X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=6eae7af2061a0c76c7a3b4b8021b10856168e3b2;hb=43cc4b0b887c9bae4437858fda3a5a398b49010b;hp=c4f0c63291f7ce9a4ca3ca15a4709e3588538177;hpb=165b7ec09d52c689655d3a042ca6a36bf522283f;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index c4f0c632..6eae7af2 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -845,14 +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, rtexture_t *lightmaptexture, 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) { @@ -863,28 +863,31 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, } else { - if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) + if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) { if (modellighting) permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION; - else if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && lightmaptexture) + else { - if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace) - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE; - else + 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) { @@ -911,18 +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); @@ -931,7 +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); @@ -945,13 +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 @@ -960,43 +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_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_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) @@ -2357,7 +2371,7 @@ 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); @@ -2414,76 +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; - rsurface_svector3f = NULL; - rsurface_tvector3f = NULL; - rsurface_normal3f = NULL; - Mod_Alias_GetMesh_Vertex3f(rsurface_model, rsurface_entity->frameblend, rsurface_array_vertex3f); + 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_normal3f) + if (generatenormals && !rsurface_modelnormal3f) { - 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); + 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); } - if (generatetangents && !rsurface_svector3f) + if (generatetangents && !rsurface_modelsvector3f) { - Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_normal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_svector3f, rsurface_array_tvector3f, r_smoothnormals_areaweighting.integer); - rsurface_svector3f = rsurface_array_svector3f; - rsurface_tvector3f = rsurface_array_tvector3f; + 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; @@ -2521,15 +2579,15 @@ void RSurf_PrepareVerticesForBatch(const entity_render_t *ent, const texture_t * 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_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer); - Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_normal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, 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); } @@ -2671,30 +2729,33 @@ 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, rtexture_t *lightmaptexture, int texturenumsurfaces, msurface_t **texturesurfacelist, const vec3_t modelorg) +static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist) { int texturesurfaceindex; int lightmode; - 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]; @@ -2703,44 +2764,59 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text 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++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; @@ -2751,28 +2827,40 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text } } } - else if (texture->currentnumlayers && r_glsl.integer && gl_support_fragment_shader) + else if (rsurface_texture->currentnumlayers && r_glsl.integer && gl_support_fragment_shader) { - GL_BlendFunc(texture->currentlayers[0].blendfunc1, texture->currentlayers[0].blendfunc2); - GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_BLENDED)); - - R_Mesh_ColorPointer(NULL); - R_Mesh_ResetTextureState(); - GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha); - R_SetupSurfaceShader(ent, texture, lightmaptexture, modelorg, vec3_origin, lightmode == 2); + if (rsurface_mode != RSURFMODE_GLSL) + { + rsurface_mode = RSURFMODE_GLSL; + rsurface_glsl_texture = NULL; + R_Mesh_ResetTextureState(); + } + if (rsurface_glsl_texture != rsurface_texture) + { + 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); + } 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) { - R_Mesh_TexCoordPointer(4, 2, model->surfmesh.data_texcoordlightmap2f); - if (lightmaptexture) + if (rsurface_lightmaptexture) { - R_Mesh_TexBind(7, R_GetTexture(lightmaptexture)); + 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); @@ -2782,36 +2870,37 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text 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); + R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f); } } - if (texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - qglEnable(GL_ALPHA_TEST); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; RSurf_Draw(surface); } - if (texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - qglDisable(GL_ALPHA_TEST); - qglUseProgramObjectARB(0); } - 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 (texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { if (layerindex == 0) - qglEnable(GL_ALPHA_TEST); + GL_AlphaTest(true); else { - qglDisable(GL_ALPHA_TEST); + GL_AlphaTest(false); qglDepthFunc(GL_EQUAL); } } @@ -2841,11 +2930,11 @@ 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) { @@ -2856,9 +2945,9 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog); } } - else if (lightmaptexture) + else if (rsurface_lightmaptexture) { - R_Mesh_TexBind(0, R_GetTexture(lightmaptexture)); + R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture)); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; @@ -2880,7 +2969,7 @@ 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) { @@ -2891,9 +2980,9 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text RSurf_DrawLightmap(surface, 1, 1, 1, 1, 2, false, false); } } - else if (lightmaptexture) + else if (rsurface_lightmaptexture) { - R_Mesh_TexBind(0, R_GetTexture(lightmaptexture)); + R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture)); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; @@ -2915,7 +3004,7 @@ 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++) { @@ -2928,7 +3017,7 @@ 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) { @@ -2952,7 +3041,7 @@ 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++) { @@ -2967,7 +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 @@ -2979,7 +3068,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text 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]; @@ -3010,41 +3099,40 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text GL_LockArrays(0, 0); } } - if (texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_LEQUAL); - qglDisable(GL_ALPHA_TEST); + 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, surface->lightmaptexture, 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, rtexture_t *lightmaptexture, int texturenumsurfaces, msurface_t **texturesurfacelist, const vec3_t modelorg) +void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist) { int texturesurfaceindex; vec3_t tempcenter, center; - if (texture->currentmaterialflags & MATERIALFLAG_BLENDED) + 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++) { @@ -3052,13 +3140,13 @@ void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, rtextur 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, lightmaptexture, texturenumsurfaces, texturesurfacelist, modelorg); + R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist); } extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); @@ -3066,17 +3154,15 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) { int i, j, f, flagsmask; int counttriangles = 0; - texture_t *t, *texture; - rtexture_t *lmap; + 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) @@ -3098,8 +3184,8 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); f = 0; t = NULL; - lmap = NULL; - texture = NULL; + rsurface_lightmaptexture = NULL; + rsurface_texture = NULL; numsurfacelist = 0; if (ent == r_refdef.worldentity) { @@ -3108,17 +3194,17 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) { if (!r_worldsurfacevisible[j]) continue; - if (t != surface->texture || lmap != surface->lightmaptexture) + if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture) { if (numsurfacelist) { - R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg); + R_QueueTextureSurfaceList(numsurfacelist, surfacelist); numsurfacelist = 0; } t = surface->texture; - lmap = surface->lightmaptexture; - 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) { @@ -3130,7 +3216,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) counttriangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { - R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg); + R_QueueTextureSurfaceList(numsurfacelist, surfacelist); numsurfacelist = 0; } } @@ -3141,17 +3227,17 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) msurface_t *surface; for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { - if (t != surface->texture || lmap != surface->lightmaptexture) + if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture) { if (numsurfacelist) { - R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg); + R_QueueTextureSurfaceList(numsurfacelist, surfacelist); numsurfacelist = 0; } t = surface->texture; - lmap = surface->lightmaptexture; - 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) { @@ -3163,17 +3249,16 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) counttriangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { - R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg); + R_QueueTextureSurfaceList(numsurfacelist, surfacelist); numsurfacelist = 0; } } } } if (numsurfacelist) - R_QueueTextureSurfaceList(ent, texture, lmap, 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) { @@ -3213,13 +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); @@ -3270,6 +3355,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) } } } + rsurface_texture = NULL; if (r_showdisabledepthtest.integer) qglDepthFunc(GL_LEQUAL); }