X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=6eae7af2061a0c76c7a3b4b8021b10856168e3b2;hb=3c0dcba17deda28ea48a69acda942b292f74aeb1;hp=214599df0ee4fea0fa505b2c91265a57a275271c;hpb=919e4520c83bbca9d9ff665ec68afe81301d8159;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index 214599df..6eae7af2 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -48,9 +48,6 @@ qboolean r_rtdlight; qboolean r_rtdlightshadows; -// forces all rendering to draw triangle outlines -int r_showtrispass; - // view origin vec3_t r_vieworigin; vec3_t r_viewforward; @@ -64,15 +61,18 @@ int r_view_width; int r_view_height; int r_view_depth; matrix4x4_t r_view_matrix; - +float r_polygonfactor; +float r_polygonoffset; +float r_shadowpolygonfactor; +float r_shadowpolygonoffset; // // screen size info // refdef_t r_refdef; cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" }; +cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "shows surfaces as different colors"}; cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"}; -cvar_t r_showtris_polygonoffset = {0, "r_showtris_polygonoffset", "-10", "nudges triangle outlines in hardware depth units, used to make outlines appear infront of walls"}; cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"}; cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"}; cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"}; @@ -87,6 +87,7 @@ cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"}; cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"}; cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"}; +cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"}; cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"}; cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"}; @@ -102,8 +103,6 @@ cvar_t r_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"}; cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"}; cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"}; -cvar_t r_glsl_usehalffloat = {0, "r_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"}; -cvar_t r_glsl_surfacenormalize = {0, "r_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"}; cvar_t r_glsl_deluxemapping = {0, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"}; cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"}; @@ -133,7 +132,7 @@ rtexture_t *r_texture_notexture; rtexture_t *r_texture_whitecube; rtexture_t *r_texture_normalizationcube; rtexture_t *r_texture_fogattenuation; -rtexture_t *r_texture_fogintensity; +//rtexture_t *r_texture_fogintensity; // information about each possible shader permutation r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT]; @@ -371,9 +370,9 @@ static void R_BuildNormalizationCube(void) break; } intensity = 127.0f / sqrt(DotProduct(v, v)); - data[side][y][x][0] = 128.0f + intensity * v[0]; - data[side][y][x][1] = 128.0f + intensity * v[1]; - data[side][y][x][2] = 128.0f + intensity * v[2]; + data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]); + data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]); + data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]); data[side][y][x][3] = 255; } } @@ -387,7 +386,7 @@ static void R_BuildFogTexture(void) double r, alpha; #define FOGWIDTH 64 unsigned char data1[FOGWIDTH][4]; - unsigned char data2[FOGWIDTH][4]; + //unsigned char data2[FOGWIDTH][4]; r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH); for (x = 0;x < FOGWIDTH;x++) { @@ -400,13 +399,13 @@ static void R_BuildFogTexture(void) data1[x][1] = 255 - b; data1[x][2] = 255 - b; data1[x][3] = 255; - data2[x][0] = b; - data2[x][1] = b; - data2[x][2] = b; - data2[x][3] = 255; + //data2[x][0] = b; + //data2[x][1] = b; + //data2[x][2] = b; + //data2[x][3] = 255; } r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); - r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); + //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); } static const char *builtinshaderstring = @@ -415,41 +414,19 @@ static const char *builtinshaderstring = "\n" "// common definitions between vertex shader and fragment shader:\n" "\n" -"// use half floats if available for math performance\n" -"#ifdef GEFORCEFX\n" -"#define myhalf half\n" -"#define myhvec2 hvec2\n" -"#define myhvec3 hvec3\n" -"#define myhvec4 hvec4\n" -"#else\n" -"#define myhalf float\n" -"#define myhvec2 vec2\n" -"#define myhvec3 vec3\n" -"#define myhvec4 vec4\n" -"#endif\n" -"\n" "varying vec2 TexCoord;\n" -"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n" "varying vec2 TexCoordLightmap;\n" -"#endif\n" "\n" -"#ifdef MODE_LIGHTSOURCE\n" -"varying myhvec3 CubeVector;\n" -"#endif\n" -"\n" -"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n" +"varying vec3 CubeVector;\n" "varying vec3 LightVector;\n" -"#endif\n" -"\n" -"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" "varying vec3 EyeVector;\n" +"#ifdef USEFOG\n" +"varying vec3 EyeVectorModelSpace;\n" "#endif\n" "\n" -"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" -"varying myhvec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n" -"varying myhvec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" -"varying myhvec3 VectorR; // direction of R texcoord (surface normal)\n" -"#endif\n" +"varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n" +"varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" +"varying vec3 VectorR; // direction of R texcoord (surface normal)\n" "\n" "\n" "\n" @@ -457,28 +434,20 @@ static const char *builtinshaderstring = "// vertex shader specific:\n" "#ifdef VERTEX_SHADER\n" "\n" -"#ifdef MODE_LIGHTSOURCE\n" "uniform vec3 LightPosition;\n" -"#endif\n" -"\n" -"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" "uniform vec3 EyePosition;\n" -"#endif\n" -"\n" -"#ifdef MODE_LIGHTDIRECTION\n" -"uniform myhvec3 LightDir;\n" -"#endif\n" +"uniform vec3 LightDir;\n" "\n" "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n" "\n" "void main(void)\n" "{\n" +" gl_FrontColor = gl_Color;\n" " // copy the surface texcoord\n" " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n" "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n" " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n" "#endif\n" -" gl_FrontColor = gl_Color;\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" " // transform vertex position into light attenuation/cubemap space\n" @@ -500,13 +469,14 @@ static const char *builtinshaderstring = " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n" "#endif\n" "\n" -"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" " // transform unnormalized eye direction into tangent space\n" -" vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n" -" EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n" -" EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n" -" EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n" +"#ifndef USEFOG\n" +" vec3 EyeVectorModelSpace;\n" "#endif\n" +" EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" +" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" +" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" +" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" "\n" "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" " VectorS = gl_MultiTexCoord1.xyz;\n" @@ -519,7 +489,7 @@ static const char *builtinshaderstring = " gl_Position = ftransform();\n" "}\n" "\n" -"#endif\n" +"#endif // VERTEX_SHADER\n" "\n" "\n" "\n" @@ -527,97 +497,48 @@ static const char *builtinshaderstring = "// fragment shader specific:\n" "#ifdef FRAGMENT_SHADER\n" "\n" -"uniform myhvec3 LightColor;\n" -"#ifdef USEOFFSETMAPPING\n" -"uniform myhalf OffsetMapping_Scale;\n" -"uniform myhalf OffsetMapping_Bias;\n" -"#endif\n" -"\n" -"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTION) || defined(USEOFFSETMAPPING)\n" "uniform sampler2D Texture_Normal;\n" -"#endif\n" -"\n" -"#ifdef MODE_LIGHTDIRECTION\n" -"uniform myhvec3 AmbientColor;\n" -"uniform myhvec3 DiffuseColor;\n" -"uniform myhvec3 SpecularColor;\n" -"#endif\n" -"\n" "uniform sampler2D Texture_Color;\n" -"\n" -"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n" -"uniform sampler2D Texture_Lightmap;\n" -"#endif\n" -"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" -"uniform sampler2D Texture_Deluxemap;\n" -"#endif\n" -"\n" -"#ifdef USEGLOW\n" -"uniform sampler2D Texture_Glow;\n" -"#endif\n" -"\n" -"#ifdef USECOLORMAPPING\n" -"uniform sampler2D Texture_Pants;\n" -"uniform sampler2D Texture_Shirt;\n" -"uniform myhvec3 Color_Pants;\n" -"uniform myhvec3 Color_Shirt;\n" -"#endif\n" -"\n" -"uniform myhalf AmbientScale;\n" -"uniform myhalf DiffuseScale;\n" -"#ifdef USESPECULAR\n" -"uniform myhalf SpecularScale;\n" -"uniform myhalf SpecularPower;\n" "uniform sampler2D Texture_Gloss;\n" -"#endif\n" -"\n" -"#ifdef USECUBEFILTER\n" "uniform samplerCube Texture_Cube;\n" -"#endif\n" -"\n" -"#ifdef USEFOG\n" -"uniform myhvec3 FogColor;\n" -"uniform myhalf FogRangeRecip;\n" "uniform sampler2D Texture_FogMask;\n" -"#endif\n" +"uniform sampler2D Texture_Pants;\n" +"uniform sampler2D Texture_Shirt;\n" +"uniform sampler2D Texture_Lightmap;\n" +"uniform sampler2D Texture_Deluxemap;\n" +"uniform sampler2D Texture_Glow;\n" "\n" -"#ifdef USEEASTEREGG\n" -"void main(void)\n" -"{\n" -" gl_FragColor = myhvec4(0, 0, 0, 1);;\n" -" int i;\n" -" float o;\n" -" vec2 p = vec2(CubeVector.x * 16.0, CubeVector.y * 16.0);\n" -" vec2 c = vec2(CubeVector.x * 16.0, CubeVector.y * 16.0);\n" -" for (i = 0;i < 1000 && dot(p,p) < 4.0;i = i + 1)\n" -" {\n" -" o = p.x * p.x - p.y * p.y;\n" -" p.y = 2.0 * p.x * p.y;\n" -" p.x = o;\n" -" p += c;\n" -" }\n" -" o = float(i) * 0.314;\n" -" if (i < 1000)\n" -" gl_FragColor = vec4(cos(o), sin(o), sin(o * 0.2), 1);\n" -"}\n" -"#else // USEEASTEREGG\n" +"uniform vec3 LightColor;\n" +"uniform vec3 AmbientColor;\n" +"uniform vec3 DiffuseColor;\n" +"uniform vec3 SpecularColor;\n" +"uniform vec3 Color_Pants;\n" +"uniform vec3 Color_Shirt;\n" +"uniform vec3 FogColor;\n" "\n" +"uniform float OffsetMapping_Scale;\n" +"uniform float OffsetMapping_Bias;\n" +"uniform float FogRangeRecip;\n" "\n" +"uniform float AmbientScale;\n" +"uniform float DiffuseScale;\n" +"uniform float SpecularScale;\n" +"uniform float SpecularPower;\n" "\n" "void main(void)\n" "{\n" " // apply offsetmapping\n" "#ifdef USEOFFSETMAPPING\n" -" myhvec2 TexCoordOffset = TexCoord;\n" +" vec2 TexCoordOffset = TexCoord;\n" "#define TexCoord TexCoordOffset\n" "\n" -" myhvec3 eyedir = myhvec3(normalize(EyeVector));\n" -" myhalf depthbias = 1.0 - eyedir.z; // should this be a -?\n" +" vec3 eyedir = vec3(normalize(EyeVector));\n" +" float depthbias = 1.0 - eyedir.z; // should this be a -?\n" " depthbias = 1.0 - depthbias * depthbias;\n" "\n" "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" " // 14 sample relief mapping: linear search and then binary search\n" -" myhvec3 OffsetVector = myhvec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * myhvec2(-0.1, 0.1), -0.1);\n" +" vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n" " vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" @@ -636,7 +557,8 @@ static const char *builtinshaderstring = " TexCoord = RT.xy;\n" "#else\n" " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n" -" myhvec2 OffsetVector = myhvec2((EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * myhvec2(-0.333, 0.333));\n" +" vec2 OffsetVector = vec2((EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333));\n" +" //TexCoord += OffsetVector * 3.0;\n" " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" @@ -644,9 +566,9 @@ static const char *builtinshaderstring = "#endif\n" "\n" " // combine the diffuse textures (base, pants, shirt)\n" -" myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n" +" vec4 color = vec4(texture2D(Texture_Color, TexCoord));\n" "#ifdef USECOLORMAPPING\n" -" color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n" +" color.rgb += vec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + vec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n" "#endif\n" "\n" "\n" @@ -656,27 +578,24 @@ static const char *builtinshaderstring = " // light source\n" "\n" " // get the surface normal and light normal\n" -"#ifdef SURFACENORMALIZE\n" -" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" -"#else\n" -" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n" -"#endif\n" -" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" +" vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" +" vec3 diffusenormal = vec3(normalize(LightVector));\n" "\n" " // calculate directional shading\n" " color.rgb *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" "#ifdef USESPECULAR\n" -" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n" -" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" +" vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n" +" color.rgb += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" "#endif\n" "\n" "#ifdef USECUBEFILTER\n" " // apply light cubemap filter\n" -" color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n" +" //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n" +" color.rgb *= vec3(textureCube(Texture_Cube, CubeVector));\n" "#endif\n" "\n" " // apply light color\n" -" color.rgb = color.rgb * LightColor;\n" +" color.rgb *= LightColor;\n" "\n" " // apply attenuation\n" " //\n" @@ -695,19 +614,14 @@ static const char *builtinshaderstring = " // directional model lighting\n" "\n" " // get the surface normal and light normal\n" -"#ifdef SURFACENORMALIZE\n" -" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" -"#else\n" -" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n" -"#endif\n" -" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" -"\n" +" vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" +" vec3 diffusenormal = vec3(normalize(LightVector));\n" "\n" " // calculate directional shading\n" " color.rgb *= AmbientColor + DiffuseColor * max(dot(surfacenormal, diffusenormal), 0.0);\n" "#ifdef USESPECULAR\n" -" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n" -" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" +" vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n" +" color.rgb += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" "#endif\n" "\n" "\n" @@ -717,23 +631,19 @@ static const char *builtinshaderstring = " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n" "\n" " // get the surface normal and light normal\n" -"#ifdef SURFACENORMALIZE\n" -" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" -"#else\n" -" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n" -"#endif\n" -" myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5;\n" -" myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, VectorS), dot(diffusenormal_modelspace, VectorT), dot(diffusenormal_modelspace, VectorR)));\n" +" vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" +" vec3 diffusenormal_modelspace = vec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5;\n" +" vec3 diffusenormal = normalize(vec3(dot(diffusenormal_modelspace, VectorS), dot(diffusenormal_modelspace, VectorT), dot(diffusenormal_modelspace, VectorR)));\n" "\n" " // calculate directional shading\n" -" myhvec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" +" vec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" "#ifdef USESPECULAR\n" -" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n" -" tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" +" vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n" +" tempcolor += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" "#endif\n" "\n" " // apply lightmap color\n" -" color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * myhvec3(AmbientScale);\n" +" color.rgb = tempcolor * vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * vec3(AmbientScale);\n" "\n" "\n" "\n" @@ -742,47 +652,43 @@ static const char *builtinshaderstring = " // deluxemap lightmapping using light vectors in tangentspace\n" "\n" " // get the surface normal and light normal\n" -"#ifdef SURFACENORMALIZE\n" -" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" -" myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5);\n" -"#else\n" -" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n" -" myhvec3 diffusenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap));\n" -"#endif\n" +" vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" +" vec3 diffusenormal = normalize(vec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5);\n" "\n" " // calculate directional shading\n" -" myhvec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" +" vec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" "#ifdef USESPECULAR\n" -" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n" -" tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" +" vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n" +" tempcolor += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" "#endif\n" "\n" " // apply lightmap color\n" -" color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * myhvec3(AmbientScale);\n" +" color.rgb = tempcolor * vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * vec3(AmbientScale);\n" "\n" "\n" "\n" "\n" "#else // MODE none (lightmap)\n" " // apply lightmap color\n" -" color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n" +" color.rgb *= vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + vec3(AmbientScale);\n" "#endif // MODE\n" "\n" +" color *= gl_Color;\n" +"\n" "#ifdef USEGLOW\n" -" color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord));\n" +" color.rgb += vec3(texture2D(Texture_Glow, TexCoord));\n" "#endif\n" "\n" "#ifdef USEFOG\n" " // apply fog\n" -" myhalf fog = texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0.0)).x;\n" +" float fog = texture2D(Texture_FogMask, vec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x;\n" " color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n" "#endif\n" "\n" -" gl_FragColor = color * gl_Color;\n" +" gl_FragColor = color;\n" "}\n" -"#endif // !USEEASTEREGG\n" "\n" -"#endif\n" +"#endif // FRAGMENT_SHADER\n" ; void R_GLSL_CompilePermutation(int permutation) @@ -868,18 +774,6 @@ void R_GLSL_CompilePermutation(int permutation) fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n"; strlcat(permutationname, " OFFSETMAPPING_RELIEFMAPPING", sizeof(permutationname)); } - if (permutation & SHADERPERMUTATION_SURFACENORMALIZE) - { - vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n"; - fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n"; - strlcat(permutationname, " surfacenormalize", sizeof(permutationname)); - } - if (permutation & SHADERPERMUTATION_GEFORCEFX) - { - vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n"; - fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n"; - strlcat(permutationname, " halffloat", sizeof(permutationname)); - } shaderstring = (char *)FS_LoadFile("glsl/default.glsl", r_main_mempool, false, NULL); if (shaderstring) { @@ -951,14 +845,14 @@ void R_GLSL_Restart_f(void) memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); } -void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting) +int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting) { // select a permutation of the lighting shader appropriate to this // combination of texture, entity, light source, and fogging, only use the // minimum features necessary to avoid wasting rendering time in the // fragment shader on features that are not being used int permutation = 0; - float specularscale = texture->specularscale; + float specularscale = rsurface_texture->specularscale; r_glsl_permutation = NULL; if (r_shadow_rtlight) { @@ -969,25 +863,31 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, } else { - if (modellighting) - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION; - else if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping) + if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) { - if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace) - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE; + if (modellighting) + permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION; else - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; + { + if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && rsurface_lightmaptexture) + { + if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace) + permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE; + else + permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; + } + else if (r_glsl_deluxemapping.integer >= 2) // fake mode + permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; + } } - else if (r_glsl_deluxemapping.integer >= 2) // fake mode - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; - if (texture->skin.glow) + if (rsurface_texture->skin.glow) permutation |= SHADERPERMUTATION_GLOW; } if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR; if (fogenabled) permutation |= SHADERPERMUTATION_FOG; - if (texture->colormapping) + if (rsurface_texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; if (r_glsl_offsetmapping.integer) { @@ -995,10 +895,6 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; } - if (r_glsl_surfacenormalize.integer) - permutation |= SHADERPERMUTATION_SURFACENORMALIZE; - if (r_glsl_usehalffloat.integer) - permutation |= SHADERPERMUTATION_GEFORCEFX; if (!r_glsl_permutations[permutation].program) { if (!r_glsl_permutations[permutation].compiled) @@ -1018,18 +914,17 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, if (r_glsl_permutations[permutation].program) break; if (!i) - return; // utterly failed + return 0; // utterly failed } } } r_glsl_permutation = r_glsl_permutations + permutation; CHECKGLERROR qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR - R_Mesh_TexMatrix(0, &texture->currenttexmatrix); + R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix); if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) { - R_Mesh_TexMatrix(3, &r_shadow_entitytolight); - //if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); + if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]); if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale); @@ -1038,7 +933,7 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, } else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION) { - if (texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, 1, 1, 1); @@ -1052,13 +947,13 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, else { if (r_glsl_permutation->loc_AmbientColor >= 0) - qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, ent->modellight_ambient[0], ent->modellight_ambient[1], ent->modellight_ambient[2]); + qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]); if (r_glsl_permutation->loc_DiffuseColor >= 0) - qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, ent->modellight_diffuse[0], ent->modellight_diffuse[1], ent->modellight_diffuse[2]); + qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0], rsurface_entity->modellight_diffuse[1], rsurface_entity->modellight_diffuse[2]); if (r_glsl_permutation->loc_SpecularColor >= 0) - qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, ent->modellight_diffuse[0] * texture->specularscale, ent->modellight_diffuse[1] * texture->specularscale, ent->modellight_diffuse[2] * texture->specularscale); + qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[1] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[2] * rsurface_texture->specularscale); if (r_glsl_permutation->loc_LightDir >= 0) - qglUniform3fARB(r_glsl_permutation->loc_LightDir, ent->modellight_lightdir[0], ent->modellight_lightdir[1], ent->modellight_lightdir[2]); + qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]); } } else @@ -1067,47 +962,59 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_lightmapintensity * 2.0f); if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_lightmapintensity * specularscale * 2.0f); } - if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(texture->skin.nmap)); - if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(texture->basetexture)); - if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(texture->glosstexture)); + if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->skin.nmap)); + if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture)); + if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture)); + //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); - if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(texture->skin.pants)); - if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(texture->skin.shirt)); - if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(texture->skin.glow)); + if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->skin.pants)); + if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->skin.shirt)); + //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); + //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); + if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->skin.glow)); if (r_glsl_permutation->loc_FogColor >= 0) { // additive passes are only darkened by fog, not tinted - if (r_shadow_rtlight || (texture->currentmaterialflags & MATERIALFLAG_ADD)) + if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD)) qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); else qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogcolor[0], fogcolor[1], fogcolor[2]); } - if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, modelorg[0], modelorg[1], modelorg[2]); + if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]); if (r_glsl_permutation->loc_Color_Pants >= 0) { - if (texture->skin.pants) - qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]); + if (rsurface_texture->skin.pants) + qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]); else qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0); } if (r_glsl_permutation->loc_Color_Shirt >= 0) { - if (texture->skin.shirt) - qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]); + if (rsurface_texture->skin.shirt) + qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]); else qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0); } if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, fograngerecip); - if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, texture->specularpower); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower); if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); CHECKGLERROR + return permutation; +} + +void R_SwitchSurfaceShader(int permutation) +{ + if (r_glsl_permutation != r_glsl_permutations + permutation) + { + r_glsl_permutation = r_glsl_permutations + permutation; + CHECKGLERROR + qglUseProgramObjectARB(r_glsl_permutation->program); + CHECKGLERROR + } } void gl_main_start(void) { - // use half float math where available (speed gain on NVIDIA GFFX and GF6) - if (gl_support_half_float) - Cvar_SetValue("r_glsl_usehalffloat", 1); r_main_texturepool = R_AllocTexturePool(); r_bloom_texture_screen = NULL; r_bloom_texture_bloom = NULL; @@ -1168,8 +1075,8 @@ void GL_Main_Init(void) Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed\n"); FOG_registercvars(); // FIXME: move this fog stuff to client? Cvar_RegisterVariable(&r_nearclip); + Cvar_RegisterVariable(&r_showsurfaces); Cvar_RegisterVariable(&r_showtris); - Cvar_RegisterVariable(&r_showtris_polygonoffset); Cvar_RegisterVariable(&r_shownormals); Cvar_RegisterVariable(&r_showlighting); Cvar_RegisterVariable(&r_showshadowvolumes); @@ -1184,13 +1091,12 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_wateralpha); Cvar_RegisterVariable(&r_dynamic); Cvar_RegisterVariable(&r_fullbright); + Cvar_RegisterVariable(&r_q1bsp_skymasking); Cvar_RegisterVariable(&r_textureunits); Cvar_RegisterVariable(&r_glsl); Cvar_RegisterVariable(&r_glsl_offsetmapping); Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping); Cvar_RegisterVariable(&r_glsl_offsetmapping_scale); - Cvar_RegisterVariable(&r_glsl_usehalffloat); - Cvar_RegisterVariable(&r_glsl_surfacenormalize); Cvar_RegisterVariable(&r_glsl_deluxemapping); Cvar_RegisterVariable(&r_lerpsprites); Cvar_RegisterVariable(&r_lerpmodels); @@ -1586,7 +1492,6 @@ static void R_BlendView(void) int screenwidth, screenheight; qboolean dobloom; qboolean doblend; - rmeshstate_t m; float vertex3f[12]; float texcoord2f[3][8]; @@ -1611,9 +1516,12 @@ static void R_BlendView(void) vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0; vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0; vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0; + R_Mesh_VertexPointer(vertex3f); + R_Mesh_ColorPointer(NULL); + R_Mesh_ResetTextureState(); if (dobloom) { - int bloomwidth, bloomheight, x, dobloomblend, range; + int bloomwidth, bloomheight, x, range; float xoffset, yoffset, r; renderstats.bloom++; // allocate textures as needed @@ -1645,11 +1553,8 @@ static void R_BlendView(void) texcoord2f[1][5] = 0; texcoord2f[1][6] = 0; texcoord2f[1][7] = 0; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.pointer_texcoord[0] = texcoord2f[0]; - m.tex[0] = R_GetTexture(r_bloom_texture_screen); - R_Mesh_State(&m); + R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]); + R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen)); // copy view into the full resolution screen image texture GL_ActiveTexture(0); qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height); @@ -1672,11 +1577,8 @@ static void R_BlendView(void) } // we now have a darkened bloom image in the framebuffer, copy it into // the bloom image texture for more processing - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(r_bloom_texture_bloom); - m.pointer_texcoord[0] = texcoord2f[2]; - R_Mesh_State(&m); + R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom)); + R_Mesh_TexCoordPointer(0, 2, texcoord2f[2]); GL_ActiveTexture(0); qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); renderstats.bloom_copypixels += bloomwidth * bloomheight; @@ -1749,49 +1651,33 @@ static void R_BlendView(void) qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height); // put the original screen image back in place and blend the bloom // texture on it - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(r_bloom_texture_screen); - m.pointer_texcoord[0] = texcoord2f[0]; -#if 0 - dobloomblend = false; -#else + GL_Color(1,1,1,1); + GL_BlendFunc(GL_ONE, GL_ZERO); // do both in one pass if possible + R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen)); + R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]); if (r_textureunits.integer >= 2 && gl_combine.integer) { - dobloomblend = false; - m.texcombinergb[1] = GL_ADD; - m.tex[1] = R_GetTexture(r_bloom_texture_bloom); - m.pointer_texcoord[1] = texcoord2f[1]; + R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1); + R_Mesh_TexBind(1, R_GetTexture(r_bloom_texture_bloom)); + R_Mesh_TexCoordPointer(1, 2, texcoord2f[1]); } else - dobloomblend = true; -#endif - R_Mesh_State(&m); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_Color(1,1,1,1); - R_Mesh_Draw(0, 4, 2, polygonelements); - renderstats.bloom_drawpixels += r_view_width * r_view_height; - // now blend on the bloom texture if multipass - if (dobloomblend) { - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.tex[0] = R_GetTexture(r_bloom_texture_bloom); - m.pointer_texcoord[0] = texcoord2f[1]; - R_Mesh_State(&m); - GL_BlendFunc(GL_ONE, GL_ONE); - GL_Color(1,1,1,1); R_Mesh_Draw(0, 4, 2, polygonelements); renderstats.bloom_drawpixels += r_view_width * r_view_height; + // now blend on the bloom texture + GL_BlendFunc(GL_ONE, GL_ONE); + R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom)); + R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]); } + R_Mesh_Draw(0, 4, 2, polygonelements); + renderstats.bloom_drawpixels += r_view_width * r_view_height; } if (doblend) { // apply a color tint to the whole view - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - R_Mesh_State(&m); + R_Mesh_ResetTextureState(); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); R_Mesh_Draw(0, 4, 2, polygonelements); @@ -1825,6 +1711,18 @@ void R_RenderView(void) r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer; r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil; r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1; + r_polygonfactor = 0; + r_polygonoffset = 0; + r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value; + r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value; + if (r_showsurfaces.integer) + { + r_rtworld = false; + r_rtworldshadows = false; + r_rtdlight = false; + r_rtdlightshadows = false; + r_lightmapintensity = 0; + } // GL is weird because it's bottom to top, r_view_y is top to bottom qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height); @@ -1838,12 +1736,12 @@ void R_RenderView(void) R_TimeReport("setup"); qglDepthFunc(GL_LEQUAL); - qglPolygonOffset(0, 0); + qglPolygonOffset(r_polygonfactor, r_polygonoffset); qglEnable(GL_POLYGON_OFFSET_FILL); R_RenderScene(); - qglPolygonOffset(0, 0); + qglPolygonOffset(r_polygonfactor, r_polygonoffset); qglDisable(GL_POLYGON_OFFSET_FILL); R_BlendView(); @@ -1873,6 +1771,18 @@ void CSQC_R_ClearScreen (void) r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer; r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil; r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1; + r_polygonfactor = 0; + r_polygonoffset = 0; + r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value; + r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value; + if (r_showsurfaces.integer) + { + r_rtworld = false; + r_rtworldshadows = false; + r_rtdlight = false; + r_rtdlightshadows = false; + r_lightmapintensity = 0; + } // GL is weird because it's bottom to top, r_view_y is top to bottom qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height); @@ -1890,12 +1800,12 @@ void CSQC_R_ClearScreen (void) void CSQC_R_RenderScene (void) { qglDepthFunc(GL_LEQUAL); - qglPolygonOffset(0, 0); + qglPolygonOffset(r_polygonfactor, r_polygonoffset); qglEnable(GL_POLYGON_OFFSET_FILL); R_RenderScene(); - qglPolygonOffset(0, 0); + qglPolygonOffset(r_polygonfactor, r_polygonoffset); qglDisable(GL_POLYGON_OFFSET_FILL); R_BlendView(); @@ -1949,123 +1859,85 @@ void R_RenderScene(void) R_Shadow_UpdateWorldLightSelection(); - for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++) + if (cl.csqc_vidvars.drawworld) { - if (r_showtrispass) - { - rmeshstate_t m; - r_showtrispass = 0; - GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthTest(!r_showdisabledepthtest.integer); - GL_DepthMask(GL_FALSE); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - //qglEnable(GL_LINE_SMOOTH); - qglEnable(GL_POLYGON_OFFSET_LINE); - qglPolygonOffset(0, r_showtris_polygonoffset.value); - r_showtrispass = 1; - } - - if (cl.csqc_vidvars.drawworld) - { - // don't let sound skip if going slow - if (r_refdef.extraupdate) - S_ExtraUpdate (); - - if (r_showtrispass) - GL_ShowTrisColor(0.025, 0.025, 0, 1); - if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky) - { - r_refdef.worldmodel->DrawSky(r_refdef.worldentity); - if (r_timereport_active) - R_TimeReport("worldsky"); - } - - if (R_DrawBrushModelsSky() && r_timereport_active) - R_TimeReport("bmodelsky"); - - if (r_showtrispass) - GL_ShowTrisColor(0.05, 0.05, 0.05, 1); - if (r_refdef.worldmodel && r_refdef.worldmodel->Draw) - { - r_refdef.worldmodel->Draw(r_refdef.worldentity); - if (r_timereport_active) - R_TimeReport("world"); - } - } - // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); - if (r_showtrispass) - GL_ShowTrisColor(0, 0.015, 0, 1); - - R_DrawModels(); - if (r_timereport_active) - R_TimeReport("models"); + if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky) + { + r_refdef.worldmodel->DrawSky(r_refdef.worldentity); + if (r_timereport_active) + R_TimeReport("worldsky"); + } - // don't let sound skip if going slow - if (r_refdef.extraupdate) - S_ExtraUpdate (); + if (R_DrawBrushModelsSky() && r_timereport_active) + R_TimeReport("bmodelsky"); - if (r_showtrispass) - GL_ShowTrisColor(0, 0, 0.033, 1); - R_ShadowVolumeLighting(false); - if (r_timereport_active) - R_TimeReport("rtlights"); + if (r_refdef.worldmodel && r_refdef.worldmodel->Draw) + { + r_refdef.worldmodel->Draw(r_refdef.worldentity); + if (r_timereport_active) + R_TimeReport("world"); + } + } - // don't let sound skip if going slow - if (r_refdef.extraupdate) - S_ExtraUpdate (); + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); - if (r_showtrispass) - GL_ShowTrisColor(0.1, 0, 0, 1); + R_DrawModels(); + if (r_timereport_active) + R_TimeReport("models"); - if (cl.csqc_vidvars.drawworld) - { - R_DrawLightningBeams(); - if (r_timereport_active) - R_TimeReport("lightning"); + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); - R_DrawParticles(); - if (r_timereport_active) - R_TimeReport("particles"); + R_ShadowVolumeLighting(false); + if (r_timereport_active) + R_TimeReport("rtlights"); - R_DrawExplosions(); - if (r_timereport_active) - R_TimeReport("explosions"); - } + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); - R_MeshQueue_RenderTransparent(); + if (cl.csqc_vidvars.drawworld) + { + R_DrawLightningBeams(); if (r_timereport_active) - R_TimeReport("drawtrans"); + R_TimeReport("lightning"); - if (cl.csqc_vidvars.drawworld) - { - R_DrawCoronas(); - if (r_timereport_active) - R_TimeReport("coronas"); - } - if(cl.csqc_vidvars.drawcrosshair) - { - R_DrawWorldCrosshair(); - if (r_timereport_active) - R_TimeReport("crosshair"); - } + R_DrawParticles(); + if (r_timereport_active) + R_TimeReport("particles"); - VM_AddPolygonsToMeshQueue(); + R_DrawExplosions(); + if (r_timereport_active) + R_TimeReport("explosions"); + } - R_MeshQueue_Render(); + R_MeshQueue_RenderTransparent(); + if (r_timereport_active) + R_TimeReport("drawtrans"); - if (r_showtrispass) - { - //qglDisable(GL_LINE_SMOOTH); - qglDisable(GL_POLYGON_OFFSET_LINE); - } + if (cl.csqc_vidvars.drawworld) + { + R_DrawCoronas(); + if (r_timereport_active) + R_TimeReport("coronas"); + } + if(cl.csqc_vidvars.drawcrosshair) + { + R_DrawWorldCrosshair(); + if (r_timereport_active) + R_TimeReport("crosshair"); } - r_showtrispass = 0; + VM_AddPolygonsToMeshQueue(); + + R_MeshQueue_Render(); R_MeshQueue_EndScene(); @@ -2082,7 +1954,6 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa { int i; float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4]; - rmeshstate_t m; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthTest(true); @@ -2108,10 +1979,9 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa c[2] = c[2] * f1 + fogcolor[2] * f2; } } - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - m.pointer_color = color; - R_Mesh_State(&m); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_ColorPointer(color); + R_Mesh_ResetTextureState(); R_Mesh_Draw(8, 12); } */ @@ -2153,12 +2023,8 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, int surfacenu int i; float f1, f2, *c; float color4f[6*4]; - rmeshstate_t m; R_Mesh_Matrix(&ent->matrix); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = nomodelvertex3f; - if (ent->flags & EF_ADDITIVE) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); @@ -2175,10 +2041,11 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, int surfacenu GL_DepthMask(true); } GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); + R_Mesh_VertexPointer(nomodelvertex3f); if (fogenabled) { memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); - m.pointer_color = color4f; + R_Mesh_ColorPointer(color4f); f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_vieworigin)); f1 = 1 - f2; for (i = 0, c = color4f;i < 6;i++, c += 4) @@ -2192,13 +2059,13 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, int surfacenu else if (ent->alpha != 1) { memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); - m.pointer_color = color4f; + R_Mesh_ColorPointer(color4f); for (i = 0, c = color4f;i < 6;i++, c += 4) c[3] *= ent->alpha; } else - m.pointer_color = nomodelcolor4f; - R_Mesh_State(&m); + R_Mesh_ColorPointer(nomodelcolor4f); + R_Mesh_ResetTextureState(); R_Mesh_Draw(0, 6, 8, nomodelelements); } @@ -2245,7 +2112,6 @@ float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1}; void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca) { float fog = 0.0f, ifog; - rmeshstate_t m; float vertex3f[12]; if (fogenabled) @@ -2270,11 +2136,11 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_ vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1; vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1; - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture); - m.pointer_texcoord[0] = spritetexcoord2f; - m.pointer_vertex = vertex3f; - R_Mesh_State(&m); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_ColorPointer(NULL); + R_Mesh_ResetTextureState(); + R_Mesh_TexBind(0, R_GetTexture(texture)); + R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f); GL_Color(cr * ifog, cg * ifog, cb * ifog, ca); R_Mesh_Draw(0, 4, 2, polygonelements); @@ -2354,6 +2220,30 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane } } +static void R_DrawCollisionBrush(const colbrushf_t *brush) +{ + int i; + R_Mesh_VertexPointer(brush->points->v); + 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(0, brush->numpoints, brush->numtriangles, brush->elements); + GL_LockArrays(0, 0); +} + +static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface) +{ + int i; + if (!surface->num_collisiontriangles) + return; + R_Mesh_VertexPointer(surface->data_collisionvertex3f); + 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->num_collisionvertices); + R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i); + GL_LockArrays(0, 0); +} + static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a) { texturelayer_t *layer; @@ -2402,9 +2292,9 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) if (!(ent->flags & RENDER_LIGHT)) t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; if (ent->effects & EF_ADDITIVE) - t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT; + t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT; else if (t->currentalpha < 1) - t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT; + t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT; if (ent->effects & EF_NODEPTHTEST) t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST; if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0) @@ -2443,25 +2333,28 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) { blendfunc1 = GL_SRC_ALPHA; blendfunc2 = GL_ONE; - depthmask = false; } else if (t->currentmaterialflags & MATERIALFLAG_ALPHA) { blendfunc1 = GL_SRC_ALPHA; blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - depthmask = false; + } + else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND) + { + blendfunc1 = t->customblendfunc[0]; + blendfunc2 = t->customblendfunc[1]; } else { blendfunc1 = GL_ONE; blendfunc2 = GL_ZERO; - depthmask = true; } + depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED); if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) { rtexture_t *currentbasetexture; int layerflags = 0; - if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED)) layerflags |= TEXTURELAYERFLAG_FOGDARKEN; currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->skin.merged) ? t->skin.merged : t->skin.base; if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) @@ -2478,14 +2371,14 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) float colorscale; colorscale = 2; // q3bsp has no lightmap updates, so the lightstylevalue that - // would normally be baked into the lightmaptexture must be + // would normally be baked into the lightmap must be // applied to the color if (ent->model->type == mod_brushq3) colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f); colorscale *= r_lightmapintensity; if (r_textureunits.integer >= 2 && gl_combine.integer) R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_COMBINE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha); - else if ((t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) == 0) + else if ((t->currentmaterialflags & MATERIALFLAG_BLENDED) == 0) R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale * 0.5f, ent->colormod[1] * colorscale * 0.5f, ent->colormod[2] * colorscale * 0.5f, t->currentalpha); else R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha); @@ -2519,7 +2412,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) // 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). - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentalpha); + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentalpha); } } } @@ -2535,108 +2428,166 @@ void R_UpdateAllTextureInfo(entity_render_t *ent) } int rsurface_array_size = 0; -float *rsurface_array_vertex3f = NULL; -float *rsurface_array_svector3f = NULL; -float *rsurface_array_tvector3f = NULL; -float *rsurface_array_normal3f = NULL; +float *rsurface_array_modelvertex3f = NULL; +float *rsurface_array_modelsvector3f = NULL; +float *rsurface_array_modeltvector3f = NULL; +float *rsurface_array_modelnormal3f = NULL; +float *rsurface_array_deformedvertex3f = NULL; +float *rsurface_array_deformedsvector3f = NULL; +float *rsurface_array_deformedtvector3f = NULL; +float *rsurface_array_deformednormal3f = NULL; float *rsurface_array_color4f = NULL; float *rsurface_array_texcoord3f = NULL; void R_Mesh_ResizeArrays(int newvertices) { + float *base; if (rsurface_array_size >= newvertices) return; - if (rsurface_array_vertex3f) - Mem_Free(rsurface_array_vertex3f); + if (rsurface_array_modelvertex3f) + Mem_Free(rsurface_array_modelvertex3f); rsurface_array_size = (newvertices + 1023) & ~1023; - rsurface_array_vertex3f = Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[19])); - rsurface_array_svector3f = rsurface_array_vertex3f + rsurface_array_size * 3; - rsurface_array_tvector3f = rsurface_array_vertex3f + rsurface_array_size * 6; - rsurface_array_normal3f = rsurface_array_vertex3f + rsurface_array_size * 9; - rsurface_array_color4f = rsurface_array_vertex3f + rsurface_array_size * 12; - rsurface_array_texcoord3f = rsurface_array_vertex3f + rsurface_array_size * 16; + base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31])); + rsurface_array_modelvertex3f = base + rsurface_array_size * 0; + rsurface_array_modelsvector3f = base + rsurface_array_size * 3; + rsurface_array_modeltvector3f = base + rsurface_array_size * 6; + rsurface_array_modelnormal3f = base + rsurface_array_size * 9; + rsurface_array_deformedvertex3f = base + rsurface_array_size * 12; + rsurface_array_deformedsvector3f = base + rsurface_array_size * 15; + rsurface_array_deformedtvector3f = base + rsurface_array_size * 18; + rsurface_array_deformednormal3f = base + rsurface_array_size * 21; + rsurface_array_texcoord3f = base + rsurface_array_size * 24; + rsurface_array_color4f = base + rsurface_array_size * 27; } +float *rsurface_modelvertex3f; +float *rsurface_modelsvector3f; +float *rsurface_modeltvector3f; +float *rsurface_modelnormal3f; float *rsurface_vertex3f; float *rsurface_svector3f; float *rsurface_tvector3f; float *rsurface_normal3f; float *rsurface_lightmapcolor4f; +vec3_t rsurface_modelorg; +qboolean rsurface_generatedvertex; +const entity_render_t *rsurface_entity; +const model_t *rsurface_model; +texture_t *rsurface_texture; +rtexture_t *rsurface_lightmaptexture; +rsurfmode_t rsurface_mode; +texture_t *rsurface_glsl_texture; + +void RSurf_ActiveEntity(const entity_render_t *ent) +{ + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, rsurface_modelorg); + rsurface_entity = ent; + rsurface_model = ent->model; + if (rsurface_array_size < rsurface_model->surfmesh.num_vertices) + R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices); + R_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, rsurface_modelorg); + if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && (rsurface_model->surfmesh.data_morphvertex3f || rsurface_model->surfmesh.data_vertexboneweights)) + { + rsurface_modelvertex3f = rsurface_array_modelvertex3f; + rsurface_modelsvector3f = NULL; + rsurface_modeltvector3f = NULL; + rsurface_modelnormal3f = NULL; + Mod_Alias_GetMesh_Vertex3f(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f); + rsurface_generatedvertex = true; + } + else + { + rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f; + rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f; + rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f; + rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f; + rsurface_generatedvertex = false; + } + rsurface_vertex3f = rsurface_modelvertex3f; + rsurface_svector3f = rsurface_modelsvector3f; + rsurface_tvector3f = rsurface_modeltvector3f; + rsurface_normal3f = rsurface_modelnormal3f; + rsurface_mode = RSURFMODE_NONE; +} -void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents) +void RSurf_CleanUp(void) { - if (rsurface_array_size < surface->groupmesh->num_vertices) - R_Mesh_ResizeArrays(surface->groupmesh->num_vertices); - if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights)) + if (rsurface_mode == RSURFMODE_GLSL) + qglUseProgramObjectARB(0); + GL_AlphaTest(false); + rsurface_mode = RSURFMODE_NONE; + rsurface_lightmaptexture = NULL; + rsurface_texture = NULL; + rsurface_glsl_texture = NULL; +} + +void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + if (rsurface_generatedvertex) { - rsurface_vertex3f = rsurface_array_vertex3f; - Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f); - if (generatetangents || (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))) + if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + generatetangents = true; + if (generatetangents) + generatenormals = true; + if (generatenormals && !rsurface_modelnormal3f) { - rsurface_svector3f = rsurface_array_svector3f; - rsurface_tvector3f = rsurface_array_tvector3f; - rsurface_normal3f = rsurface_array_normal3f; - Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); + rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f; + Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer); } - else + if (generatetangents && !rsurface_modelsvector3f) { - rsurface_svector3f = NULL; - rsurface_tvector3f = NULL; - if (generatenormals) - { - rsurface_normal3f = rsurface_array_normal3f; - Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer); - } - else - rsurface_normal3f = NULL; + rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f; + rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f; + Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer); } } - else - { - rsurface_vertex3f = surface->groupmesh->data_vertex3f; - rsurface_svector3f = surface->groupmesh->data_svector3f; - rsurface_tvector3f = surface->groupmesh->data_tvector3f; - rsurface_normal3f = surface->groupmesh->data_normal3f; - } - if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) { - int i, j; + int texturesurfaceindex; float center[3], forward[3], right[3], up[3], v[4][3]; matrix4x4_t matrix1, imatrix1; - Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward); - Matrix4x4_Transform(&ent->inversematrix, r_viewright, right); - Matrix4x4_Transform(&ent->inversematrix, r_viewup, up); - // a single autosprite surface can contain multiple sprites... - for (j = 0;j < surface->num_vertices - 3;j += 4) + Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewforward, forward); + Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewright, right); + Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewup, up); + // make deformed versions of only the vertices used by the specified surfaces + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - VectorClear(center); - for (i = 0;i < 4;i++) - VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); - VectorScale(center, 0.25f, center); - // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? - Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center); - Matrix4x4_Invert_Simple(&imatrix1, &matrix1); - for (i = 0;i < 4;i++) - Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); - if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) + int i, j; + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + // a single autosprite surface can contain multiple sprites... + for (j = 0;j < surface->num_vertices - 3;j += 4) { - forward[0] = modelorg[0] - center[0]; - forward[1] = modelorg[1] - center[1]; - forward[2] = 0; - VectorNormalize(forward); - right[0] = forward[1]; - right[1] = -forward[0]; - right[2] = 0; - VectorSet(up, 0, 0, 1); + VectorClear(center); + for (i = 0;i < 4;i++) + VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); + VectorScale(center, 0.25f, center); + if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) + { + forward[0] = rsurface_modelorg[0] - center[0]; + forward[1] = rsurface_modelorg[1] - center[1]; + forward[2] = 0; + VectorNormalize(forward); + right[0] = forward[1]; + right[1] = -forward[0]; + right[2] = 0; + VectorSet(up, 0, 0, 1); + } + // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? + Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center); + Matrix4x4_Invert_Simple(&imatrix1, &matrix1); + for (i = 0;i < 4;i++) + Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); + for (i = 0;i < 4;i++) + VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_modelvertex3f + (surface->num_firstvertex+i+j) * 3); } - for (i = 0;i < 4;i++) - VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_vertex3f + (surface->num_firstvertex+i+j) * 3); + Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer); + Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer); } - rsurface_vertex3f = rsurface_array_vertex3f; - rsurface_svector3f = rsurface_array_svector3f; - rsurface_tvector3f = rsurface_array_tvector3f; - rsurface_normal3f = rsurface_array_normal3f; - Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); + rsurface_vertex3f = rsurface_array_deformedvertex3f; + rsurface_svector3f = rsurface_array_deformedsvector3f; + rsurface_tvector3f = rsurface_array_deformedtvector3f; + rsurface_normal3f = rsurface_array_deformednormal3f; } R_Mesh_VertexPointer(rsurface_vertex3f); } @@ -2644,29 +2595,27 @@ void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture static void RSurf_Draw(const msurface_t *surface) { GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); } -static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog) +static void RSurf_DrawLightmap(const msurface_t *surface, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog) { int i; float f; float *v, *c, *c2; - RSurf_SetVertexPointer(ent, texture, surface, modelorg, lightmode >= 2, false); if (lightmode >= 2) { // model lighting vec3_t ambientcolor; vec3_t diffusecolor; vec3_t lightdir; - VectorCopy(ent->modellight_lightdir, lightdir); - ambientcolor[0] = ent->modellight_ambient[0] * r * 0.5f; - ambientcolor[1] = ent->modellight_ambient[1] * g * 0.5f; - ambientcolor[2] = ent->modellight_ambient[2] * b * 0.5f; - diffusecolor[0] = ent->modellight_diffuse[0] * r * 0.5f; - diffusecolor[1] = ent->modellight_diffuse[1] * g * 0.5f; - diffusecolor[2] = ent->modellight_diffuse[2] * b * 0.5f; + VectorCopy(rsurface_entity->modellight_lightdir, lightdir); + ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f; + ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f; + ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f; + diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f; + diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f; + diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f; if (VectorLength2(diffusecolor) > 0) { int numverts = surface->num_vertices; @@ -2705,7 +2654,7 @@ static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *text { if (surface->lightmapinfo->samples) { - const unsigned char *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i]; + const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i]; float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f); VectorScale(lm, scale, c); if (surface->lightmapinfo->styles[1] != 255) @@ -2734,7 +2683,7 @@ static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *text rsurface_lightmapcolor4f = rsurface_array_color4f; } else - rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f; + rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f; } else rsurface_lightmapcolor4f = NULL; @@ -2744,7 +2693,7 @@ static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *text { for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4) { - f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg)); + f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); c2[0] = c[0] * f; c2[1] = c[1] * f; c2[2] = c[2] * f; @@ -2755,7 +2704,7 @@ static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *text { 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 = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg)); + f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); c2[0] = f; c2[1] = f; c2[2] = f; @@ -2780,62 +2729,97 @@ static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *text RSurf_Draw(surface); } -static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) +static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist) { int texturesurfaceindex; int lightmode; - const msurface_t *surface; qboolean applycolor; qboolean applyfog; rmeshstate_t m; - if (texture->currentmaterialflags & MATERIALFLAG_NODRAW) + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW) return; r_shadow_rtlight = NULL; renderstats.entities_surfaces += texturenumsurfaces; - // FIXME: identify models using a better check than ent->model->brush.shadowmesh - lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2; - GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE)) + // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh + lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2; + GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); + if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) qglDisable(GL_CULL_FACE); - if (texture->currentmaterialflags & MATERIALFLAG_SKY) + if (r_showsurfaces.integer) { - // transparent sky would be ridiculous - if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + if (rsurface_mode != RSURFMODE_SHOWSURFACES) { - if (skyrendernow) - { - skyrendernow = false; - R_Sky(); - // restore entity matrix - R_Mesh_Matrix(&ent->matrix); - } + rsurface_mode = RSURFMODE_SHOWSURFACES; GL_DepthMask(true); - // LordHavoc: HalfLife maps have freaky skypolys... - // LordHavoc: Quake3 never did sky masking (unlike software Quake - // and Quake2), so disable the sky masking in Quake3 maps as it - // causes problems with q3map2 sky tricks - if (!ent->model->brush.ishlbsp && ent->model->type != mod_brushq3) + GL_BlendFunc(GL_ONE, GL_ZERO); + R_Mesh_ColorPointer(NULL); + R_Mesh_ResetTextureState(); + } + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + int k = (int)(((size_t)surface) / sizeof(msurface_t)); + GL_Color((k & 15) * (1.0f / 16.0f), ((k >> 4) & 15) * (1.0f / 16.0f), ((k >> 8) & 15) * (1.0f / 16.0f), 0.2f); + RSurf_Draw(surface); + } + } + else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) + { + // transparent sky would be ridiculous + if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + { + if (rsurface_mode != RSURFMODE_SKY) { - GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - if (skyrendermasked) + if (rsurface_mode == RSURFMODE_GLSL) + qglUseProgramObjectARB(0); + rsurface_mode = RSURFMODE_SKY; + if (skyrendernow) { - // 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); + skyrendernow = false; + R_Sky(); + // restore entity matrix + R_Mesh_Matrix(&rsurface_entity->matrix); } - else + GL_DepthMask(true); + // LordHavoc: HalfLife maps have freaky skypolys so don't use + // skymasking on them, and Quake3 never did sky masking (unlike + // software Quake and software Quake2), so disable the sky masking + // in Quake3 maps as it causes problems with q3map2 sky tricks, + // and skymasking also looks very bad when noclipping outside the + // level, so don't use it then either. + if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis) { - // fog sky - GL_BlendFunc(GL_ONE, GL_ZERO); + GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); + R_Mesh_ColorPointer(NULL); + R_Mesh_ResetTextureState(); + 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); + } } + } + // LordHavoc: HalfLife maps have freaky skypolys so don't use + // skymasking on them, and Quake3 never did sky masking (unlike + // software Quake and software Quake2), so disable the sky masking + // in Quake3 maps as it causes problems with q3map2 sky tricks, + // and skymasking also looks very bad when noclipping outside the + // level, so don't use it then either. + if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis) + { + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false); + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; RSurf_Draw(surface); } if (skyrendermasked) @@ -2843,81 +2827,83 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text } } } - else if (r_glsl.integer && gl_support_fragment_shader) + else if (rsurface_texture->currentnumlayers && r_glsl.integer && gl_support_fragment_shader) { - if (texture->currentmaterialflags & MATERIALFLAG_ADD) + if (rsurface_mode != RSURFMODE_GLSL) { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); + rsurface_mode = RSURFMODE_GLSL; + rsurface_glsl_texture = NULL; + R_Mesh_ResetTextureState(); } - else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - } - else + if (rsurface_glsl_texture != rsurface_texture) { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); + rsurface_glsl_texture = rsurface_texture; + GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2); + GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)); + GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha); + R_SetupSurfaceShader(vec3_origin, lightmode == 2); + //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false); + //if (r_glsl_deluxemapping.integer) + // permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true); + R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f); + if (lightmode != 2) + R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f); + GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); } - - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha); - R_SetupSurfaceShader(ent, texture, modelorg, vec3_origin, lightmode == 2); if (!r_glsl_permutation) return; - if (lightmode == 2) + RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist); + R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f); + R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f); + R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f); + if (lightmode != 2) { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + if (rsurface_lightmaptexture) { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f); - R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f); - R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f); - RSurf_Draw(surface); + R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture)); + if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) + R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture)); + R_Mesh_ColorPointer(NULL); } - } - else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + else { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f); - R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f); - R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f); - R_Mesh_TexCoordPointer(4, 2, surface->groupmesh->data_texcoordlightmap2f); - if (surface->lightmaptexture) - { - R_Mesh_TexBind(7, R_GetTexture(surface->lightmaptexture)); - if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) - R_Mesh_TexBind(8, R_GetTexture(surface->deluxemaptexture)); - R_Mesh_ColorPointer(NULL); - } - else - { - R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); - if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) - R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); - R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f); - } - RSurf_Draw(surface); + R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); + if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) + R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); + R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f); } } - qglUseProgramObjectARB(0); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + RSurf_Draw(surface); + } } - else if (texture->currentnumlayers) + else if (rsurface_texture->currentnumlayers) { int layerindex; - texturelayer_t *layer; - for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++) + const texturelayer_t *layer; + if (rsurface_mode != RSURFMODE_MULTIPASS) + { + if (rsurface_mode == RSURFMODE_GLSL) + qglUseProgramObjectARB(0); + rsurface_mode = RSURFMODE_MULTIPASS; + } + RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); + for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++) { vec4_t layercolor; int layertexrgbscale; + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + { + if (layerindex == 0) + GL_AlphaTest(true); + else + { + GL_AlphaTest(false); + qglDepthFunc(GL_EQUAL); + } + } GL_DepthMask(layer->depthmask); GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask)) @@ -2936,6 +2922,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text VectorScale(layer->color, 1.0f, layercolor); } layercolor[3] = layer->color[3]; + R_Mesh_ColorPointer(NULL); GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]); applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1; applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0; @@ -2943,39 +2930,37 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text { case TEXTURELAYERTYPE_LITTEXTURE_COMBINE: memset(&m, 0, sizeof(m)); + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f; m.tex[1] = R_GetTexture(layer->texture); m.texmatrix[1] = layer->texmatrix; m.texrgbscale[1] = layertexrgbscale; - m.pointer_color = rsurface_array_color4f; - R_Mesh_State(&m); + m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f; + R_Mesh_TextureState(&m); if (lightmode == 2) { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); - R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog); + RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog); + } + } + else if (rsurface_lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture)); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog); } } else { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); - R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); - if (surface->lightmaptexture) - { - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); - RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog); - } - else - { - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog); - } + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog); } } break; @@ -2983,49 +2968,48 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; - m.pointer_color = rsurface_array_color4f; m.texrgbscale[0] = layertexrgbscale; - R_Mesh_State(&m); + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f; + R_Mesh_TextureState(&m); if (lightmode == 2) { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 2, false, false); + RSurf_DrawLightmap(surface, 1, 1, 1, 1, 2, false, false); + } + } + else if (rsurface_lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture)); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + RSurf_DrawLightmap(surface, 1, 1, 1, 1, 0, false, false); } } else { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); - if (surface->lightmaptexture) - { - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); - RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 0, false, false); - } - else - { - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 1, false, false); - } + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + RSurf_DrawLightmap(surface, 1, 1, 1, 1, 1, false, false); } } + GL_LockArrays(0, 0); GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; - m.pointer_color = rsurface_array_color4f; m.texrgbscale[0] = layertexrgbscale; - R_Mesh_State(&m); + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + R_Mesh_TextureState(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog); + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, false); } break; case TEXTURELAYERTYPE_LITTEXTURE_VERTEX: @@ -3033,24 +3017,22 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.texrgbscale[0] = layertexrgbscale; - m.pointer_color = rsurface_array_color4f; - R_Mesh_State(&m); + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + R_Mesh_TextureState(&m); if (lightmode == 2) { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog); + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog); } } else { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog); + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog); } } break; @@ -3058,36 +3040,35 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; - m.pointer_color = rsurface_array_color4f; m.texrgbscale[0] = layertexrgbscale; - R_Mesh_State(&m); + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + R_Mesh_TextureState(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog); + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog); } break; case TEXTURELAYERTYPE_FOG: - memset(&m, 0, sizeof(m)); + R_Mesh_ColorPointer(rsurface_array_color4f); if (layer->texture) { + memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + R_Mesh_TextureState(&m); } - R_Mesh_State(&m); + else + R_Mesh_ResetTextureState(); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { int i; float f, *v, *c; - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false); - if (layer->texture) - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - R_Mesh_ColorPointer(rsurface_array_color4f); + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) { - f = VERTEXFOGTABLE(VectorDistance(v, modelorg)); + f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); c[0] = layercolor[0]; c[1] = layercolor[1]; c[2] = layercolor[2]; @@ -3099,109 +3080,73 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text default: Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); } + GL_LockArrays(0, 0); // if trying to do overbright on first pass of an opaque surface // when combine is not supported, brighten as a post process if (layertexrgbscale > 1 && !gl_combine.integer && layer->depthmask) { int scale; GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + R_Mesh_ColorPointer(NULL); GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); + R_Mesh_ResetTextureState(); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false); + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (scale = 1;scale < layertexrgbscale;scale <<= 1) RSurf_Draw(surface); } + GL_LockArrays(0, 0); } } - if (r_shownormals.integer && !r_showtrispass) + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { - int j, k; - float v[3]; - GL_DepthTest(!r_showdisabledepthtest.integer); - GL_DepthMask(texture->currentlayers->depthmask); - GL_BlendFunc(texture->currentlayers->blendfunc1, texture->currentlayers->blendfunc2); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true); - GL_Color(1, 0, 0, 1); - qglBegin(GL_LINES); - for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++) - { - VectorCopy(rsurface_vertex3f + k * 3, v); - qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, 8, rsurface_svector3f + k * 3, v); - qglVertex3f(v[0], v[1], v[2]); - } - GL_Color(0, 0, 1, 1); - for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++) - { - VectorCopy(rsurface_vertex3f + k * 3, v); - qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, 8, rsurface_tvector3f + k * 3, v); - qglVertex3f(v[0], v[1], v[2]); - } - GL_Color(0, 1, 0, 1); - for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++) - { - VectorCopy(rsurface_vertex3f + k * 3, v); - qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, 8, rsurface_normal3f + k * 3, v); - qglVertex3f(v[0], v[1], v[2]); - } - qglEnd(); - } + qglDepthFunc(GL_LEQUAL); + GL_AlphaTest(false); } } - if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE)) + GL_LockArrays(0, 0); + if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) qglEnable(GL_CULL_FACE); } static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight) { - const msurface_t *surface = ent->model->data_surfaces + surfacenumber; - vec3_t modelorg; - texture_t *texture; + msurface_t *surface = ent->model->data_surfaces + surfacenumber; - texture = surface->texture; - if (texture->basematerialflags & MATERIALFLAG_SKY) + rsurface_texture = surface->texture; + if (rsurface_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_DrawTextureSurfaceList(ent, texture->currentframe, 1, &surface, modelorg); + RSurf_ActiveEntity(ent); + R_UpdateTextureInfo(ent, rsurface_texture); + rsurface_texture = rsurface_texture->currentframe; + R_DrawTextureSurfaceList(1, &surface); + RSurf_CleanUp(); } -void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) +void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist) { int texturesurfaceindex; - const msurface_t *surface; vec3_t tempcenter, center; - if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) { // drawing sky transparently would be too difficult - if (!(texture->currentmaterialflags & MATERIALFLAG_SKY)) + if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - surface = texturesurfacelist[texturesurfaceindex]; + const msurface_t *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(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_DrawSurface_TransparentCallback, ent, surface - ent->model->data_surfaces, r_shadow_rtlight); + Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center); + R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight); } } } else - R_DrawTextureSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg); + R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist); } extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); @@ -3209,21 +3154,20 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) { int i, j, f, flagsmask; int counttriangles = 0; - msurface_t *surface, **surfacechain; - texture_t *t, *texture; + texture_t *t; model_t *model = ent->model; - vec3_t modelorg; const int maxsurfacelist = 1024; int numsurfacelist = 0; - const msurface_t *surfacelist[1024]; + msurface_t *surfacelist[1024]; if (model == NULL) return; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + + RSurf_ActiveEntity(ent); // update light styles if (!skysurfaces && model->brushq1.light_styleupdatechains) { + msurface_t *surface, **surfacechain; for (i = 0;i < model->brushq1.light_styles;i++) { if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]]) @@ -3240,24 +3184,27 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); f = 0; t = NULL; - texture = NULL; + rsurface_lightmaptexture = NULL; + rsurface_texture = NULL; numsurfacelist = 0; if (ent == r_refdef.worldentity) { + msurface_t *surface; for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { if (!r_worldsurfacevisible[j]) continue; - if (t != surface->texture) + if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture) { if (numsurfacelist) { - R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + R_QueueTextureSurfaceList(numsurfacelist, surfacelist); numsurfacelist = 0; } t = surface->texture; - texture = t->currentframe; - f = texture->currentmaterialflags & flagsmask; + rsurface_lightmaptexture = surface->lightmaptexture; + rsurface_texture = t->currentframe; + f = rsurface_texture->currentmaterialflags & flagsmask; } if (f && surface->num_triangles) { @@ -3269,7 +3216,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) counttriangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { - R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + R_QueueTextureSurfaceList(numsurfacelist, surfacelist); numsurfacelist = 0; } } @@ -3277,18 +3224,20 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) } else { + msurface_t *surface; for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { - if (t != surface->texture) + if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture) { if (numsurfacelist) { - R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + R_QueueTextureSurfaceList(numsurfacelist, surfacelist); numsurfacelist = 0; } t = surface->texture; - texture = t->currentframe; - f = texture->currentmaterialflags & flagsmask; + rsurface_lightmaptexture = surface->lightmaptexture; + rsurface_texture = t->currentframe; + f = rsurface_texture->currentmaterialflags & flagsmask; } if (f && surface->num_triangles) { @@ -3300,17 +3249,115 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) counttriangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { - R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + R_QueueTextureSurfaceList(numsurfacelist, surfacelist); numsurfacelist = 0; } } } } if (numsurfacelist) - R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); - if (!r_showtrispass) - renderstats.entities_triangles += counttriangles; - if (gl_support_fragment_shader) - qglUseProgramObjectARB(0); + R_QueueTextureSurfaceList(numsurfacelist, surfacelist); + renderstats.entities_triangles += counttriangles; + RSurf_CleanUp(); + + if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces) + { + int i; + const msurface_t *surface; + q3mbrush_t *brush; + R_Mesh_Matrix(&ent->matrix); + R_Mesh_ColorPointer(NULL); + R_Mesh_ResetTextureState(); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(!r_showdisabledepthtest.integer); + qglPolygonOffset(r_polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_polygonoffset + r_showcollisionbrushes_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->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) + if (surface->num_collisiontriangles) + R_DrawCollisionSurface(ent, surface); + qglPolygonOffset(r_polygonfactor, r_polygonoffset); + } + + if (r_showtris.integer || r_shownormals.integer) + { + int k, l; + msurface_t *surface; + const int *elements; + vec3_t v; + GL_DepthTest(true); + GL_DepthMask(true); + if (r_showdisabledepthtest.integer) + qglDepthFunc(GL_ALWAYS); + GL_BlendFunc(GL_ONE, GL_ZERO); + R_Mesh_ColorPointer(NULL); + R_Mesh_ResetTextureState(); + for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) + { + if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j]) + continue; + rsurface_texture = surface->texture->currentframe; + if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles) + { + RSurf_PrepareVerticesForBatch(true, true, 1, &surface); + if (r_showtris.integer) + { + if (!rsurface_texture->currentlayers->depthmask) + GL_Color(r_showtris.value, 0, 0, 1); + else if (ent == r_refdef.worldentity) + GL_Color(r_showtris.value, r_showtris.value, r_showtris.value, 1); + else + GL_Color(0, r_showtris.value, 0, 1); + elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle); + qglBegin(GL_LINES); + for (k = 0;k < surface->num_triangles;k++, elements += 3) + { + qglArrayElement(elements[0]);qglArrayElement(elements[1]); + qglArrayElement(elements[1]);qglArrayElement(elements[2]); + qglArrayElement(elements[2]);qglArrayElement(elements[0]); + } + qglEnd(); + } + if (r_shownormals.integer) + { + GL_Color(r_shownormals.value, 0, 0, 1); + qglBegin(GL_LINES); + for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + { + VectorCopy(rsurface_vertex3f + l * 3, v); + qglVertex3f(v[0], v[1], v[2]); + VectorMA(v, 8, rsurface_svector3f + l * 3, v); + qglVertex3f(v[0], v[1], v[2]); + } + qglEnd(); + GL_Color(0, 0, r_shownormals.value, 1); + qglBegin(GL_LINES); + for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + { + VectorCopy(rsurface_vertex3f + l * 3, v); + qglVertex3f(v[0], v[1], v[2]); + VectorMA(v, 8, rsurface_tvector3f + l * 3, v); + qglVertex3f(v[0], v[1], v[2]); + } + qglEnd(); + GL_Color(0, r_shownormals.value, 0, 1); + qglBegin(GL_LINES); + for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + { + VectorCopy(rsurface_vertex3f + l * 3, v); + qglVertex3f(v[0], v[1], v[2]); + VectorMA(v, 8, rsurface_normal3f + l * 3, v); + qglVertex3f(v[0], v[1], v[2]); + } + qglEnd(); + } + } + } + rsurface_texture = NULL; + if (r_showdisabledepthtest.integer) + qglDepthFunc(GL_LEQUAL); + } }