#include "quakedef.h"
#include "r_shadow.h"
+#include "portals.h"
#define MAX_LIGHTMAP_SIZE 256
-static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
-static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
-
-static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
-
-cvar_t r_ambient = {0, "r_ambient", "0"};
-cvar_t r_drawportals = {0, "r_drawportals", "0"};
-cvar_t r_testvis = {0, "r_testvis", "0"};
-cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
-cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
-cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
-cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
-cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
-cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
-cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
+cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), value is 0-128"};
+cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
+cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
+cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
+cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
+cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
// flag arrays used for visibility checking on world model
// (all other entities have no per-surface/per-leaf visibility checks)
// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
-qbyte r_pvsbits[(32768+7)>>3];
+unsigned char r_pvsbits[(32768+7)>>3];
// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
-qbyte r_worldleafvisible[32768];
-// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_surfaces
-qbyte r_worldsurfacevisible[262144];
-
-#ifdef LHREMOVESOON
-static int dlightdivtable[32768];
-
-static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface)
-{
- int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
- unsigned int *bl;
- float dist, impact[3], local[3], planenormal[3], planedist;
- dlight_t *light;
-
- lit = false;
-
- smax = (surface->extents[0] >> 4) + 1;
- tmax = (surface->extents[1] >> 4) + 1;
- smax3 = smax * 3;
-
- VectorCopy(surface->mesh.data_normal3f, planenormal);
- planedist = DotProduct(surface->mesh.data_vertex3f, planenormal);
-
- for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
- {
- if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
- continue; // not lit by this light
-
- Matrix4x4_Transform(matrix, light->origin, local);
- dist = DotProduct(local, planenormal) - planedist;
-
- // for comparisons to minimum acceptable light
- // compensate for LIGHTOFFSET
- maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
-
- dist2 = dist * dist;
- dist2 += LIGHTOFFSET;
- if (dist2 >= maxdist)
- continue;
-
- VectorMA(local, -dist, planenormal, impact);
-
- 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];
-
- s = bound(0, impacts, smax * 16) - impacts;
- t = bound(0, impactt, tmax * 16) - impactt;
- i = s * s + t * t + dist2;
- if (i > maxdist)
- continue;
-
- // reduce calculations
- for (s = 0, i = impacts; s < smax; s++, i -= 16)
- sdtable[s] = i * i + dist2;
-
- maxdist3 = maxdist - dist2;
-
- // convert to 8.8 blocklights format
- red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
- green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
- blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
- subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
- bl = intblocklights;
-
- i = impactt;
- for (t = 0;t < tmax;t++, i -= 16)
- {
- td = i * i;
- // make sure some part of it is visible on this line
- if (td < maxdist3)
- {
- maxdist2 = maxdist - td;
- for (s = 0;s < smax;s++)
- {
- if (sdtable[s] < maxdist2)
- {
- k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
- if (k > 0)
- {
- bl[0] += (red * k);
- bl[1] += (green * k);
- bl[2] += (blue * k);
- lit = true;
- }
- }
- bl += 3;
- }
- }
- else // skip line
- bl += smax3;
- }
- }
- return lit;
-}
-
-static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface)
-{
- int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
- float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract, planenormal[3], planedist;
- dlight_t *light;
-
- lit = false;
-
- smax = (surface->extents[0] >> 4) + 1;
- tmax = (surface->extents[1] >> 4) + 1;
- smax3 = smax * 3;
-
- VectorCopy(surface->mesh.data_normal3f, planenormal);
- planedist = DotProduct(surface->mesh.data_vertex3f, planenormal);
-
- for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
- {
- if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
- continue; // not lit by this light
-
- Matrix4x4_Transform(matrix, light->origin, local);
- dist = DotProduct(local, planenormal) - planedist;
-
- // for comparisons to minimum acceptable light
- // compensate for LIGHTOFFSET
- maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
-
- dist2 = dist * dist;
- dist2 += LIGHTOFFSET;
- if (dist2 >= maxdist)
- continue;
-
- VectorMA(local, -dist, planenormal, impact);
-
- 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];
-
- td = bound(0, impacts, smax * 16) - impacts;
- td1 = bound(0, impactt, tmax * 16) - impactt;
- td = td * td + td1 * td1 + dist2;
- if (td > maxdist)
- continue;
-
- // reduce calculations
- for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
- sdtable[s] = td1 * td1 + dist2;
-
- maxdist3 = maxdist - dist2;
-
- // convert to 8.8 blocklights format
- red = light->rtlight.lightmap_light[0];
- green = light->rtlight.lightmap_light[1];
- blue = light->rtlight.lightmap_light[2];
- subtract = light->rtlight.lightmap_subtract * 32768.0f;
- bl = floatblocklights;
-
- td1 = impactt;
- for (t = 0;t < tmax;t++, td1 -= 16.0f)
- {
- td = td1 * td1;
- // make sure some part of it is visible on this line
- if (td < maxdist3)
- {
- maxdist2 = maxdist - td;
- for (s = 0;s < smax;s++)
- {
- if (sdtable[s] < maxdist2)
- {
- k = (32768.0f / (sdtable[s] + td)) - subtract;
- bl[0] += red * k;
- bl[1] += green * k;
- bl[2] += blue * k;
- lit = true;
- }
- bl += 3;
- }
- }
- else // skip line
- bl += smax3;
- }
- }
- return lit;
-}
-#endif
+unsigned char r_worldleafvisible[32768];
+// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
+unsigned char r_worldsurfacevisible[262144];
+// if true, the view is currently in a leaf without pvs data
+qboolean r_worldnovis;
/*
===============
Combine and scale multiple lightmaps into the 8.8 format in blocklights
===============
*/
-static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
+void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
{
- if (!r_floatbuildlightmap.integer)
- {
- int smax, tmax, i, j, size, size3, maps, stride, l;
- unsigned int *bl, scale;
- qbyte *lightmap, *out, *stain;
-
- // update cached lighting info
- surface->cached_dlight = 0;
+ int smax, tmax, i, size, size3, maps, l;
+ int *bl, scale;
+ unsigned char *lightmap, *out, *stain;
+ model_t *model = ent->model;
+ static int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+ static unsigned char templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
- smax = (surface->extents[0]>>4)+1;
- tmax = (surface->extents[1]>>4)+1;
- size = smax*tmax;
- size3 = size*3;
- lightmap = surface->samples;
+ // update cached lighting info
+ surface->cached_dlight = 0;
- // set to full bright if no light data
- bl = intblocklights;
- if (!ent->model->brushq1.lightdata)
- {
- for (i = 0;i < size3;i++)
- bl[i] = 255*256;
- }
- else
- {
- // clear to no light
- memset(bl, 0, size*3*sizeof(unsigned int));
+ smax = (surface->lightmapinfo->extents[0]>>4)+1;
+ tmax = (surface->lightmapinfo->extents[1]>>4)+1;
+ size = smax*tmax;
+ size3 = size*3;
+ lightmap = surface->lightmapinfo->samples;
-#ifdef LHREMOVESOON
- if (surface->dlightframe == r_framecount)
- {
- surface->dlightframe = -1;
- surface->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surface);
- if (surface->cached_dlight)
- c_light_polys++;
- }
-#endif
+// set to full bright if no light data
+ bl = intblocklights;
+ if (!model->brushq1.lightdata)
+ {
+ for (i = 0;i < size3;i++)
+ bl[i] = 255*256;
+ }
+ else
+ {
+// clear to no light
+ memset(bl, 0, size3*sizeof(*bl));
- // add all the lightmaps
- 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++)
- bl[i] += lightmap[i] * scale;
- }
- }
+// add all the lightmaps
+ if (lightmap)
+ for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
+ for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
+ bl[i] += lightmap[i] * scale;
+ }
- stain = surface->stainsamples;
- bl = intblocklights;
- out = templight;
- // the >> 16 shift adjusts down 8 bits to account for the stainmap
- // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
- // be doubled during rendering to achieve 2x overbright
- // (0 = 0.0, 128 = 1.0, 256 = 2.0)
- if (ent->model->brushq1.lightmaprgba)
- {
- stride = (surface->lightmaptexturestride - smax) * 4;
- for (i = 0;i < tmax;i++, out += stride)
- {
- for (j = 0;j < smax;j++)
- {
- l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
- *out++ = 255;
- }
- }
- }
- else
+ stain = surface->lightmapinfo->stainsamples;
+ bl = intblocklights;
+ out = templight;
+ // the >> 16 shift adjusts down 8 bits to account for the stainmap
+ // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
+ // be doubled during rendering to achieve 2x overbright
+ // (0 = 0.0, 128 = 1.0, 256 = 2.0)
+ if (model->brushq1.lightmaprgba)
+ {
+ for (i = 0;i < size;i++)
{
- stride = (surface->lightmaptexturestride - smax) * 3;
- for (i = 0;i < tmax;i++, out += stride)
- {
- for (j = 0;j < smax;j++)
- {
- l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
- }
- }
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ *out++ = 255;
}
-
- R_UpdateTexture(surface->lightmaptexture, templight);
}
else
{
- int smax, tmax, i, j, size, size3, maps, stride, l;
- float *bl, scale;
- qbyte *lightmap, *out, *stain;
-
- // update cached lighting info
- surface->cached_dlight = 0;
-
- smax = (surface->extents[0]>>4)+1;
- tmax = (surface->extents[1]>>4)+1;
- size = smax*tmax;
- size3 = size*3;
- lightmap = surface->samples;
-
- // set to full bright if no light data
- bl = floatblocklights;
- if (!ent->model->brushq1.lightdata)
+ for (i = 0;i < size;i++)
{
- for (i = 0;i < size3;i++)
- bl[i] = 255*256;
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
}
- else
- {
- memset(bl, 0, size*3*sizeof(float));
+ }
-#ifdef LHREMOVESOON
- if (surface->dlightframe == r_framecount)
- {
- surface->dlightframe = -1;
- surface->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surface);
- if (surface->cached_dlight)
- c_light_polys++;
- }
-#endif
+ R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
- // add all the lightmaps
- if (lightmap)
+ // update the surface's deluxemap if it has one
+ if (surface->deluxemaptexture != r_texture_blanknormalmap)
+ {
+ vec3_t n;
+ unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
+ lightmap = surface->lightmapinfo->samples;
+ // clear to no normalmap
+ bl = intblocklights;
+ memset(bl, 0, size3*sizeof(*bl));
+ // add all the normalmaps
+ if (lightmap && normalmap)
+ {
+ for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
{
- bl = floatblocklights;
- for (maps = 0;maps < MAXLIGHTMAPS && surface->styles[maps] != 255;maps++, lightmap += size3)
- for (scale = d_lightstylevalue[surface->styles[maps]], i = 0;i < size3;i++)
- bl[i] += lightmap[i] * scale;
+ for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
+ {
+ // add the normalmap with weighting proportional to the style's lightmap intensity
+ l = (int)(VectorLength(lightmap + i*3) * scale);
+ bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
+ bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
+ bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
+ }
}
}
-
- stain = surface->stainsamples;
- bl = floatblocklights;
+ bl = intblocklights;
out = templight;
- // this scaling adjusts down 8 bits to account for the stainmap
- // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will
- // be doubled during rendering to achieve 2x overbright
- // (0 = 0.0, 128 = 1.0, 256 = 2.0)
- scale = 1.0f / (1 << 16);
- if (ent->model->brushq1.lightmaprgba)
+ // we simply renormalize the weighted normals to get a valid deluxemap
+ if (model->brushq1.lightmaprgba)
{
- stride = (surface->lightmaptexturestride - smax) * 4;
- for (i = 0;i < tmax;i++, out += stride)
+ for (i = 0;i < size;i++, bl += 3)
{
- for (j = 0;j < smax;j++)
- {
- l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
- l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
- l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
- *out++ = 255;
- }
+ VectorCopy(bl, n);
+ VectorNormalize(n);
+ l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
+ l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
+ l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
+ *out++ = 255;
}
}
else
{
- stride = (surface->lightmaptexturestride - smax) * 3;
- for (i = 0;i < tmax;i++, out += stride)
+ for (i = 0;i < size;i++, bl += 3)
{
- for (j = 0;j < smax;j++)
- {
- l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
- l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
- l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
- }
+ VectorCopy(bl, n);
+ VectorNormalize(n);
+ l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
+ l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
+ l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
}
}
-
- R_UpdateTexture(surface->lightmaptexture, templight);
+ R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
}
}
float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
msurface_t *surface, *endsurface;
int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
- qbyte *bl;
+ unsigned char *bl;
vec3_t impact;
maxdist = radius * radius;
impact[2] = origin[2] - node->plane->normal[2] * ndist;
}
- for (surface = model->brush.data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
+ for (surface = model->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 = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
+ impactt = (int)(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;
- i = s * s + t * t + dist2;
+ i = (int)(s * s + t * t + dist2);
if (i > maxdist)
continue;
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;
{
if (a > 1)
a = 1;
- bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
- bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
- bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
+ bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
+ bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
+ bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
stained = true;
}
}
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;
R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
// look for embedded bmodels
- for (n = 0;n < cl_num_brushmodel_entities;n++)
+ 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] == '*')
{
- Mod_CheckLoaded(model);
if (model->brush.data_nodes)
{
Matrix4x4_Transform(&ent->inversematrix, origin, org);
=============================================================
*/
-#ifdef LHREMOVESOON
-static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
+static void R_DrawPortal_Callback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+{
+ const mportal_t *portal = (mportal_t *)ent;
+ int i, numpoints;
+ float *v;
+ rmeshstate_t m;
+ float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ qglDisable(GL_CULL_FACE);
+ R_Mesh_Matrix(&identitymatrix);
+
+ numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ R_Mesh_State(&m);
+
+ i = surfacenumber;
+ GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
+ ((i & 0x0038) >> 3) * (1.0f / 7.0f),
+ ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
+ 0.125f);
+ for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
+ VectorCopy(portal->points[i].position, v);
+ R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements);
+ qglEnable(GL_CULL_FACE);
+}
+
+// LordHavoc: this is just a nice debugging tool, very slow
+static void R_DrawPortals(void)
{
- int i;
- float scale;
- const qbyte *lm;
- if (styles[0] != 255)
+ int i, leafnum;
+ mportal_t *portal;
+ float center[3], f;
+ model_t *model = r_refdef.worldmodel;
+ if (model == NULL)
+ return;
+ for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
{
- for (i = 0;i < numverts;i++, c += 4)
+ if (r_worldleafvisible[leafnum])
{
- lm = samples + lightmapoffsets[i];
- scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- if (styles[1] != 255)
+ //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)
{
- lm += size3;
- scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- if (styles[2] != 255)
+ if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
+ if (!R_CullBox(portal->mins, portal->maxs))
{
- lm += size3;
- scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- if (styles[3] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- }
+ 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, (entity_render_t *)portal, leafnum, r_shadow_rtlight);
}
}
}
}
}
-#endif
-#ifdef LHREMOVESOON
-static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
+void R_WorldVisibility(void)
{
- int i;
- float diff[3], f;
- if (fogenabled)
- {
- for (i = 0;i < numverts;i++, v += 3, c += 4)
- {
- VectorSubtract(v, modelorg, diff);
- f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
- VectorScale(c, f, c);
- }
- }
- else if (colorscale != 1)
- for (i = 0;i < numverts;i++, c += 4)
- VectorScale(c, colorscale, c);
-}
-#endif
+ int i, j, *mark;
+ mleaf_t *leaf;
+ mleaf_t *viewleaf;
+ model_t *model = r_refdef.worldmodel;
-#ifdef LHREMOVESOON
-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;
- r *= colorscale;
- g *= colorscale;
- b *= colorscale;
- if (fogenabled)
- {
- for (i = 0;i < numverts;i++, v += 3, c += 4)
- {
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- c[0] = r * f;
- c[1] = g * f;
- c[2] = b * f;
- c[3] = a;
- }
- }
- else
- {
- for (i = 0;i < numverts;i++, c += 4)
- {
- c[0] = r;
- c[1] = g;
- c[2] = b;
- c[3] = a;
- }
- }
-}
-#endif
+ if (!model)
+ return;
-#ifdef LHREMOVESOON
-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 += 3, c += 4)
- {
- VectorSubtract(v, modelorg, diff);
- f = exp(fogdensity/DotProduct(diff, diff));
- c[0] = r;
- c[1] = g;
- c[2] = b;
- c[3] = a * f;
- }
-}
-#endif
+ // if possible find the leaf the view origin is in
+ viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL;
+ // if possible fetch the visible cluster bits
+ if (!r_lockpvs.integer && model->brush.FatPVS)
+ model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
-#ifdef LHREMOVESOON
-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;
- float *c;
- int i, l, lit = false;
- const dlight_t *light;
- vec3_t lightorigin;
- for (l = 0;l < r_numdlights;l++)
+ if (!r_lockvisibility.integer)
{
- if (dlightbits[l >> 5] & (1 << (l & 31)))
+ // clear the visible surface and leaf flags arrays
+ memset(r_worldsurfacevisible, 0, model->num_surfaces);
+ memset(r_worldleafvisible, 0, model->brush.num_leafs);
+
+ r_worldnovis = false;
+
+ // if floating around in the void (no pvs data available, and no
+ // portals available), simply use all on-screen leafs.
+ if (!viewleaf || viewleaf->clusterindex < 0)
{
- light = &r_dlight[l];
- Matrix4x4_Transform(matrix, light->origin, lightorigin);
- for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
+ // no visibility method: (used when floating around in the void)
+ // simply cull each leaf to the frustum (view pyramid)
+ // similar to quake's RecursiveWorldNode but without cache misses
+ r_worldnovis = true;
+ for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
{
- f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
- if (f < light->rtlight.lightmap_cullradius2)
+ // if leaf is in current pvs and on the screen, mark its surfaces
+ if (!R_CullBox(leaf->mins, leaf->maxs))
{
- f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
- VectorMA(c, f, light->rtlight.lightmap_light, c);
- lit = true;
+ renderstats.world_leafs++;
+ r_worldleafvisible[j] = true;
+ if (leaf->numleafsurfaces)
+ for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+ r_worldsurfacevisible[*mark] = true;
}
}
}
- }
- return lit;
-}
-#endif
-
-static float *RSurf_GetVertexPointer(const entity_render_t *ent, const msurface_t *surface)
-{
- if (surface->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | 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)
+ // if the user prefers to disable portal culling (testing?), simply
+ // use all on-screen leafs that are in the pvs.
+ else if (!r_useportalculling.integer)
{
- VectorClear(center);
- for (i = 0;i < 4;i++)
- VectorAdd(center, surface->mesh.data_vertex3f + (j+i) * 3, center);
- VectorScale(center, 0.25f, center);
- Matrix4x4_Transform(&ent->matrix, center, center2);
- // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
- Matrix4x4_FromVectors(&matrix1, surface->mesh.data_normal3f + j*3, surface->mesh.data_svector3f + j*3, surface->mesh.data_tvector3f + 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)
+ // pvs method:
+ // simply check if each leaf is in the Potentially Visible Set,
+ // and cull to frustum (view pyramid)
+ // similar to quake's RecursiveWorldNode but without cache misses
+ for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
{
- 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;
+ // if leaf is in current pvs and on the screen, mark its surfaces
+ if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+ {
+ renderstats.world_leafs++;
+ r_worldleafvisible[j] = true;
+ if (leaf->numleafsurfaces)
+ for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+ r_worldsurfacevisible[*mark] = true;
+ }
}
- else
- {
- VectorCopy(r_viewforward, forward);
- VectorCopy(r_viewright, right);
- VectorCopy(r_viewup, up);
+ }
+ // otherwise use a recursive portal flow, culling each portal to
+ // frustum and checking if the leaf the portal leads to is in the pvs
+ else
+ {
+ int leafstackpos;
+ mportal_t *p;
+ mleaf_t *leafstack[8192];
+ // simple-frustum portal method:
+ // follows portals leading outward from viewleaf, does not venture
+ // offscreen or into leafs that are not visible, faster than
+ // Quake's RecursiveWorldNode and vastly better in unvised maps,
+ // often culls some surfaces that pvs alone would miss
+ // (such as a room in pvs that is hidden behind a wall, but the
+ // passage leading to the room is off-screen)
+ leafstack[0] = viewleaf;
+ leafstackpos = 1;
+ while (leafstackpos)
+ {
+ renderstats.world_leafs++;
+ leaf = leafstack[--leafstackpos];
+ r_worldleafvisible[leaf - model->brush.data_leafs] = true;
+ // mark any surfaces bounding this leaf
+ if (leaf->numleafsurfaces)
+ for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+ r_worldsurfacevisible[*mark] = true;
+ // follow portals into other leafs
+ // the checks are:
+ // if viewer is behind portal (portal faces outward into the scene)
+ // and the portal polygon's bounding box is on the screen
+ // and the leaf has not been visited yet
+ // and the leaf is visible in the pvs
+ // (the first two checks won't cause as many cache misses as the leaf checks)
+ for (p = leaf->portals;p;p = p->next)
+ {
+ renderstats.world_portals++;
+ if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
+ leafstack[leafstackpos++] = p->past;
+ }
}
- 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);
}
- return varray_vertex3f;
}
- else
- return surface->mesh.data_vertex3f;
+
+ if (r_drawportals.integer)
+ R_DrawPortals();
}
-void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
+void R_Q1BSP_DrawSky(entity_render_t *ent)
{
- // we don't need to set currentframe if t->animated is false because
- // it was already set up by the texture loader for non-animating
- if (t->animated)
- {
- t->currentframe = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
- t = t->currentframe;
- }
- t->currentmaterialflags = t->basematerialflags;
- t->currentalpha = ent->alpha;
- if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
- t->currentalpha *= r_wateralpha.value;
- if (!(ent->flags & RENDER_LIGHT))
- t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
- if (ent->effects & EF_ADDITIVE)
- t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
- else if (t->currentalpha < 1)
- t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
+ if (ent->model == NULL)
+ return;
+ R_DrawSurfaces(ent, true);
}
-matrix4x4_t r_surf_waterscrollmatrix;
-
-void R_UpdateAllTextureInfo(entity_render_t *ent)
+void R_Q1BSP_Draw(entity_render_t *ent)
{
- int i;
- Matrix4x4_CreateTranslate(&r_surf_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
- if (ent->model)
- for (i = 0;i < ent->model->brush.num_textures;i++)
- R_UpdateTextureInfo(ent, ent->model->brush.data_textures + i);
+ model_t *model = ent->model;
+ if (model == NULL)
+ return;
+ R_DrawSurfaces(ent, false);
}
-static void R_DrawSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+typedef struct r_q1bsp_getlightinfo_s
{
- int i;
- int texturesurfaceindex;
- const float *v;
- float *c;
- float diff[3];
- float f, r, g, b, a, base, colorscale;
- const msurface_t *surface;
- qboolean dolightmap;
- qboolean dobase;
- qboolean doambient;
- qboolean dodetail;
- qboolean doglow;
- qboolean dofogpass;
- qboolean fogallpasses;
- qboolean waterscrolling;
- rmeshstate_t m;
- texture = texture->currentframe;
- if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
- return;
- c_faces += texturenumsurfaces;
- // gl_lightmaps debugging mode skips normal texturing
- if (gl_lightmaps.integer)
- {
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- qglDisable(GL_CULL_FACE);
- GL_Color(1, 1, 1, 1);
- memset(&m, 0, sizeof(m));
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ model_t *model;
+ vec3_t relativelightorigin;
+ float lightradius;
+ int *outleaflist;
+ unsigned char *outleafpvs;
+ int outnumleafs;
+ int *outsurfacelist;
+ unsigned char *outsurfacepvs;
+ int outnumsurfaces;
+ vec3_t outmins;
+ vec3_t outmaxs;
+ vec3_t lightmins;
+ vec3_t lightmaxs;
+ const unsigned char *pvs;
+}
+r_q1bsp_getlightinfo_t;
+
+void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
+{
+ int sides;
+ mleaf_t *leaf;
+ for (;;)
+ {
+ mplane_t *plane = node->plane;
+ //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+ // return;
+ if (!plane)
+ break;
+ if (plane->type < 3)
+ sides = ((info->lightmaxs[plane->type] >= plane->dist) | ((info->lightmins[plane->type] < plane->dist) << 1));
+ else
+ sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
+ if (sides == 3)
{
- 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);
- GL_LockArrays(0, 0);
+ R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
+ node = node->children[1];
}
- qglEnable(GL_CULL_FACE);
- return;
+ else if (sides == 0)
+ return; // ERROR: NAN bounding box!
+ else
+ node = node->children[sides - 1];
}
- GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT));
- if (texture->currentmaterialflags & MATERIALFLAG_ADD)
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- else
- GL_BlendFunc(GL_ONE, GL_ZERO);
- // water waterscrolling in texture matrix
- waterscrolling = (texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0;
- if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglDisable(GL_CULL_FACE);
- if (texture->currentmaterialflags & MATERIALFLAG_SKY)
+ leaf = (mleaf_t *)node;
+ if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex))
{
- if (skyrendernow)
- {
- skyrendernow = false;
- if (skyrendermasked)
- R_Sky();
- }
- // LordHavoc: HalfLife maps have freaky skypolys...
- if (!ent->model->brush.ishlbsp)
+ info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
+ info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
+ info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
+ info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
+ info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
+ info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
+ if (info->outleafpvs)
{
- R_Mesh_Matrix(&ent->matrix);
- GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
- if (skyrendermasked)
- {
- // depth-only (masking)
- GL_ColorMask(0,0,0,0);
- // just to make sure that braindead drivers don't draw anything
- // despite that colormask...
- GL_BlendFunc(GL_ZERO, GL_ONE);
- }
- else
- {
- // fog sky
- GL_BlendFunc(GL_ONE, GL_ZERO);
- }
- GL_DepthMask(true);
- GL_DepthTest(true);
- memset(&m, 0, sizeof(m));
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ int leafindex = leaf - info->model->brush.data_leafs;
+ if (!CHECKPVSBIT(info->outleafpvs, leafindex))
{
- 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);
- GL_LockArrays(0, 0);
+ SETPVSBIT(info->outleafpvs, leafindex);
+ info->outleaflist[info->outnumleafs++] = leafindex;
}
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
- }
- }
- else if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
- {
- // NVIDIA Geforce3 distortion texture shader on water
- float args[4] = {0.05f,0,0,0.04f};
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]);
- m.tex[1] = R_GetTexture(texture->skin.base);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_REPLACE;
- Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
- m.texmatrix[1] = r_surf_waterscrollmatrix;
-
- GL_ActiveTexture(0);
- qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
- GL_ActiveTexture(1);
- qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
- qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
- qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
- qglEnable(GL_TEXTURE_SHADER_NV);
-
- 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);
- GL_LockArrays(0, 0);
}
-
- qglDisable(GL_TEXTURE_SHADER_NV);
- qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
- GL_ActiveTexture(0);
- }
- else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
- {
- // normal surface (wall or water)
- dobase = true;
- dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
- doambient = r_ambient.value >= (1/64.0f);
- dodetail = texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
- doglow = texture->skin.glow != NULL;
- dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD);
- fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
- if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+ if (info->outsurfacepvs)
{
- if (dobase && dolightmap && gl_combine.integer)
+ int leafsurfaceindex;
+ for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
{
- dobase = false;
- 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_color = varray_color4f;
- 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);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ int surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
+ if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
{
- 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;
- if (surface->lightmaptexture)
+ msurface_t *surface = info->model->data_surfaces + surfaceindex;
+ if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
{
- m.tex[0] = R_GetTexture(surface->lightmaptexture);
- if (fogallpasses)
+ int triangleindex, t;
+ const int *e;
+ const vec_t *v[3];
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
{
- 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)
+ v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
{
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- c[0] = f * r;
- c[1] = f * g;
- c[2] = f * b;
- c[3] = a;
+ SETPVSBIT(info->outsurfacepvs, surfaceindex);
+ info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+ break;
}
}
- else
- {
- m.pointer_color = NULL;
- GL_Color(r, g, b, a);
- }
}
- else
- {
- m.tex[0] = R_GetTexture(r_texture_white);
- m.pointer_color = varray_color4f;
-#ifdef LHREMOVESOON
- if (surface->styles[0] != 255 || surface->dlightframe == r_framecount)
-#else
- if (surface->styles[0] != 255)
-#endif
- {
- 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;
- 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);
- }
- }
- }
- }
- }
-#ifdef LHREMOVESOON
- if (surface->dlightframe == r_framecount)
- {
- int l;
- float worldvertex[3];
- // TODO: make this work with autosprite which uses identitymatrix
- Matrix4x4_Transform(&ent->matrix, v, worldvertex);
- for (l = 0;l < r_numdlights;l++)
- {
- if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
- {
- float f2;
- dlight_t *light = &r_dlight[l];
- f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
- if (f2 < light->rtlight.lightmap_cullradius2)
- {
- f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
- VectorMA(c, f2, light->rtlight.lightmap_light, c);
- }
- }
- }
- }
-#endif
- c[0] *= r;
- c[1] *= g;
- c[2] *= b;
- if (fogallpasses)
- {
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- VectorScale(c, f, c);
- }
- if (surface->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_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);
- }
- }
- if (dobase)
- {
- dobase = false;
- memset(&m, 0, sizeof(m));
- 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 = ent->colormod[0] * colorscale;
- g = ent->colormod[1] * colorscale;
- b = ent->colormod[2] * colorscale;
- a = texture->currentalpha;
- if (dolightmap)
- {
- 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)
- {
- 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);
- }
- }
- }
- }
- }
-#ifdef LHREMOVESOON
- if (surface->dlightframe == r_framecount)
- {
- // TODO: make this work with autosprite which uses identitymatrix
- Matrix4x4_Transform(&ent->matrix, v, worldvertex);
- for (l = 0;l < r_numdlights;l++)
- {
- if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
- {
- float f2;
- dlight_t *light = &r_dlight[l];
- f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
- if (f2 < light->rtlight.lightmap_cullradius2)
- {
- f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
- VectorMA(c, f2, light->rtlight.lightmap_light, c);
- }
- }
- }
- }
-#endif
- c[0] *= r;
- c[1] *= g;
- c[2] *= b;
- if (fogallpasses)
- {
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- VectorScale(c, f, c);
- }
- if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
- c[3] = surface->mesh.data_lightmapcolor4f[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(0, 0);
- }
- }
- else
- {
- if (fogallpasses)
- {
- 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))
- {
- 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)
- {
- 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;
- }
- }
- 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)
- {
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- c[0] = r * f;
- c[1] = g * f;
- c[2] = b * f;
- c[3] = a;
- }
- }
- 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);
- }
- }
- else
- {
- 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))
- {
- 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)
- {
- c[0] = r;
- c[1] = g;
- c[2] = b;
- c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
- }
- }
- else
- {
- m.pointer_color = 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(0, 0);
- }
- }
- }
- }
- }
- else
- {
- if (!dolightmap && dobase)
- {
- dolightmap = false;
- dobase = false;
- GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.base);
- if (waterscrolling)
- m.texmatrix[0] = r_surf_waterscrollmatrix;
- 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);
- GL_LockArrays(0, 0);
- }
- }
- if (r_lightmapintensity <= 0 && dolightmap && dobase)
- {
- dolightmap = false;
- dobase = false;
- GL_Color(0, 0, 0, 1);
- memset(&m, 0, sizeof(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);
- GL_LockArrays(0, 0);
- }
- }
- if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase)
- {
- // dualtexture combine
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- dolightmap = false;
- dobase = false;
- memset(&m, 0, sizeof(m));
- m.tex[1] = R_GetTexture(texture->skin.base);
- if (waterscrolling)
- m.texmatrix[1] = r_surf_waterscrollmatrix;
- m.texrgbscale[1] = 2;
- r = ent->colormod[0] * r_lightmapintensity;
- g = ent->colormod[1] * r_lightmapintensity;
- b = ent->colormod[2] * r_lightmapintensity;
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- 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)
- {
- m.tex[0] = R_GetTexture(surface->lightmaptexture);
- m.pointer_color = NULL;
- GL_Color(r, g, b, 1);
- }
- else if (r == 1 && g == 1 && b == 1)
- {
- m.tex[0] = R_GetTexture(r_texture_white);
- m.pointer_color = surface->mesh.data_lightmapcolor4f;
- }
- else
- {
- m.tex[0] = R_GetTexture(r_texture_white);
- m.pointer_color = varray_color4f;
- for (i = 0;i < surface->mesh.num_vertices;i++)
- {
- 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];
- }
- }
- 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
- if (dolightmap)
- {
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_Color(1, 1, 1, 1);
- memset(&m, 0, sizeof(m));
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- 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);
- }
- }
- if (dobase)
- {
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- GL_DepthMask(false);
- GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.base);
- if (waterscrolling)
- m.texmatrix[0] = r_surf_waterscrollmatrix;
- 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);
- GL_LockArrays(0, 0);
- }
- }
- }
- if (doambient)
- {
- doambient = false;
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.base);
- if (waterscrolling)
- m.texmatrix[0] = r_surf_waterscrollmatrix;
- m.pointer_color = varray_color4f;
- colorscale = 1;
- if (gl_combine.integer)
- {
- m.texrgbscale[0] = 4;
- colorscale *= 0.25f;
- }
- base = r_ambient.value * (1.0f / 64.0f);
- r = ent->colormod[0] * colorscale * base;
- g = ent->colormod[1] * colorscale * base;
- b = ent->colormod[2] * colorscale * base;
- a = texture->currentalpha;
- 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)
- {
- c[0] = r;
- c[1] = g;
- c[2] = b;
- if (fogallpasses)
- {
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- VectorScale(c, f, c);
- }
- if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
- c[3] = surface->mesh.data_lightmapcolor4f[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(0, 0);
- }
- }
- // marklights based vertex dlight rendering... evil and broken
-#if 0
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_DepthMask(false);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.base);
- if (waterscrolling)
- m.texmatrix[0] = r_surf_waterscrollmatrix;
- m.pointer_color = varray_color4f;
- r = ent->colormod[0] * r_lightmapintensity;
- g = ent->colormod[1] * r_lightmapintensity;
- b = ent->colormod[2] * r_lightmapintensity;
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- qboolean lit;
- surface = texturesurfacelist[texturesurfaceindex];
- if (surface->dlightframe != r_framecount)
- continue;
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- lit = false;
- 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] = 1;
- // TODO: make this work with autosprite which uses identitymatrix or change autosprite
- Matrix4x4_Transform(&ent->matrix, v, worldvertex);
- for (l = 0;l < r_numdlights;l++)
- {
- if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
- {
- float f2;
- dlight_t *light = &r_dlight[l];
- f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
- if (f2 < light->rtlight.lightmap_cullradius2)
- {
- f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
- VectorMA(c, f2, light->rtlight.lightmap_light, c);
- lit = true;
- }
- }
- }
- c[0] *= r;
- c[1] *= g;
- c[2] *= b;
- if (fogallpasses)
- {
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- VectorScale(c, f, c);
- }
- if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
- c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
- else
- c[3] = a;
- }
- if (!lit)
- continue;
- 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);
- }
-#endif
- if (dodetail)
- {
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- GL_DepthMask(false);
- GL_Color(1, 1, 1, 1);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.detail);
- 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);
- GL_LockArrays(0, 0);
- }
- }
- if (doglow)
- {
- // if glow was not already done using multitexture, do it now.
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.glow);
- if (waterscrolling)
- m.texmatrix[0] = r_surf_waterscrollmatrix;
- m.pointer_color = varray_color4f;
- colorscale = 1;
- r = ent->colormod[0] * colorscale;
- g = ent->colormod[1] * colorscale;
- b = ent->colormod[2] * colorscale;
- a = texture->currentalpha;
- if (fogallpasses)
- {
- 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))
- {
- 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)
- {
- 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;
- }
- }
- 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)
- {
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- c[0] = f * r;
- c[1] = f * g;
- c[2] = f * b;
- c[3] = a;
- }
- }
- 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);
- }
- }
- else
- {
- 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))
- {
- 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)
- {
- c[0] = r;
- c[1] = g;
- c[2] = b;
- c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
- }
- }
- else
- {
- m.pointer_color = 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(0, 0);
- }
- }
- }
- if (dofogpass)
- {
- // if this is opaque use alpha blend which will darken the earlier
- // passes cheaply.
- //
- // if this is an alpha blended material, all the earlier passes
- // were darkened by fog already, so we only need to add the fog
- // color ontop through the fog mask texture
- //
- // if this is an additive blended material, all the earlier passes
- // were darkened by fog already, and we should not add fog color
- // (because the background was not darkened, there is no fog color
- // that was lost behind it).
- if (!fogallpasses)
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- else
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.fog);
- if (waterscrolling)
- m.texmatrix[0] = r_surf_waterscrollmatrix;
- r = fogcolor[0];
- g = fogcolor[1];
- b = fogcolor[2];
- a = texture->currentalpha;
- 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))
- {
- 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)
- {
- 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;
- }
- }
- 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)
- {
- VectorSubtract(v, modelorg, diff);
- f = exp(fogdensity/DotProduct(diff, diff));
- c[0] = r;
- c[1] = g;
- c[2] = b;
- 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(0, 0);
- }
- }
- }
- if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglEnable(GL_CULL_FACE);
-}
-
-static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
-{
- const entity_render_t *ent = calldata1;
- const msurface_t *surface = ent->model->brush.data_surfaces + calldata2;
- vec3_t modelorg;
- texture_t *texture;
-#ifdef LHREMOVESOON
- rmeshstate_t m;
- float base, colorscale;
- float args[4] = {0.05f,0,0,0.04f};
- matrix4x4_t scrollmatrix;
-#endif
-
- texture = surface->texture;
- if (texture->basematerialflags & MATERIALFLAG_SKY)
- return; // transparent sky is too difficult
- R_UpdateTextureInfo(ent, texture);
-
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- R_DrawSurfaceList(ent, texture, 1, &surface, modelorg);
-#ifdef LHREMOVESOON
- GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT));
- if (texture->currentmaterialflags & MATERIALFLAG_ADD)
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- else
- GL_BlendFunc(GL_ONE, GL_ZERO);
-
- // water scrolling in texture matrix
- if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0)
- Matrix4x4_CreateTranslate(&scrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
- else
- scrollmatrix = r_identitymatrix;
-
- if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglDisable(GL_CULL_FACE);
- if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
- {
- // NVIDIA Geforce3 distortion texture shader on water
- GL_Color(1, 1, 1, texture->currentalpha);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]);
- m.tex[1] = R_GetTexture(texture->skin.base);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_REPLACE;
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
- Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
- m.texmatrix[1] = scrollmatrix;
- R_Mesh_State(&m);
-
- GL_ActiveTexture(0);
- qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
- GL_ActiveTexture(1);
- qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
- qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
- qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
- qglEnable(GL_TEXTURE_SHADER_NV);
-
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
- GL_LockArrays(0, 0);
-
- qglDisable(GL_TEXTURE_SHADER_NV);
- qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
- GL_ActiveTexture(0);
- }
- else
- {
- int i;
- float r, g, b, a, f, *c, diff[3];
- const float *v;
- qboolean dolightmaptexture;
- qboolean dodetail;
- qboolean doglow;
- dolightmaptexture = surface->lightmaptexture && gl_combine.integer && !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
- dodetail = texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
- doglow = texture->skin.glow != NULL;
- // TODO: ideally transparent surface rendering should call
- // R_RenderLighting instead of using vertex dlights
- // (it would need scrolling support added though!)
- if (dolightmaptexture)
- {
- {
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- m.tex[0] = R_GetTexture(texture->skin.base);
- m.texmatrix[0] = scrollmatrix;
- m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
- m.tex[1] = R_GetTexture(surface->lightmaptexture);
- m.texrgbscale[1] = 2;
- m.pointer_color = varray_color4f;
- if (r_textureunits.integer >= 3 && dodetail)
- {
- dodetail = false;
- m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f;
- m.tex[2] = R_GetTexture(texture->skin.detail);
- m.texmatrix[2] = scrollmatrix;
- if (r_textureunits.integer >= 4 && doglow)
- {
- doglow = false;
- m.pointer_texcoord[3] = surface->mesh.data_texcoordtexture2f;
- m.tex[3] = R_GetTexture(texture->skin.glow);
- m.texmatrix[3] = scrollmatrix;
- }
- }
- else if (r_textureunits.integer >= 3 && doglow && !dodetail)
- {
- doglow = false;
- m.pointer_texcoord[2] = surface->mesh.data_texcoordtexture2f;
- m.tex[2] = R_GetTexture(texture->skin.glow);
- m.texmatrix[2] = scrollmatrix;
- }
- colorscale = 1;
- r = ent->colormod[0] * colorscale;
- g = ent->colormod[1] * colorscale;
- b = ent->colormod[2] * colorscale;
- a = texture->currentalpha;
- for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
- {
- c[0] = r;
- c[1] = g;
- c[2] = b;
- if (fogenabled)
- {
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- VectorScale(c, f, c);
- }
- if (surface->mesh.data_lightmapcolor4f)
- c[3] = surface->mesh.data_lightmapcolor4f[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(0, 0);
- }
- if ((r_ambient.value > 0 || surface->dlightframe == r_framecount) && !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- m.tex[0] = R_GetTexture(texture->skin.base);
- m.texmatrix[0] = scrollmatrix;
- m.pointer_color = varray_color4f;
- colorscale = 1;
- if (gl_combine.integer)
- {
- m.texrgbscale[0] = 4;
- colorscale *= 0.25f;
- }
- 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);
- for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
- {
- c[0] = base;
- c[1] = base;
- c[2] = base;
- if (surface->dlightframe == r_framecount)
- {
- // TODO: make this work with autosprite which uses identitymatrix
- Matrix4x4_Transform(&ent->matrix, v, worldvertex);
- for (l = 0;l < r_numdlights;l++)
- {
- if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
- {
- float f2;
- dlight_t *light = &r_dlight[l];
- f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
- if (f2 < light->rtlight.lightmap_cullradius2)
- {
- f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
- VectorMA(c, f2, light->rtlight.lightmap_light, c);
- }
- }
- }
- }
- c[0] *= r;
- c[1] *= g;
- c[2] *= b;
- if (fogenabled)
- {
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- VectorScale(c, f, c);
- }
- if (surface->mesh.data_lightmapcolor4f)
- c[3] = surface->mesh.data_lightmapcolor4f[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(0, 0);
- }
- }
- else
- {
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- m.tex[0] = R_GetTexture(texture->skin.base);
- m.texmatrix[0] = scrollmatrix;
- m.pointer_color = varray_color4f;
- colorscale = 1;
- if (gl_combine.integer)
- {
- m.texrgbscale[0] = 4;
- colorscale *= 0.25f;
- }
- if (doglow)
- {
- doglow = false;
- m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
- m.tex[1] = R_GetTexture(texture->skin.glow);
- m.texmatrix[1] = scrollmatrix;
- }
- 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);
- if ((ent->flags & RENDER_LIGHT) && !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
- {
- for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
- {
- c[0] = base;
- c[1] = base;
- c[2] = base;
- 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);
- }
- }
- }
- }
- }
- if (surface->dlightframe == r_framecount)
- {
- // TODO: make this work with autosprite which uses identitymatrix
- Matrix4x4_Transform(&ent->matrix, v, worldvertex);
- for (l = 0;l < r_numdlights;l++)
- {
- if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
- {
- float f2;
- dlight_t *light = &r_dlight[l];
- f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
- if (f2 < light->rtlight.lightmap_cullradius2)
- {
- f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
- VectorMA(c, f2, light->rtlight.lightmap_light, c);
- }
- }
- }
- }
- c[0] *= r;
- c[1] *= g;
- c[2] *= b;
- if (fogenabled)
- {
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- VectorScale(c, f, c);
- }
- if (surface->mesh.data_lightmapcolor4f)
- c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
- else
- c[3] = a;
- }
- }
- else
- {
- if (fogenabled)
- {
- if (surface->mesh.data_lightmapcolor4f)
- {
- for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.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;
- }
- }
- else
- {
- for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
- {
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- c[0] = r * f;
- c[1] = g * f;
- c[2] = b * f;
- c[3] = a;
- }
- }
- }
- else
- {
- if (surface->mesh.data_lightmapcolor4f)
- {
- for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.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;
- }
- }
- else
- {
- m.pointer_color = 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(0, 0);
- }
- // note: dodetail is never set if transparent
- if (dodetail)
- {
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- GL_DepthMask(false);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.pointer_texcoord[0] = surface->mesh.data_texcoorddetail2f;
- m.tex[0] = R_GetTexture(texture->skin.detail);
- m.pointer_color = varray_color4f;
- RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
- 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);
- }
- if (doglow)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- m.tex[0] = R_GetTexture(texture->skin.glow);
- m.texmatrix[0] = scrollmatrix;
- m.pointer_color = varray_color4f;
- RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
- 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);
- }
- if (fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD))
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- m.tex[0] = R_GetTexture(texture->skin.fog);
- m.texmatrix[0] = scrollmatrix;
- 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);
- 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);
- }
- }
- if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglEnable(GL_CULL_FACE);
-#endif
-}
-
-#ifdef LHREMOVESOON
-void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist)
-{
- int texturesurfaceindex;
- vec3_t tempcenter, center, modelorg;
- msurface_t *surface;
- qboolean dolightmap;
- qboolean dobase;
- qboolean doambient;
- qboolean dodetail;
- qboolean doglow;
- qboolean dofog;
- rmeshstate_t m;
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- c_faces += texturenumsurfaces;
- // gl_lightmaps debugging mode skips normal texturing
- if (gl_lightmaps.integer)
- {
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- qglDisable(GL_CULL_FACE);
- GL_Color(1, 1, 1, 1);
- memset(&m, 0, sizeof(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);
- GL_LockArrays(0, 0);
- }
- qglEnable(GL_CULL_FACE);
- return;
- }
- if (texture->currentmaterialflags & MATERIALFLAG_WALL)
- {
- dolightmap = (ent->flags & RENDER_LIGHT);
- dobase = true;
- doambient = r_ambient.value > 0;
- dodetail = texture->skin.detail != NULL && r_detailtextures.integer != 0;
- doglow = texture->skin.glow != NULL;
- dofog = fogenabled;
- // multitexture cases
- if (r_textureunits.integer >= 2 && gl_combine.integer && dobase && dolightmap)
- {
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- GL_Color(1, 1, 1, 1);
- GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.base);
- dobase = false;
- m.texrgbscale[1] = 2;
- dolightmap = false;
- if (r_textureunits.integer >= 4 && !doambient && dodetail && doglow)
- {
- m.tex[2] = R_GetTexture(texture->skin.detail);
- m.texrgbscale[2] = 2;
- dodetail = false;
- m.tex[3] = R_GetTexture(texture->skin.glow);
- m.texcombinergb[3] = GL_ADD;
- doglow = false;
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- m.tex[1] = R_GetTexture(surface->lightmaptexture);
- m.pointer_vertex = surface->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
- m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f;
- m.pointer_texcoord[3] = 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);
- }
- }
- else if (r_textureunits.integer >= 3 && !doambient && dodetail)
- {
- m.tex[2] = R_GetTexture(texture->skin.detail);
- m.texrgbscale[2] = 2;
- dodetail = false;
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- m.tex[1] = R_GetTexture(surface->lightmaptexture);
- m.pointer_vertex = surface->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
- m.pointer_texcoord[2] = 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);
- GL_LockArrays(0, 0);
- }
- }
- else if (r_textureunits.integer >= 3 && !doambient && !dodetail && doglow)
- {
- m.tex[2] = R_GetTexture(texture->skin.glow);
- m.texcombinergb[2] = GL_ADD;
- doglow = false;
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- m.tex[1] = R_GetTexture(surface->lightmaptexture);
- m.pointer_vertex = surface->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
- m.pointer_texcoord[2] = 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);
- }
- }
- else
- {
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- m.tex[1] = R_GetTexture(surface->lightmaptexture);
- m.pointer_vertex = surface->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
- 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);
- }
- }
- }
- // anything not handled above
- if (dobase)
- {
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- GL_Color(1, 1, 1, 1);
- if (ent->flags & RENDER_LIGHT)
- GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
- else
- GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.base);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = surface->mesh.data_vertex3f;
- 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);
- }
- }
- GL_DepthMask(false);
- if (dolightmap)
- {
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- GL_DepthMask(false);
- GL_DepthTest(true);
- GL_Color(1, 1, 1, 1);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.base);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- m.tex[0] = R_GetTexture(surface->lightmaptexture);
- m.pointer_vertex = surface->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
- 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);
- }
- }
- if (doambient)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- memset(&m, 0, sizeof(m));
- GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1);
- m.tex[0] = R_GetTexture(texture->skin.base);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = surface->mesh.data_vertex3f;
- 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);
- }
- }
- if (dodetail)
- {
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- GL_DepthMask(false);
- GL_DepthTest(true);
- GL_Color(1, 1, 1, 1);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.detail);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = surface->mesh.data_vertex3f;
- 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);
- GL_LockArrays(0, 0);
- }
- }
- if (doglow)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- GL_Color(1, 1, 1, 1);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.glow);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = surface->mesh.data_vertex3f;
- 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);
- }
- }
- if (dofog)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- GL_DepthTest(true);
- memset(&m, 0, sizeof(m));
- m.pointer_color = varray_color4f;
- m.tex[0] = R_GetTexture(texture->skin.glow);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = surface->mesh.data_vertex3f;
- if (m.tex[0])
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- R_Mesh_State(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surface->mesh.num_vertices, modelorg);
- 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);
- }
- }
- return;
- }
- if (texture->currentmaterialflags & MATERIALFLAG_WATER)
- {
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- RSurfShader_Transparent_Callback(ent, surface - ent->model->brush.data_surfaces);
- }
- return;
- }
- if (texture->currentmaterialflags & MATERIALFLAG_SKY)
- {
- if (skyrendernow)
- {
- skyrendernow = false;
- if (skyrendermasked)
- R_Sky();
- }
- // LordHavoc: HalfLife maps have freaky skypolys...
- if (!ent->model->brush.ishlbsp)
- {
- R_Mesh_Matrix(&ent->matrix);
- GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
- if (skyrendermasked)
- {
- // depth-only (masking)
- GL_ColorMask(0,0,0,0);
- // just to make sure that braindead drivers don't draw anything
- // despite that colormask...
- GL_BlendFunc(GL_ZERO, GL_ONE);
- }
- else
- {
- // fog sky
- GL_BlendFunc(GL_ONE, GL_ZERO);
- }
- GL_DepthMask(true);
- GL_DepthTest(true);
- memset(&m, 0, sizeof(m));
- for (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);
- GL_LockArrays(0, 0);
- }
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
- }
- return;
- }
-}
-#endif
-
-void R_QueueSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
-{
- int texturesurfaceindex;
- const msurface_t *surface;
- vec3_t tempcenter, center;
- if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
- {
- // drawing sky transparently would be too difficult
- if (!(texture->currentmaterialflags & MATERIALFLAG_SKY))
- {
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
- tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
- tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
- Matrix4x4_Transform(&ent->matrix, tempcenter, center);
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
- }
- }
- }
- else
- R_DrawSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg);
-}
-
-void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
-{
- int i, j, f, flagsmask;
- msurface_t *surface, **surfacechain;
- texture_t *t, *texture;
- model_t *model = ent->model;
- vec3_t modelorg;
- const int maxsurfacelist = 1024;
- int numsurfacelist = 0;
- const msurface_t *surfacelist[1024];
- if (model == NULL)
- return;
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-
-#ifdef LHREMOVESOON
- if (ent != r_refdef.worldentity)
- {
- // because bmodels can be reused, we have to clear dlightframe every time
- surface = model->brush.data_surfaces + model->firstmodelsurface;
- for (i = 0;i < model->nummodelsurfaces;i++, surface++)
- surface->dlightframe = -1;
- }
-#endif
-
- // update light styles
- if (!skysurfaces)
- {
-#ifdef LHREMOVESOON
- if (r_dynamic.integer && !r_rtdlight)
- R_MarkLights(ent);
-#endif
- for (i = 0;i < model->brushq1.light_styles;i++)
- {
- if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
- {
- model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
- if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
- for (;(surface = *surfacechain);surfacechain++)
- surface->cached_dlight = true;
- }
- }
- }
-
- R_UpdateAllTextureInfo(ent);
- flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
- f = 0;
- t = NULL;
- texture = NULL;
- numsurfacelist = 0;
- for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++)
- {
- if (ent != r_refdef.worldentity || r_worldsurfacevisible[j])
- {
- surface = model->brush.data_surfaces + j;
- 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)
- {
- // if lightmap parameters changed, rebuild lightmap texture
- if (surface->cached_dlight && surface->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;
}
}
}
}
- if (numsurfacelist)
- R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
}
-static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer)
{
- int i;
- float *v;
- rmeshstate_t m;
- const mportal_t *portal = calldata1;
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- GL_DepthTest(true);
- R_Mesh_Matrix(&r_identitymatrix);
-
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
- R_Mesh_State(&m);
-
- i = calldata2;
- GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
- ((i & 0x0038) >> 3) * (1.0f / 7.0f),
- ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
- 0.125f);
- if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
+ r_q1bsp_getlightinfo_t info;
+ VectorCopy(relativelightorigin, info.relativelightorigin);
+ info.lightradius = lightradius;
+ info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
+ info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
+ info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
+ info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
+ info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
+ info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
+ if (ent->model == NULL)
{
- for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
- VectorCopy(portal->points[i].position, v);
+ VectorCopy(info.lightmins, outmins);
+ VectorCopy(info.lightmaxs, outmaxs);
+ *outnumleafspointer = 0;
+ *outnumsurfacespointer = 0;
+ return;
}
+ info.model = ent->model;
+ info.outleaflist = outleaflist;
+ info.outleafpvs = outleafpvs;
+ info.outnumleafs = 0;
+ info.outsurfacelist = outsurfacelist;
+ info.outsurfacepvs = outsurfacepvs;
+ info.outnumsurfaces = 0;
+ VectorCopy(info.relativelightorigin, info.outmins);
+ VectorCopy(info.relativelightorigin, info.outmaxs);
+ memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
+ memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
+ if (info.model->brush.GetPVS)
+ info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
else
- for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
- VectorCopy(portal->points[i].position, v);
- GL_LockArrays(0, portal->numpoints);
- R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
- GL_LockArrays(0, 0);
-}
-
-// LordHavoc: this is just a nice debugging tool, very slow
-static void R_DrawPortals(void)
-{
- int i, 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++)
+ info.pvs = NULL;
+ R_UpdateAllTextureInfo(ent);
+ if (r_shadow_compilingrtlight)
{
- 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);
- }
+ // use portal recursion for exact light volume culling, and exact surface checking
+ Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs);
}
-}
-
-static void R_DrawCollisionBrush(colbrushf_t *brush)
-{
- int i;
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = brush->points->v;
- R_Mesh_State(&m);
- i = (int)(((size_t)brush) / sizeof(colbrushf_t));
- GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
- GL_LockArrays(0, brush->numpoints);
- R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
- GL_LockArrays(0, 0);
-}
-
-static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
-{
- int i;
- rmeshstate_t m;
- if (!surface->mesh.num_collisiontriangles)
- return;
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = surface->mesh.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, 0);
-}
-
-void R_WorldVisibility(void)
-{
- int i, j, *mark;
- mleaf_t *leaf;
- mleaf_t *viewleaf;
- model_t *model = r_refdef.worldmodel;
-
- if (!model)
- return;
-
- // if possible find the leaf the view origin is in
- viewleaf = model->brushq1.PointInLeaf ? model->brushq1.PointInLeaf(model, r_vieworigin) : NULL;
- // if possible fetch the visible cluster bits
- if (model->brush.FatPVS)
- model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
-
- // clear the visible surface and leaf flags arrays
- memset(r_worldsurfacevisible, 0, model->brush.num_surfaces);
- memset(r_worldleafvisible, 0, model->brush.num_leafs);
-
- // if the user prefers surfaceworldnode (testing?) or the viewleaf could
- // not be found, or the viewleaf is not part of the visible world
- // (floating around in the void), use the pvs method
- if (r_surfaceworldnode.integer || !viewleaf || viewleaf->clusterindex < 0)
+ else if (r_shadow_realtime_dlight_portalculling.integer)
{
- // pvs method:
- // similar to quake's RecursiveWorldNode but without cache misses
- for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
- {
- // if leaf is in current pvs and on the screen, mark its surfaces
- if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
- {
- c_leafs++;
- r_worldleafvisible[j] = true;
- if (leaf->numleafsurfaces)
- for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
- r_worldsurfacevisible[*mark] = true;
- }
- }
+ // use portal recursion for exact light volume culling, but not the expensive exact surface checking
+ Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs);
}
else
{
- int leafstackpos;
- mportal_t *p;
- mleaf_t *leafstack[8192];
- // portal method:
- // follows portals leading outward from viewleaf, does not venture
- // offscreen or into leafs that are not visible, faster than Quake's
- // RecursiveWorldNode and vastly better in unvised maps, often culls a
- // lot of surface that pvs alone would miss
- leafstack[0] = viewleaf;
- leafstackpos = 1;
- while (leafstackpos)
- {
- c_leafs++;
- leaf = leafstack[--leafstackpos];
- r_worldleafvisible[leaf - model->brush.data_leafs] = true;
- // mark any surfaces bounding this leaf
- if (leaf->numleafsurfaces)
- for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
- r_worldsurfacevisible[*mark] = true;
- // follow portals into other leafs
- // the checks are:
- // if viewer is behind portal (portal faces outward into the scene)
- // and the portal polygon's bounding box is on the screen
- // and the leaf has not been visited yet
- // and the leaf is visible in the pvs
- // (the first two checks won't cause as many cache misses as the leaf checks)
- for (p = leaf->portals;p;p = p->next)
- if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
- leafstack[leafstackpos++] = p->past;
- }
+ // use BSP recursion as lights are often small
+ R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes);
}
- if (r_drawportals.integer)
- R_DrawPortals();
-}
-
-void R_Q1BSP_DrawSky(entity_render_t *ent)
-{
- if (ent->model == NULL)
- return;
- if (r_drawcollisionbrushes.integer < 2)
- R_DrawSurfaces(ent, true);
-}
+ // limit combined leaf box to light boundaries
+ outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
+ outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
+ outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
+ outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
+ outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
+ outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
-void R_Q1BSP_Draw(entity_render_t *ent)
-{
- if (ent->model == NULL)
- return;
- c_bmodels++;
- if (r_drawcollisionbrushes.integer < 2)
- R_DrawSurfaces(ent, false);
- if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes)
- {
- int i;
- model_t *model = ent->model;
- msurface_t *surface;
- q3mbrush_t *brush;
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
- for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
- 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)
- R_DrawCollisionSurface(ent, surface);
- qglPolygonOffset(0, 0);
- }
+ *outnumleafspointer = info.outnumleafs;
+ *outnumsurfacespointer = info.outnumsurfaces;
}
-void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
+void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
{
model_t *model = ent->model;
- vec3_t lightmins, lightmaxs;
- int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
- const int *e;
- const float *v[3];
msurface_t *surface;
- mleaf_t *leaf;
- const qbyte *pvs;
- lightmins[0] = relativelightorigin[0] - lightradius;
- lightmins[1] = relativelightorigin[1] - lightradius;
- lightmins[2] = relativelightorigin[2] - lightradius;
- lightmaxs[0] = relativelightorigin[0] + lightradius;
- lightmaxs[1] = relativelightorigin[1] + lightradius;
- lightmaxs[2] = relativelightorigin[2] + lightradius;
- *outnumclusterspointer = 0;
- *outnumsurfacespointer = 0;
- memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
- memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
- if (model == NULL)
- {
- VectorCopy(lightmins, outmins);
- VectorCopy(lightmaxs, outmaxs);
- return;
- }
- VectorCopy(relativelightorigin, outmins);
- VectorCopy(relativelightorigin, outmaxs);
- if (model->brush.GetPVS)
- pvs = model->brush.GetPVS(model, relativelightorigin);
- else
- pvs = NULL;
- R_UpdateAllTextureInfo(ent);
- // FIXME: use BSP recursion as lights are often small
- for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++)
+ int surfacelistindex;
+ float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
+ texture_t *texture;
+ r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+ R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
- {
- outmins[0] = min(outmins[0], leaf->mins[0]);
- outmins[1] = min(outmins[1], leaf->mins[1]);
- outmins[2] = min(outmins[2], leaf->mins[2]);
- outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
- outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
- outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
- if (outclusterpvs)
- {
- if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
- {
- SETPVSBIT(outclusterpvs, leaf->clusterindex);
- outclusterlist[outnumclusters++] = leaf->clusterindex;
- }
- }
- if (outsurfacepvs)
- {
- for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
- {
- surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
- if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
- {
- surface = model->brush.data_surfaces + surfaceindex;
- 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)
- {
- v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
- v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
- v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
- if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
- {
- SETPVSBIT(outsurfacepvs, surfaceindex);
- outsurfacelist[outnumsurfaces++] = surfaceindex;
- break;
- }
- }
- }
- }
- }
- }
- }
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ texture = surface->texture;
+ if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+ continue;
+ if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
+ continue;
+ R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
}
-
- // limit combined leaf box to light boundaries
- outmins[0] = max(outmins[0], lightmins[0]);
- outmins[1] = max(outmins[1], lightmins[1]);
- outmins[2] = max(outmins[2], lightmins[2]);
- outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
- outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
- outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
-
- *outnumclusterspointer = outnumclusters;
- *outnumsurfacespointer = outnumsurfaces;
+ 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 + projectdistance, numshadowmark, shadowmarklist);
+ r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
}
void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
model_t *model = ent->model;
msurface_t *surface;
int surfacelistindex;
- if (r_drawcollisionbrushes.integer < 2)
+ float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
+ vec3_t modelorg;
+ texture_t *texture, *currentexture = NULL;
+ // check the box in modelspace, it was already checked in worldspace
+ if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
+ return;
+ R_UpdateAllTextureInfo(ent);
+ if (model->brush.shadowmesh)
{
- R_Mesh_Matrix(&ent->matrix);
R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
- if (!r_shadow_compilingrtlight)
- R_UpdateAllTextureInfo(ent);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
- if ((surface->texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ texture = surface->texture->currentframe;
+ if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
continue;
- if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
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);
+ 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 + projectdistance, numshadowmark, shadowmarklist);
}
-}
-
-void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
-{
- model_t *model = ent->model;
- msurface_t *surface;
- texture_t *t;
- int surfacelistindex;
- if (r_drawcollisionbrushes.integer < 2)
+ else
{
- R_Mesh_Matrix(&ent->matrix);
- if (!r_shadow_compilingrtlight)
- R_UpdateAllTextureInfo(ent);
+ projectdistance = lightradius + model->radius*2;
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
- if (surface->texture->basematerialflags & MATERIALFLAG_NODRAW || !surface->mesh.num_triangles)
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ texture = surface->texture->currentframe;
+ if (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT) || !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);
- }
- else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]])
+ if (currentexture != texture)
{
- t = surface->texture->currentframe;
- // FIXME: transparent surfaces need to be lit later
- if ((t->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
- {
- 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);
- if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglEnable(GL_CULL_FACE);
- }
+ currentexture = texture;
+ RSurf_PrepareForBatch(ent, texture, modelorg);
+ RSurf_SetPointersForPass(false, false);
}
+ if (rsurface_dynamicvertex)
+ RSurf_PrepareDynamicSurfaceVertices(surface);
+ // identify lit faces within the bounding box
+ R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
+ R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+ R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
}
}
}
-#if 0
-void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
{
- int i, texturesurfaceindex;
- vec3_t tempcenter, center, modelorg;
- msurface_t *surface;
- qboolean dolightmap;
- qboolean dobase;
- qboolean doambient;
- qboolean dodetail;
- qboolean doglow;
- qboolean dofog;
- rmeshstate_t m;
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- c_faces += texturenumsurfaces;
- // gl_lightmaps debugging mode skips normal texturing
- if (gl_lightmaps.integer)
- {
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- qglDisable(GL_CULL_FACE);
- GL_Color(1, 1, 1, 1);
- memset(&m, 0, sizeof(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);
- GL_LockArrays(0, 0);
- }
- qglEnable(GL_CULL_FACE);
- return;
- }
- // transparent surfaces get sorted for later drawing
- if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
+ msurface_t *surface = ent->model->data_surfaces + surfacenumber;
+ texture_t *texture = surface->texture;
+ R_UpdateTextureInfo(ent, texture);
+ texture = texture->currentframe;
+ R_Shadow_RenderMode_Begin();
+ R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
+ R_Shadow_RenderMode_Lighting(false, true);
+ R_Shadow_SetupEntityLight(ent);
+ R_Shadow_RenderSurfacesLighting(ent, texture, 1, &surface);
+ R_Shadow_RenderMode_End();
+}
+
+static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, texture_t *texture, int batchnumsurfaces, msurface_t **batchsurfacelist)
+{
+ int batchsurfaceindex;
+ model_t *model = ent->model;
+ msurface_t *batchsurface;
+ vec3_t tempcenter, center;
+ for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++)
{
- // drawing sky transparently would be too difficult
- if (t->surfaceparms & Q3SURFACEPARM_SKY)
- return;
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
- tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
- tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
- Matrix4x4_Transform(&ent->matrix, tempcenter, center);
- R_MeshQueue_AddTransparent(center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
- }
- return;
+ batchsurface = batchsurfacelist[batchsurfaceindex];
+ tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f;
+ tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f;
+ tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&ent->matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, batchsurface - model->data_surfaces, r_shadow_rtlight);
}
- // sky surfaces draw sky if needed and render themselves as a depth mask
- if (t->surfaceparms & Q3SURFACEPARM_SKY)
- {
- if (skyrendernow)
- {
- skyrendernow = false;
- if (skyrendermasked)
- R_Sky();
- }
- if (!r_q3bsp_renderskydepth.integer)
- return;
-
- R_Mesh_Matrix(&ent->matrix);
+}
- GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
- if (skyrendermasked)
- {
- // depth-only (masking)
- GL_ColorMask(0,0,0,0);
- // just to make sure that braindead drivers don't draw anything
- // despite that colormask...
- GL_BlendFunc(GL_ZERO, GL_ONE);
- }
- else
- {
- // fog sky
- GL_BlendFunc(GL_ONE, GL_ZERO);
- }
- GL_DepthMask(true);
- GL_DepthTest(true);
+#define RSURF_MAX_BATCHSURFACES 1024
- memset(&m, 0, sizeof(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);
- GL_LockArrays(0, 0);
- }
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
- return;
- }
- // anything else is a typical wall, lightmap * texture + glow
- dolightmap = (ent->flags & RENDER_LIGHT);
- dobase = true;
- doambient = r_ambient.value > 0;
- dodetail = t->skin.detail != NULL && r_detailtextures.integer;
- doglow = t->skin.glow != NULL;
- dofog = fogenabled;
- if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglDisable(GL_CULL_FACE);
- if (!dolightmap && dobase)
- {
- dolightmap = false;
- dobase = false;
- GL_DepthMask(true);
- GL_DepthTest(true);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
- if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglDisable(GL_CULL_FACE);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(t->skin.base);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- 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);
- GL_LockArrays(0, 0);
- }
- }
- if (r_lightmapintensity <= 0 && dolightmap && dobase)
- {
- dolightmap = false;
- dobase = false;
- GL_DepthMask(true);
- GL_DepthTest(true);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_Color(0, 0, 0, 1);
- memset(&m, 0, sizeof(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);
- GL_LockArrays(0, 0);
- }
- }
- if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase)
+void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist)
+{
+ model_t *model = ent->model;
+ msurface_t *surface;
+ texture_t *texture;
+ int surfacelistindex, batchnumsurfaces;
+ msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
+ vec3_t modelorg;
+ texture_t *tex;
+ qboolean skip;
+ R_UpdateAllTextureInfo(ent);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ tex = NULL;
+ texture = NULL;
+ skip = false;
+ batchnumsurfaces = 0;
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- // dualtexture combine
- dolightmap = false;
- dobase = false;
- GL_DepthMask(true);
- GL_DepthTest(true);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(t->skin.base);
- GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
- m.pointer_color = NULL;
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- if (!surface->lightmaptexture)
- continue;
- m.tex[1] = R_GetTexture(surface->lightmaptexture);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
- m.texrgbscale[1] = 2;
- 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);
- GL_LockArrays(0, 0);
- }
- if (r_lightmapintensity == 1 && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
+ if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]]))
+ continue;
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ renderstats.lights_lighttriangles += surface->num_triangles;
+ if (tex != surface->texture)
{
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ if (batchnumsurfaces > 0)
{
- surface = texturesurfacelist[texturesurfaceindex];
- if (surface->lightmaptexture)
- continue;
- m.tex[1] = R_GetTexture(surface->lightmaptexture);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
- m.texrgbscale[1] = 2;
- 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);
- GL_LockArrays(0, 0);
+ if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+ R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+ else
+ R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+ batchnumsurfaces = 0;
}
+ tex = surface->texture;
+ texture = surface->texture->currentframe;
+ skip = (texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
+ if (skip)
+ continue;
}
- else
+ if (!skip && surface->num_triangles)
{
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
{
- surface = texturesurfacelist[texturesurfaceindex];
- if (surface->lightmaptexture)
- continue;
- m.tex[1] = R_GetTexture(surface->lightmaptexture);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
- m.texrgbscale[1] = 2;
- m.pointer_color = varray_color4f;
- for (i = 0;i < surface->mesh.num_vertices;i++)
- {
- varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * r_lightmapintensity;
- varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * r_lightmapintensity;
- varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * r_lightmapintensity;
- varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3];
- }
- 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);
- GL_LockArrays(0, 0);
+ if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+ R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+ else
+ R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+ batchnumsurfaces = 0;
}
+ batchsurfacelist[batchnumsurfaces++] = surface;
}
}
- // single texture
- if (dolightmap)
- {
- GL_DepthMask(true);
- GL_DepthTest(true);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- memset(&m, 0, sizeof(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)
- 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);
- GL_LockArrays(0, 0);
- }
- }
- if (dobase)
- {
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- GL_DepthMask(false);
- GL_DepthTest(true);
- GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(t->skin.base);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- 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);
- GL_LockArrays(0, 0);
- }
- }
- if (doambient)
+ if (batchnumsurfaces > 0)
{
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(t->skin.base);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- 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);
- GL_LockArrays(0, 0);
- }
+ if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+ R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+ else
+ R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+ batchnumsurfaces = 0;
}
- if (doglow)
+ qglEnable(GL_CULL_FACE);
+}
+
+//Made by [515]
+void R_ReplaceWorldTexture (void)
+{
+ model_t *m;
+ texture_t *t;
+ int i;
+ const char *r, *newt;
+ m = r_refdef.worldmodel;
+
+ if(Cmd_Argc() < 2)
{
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- GL_Color(1, 1, 1, 1);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(t->skin.glow);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- 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);
- GL_LockArrays(0, 0);
- }
+ Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
+ Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
+ return;
}
- if (dofog)
+ if(!cl.islocalgame || !cl.worldmodel)
{
- float modelorg[3];
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- GL_DepthTest(true);
- GL_Color(1, 1, 1, 1);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(t->skin.fog);
- m.pointer_color = varray_color4f;
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- if (m.tex[0])
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- m.pointer_vertex = surface->mesh.data_vertex3f;
- R_Mesh_State(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surface->mesh.num_vertices, modelorg);
- 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);
- }
+ Con_Print("This command works only in singleplayer\n");
+ return;
}
- if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglEnable(GL_CULL_FACE);
-}
-
-void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces)
-{
- int i, j, f, flagsmask, flags;
- msurface_t *surface;
- model_t *model = ent->model;
- texture_t *t;
- const int maxfaces = 1024;
- int numsurfaces = 0;
- msurface_t *surfacelist[1024];
- R_Mesh_Matrix(&ent->matrix);
- flagsmask = Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY;
- if (skyfaces)
- flags = Q3SURFACEFLAG_SKY;
- else
- flags = 0;
- t = NULL;
- f = 0;
- numsurfaces = 0;
- for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++)
+ r = Cmd_Argv(1);
+ newt = Cmd_Argv(2);
+ if(!newt[0])
+ newt = r;
+ for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
{
- if (ent != r_refdef.worldentity || r_worldsurfacevisible[j])
+ if(t->width && !strcasecmp(t->name, r))
{
- surface = model->brush.data_surfaces + j;
- if (t != surface->texture)
+ if(Mod_LoadSkinFrame(&t->skin, (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer))
{
- if (numsurfaces)
- {
- R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist);
- numsurfaces = 0;
- }
- t = surface->texture;
- f = t->surfaceflags & flagsmask;
+ Con_Printf("%s replaced with %s\n", r, newt);
+ return;
}
- if (f == flags)
+ else
{
- if (!surface->mesh.num_triangles)
- continue;
- if (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
- {
- // drawing sky transparently would be too difficult
- if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
- {
- vec3_t tempcenter, center;
- tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
- tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
- tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
- Matrix4x4_Transform(&ent->matrix, tempcenter, center);
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
- }
- }
- else
- surfacelist[numsurfaces++] = surface;
- if (numsurfaces >= maxfaces)
- {
- R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist);
- numsurfaces = 0;
- }
+ Con_Printf("%s was not found\n", newt);
+ Mod_LoadSkinFrame(&t->skin, (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default
+ return;
}
}
}
- if (numsurfaces)
- R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist);
}
-void R_Q3BSP_DrawSky(entity_render_t *ent)
+//Made by [515]
+void R_ListWorldTextures (void)
{
- if (r_drawcollisionbrushes.integer < 2)
- R_Q3BSP_DrawFaces(ent, true);
-}
+ model_t *m;
+ texture_t *t;
+ int i;
+ m = r_refdef.worldmodel;
-void R_Q3BSP_Draw(entity_render_t *ent)
-{
- if (r_drawcollisionbrushes.integer < 2)
- R_Q3BSP_DrawFaces(ent, false);
- if (r_drawcollisionbrushes.integer >= 1)
- {
- int i;
- model_t *model = ent->model;
- msurface_t *surface;
- q3mbrush_t *brush;
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
- for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
- 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)
- R_Q3BSP_DrawCollisionSurface(ent, surface);
- qglPolygonOffset(0, 0);
- }
+ Con_Print("Worldmodel textures :\n");
+ for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
+ if(t->skin.base != r_texture_notexture)
+ Con_Printf("%s\n", t->name);
}
-#endif
#if 0
static void gl_surf_start(void)
void GL_Surf_Init(void)
{
-#ifdef LHREMOVESOON
- int i;
- dlightdivtable[0] = 4194304;
- for (i = 1;i < 32768;i++)
- dlightdivtable[i] = 4194304 / (i << 7);
-#endif
Cvar_RegisterVariable(&r_ambient);
Cvar_RegisterVariable(&r_drawportals);
- Cvar_RegisterVariable(&r_testvis);
- Cvar_RegisterVariable(&r_floatbuildlightmap);
- Cvar_RegisterVariable(&r_detailtextures);
- Cvar_RegisterVariable(&r_surfaceworldnode);
- Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
- Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
+ Cvar_RegisterVariable(&r_lockpvs);
+ Cvar_RegisterVariable(&r_lockvisibility);
+ Cvar_RegisterVariable(&r_useportalculling);
Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
- Cvar_RegisterVariable(&gl_lightmaps);
+
+ Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes"); // By [515]
+ Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515]
//R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
}