X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=6eae7af2061a0c76c7a3b4b8021b10856168e3b2;hb=3c0dcba17deda28ea48a69acda942b292f74aeb1;hp=44bf341ae8f6b90f797f0b98f2960fd5f8ced637;hpb=7842db054947d1818134fc9eefebd37516ab683a;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index 44bf341a..6eae7af2 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -132,7 +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]; @@ -386,7 +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++) { @@ -399,13 +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 = @@ -420,6 +420,9 @@ static const char *builtinshaderstring = "varying vec3 CubeVector;\n" "varying vec3 LightVector;\n" "varying vec3 EyeVector;\n" +"#ifdef USEFOG\n" +"varying vec3 EyeVectorModelSpace;\n" +"#endif\n" "\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" @@ -467,10 +470,13 @@ static const char *builtinshaderstring = "#endif\n" "\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" @@ -667,17 +673,19 @@ static const char *builtinshaderstring = " 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 += vec3(texture2D(Texture_Glow, TexCoord));\n" "#endif\n" "\n" "#ifdef USEFOG\n" " // apply fog\n" -" float fog = texture2D(Texture_FogMask, vec2(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" "\n" "#endif // FRAGMENT_SHADER\n" @@ -837,14 +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) { @@ -855,25 +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) { @@ -900,18 +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); @@ -920,7 +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); @@ -934,13 +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 @@ -949,43 +962,55 @@ 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_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(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(texture->skin.glow)); + 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) @@ -2195,7 +2220,7 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane } } -static void R_DrawCollisionBrush(colbrushf_t *brush) +static void R_DrawCollisionBrush(const colbrushf_t *brush) { int i; R_Mesh_VertexPointer(brush->points->v); @@ -2206,7 +2231,7 @@ static void R_DrawCollisionBrush(colbrushf_t *brush) GL_LockArrays(0, 0); } -static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface) +static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface) { int i; if (!surface->num_collisiontriangles) @@ -2267,9 +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) @@ -2308,25 +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) @@ -2343,14 +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); @@ -2384,7 +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); } } } @@ -2400,77 +2428,120 @@ 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 = (float *)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; -const texture_t *rsurface_texture; +texture_t *rsurface_texture; +rtexture_t *rsurface_lightmaptexture; +rsurfmode_t rsurface_mode; +texture_t *rsurface_glsl_texture; -void RSurf_PrepareVerticesForBatch(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist) +void RSurf_ActiveEntity(const entity_render_t *ent) { - VectorCopy(modelorg, rsurface_modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, rsurface_modelorg); rsurface_entity = ent; rsurface_model = ent->model; - rsurface_texture = texture; 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_vertex3f = rsurface_array_vertex3f; - Mod_Alias_GetMesh_Vertex3f(rsurface_model, rsurface_entity->frameblend, rsurface_array_vertex3f); - if (generatetangents || (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))) + 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_CleanUp(void) +{ + 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) + { + 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(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.data_element3i, rsurface_array_svector3f, rsurface_array_tvector3f, rsurface_array_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(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_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 = rsurface_model->surfmesh.data_vertex3f; - rsurface_svector3f = rsurface_model->surfmesh.data_svector3f; - rsurface_tvector3f = rsurface_model->surfmesh.data_tvector3f; - rsurface_normal3f = rsurface_model->surfmesh.data_normal3f; - } if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) { int texturesurfaceindex; @@ -2479,17 +2550,6 @@ void RSurf_PrepareVerticesForBatch(const entity_render_t *ent, const texture_t * Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewforward, forward); Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewright, right); Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewup, up); - 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); - } // make deformed versions of only the vertices used by the specified surfaces for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { @@ -2502,20 +2562,32 @@ void RSurf_PrepareVerticesForBatch(const entity_render_t *ent, const texture_t * 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_vertex3f + (surface->num_firstvertex+i+j) * 3); + VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_modelvertex3f + (surface->num_firstvertex+i+j) * 3); } - Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer); + 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; + 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); } @@ -2657,80 +2729,97 @@ static void RSurf_DrawLightmap(const msurface_t *surface, float r, float g, floa RSurf_Draw(surface); } -static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist, const vec3_t modelorg) +static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist) { int texturesurfaceindex; int lightmode; - const msurface_t *surface; - model_t *model = ent->model; 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 model->brush.shadowmesh - lightmode = ((ent->effects & EF_FULLBRIGHT) || 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 (r_showsurfaces.integer) { - GL_DepthMask(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_ColorPointer(NULL); - R_Mesh_ResetTextureState(); - RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, false, texturenumsurfaces, texturesurfacelist); + if (rsurface_mode != RSURFMODE_SHOWSURFACES) + { + rsurface_mode = RSURFMODE_SHOWSURFACES; + GL_DepthMask(true); + 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); - surface = texturesurfacelist[texturesurfaceindex]; RSurf_Draw(surface); } } - else if (texture->currentmaterialflags & MATERIALFLAG_SKY) + else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) { // transparent sky would be ridiculous - if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) { - if (skyrendernow) + if (rsurface_mode != RSURFMODE_SKY) { - skyrendernow = false; - R_Sky(); - // restore entity matrix - R_Mesh_Matrix(&ent->matrix); + if (rsurface_mode == RSURFMODE_GLSL) + qglUseProgramObjectARB(0); + rsurface_mode = RSURFMODE_SKY; + if (skyrendernow) + { + skyrendernow = false; + R_Sky(); + // restore entity matrix + R_Mesh_Matrix(&rsurface_entity->matrix); + } + 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) + { + 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); + } + } } - 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 (model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis) + if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis) { - 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); - } - RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, false, texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - surface = texturesurfacelist[texturesurfaceindex]; + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; RSurf_Draw(surface); } if (skyrendermasked) @@ -2738,77 +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) + if (rsurface_glsl_texture != rsurface_texture) { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); + 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); } - else - { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - } - - R_Mesh_ColorPointer(NULL); - R_Mesh_ResetTextureState(); - 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; - RSurf_PrepareVerticesForBatch(ent, texture, modelorg, true, true, texturenumsurfaces, texturesurfacelist); - R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f); + 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) + if (lightmode != 2) { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + if (rsurface_lightmaptexture) { - surface = texturesurfacelist[texturesurfaceindex]; - 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 - { - R_Mesh_TexCoordPointer(4, 2, model->surfmesh.data_texcoordlightmap2f); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + else { - surface = texturesurfacelist[texturesurfaceindex]; - 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(model->surfmesh.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; - RSurf_PrepareVerticesForBatch(ent, texture, modelorg, true, false, texturenumsurfaces, texturesurfacelist); - 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)) @@ -2835,36 +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] = model->surfmesh.data_texcoordlightmap2f; + 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_texcoord[1] = model->surfmesh.data_texcoordtexture2f; + 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]; + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); 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]; - if (surface->lightmaptexture) - { - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); - RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog); - } - else - { - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - RSurf_DrawLightmap(surface, 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; @@ -2873,32 +2969,33 @@ 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_texcoord[0] = model->surfmesh.data_texcoordlightmap2f; + 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]; + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); 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]; - if (surface->lightmaptexture) - { - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); - RSurf_DrawLightmap(surface, 1, 1, 1, 1, 0, false, false); - } - else - { - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - RSurf_DrawLightmap(surface, 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); @@ -2907,11 +3004,11 @@ 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_texcoord[0] = model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; R_Mesh_TextureState(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - surface = texturesurfacelist[texturesurfaceindex]; + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, false); } break; @@ -2920,13 +3017,13 @@ 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_texcoord[0] = model->surfmesh.data_texcoordtexture2f; + 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]; + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog); } } @@ -2934,7 +3031,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - surface = texturesurfacelist[texturesurfaceindex]; + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog); } } @@ -2944,11 +3041,11 @@ 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_texcoord[0] = model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; R_Mesh_TextureState(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - surface = texturesurfacelist[texturesurfaceindex]; + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog); } break; @@ -2959,7 +3056,7 @@ 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_texcoord[0] = model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; R_Mesh_TextureState(&m); } else @@ -2968,10 +3065,10 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text { int i; float f, *v, *c; - surface = texturesurfacelist[texturesurfaceindex]; + 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]; @@ -2995,58 +3092,61 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text R_Mesh_ResetTextureState(); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - surface = texturesurfacelist[texturesurfaceindex]; + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (scale = 1;scale < layertexrgbscale;scale <<= 1) RSurf_Draw(surface); } GL_LockArrays(0, 0); } } + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + { + qglDepthFunc(GL_LEQUAL); + GL_AlphaTest(false); + } } GL_LockArrays(0, 0); - if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE)) + 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) { msurface_t *surface = ent->model->data_surfaces + surfacenumber; - vec3_t modelorg; - texture_t *texture; - 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, 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); @@ -3054,21 +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; 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]]) @@ -3085,24 +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) { @@ -3114,7 +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; } } @@ -3122,18 +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) { @@ -3145,22 +3249,21 @@ 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); + R_QueueTextureSurfaceList(numsurfacelist, surfacelist); renderstats.entities_triangles += counttriangles; - if (gl_support_fragment_shader) - qglUseProgramObjectARB(0); + RSurf_CleanUp(); if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces) { int i; - msurface_t *surface; + const msurface_t *surface; q3mbrush_t *brush; R_Mesh_Matrix(&ent->matrix); R_Mesh_ColorPointer(NULL); @@ -3181,6 +3284,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) if (r_showtris.integer || r_shownormals.integer) { int k, l; + msurface_t *surface; const int *elements; vec3_t v; GL_DepthTest(true); @@ -3194,13 +3298,13 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) { if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j]) continue; - texture = surface->texture->currentframe; - if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles) + rsurface_texture = surface->texture->currentframe; + if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles) { - RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, r_shownormals.integer != 0, 1, &surface); + RSurf_PrepareVerticesForBatch(true, true, 1, &surface); if (r_showtris.integer) { - if (!texture->currentlayers->depthmask) + 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); @@ -3251,6 +3355,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) } } } + rsurface_texture = NULL; if (r_showdisabledepthtest.integer) qglDepthFunc(GL_LEQUAL); }