X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=31e10531fa24e0b9a2444b338fb7d66f410cd21e;hb=e7222a7d7b424087ddd359ded4554735f8da19fb;hp=95ac160dc0b1a0a738ffa45b9136ee94f43bdf39;hpb=9af14c2eb97f0fb23ee00ba79066a95017ba03c7;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index 95ac160d..31e10531 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -168,6 +168,10 @@ rtexture_t *r_texture_gammaramps; unsigned int r_texture_gammaramps_serial; //rtexture_t *r_texture_fogintensity; +unsigned int r_queries[R_MAX_OCCLUSION_QUERIES]; +unsigned int r_numqueries; +unsigned int r_maxqueries; + char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH]; skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD]; @@ -478,12 +482,12 @@ static const char *builtinshaderstring = "uniform vec3 Gamma;\n" "#endif\n" "//uncomment these if you want to use them:\n" -"// uniform vec4 UserVec1;\n" +"uniform vec4 UserVec1;\n" "// uniform vec4 UserVec2;\n" "// uniform vec4 UserVec3;\n" "// uniform vec4 UserVec4;\n" "// uniform float ClientTime;\n" -"// uniform vec2 PixelSize;\n" +"uniform vec2 PixelSize;\n" "void main(void)\n" "{\n" " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n" @@ -495,7 +499,14 @@ static const char *builtinshaderstring = "#endif\n" "\n" "#ifdef USEPOSTPROCESSING\n" -"// add your own postprocessing here or make your own ifdef for it\n" +"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n" +"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n" +" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n" +" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n" +" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n" +" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n" +" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n" +" gl_FragColor /= (1 + 5 * UserVec1.y);\n" "#endif\n" "\n" "#ifdef USEGAMMARAMPS\n" @@ -1236,13 +1247,13 @@ static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice) } else if (!strcmp(filename, "glsl/default.glsl")) { - shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1); + shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1); memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1); } return shaderstring; } -static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation) +static void R_GLSL_CompilePermutation(unsigned int mode, unsigned int permutation) { int i; shadermodeinfo_t *modeinfo = shadermodeinfo + mode; @@ -1413,8 +1424,8 @@ static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t per void R_GLSL_Restart_f(void) { - shadermode_t mode; - shaderpermutation_t permutation; + unsigned int mode; + unsigned int permutation; for (mode = 0;mode < SHADERMODE_COUNT;mode++) for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++) if (r_glsl_permutations[mode][permutation].program) @@ -1446,7 +1457,7 @@ void R_GLSL_DumpShader_f(void) Con_Printf("glsl/default.glsl written\n"); } -void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation) +void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation) { r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation]; if (r_glsl_permutation != perm) @@ -1545,7 +1556,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f // minimum features necessary to avoid wasting rendering time in the // fragment shader on features that are not being used unsigned int permutation = 0; - shadermode_t mode = 0; + unsigned int mode = 0; // TODO: implement geometry-shader based shadow volumes someday if (r_glsl_offsetmapping.integer) { @@ -1727,7 +1738,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale); } if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]); - if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value); + if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value); // additive passes are only darkened by fog, not tinted if (r_glsl_permutation->loc_FogColor >= 0) { @@ -1787,13 +1798,14 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f #define SKINFRAME_HASH 1024 -struct +typedef struct { int loadsequence; // incremented each level change memexpandablearray_t array; skinframe_t *hash[SKINFRAME_HASH]; } -r_skinframe; +r_skinframe_t; +r_skinframe_t r_skinframe; void R_SkinFrame_PrepareForPurge(void) { @@ -1905,6 +1917,41 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid return item; } +#define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \ + { \ + unsigned long long avgcolor[5], wsum; \ + int pix, comp, w; \ + avgcolor[0] = 0; \ + avgcolor[1] = 0; \ + avgcolor[2] = 0; \ + avgcolor[3] = 0; \ + avgcolor[4] = 0; \ + wsum = 0; \ + for(pix = 0; pix < cnt; ++pix) \ + { \ + w = 0; \ + for(comp = 0; comp < 3; ++comp) \ + w += getpixel; \ + if(w) /* ignore perfectly black pixels because that is better for model skins */ \ + { \ + ++wsum; \ + /* comp = 3; -- not needed, comp is always 3 when we get here */ \ + w = getpixel; \ + for(comp = 0; comp < 3; ++comp) \ + avgcolor[comp] += getpixel * w; \ + avgcolor[3] += w; \ + } \ + /* comp = 3; -- not needed, comp is always 3 when we get here */ \ + avgcolor[4] += getpixel; \ + } \ + if(avgcolor[3] == 0) /* no pixels seen? even worse */ \ + avgcolor[3] = 1; \ + skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \ + skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \ + skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \ + skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \ + } + skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha) { // FIXME: it should be possible to disable loading various layers using @@ -1921,7 +1968,6 @@ skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int texturefl int basepixels_width; int basepixels_height; skinframe_t *skinframe; - double avgcolor[5], w, wsum; *has_alpha = false; @@ -1981,34 +2027,8 @@ skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int texturefl } } - avgcolor[0] = 0; - avgcolor[1] = 0; - avgcolor[2] = 0; - avgcolor[3] = 0; - avgcolor[4] = 0; - wsum = 0; - for(j = 0; j < basepixels_width * basepixels_height * 4; j += 4) - { - w = (int)basepixels[j + 0] + (int)basepixels[j + 1] + (int)basepixels[j + 2]; // use this weight, so black pixels don't contribute (needed for model skins) - avgcolor[2] += basepixels[j + 0] * w; - avgcolor[1] += basepixels[j + 1] * w; - avgcolor[0] += basepixels[j + 2] * w; - avgcolor[3] += basepixels[j + 3] * w; - avgcolor[4] += basepixels[j + 3]; - wsum += w; - } - if(avgcolor[3] == 0) // just fully transparent pixels seen? bad luck... - avgcolor[3] = 255.0 * wsum; - if(avgcolor[3] == 0) // no pixels seen? even worse - avgcolor[3] = 1; - avgcolor[0] /= avgcolor[3]; - avgcolor[1] /= avgcolor[3]; - avgcolor[2] /= avgcolor[3]; - avgcolor[3] /= 255.0 * wsum; // to 0..1 range - skinframe->avgcolor[0] = avgcolor[0]; - skinframe->avgcolor[1] = avgcolor[1]; - skinframe->avgcolor[2] = avgcolor[2]; - skinframe->avgcolor[3] = avgcolor[4] / (basepixels_width * 255.0 * basepixels_height); + R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]); + //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]); // _norm is the name used by tenebrae and has been adopted as standard if (loadnormalmap) @@ -2075,8 +2095,6 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co int i; unsigned char *temp1, *temp2; skinframe_t *skinframe; - double avgcolor[5], w, wsum; - int j; if (cls.state == ca_dedicated) return NULL; @@ -2128,34 +2146,8 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co } } - avgcolor[0] = 0; - avgcolor[1] = 0; - avgcolor[2] = 0; - avgcolor[3] = 0; - avgcolor[4] = 0; - wsum = 0; - for(j = 0; j < width * height * 4; j += 4) - { - w = (int)skindata[j + 0] + (int)skindata[j + 1] + (int)skindata[j + 2]; - avgcolor[2] += skindata[j + 0] * w; - avgcolor[1] += skindata[j + 1] * w; - avgcolor[0] += skindata[j + 2] * w; - avgcolor[3] += skindata[j + 3] * w; - avgcolor[4] += skindata[j + 3]; - wsum += w; - } - if(avgcolor[3] == 0) // just fully transparent pixels seen? bad luck... - avgcolor[3] = 255.0 * wsum; - if(avgcolor[3] == 0) // no pixels seen? even worse - avgcolor[3] = 1; - avgcolor[0] /= avgcolor[3]; - avgcolor[1] /= avgcolor[3]; - avgcolor[2] /= avgcolor[3]; - avgcolor[3] /= 255.0 * wsum; // to 0..1 range - skinframe->avgcolor[0] = avgcolor[0]; - skinframe->avgcolor[1] = avgcolor[1]; - skinframe->avgcolor[2] = avgcolor[2]; - skinframe->avgcolor[3] = avgcolor[4] / (width * 255.0 * height); + R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]); + //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]); return skinframe; } @@ -2164,9 +2156,8 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i { int i; unsigned char *temp1, *temp2; + unsigned int *palette; skinframe_t *skinframe; - double avgcolor[5], w, wsum; - int j; if (cls.state == ca_dedicated) return NULL; @@ -2176,6 +2167,8 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i if (skinframe && skinframe->base) return skinframe; + palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)); + skinframe->stain = NULL; skinframe->merged = NULL; skinframe->base = r_texture_notexture; @@ -2204,7 +2197,7 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i Mem_Free(temp1); } // use either a custom palette, or the quake palette - skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all + skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all if (loadglowtexture) skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow if (loadpantsandshirt) @@ -2223,35 +2216,8 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask } - avgcolor[0] = 0; - avgcolor[1] = 0; - avgcolor[2] = 0; - avgcolor[3] = 0; - avgcolor[4] = 0; - wsum = 0; - for(j = 0; j < width * height; ++j) - { - temp1 = ((unsigned char *)palette_bgra_alpha) + (skindata[j]*4); - w = (int)temp1[0] + (int)temp1[1] + (int)temp1[2]; - avgcolor[2] += temp1[0] * w; - avgcolor[1] += temp1[1] * w; - avgcolor[0] += temp1[2] * w; - avgcolor[3] += temp1[3] * w; - avgcolor[4] += temp1[3]; - wsum += w; - } - if(avgcolor[3] == 0) // just fully transparent pixels seen? bad luck... - avgcolor[3] = 255.0 * wsum; - if(avgcolor[3] == 0) // no pixels seen? even worse - avgcolor[3] = 1; - avgcolor[0] /= avgcolor[3]; - avgcolor[1] /= avgcolor[3]; - avgcolor[2] /= avgcolor[3]; - avgcolor[3] /= 255.0 * wsum; // to 0..1 range - skinframe->avgcolor[0] = avgcolor[0]; - skinframe->avgcolor[1] = avgcolor[1]; - skinframe->avgcolor[2] = avgcolor[2]; - skinframe->avgcolor[3] = avgcolor[4] / (width * 255.0 * height); + R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]); + //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]); return skinframe; } @@ -2263,7 +2229,7 @@ skinframe_t *R_SkinFrame_LoadMissing(void) if (cls.state == ca_dedicated) return NULL; - skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true); + skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true); skinframe->stain = NULL; skinframe->merged = NULL; skinframe->base = r_texture_notexture; @@ -2284,6 +2250,10 @@ skinframe_t *R_SkinFrame_LoadMissing(void) void gl_main_start(void) { + r_numqueries = 0; + r_maxqueries = 0; + memset(r_queries, 0, sizeof(r_queries)); + memset(r_qwskincache, 0, sizeof(r_qwskincache)); memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe)); @@ -2313,6 +2283,13 @@ void gl_main_start(void) void gl_main_shutdown(void) { + if (r_maxqueries) + qglDeleteQueriesARB(r_maxqueries, r_queries); + + r_numqueries = 0; + r_maxqueries = 0; + memset(r_queries, 0, sizeof(r_queries)); + memset(r_qwskincache, 0, sizeof(r_qwskincache)); memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe)); @@ -2511,8 +2488,8 @@ void GL_Init (void) Con_Printf("GL_VENDOR: %s\n", gl_vendor); Con_Printf("GL_RENDERER: %s\n", gl_renderer); Con_Printf("GL_VERSION: %s\n", gl_version); - Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions); - Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions); + Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions); + Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions); VID_CheckExtensions(); @@ -4639,12 +4616,12 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) } t->currentskinframe = r_qwskincache_skinframe[i]; if (t->currentskinframe == NULL) - t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes]; + t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes]; } else if (t->numskinframes >= 2) - t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes]; + t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes]; if (t->backgroundnumskinframes >= 2) - t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes]; + t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes]; t->currentmaterialflags = t->basematerialflags; t->currentalpha = ent->alpha; @@ -4717,11 +4694,11 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0); break; case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures) - w = tcmod->parms[0]; - h = tcmod->parms[1]; + w = (int) tcmod->parms[0]; + h = (int) tcmod->parms[1]; f = r_refdef.scene.time / (tcmod->parms[2] * w * h); f = f - floor(f); - idx = floor(f * w * h); + idx = (int) floor(f * w * h); Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0); break; case Q3TCMOD_STRETCH: @@ -5783,17 +5760,15 @@ static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenum { int texturesurfaceindex; int i; - float f; float *v, *c2; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4) { - f = FogPoint_Model(v); - c2[0] = 1; - c2[1] = 1; - c2[2] = 1; + c2[0] = 0.5; + c2[1] = 0.5; + c2[2] = 0.5; c2[3] = 1; } } @@ -5905,9 +5880,9 @@ static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4) { - c2[0] = c[0] + r_refdef.scene.ambient / 64.0; - c2[1] = c[1] + r_refdef.scene.ambient / 64.0; - c2[2] = c[2] + r_refdef.scene.ambient / 64.0; + c2[0] = c[0] + r_refdef.scene.ambient / 128.0; + c2[1] = c[1] + r_refdef.scene.ambient / 128.0; + c2[2] = c[2] + r_refdef.scene.ambient / 128.0; c2[3] = c[3]; } } @@ -6510,18 +6485,18 @@ static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurf c[3] = 1; } - // brighten it up (as texture value 127 means "unlit") - c[0] *= 2; - c[1] *= 2; - c[2] *= 2; - if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt) { - c[0] = rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7; - c[1] = rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7; - c[2] = rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7; + c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7); + c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7); + c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7); } + // brighten it up (as texture value 127 means "unlit") + c[0] *= 2 * r_refdef.view.colorscale; + c[1] *= 2 * r_refdef.view.colorscale; + c[2] *= 2 * r_refdef.view.colorscale; + if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA) c[3] *= r_wateralpha.value; @@ -6551,26 +6526,39 @@ static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurf GL_DepthMask(writedepth); } - rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f; - rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject; - rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset; + rsurface.lightmapcolor4f = NULL; - if(!rsurface.lightmapcolor4f) - RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist); + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) + { + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) + rsurface.lightmapcolor4f = NULL; + rsurface.lightmapcolor4f_bufferobject = 0; + rsurface.lightmapcolor4f_bufferoffset = 0; + } + else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) { qboolean applycolor = true; float one = 1.0; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); + r_refdef.lightmapintensity = 1; RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor); r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all } else + { RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); + rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f; + rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject; + rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset; + } + + if(!rsurface.lightmapcolor4f) + RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist); + RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist); RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]); if(r_refdef.fogenabled) @@ -6970,7 +6958,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep r_maxsurfacelist = model->num_surfaces; if (r_surfacelist) Mem_Free(r_surfacelist); - r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist)); + r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist)); } RSurf_ActiveWorldEntity(); @@ -7060,7 +7048,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr r_maxsurfacelist = model->num_surfaces; if (r_surfacelist) Mem_Free(r_surfacelist); - r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist)); + r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist)); } // if the model is static it doesn't matter what value we give for