);
- R_Mesh_Draw(surface->mesh.num_collisionvertices, surface->mesh.num_collisiontriangles, surface->mesh.data_collisionelement3i);
+ GL_LockArrays(0, surface->num_collisionvertices);
+ R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
GL_LockArrays(0, 0);
}
if (brush->colbrushf && brush->colbrushf->numtriangles)
R_DrawCollisionBrush(brush->colbrushf);
for (i = 0, surface = model->brush.data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
- if (surface->mesh.num_collisiontriangles)
+ if (surface->num_collisiontriangles)
R_DrawCollisionSurface(ent, surface);
qglPolygonOffset(0, 0);
}
if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
{
- for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
+ 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;
continue;
if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
continue;
- R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+ 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);
}
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
- if (surface->texture->basematerialflags & MATERIALFLAG_NODRAW || !surface->mesh.num_triangles)
+ if (surface->texture->basematerialflags & MATERIALFLAG_NODRAW || !surface->num_triangles)
continue;
if (r_shadow_compilingrtlight)
{
// if compiling an rtlight, capture the mesh
t = surface->texture;
if ((t->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
- 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->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);
+ 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->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
}
else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]])
{
{
if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
qglDisable(GL_CULL_FACE);
- 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);
+ R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
qglEnable(GL_CULL_FACE);
}