]> de.git.xonotic.org Git - xonotic/darkplaces.git/blob - gl_poly.c
clean up, r_farclip cvar, lit particles (optional), stuff
[xonotic/darkplaces.git] / gl_poly.c
1 #include "quakedef.h"
2
3 transvert_t *transvert;
4 transpoly_t *transpoly;
5 unsigned short *transpolyindex;
6 wallvert_t *wallvert;
7 wallpoly_t *wallpoly;
8 skyvert_t *skyvert;
9 skypoly_t *skypoly;
10
11 unsigned short currenttranspoly;
12 unsigned short currenttransvert;
13 unsigned short currentwallpoly;
14 unsigned short currentwallvert;
15 unsigned short currentskypoly;
16 unsigned short currentskyvert;
17
18 cvar_t gl_multitexture = {"gl_multitexture", "1"};
19 cvar_t gl_vertexarrays = {"gl_vertexarrays", "1"};
20
21 void glpoly_init()
22 {
23         Cvar_RegisterVariable (&gl_multitexture);
24         Cvar_RegisterVariable (&gl_vertexarrays);
25         transvert = malloc(MAX_TRANSVERTS * sizeof(transvert_t));
26         transpoly = malloc(MAX_TRANSPOLYS * sizeof(transpoly_t));
27         transpolyindex = malloc(MAX_TRANSPOLYS * sizeof(unsigned short));
28         wallvert = malloc(MAX_WALLVERTS * sizeof(wallvert_t));
29         wallpoly = malloc(MAX_WALLPOLYS * sizeof(wallpoly_t));
30         skyvert = malloc(MAX_SKYVERTS * sizeof(skyvert_t));
31         skypoly = malloc(MAX_SKYPOLYS * sizeof(skypoly_t));
32 }
33
34 void transpolyclear()
35 {
36         currenttranspoly = currenttransvert = 0;
37 }
38
39 void transpolybegin(int texnum, int glowtexnum, int fogtexnum, int transpolytype)
40 {
41         if (currenttranspoly >= MAX_TRANSPOLYS || currenttransvert >= MAX_TRANSVERTS)
42                 return;
43         transpoly[currenttranspoly].texnum = (unsigned short) texnum;
44         transpoly[currenttranspoly].glowtexnum = (unsigned short) glowtexnum;
45         transpoly[currenttranspoly].fogtexnum = (unsigned short) fogtexnum;
46         transpoly[currenttranspoly].transpolytype = (unsigned short) transpolytype;
47         transpoly[currenttranspoly].firstvert = currenttransvert;
48         transpoly[currenttranspoly].verts = 0;
49 //      transpoly[currenttranspoly].ndist = 0; // clear the normal
50 }
51
52 // turned into a #define
53 /*
54 void transpolyvert(float x, float y, float z, float s, float t, int r, int g, int b, int a)
55 {
56         int i;
57         if (currenttranspoly >= MAX_TRANSPOLYS || currenttransvert >= MAX_TRANSVERTS)
58                 return;
59         transvert[currenttransvert].s = s;
60         transvert[currenttransvert].t = t;
61         transvert[currenttransvert].r = bound(0, r, 255);
62         transvert[currenttransvert].g = bound(0, g, 255);
63         transvert[currenttransvert].b = bound(0, b, 255);
64         transvert[currenttransvert].a = bound(0, a, 255);
65         transvert[currenttransvert].v[0] = x;
66         transvert[currenttransvert].v[1] = y;
67         transvert[currenttransvert].v[2] = z;
68         currenttransvert++;
69         transpoly[currenttranspoly].verts++;
70 }
71 */
72
73 void transpolyend()
74 {
75         if (currenttranspoly >= MAX_TRANSPOLYS)
76                 return;
77         if (transpoly[currenttranspoly].verts < 3) // skip invalid polygons
78         {
79                 currenttransvert = transpoly[currenttranspoly].firstvert; // reset vert pointer
80                 return;
81         }
82         if (currenttransvert >= MAX_TRANSVERTS)
83                 return;
84         currenttranspoly++;
85 }
86
87 int transpolyindices;
88 extern qboolean isG200;
89
90 /*
91 void transpolyrenderminmax()
92 {
93         int i, j, k, lastvert;
94         vec_t d, min, max, viewdist, s, average;
95         //vec_t ndist;
96         //vec3_t v1, v2, n;
97         transpolyindices = 0;
98         viewdist = DotProduct(r_refdef.vieworg, vpn);
99         for (i = 0;i < currenttranspoly;i++)
100         {
101                 if (transpoly[i].verts < 3) // only process valid polygons
102                         continue;
103                 min = 1000000;max = -1000000;
104                 s = 1.0f / transpoly[i].verts;
105                 lastvert = transpoly[i].firstvert + transpoly[i].verts;
106                 average = 0;
107                 for (j = transpoly[i].firstvert;j < lastvert;j++)
108                 {
109                         d = DotProduct(transvert[j].v, vpn)-viewdist;
110                         if (d < min) min = d;
111                         if (d > max) max = d;
112                         average += d * s;
113                 }
114                 if (max < 4) // free to check here, so skip polys behind the view
115                         continue;
116                 transpoly[i].distance = average;
117 */
118                 /*
119                 transpoly[i].mindistance = min;
120                 transpoly[i].maxdistance = max;
121                 // calculate normal (eek)
122                 VectorSubtract(transvert[transpoly[i].firstvert  ].v, transvert[transpoly[i].firstvert+1].v, v1);
123                 VectorSubtract(transvert[transpoly[i].firstvert+2].v, transvert[transpoly[i].firstvert+1].v, v2);
124                 VectorNormalize(v1);
125                 VectorNormalize(v2);
126                 if (transpoly[i].verts > 3 && fabs(DotProduct(v1, v2)) >= (1.0f - (1.0f / 256.0f))) // colinear edges, find a better triple
127                 {
128                         VectorSubtract(transvert[transpoly[i].firstvert + transpoly[i].verts - 1].v, transvert[transpoly[i].firstvert].v, v1);
129                         VectorSubtract(transvert[transpoly[i].firstvert + 1].v, transvert[transpoly[i].firstvert].v, v2);
130                         VectorNormalize(v1);
131                         VectorNormalize(v2);
132                         if (fabs(DotProduct(v1, v2)) < (1.0f - (1.0f / 256.0f))) // found a good triple
133                                 goto foundtriple;
134                         for (k = transpoly[i].firstvert + 2;k < (transpoly[i].firstvert + transpoly[i].verts - 1);k++)
135                         {
136                                 VectorSubtract(transvert[k-1].v, transvert[k].v, v1);
137                                 VectorSubtract(transvert[k+1].v, transvert[k].v, v2);
138                                 VectorNormalize(v1);
139                                 VectorNormalize(v2);
140                                 if (fabs(DotProduct(v1, v2)) < (1.0f - (1.0f / 256.0f))) // found a good triple
141                                         goto foundtriple;
142                         }
143                         VectorSubtract(transvert[k-1].v, transvert[k].v, v1);
144                         VectorSubtract(transvert[transpoly[i].firstvert].v, transvert[k].v, v2);
145                         VectorNormalize(v1);
146                         VectorNormalize(v2);
147                         if (fabs(DotProduct(v1, v2)) >= (1.0f - (1.0f / 256.0f))) // no good triples; the polygon is a line, skip it
148                                 continue;
149                 }
150 foundtriple:
151                 CrossProduct(v1, v2, n);
152                 VectorNormalize(n);
153                 ndist = DotProduct(transvert[transpoly[i].firstvert+1].v, n);
154                 // sorted insert
155                 for (j = 0;j < transpolyindices;j++)
156                 {
157                         // easy cases
158                         if (transpoly[transpolyindex[j]].mindistance > max)
159                                 continue;
160                         if (transpoly[transpolyindex[j]].maxdistance < min)
161                                 break;
162                         // hard case, check side
163                         for (k = transpoly[transpolyindex[j]].firstvert;k < (transpoly[transpolyindex[j]].firstvert + transpoly[transpolyindex[j]].verts);k++)
164                                 if (DotProduct(transvert[k].v, n) < ndist)
165                                         goto skip;
166                         break;
167 skip:
168                         ;
169                 }
170                 */
171 /*
172                 // sorted insert
173                 for (j = 0;j < transpolyindices;j++)
174                         if (transpoly[transpolyindex[j]].distance < average)
175                                 break;
176                 for (k = transpolyindices;k > j;k--)
177                         transpolyindex[k] = transpolyindex[k-1];
178                 transpolyindices++;
179                 transpolyindex[j] = i;
180         }
181 }
182 */
183 /*
184 // LordHavoc: qsort compare function
185 int transpolyqsort(const void *ia, const void *ib)
186 {
187         transpoly_t *a, *b;
188         int i, j;
189         a = &transpoly[*((unsigned short *)ia)];
190         b = &transpoly[*((unsigned short *)ib)];
191         // easy cases
192         if (a->mindistance > b->mindistance && a->maxdistance > b->maxdistance)
193                 return -1; // behind
194         if (a->mindistance < b->mindistance && a->maxdistance < b->maxdistance)
195                 return 1; // infront
196         // hard case
197         if (!a->ndist)
198         {
199                 // calculate normal (eek)
200                 vec3_t v1, v2;
201                 VectorSubtract(transvert[a->firstvert  ].v, transvert[a->firstvert+1].v, v1);
202                 VectorSubtract(transvert[a->firstvert+2].v, transvert[a->firstvert+1].v, v2);
203                 CrossProduct(v1, v2, a->n);
204                 VectorNormalize(a->n);
205                 a->ndist = DotProduct(transvert[a->firstvert  ].v, a->n);
206         }
207         // check side
208         for (i = b->firstvert, j = 0;i < (b->firstvert + b->verts);i++)
209                 j += DotProduct(transvert[i].v, a->n) < a->ndist; // (1) b is infront of a
210         if (j == 0)
211                 return -1; // (-1) a is behind b
212         return j == b->verts; // (1) a is infront of b    (0) a and b intersect
213 //      return (transpoly[*((unsigned short *)ib)].mindistance + transpoly[*((unsigned short *)ib)].maxdistance) - (transpoly[*((unsigned short *)ia)].mindistance + transpoly[*((unsigned short *)ia)].maxdistance);
214         */
215 /*
216         return ((transpoly_t*)ia)->distance - ((transpoly_t*)ib)->distance;
217 }
218 */
219
220 int transpolyqsort(const void *ia, const void *ib)
221 {
222         return (transpoly[*((unsigned short *)ib)].distance - transpoly[*((unsigned short *)ia)].distance);
223 }
224
225 void transpolyrenderminmax()
226 {
227         int i, j, lastvert;
228         vec_t d, max, viewdist, average;
229         transpolyindices = 0;
230         viewdist = DotProduct(r_refdef.vieworg, vpn);
231         for (i = 0;i < currenttranspoly;i++)
232         {
233                 if (transpoly[i].verts < 3) // only process valid polygons
234                         continue;
235                 max = -1000000;
236                 lastvert = transpoly[i].firstvert + transpoly[i].verts;
237                 average = 0;
238                 for (j = transpoly[i].firstvert;j < lastvert;j++)
239                 {
240                         d = DotProduct(transvert[j].v, vpn)-viewdist;
241                         average += d;
242                         if (d > max)
243                                 max = d;
244                 }
245                 if (max < 4) // free to check here, so skip polys behind the view
246                         continue;
247                 transpoly[i].distance = average / transpoly[i].verts;
248                 transpolyindex[transpolyindices++] = i;
249         }
250         qsort(&transpolyindex[0], transpolyindices, sizeof(unsigned short), transpolyqsort);
251 }
252 /*
253         int i, j, a;
254         a = true;
255         while(a)
256         {
257                 a = false;
258                 for (i = 1;i < transpolyindices;i++)
259                 {
260                         // easy cases
261                         if (transpoly[transpolyindex[i - 1]].mindistance > transpoly[transpolyindex[i]].mindistance && transpoly[transpolyindex[i - 1]].maxdistance > transpoly[transpolyindex[i]].maxdistance)
262                                 continue; // previous is behind (no swap)
263                         if (transpoly[transpolyindex[i - 1]].mindistance < transpoly[transpolyindex[i]].mindistance && transpoly[transpolyindex[i - 1]].maxdistance < transpoly[transpolyindex[i]].maxdistance)
264                                 goto swap; // previous is infront (swap)
265                         // hard case
266 */
267                         /*
268                         if (!transpoly[transpolyindex[i - 1]].ndist)
269                         {
270                                 // calculate normal (eek)
271                                 vec3_t v1, v2;
272                                 VectorSubtract(transvert[transpoly[transpolyindex[i - 1]].firstvert  ].v, transvert[transpoly[transpolyindex[i - 1]].firstvert+1].v, v1);
273                                 VectorSubtract(transvert[transpoly[transpolyindex[i - 1]].firstvert+2].v, transvert[transpoly[transpolyindex[i - 1]].firstvert+1].v, v2);
274                                 CrossProduct(v1, v2, transpoly[transpolyindex[i - 1]].n);
275                                 VectorNormalize(transpoly[transpolyindex[i - 1]].n);
276                                 transpoly[transpolyindex[i - 1]].ndist = DotProduct(transvert[transpoly[transpolyindex[i - 1]].firstvert  ].v, transpoly[transpolyindex[i - 1]].n);
277                         }
278                         if (DotProduct(transpoly[transpolyindex[i - 1]].n, vpn) >= 0.0f) // backface
279                                 continue;
280                         */
281 /*
282                         // check side
283                         for (i = transpoly[transpolyindex[i]].firstvert;i < (transpoly[transpolyindex[i]].firstvert + transpoly[transpolyindex[i]].verts);i++)
284                                 if (DotProduct(transvert[i].v, transpoly[transpolyindex[i - 1]].n) >= transpoly[transpolyindex[i - 1]].ndist)
285                                         goto noswap; // previous is behind or they intersect
286 swap:
287                         // previous is infront (swap)
288                         j = transpolyindex[i];
289                         transpolyindex[i] = transpolyindex[i - 1];
290                         transpolyindex[i - 1] = j;
291                         a = true;
292 noswap:
293                         ;
294                 }
295         }
296 }
297 */
298
299 void transpolyrender()
300 {
301         int i, j, tpolytype, texnum;
302         transpoly_t *p;
303         if (currenttranspoly < 1)
304                 return;
305         transpolyrenderminmax();
306         if (transpolyindices < 1)
307                 return;
308         // testing
309 //      Con_DPrintf("transpolyrender: %i polys %i infront %i vertices\n", currenttranspoly, transpolyindices, currenttransvert);
310 //      if (transpolyindices >= 2)
311 //              transpolysort();
312         glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
313         glEnable(GL_BLEND);
314         glShadeModel(GL_SMOOTH);
315         glDepthMask(0); // disable zbuffer updates
316         if (isG200) // Matrox G200 cards can't handle per pixel alpha
317                 glEnable(GL_ALPHA_TEST);
318         else
319                 glDisable(GL_ALPHA_TEST);
320         // later note: wasn't working on my TNT drivers...  strangely...  used a cheaper hack in transpolyvert
321         //// offset by 16 depth units so decal sprites appear infront of walls
322         //glPolygonOffset(1, -16);
323         //glEnable(GL_POLYGON_OFFSET_FILL);
324         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
325         tpolytype = TPOLYTYPE_ALPHA;
326         texnum = -1;
327         /*
328         if (gl_vertexarrays.value)
329         {
330                 // set up the vertex array
331                 qglInterleavedArrays(GL_T2F_C4UB_V3F, 0, transvert);
332                 for (i = 0;i < transpolyindices;i++)
333                 {
334                         p = &transpoly[transpolyindex[i]];
335                         if (p->texnum != texnum || p->transpolytype != tpolytype)
336                         {
337                                 if (p->texnum != texnum)
338                                 {
339                                         texnum = p->texnum;
340                                         glBindTexture(GL_TEXTURE_2D, texnum);
341                                 }
342                                 if (p->transpolytype != tpolytype)
343                                 {
344                                         tpolytype = p->transpolytype;
345                                         if (tpolytype == TPOLYTYPE_ADD) // additive
346                                                 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
347                                         else // alpha
348                                                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
349                                 }
350                         }
351                         qglDrawArrays(GL_TRIANGLE_FAN, p->firstvert, p->verts);
352                         if (p->glowtexnum)
353                         {
354                                 texnum = p->glowtexnum; // highly unlikely to match next poly, but...
355                                 glBindTexture(GL_TEXTURE_2D, texnum);
356                                 tpolytype = TPOLYTYPE_ADD; // might match next poly
357                                 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
358                                 qglDrawArrays(GL_TRIANGLE_FAN, p->firstvert, p->verts);
359                         }
360                 }
361                 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
362                 glDisableClientState(GL_COLOR_ARRAY);
363                 glDisableClientState(GL_VERTEX_ARRAY);
364         }
365         else
366         */
367         {
368                 int points = -1;
369                 transvert_t *vert;
370                 for (i = 0;i < transpolyindices;i++)
371                 {
372                         p = &transpoly[transpolyindex[i]];
373                         if (p->texnum != texnum || p->verts != points || p->transpolytype != tpolytype)
374                         {
375                                 glEnd();
376                                 if (isG200)
377                                 {
378                                         if (p->fogtexnum) // alpha
379                                                 glEnable(GL_ALPHA_TEST);
380                                         else
381                                                 glDisable(GL_ALPHA_TEST);
382                                 }
383                                 if (p->texnum != texnum)
384                                 {
385                                         texnum = p->texnum;
386                                         glBindTexture(GL_TEXTURE_2D, texnum);
387                                 }
388                                 if (p->transpolytype != tpolytype)
389                                 {
390                                         tpolytype = p->transpolytype;
391                                         if (tpolytype == TPOLYTYPE_ADD) // additive
392                                                 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
393                                         else // alpha
394                                                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
395                                 }
396                                 points = p->verts;
397                                 switch (points)
398                                 {
399                                 case 3:
400                                         glBegin(GL_TRIANGLES);
401                                         break;
402                                 case 4:
403                                         glBegin(GL_QUADS);
404                                         break;
405                                 default:
406                                         glBegin(GL_TRIANGLE_FAN);
407                                         points = -1; // to force a reinit on the next poly
408                                         break;
409                                 }
410                         }
411                         for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
412                         {
413                                 // would be 2fv, but windoze Matrox G200 and probably G400 drivers don't support that (dumb...)
414                                 glTexCoord2f(vert->s, vert->t);
415                                 // again, vector version isn't supported I think
416                                 glColor4ub(vert->r, vert->g, vert->b, vert->a);
417                                 glVertex3fv(vert->v);
418                         }
419                         if (p->glowtexnum)
420                         {
421                                 glEnd();
422                                 texnum = p->glowtexnum; // highly unlikely to match next poly, but...
423                                 glBindTexture(GL_TEXTURE_2D, texnum);
424                                 if (tpolytype != TPOLYTYPE_ADD)
425                                 {
426                                         tpolytype = TPOLYTYPE_ADD; // might match next poly
427                                         glBlendFunc(GL_SRC_ALPHA, GL_ONE);
428                                 }
429                                 points = -1;
430                                 glBegin(GL_TRIANGLE_FAN);
431                                 for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
432                                 {
433                                         glColor4ub(255,255,255,vert->a);
434                                         // would be 2fv, but windoze Matrox G200 and probably G400 drivers don't support that (dumb...)
435                                         glTexCoord2f(vert->s, vert->t);
436                                         glVertex3fv(vert->v);
437                                 }
438                                 glEnd();
439                         }
440                         if (fogenabled && p->transpolytype == TPOLYTYPE_ALPHA)
441                         {
442                                 vec3_t diff;
443                                 glEnd();
444                                 points = -1; // to force a reinit on the next poly
445                                 if (tpolytype != TPOLYTYPE_ALPHA)
446                                 {
447                                         tpolytype = TPOLYTYPE_ALPHA; // probably matchs next poly
448                                         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
449                                 }
450                                 if (p->fogtexnum)
451                                 {
452                                         if (texnum != p->fogtexnum) // highly unlikely to match next poly, but...
453                                         {
454                                                 texnum = p->fogtexnum;
455                                                 glBindTexture(GL_TEXTURE_2D, texnum);
456                                         }
457                                         glBegin(GL_TRIANGLE_FAN);
458                                         for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
459                                         {
460                                                 VectorSubtract(vert->v, r_refdef.vieworg,diff);
461                                                 glTexCoord2f(vert->s, vert->t);
462                                                 glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], vert->a*(1.0f/255.0f)*exp(fogdensity/DotProduct(diff,diff)));
463                                                 glVertex3fv(vert->v);
464                                         }
465                                         glEnd ();
466                                 }
467                                 else
468                                 {
469                                         glDisable(GL_TEXTURE_2D);
470                                         glBegin(GL_TRIANGLE_FAN);
471                                         for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
472                                         {
473                                                 VectorSubtract(vert->v, r_refdef.vieworg,diff);
474                                                 glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], vert->a*(1.0f/255.0f)*exp(fogdensity/DotProduct(diff,diff)));
475                                                 glVertex3fv(vert->v);
476                                         }
477                                         glEnd ();
478                                         glEnable(GL_TEXTURE_2D);
479                                 }
480                         }
481                 }
482                 glEnd();
483         }
484
485         //glDisable(GL_POLYGON_OFFSET_FILL);
486         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
487         glDepthMask(1); // enable zbuffer updates
488         glDisable(GL_ALPHA_TEST);
489 }
490
491 void wallpolyclear()
492 {
493         currentwallpoly = currentwallvert = 0;
494 }
495
496 extern qboolean lighthalf;
497 void wallpolyrender()
498 {
499         int i, j, texnum, lighttexnum;
500         wallpoly_t *p;
501         wallvert_t *vert;
502         if (currentwallpoly < 1)
503                 return;
504         c_brush_polys += currentwallpoly;
505         // testing
506         //Con_DPrintf("wallpolyrender: %i polys %i vertices\n", currentwallpoly, currentwallvert);
507         if (!gl_mtexable)
508                 gl_multitexture.value = 0;
509         glDisable(GL_BLEND);
510         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
511         glShadeModel(GL_FLAT);
512         // make sure zbuffer is enabled
513         glEnable(GL_DEPTH_TEST);
514         glDisable(GL_ALPHA_TEST);
515         glDepthMask(1);
516         glColor3f(1,1,1);
517         if (r_fullbright.value) // LordHavoc: easy to do fullbright...
518         {
519                 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
520                 texnum = -1;
521                 for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
522                 {
523                         if (p->texnum != texnum)
524                         {
525                                 texnum = p->texnum;
526                                 glBindTexture(GL_TEXTURE_2D, texnum);
527                         }
528                         vert = &wallvert[p->firstvert];
529                         glBegin(GL_POLYGON);
530                         for (j=0 ; j<p->verts ; j++, vert++)
531                         {
532                                 glTexCoord2f (vert->s, vert->t);
533                                 glVertex3fv (vert->vert);
534                         }
535                         glEnd ();
536                 }
537         }
538         else if (gl_multitexture.value)
539         {
540                 qglSelectTexture(gl_mtex_enum+0);
541                 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
542                 glEnable(GL_TEXTURE_2D);
543                 qglSelectTexture(gl_mtex_enum+1);
544                 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
545                 glEnable(GL_TEXTURE_2D);
546                 texnum = -1;
547                 lighttexnum = -1;
548                 for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
549                 {
550 //                      if (p->texnum != texnum || p->lighttexnum != lighttexnum)
551 //                      {
552                                 texnum = p->texnum;
553                                 lighttexnum = p->lighttexnum;
554                                 qglSelectTexture(gl_mtex_enum+0);
555                                 glBindTexture(GL_TEXTURE_2D, texnum);
556                                 qglSelectTexture(gl_mtex_enum+1);
557                                 glBindTexture(GL_TEXTURE_2D, lighttexnum);
558 //                      }
559                         vert = &wallvert[p->firstvert];
560                         glBegin(GL_POLYGON);
561                         for (j=0 ; j<p->verts ; j++, vert++)
562                         {
563                                 qglMTexCoord2f(gl_mtex_enum, vert->s, vert->t); // texture
564                                 qglMTexCoord2f((gl_mtex_enum+1), vert->u, vert->v); // lightmap
565                                 glVertex3fv (vert->vert);
566                         }
567                         glEnd ();
568                 }
569
570                 qglSelectTexture(gl_mtex_enum+1);
571                 glDisable(GL_TEXTURE_2D);
572                 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
573                 qglSelectTexture(gl_mtex_enum+0);
574                 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
575         }
576         else
577         {
578                 // first do the textures
579                 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
580                 texnum = -1;
581                 for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
582                 {
583                         if (p->texnum != texnum)
584                         {
585                                 texnum = p->texnum;
586                                 glBindTexture(GL_TEXTURE_2D, texnum);
587                         }
588                         vert = &wallvert[p->firstvert];
589                         glBegin(GL_POLYGON);
590                         for (j=0 ; j<p->verts ; j++, vert++)
591                         {
592                                 glTexCoord2f (vert->s, vert->t);
593                                 glVertex3fv (vert->vert);
594                         }
595                         glEnd ();
596                 }
597                 // then modulate using the lightmaps
598                 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
599                 glBlendFunc(GL_ZERO, GL_SRC_COLOR);
600                 glEnable(GL_BLEND);
601                 texnum = -1;
602                 for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
603                 {
604                         if (p->lighttexnum != texnum)
605                         {
606                                 texnum = p->lighttexnum;
607                                 glBindTexture(GL_TEXTURE_2D, texnum);
608                         }
609                         vert = &wallvert[p->firstvert];
610                         glBegin(GL_POLYGON);
611                         for (j=0 ; j<p->verts ; j++, vert++)
612                         {
613                                 glTexCoord2f (vert->u, vert->v);
614                                 glVertex3fv (vert->vert);
615                         }
616                         glEnd ();
617                 }
618         }
619         // render glow textures
620         glDepthMask(0);
621         glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
622         glBlendFunc(GL_ONE, GL_ONE);
623         glEnable(GL_BLEND);
624         if (lighthalf)
625                 glColor3f(0.5,0.5,0.5);
626         else
627                 glColor3f(1,1,1);
628         texnum = -1;
629         for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
630         {
631                 if (!p->glowtexnum)
632                         continue;
633                 if (p->glowtexnum != texnum)
634                 {
635                         texnum = p->glowtexnum;
636                         glBindTexture(GL_TEXTURE_2D, texnum);
637                 }
638                 vert = &wallvert[p->firstvert];
639                 glBegin(GL_POLYGON);
640                 for (j=0 ; j<p->verts ; j++, vert++)
641                 {
642                         glTexCoord2f (vert->s, vert->t);
643                         glVertex3fv (vert->vert);
644                 }
645                 glEnd ();
646         }
647         glColor3f(1,1,1);
648         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
649         glShadeModel(GL_SMOOTH);
650         if (fogenabled)
651         {
652                 vec3_t diff;
653                 glDisable(GL_TEXTURE_2D);
654                 for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
655                 {
656                         vert = &wallvert[p->firstvert];
657                         glBegin(GL_POLYGON);
658                         for (j=0 ; j<p->verts ; j++, vert++)
659                         {
660                                 VectorSubtract(vert->vert, r_refdef.vieworg,diff);
661                                 glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
662                                 glVertex3fv (vert->vert);
663                         }
664                         glEnd ();
665                 }
666                 glEnable(GL_TEXTURE_2D);
667         }
668         glDisable(GL_BLEND);
669         glDepthMask(1);
670 }
671
672 void skypolyclear()
673 {
674         currentskypoly = currentskyvert = 0;
675 }
676
677 extern qboolean isATI;
678
679 extern char skyname[];
680 extern int solidskytexture, alphaskytexture;
681 void skypolyrender()
682 {
683         int i, j;
684         skypoly_t *p;
685         skyvert_t *vert;
686         float length, speedscale;
687         vec3_t dir;
688         if (currentskypoly < 1)
689                 return;
690         // testing
691 //      Con_DPrintf("skypolyrender: %i polys %i vertices\n", currentskypoly, currentskyvert);
692         glDisable(GL_ALPHA_TEST);
693         glDisable(GL_BLEND);
694         // make sure zbuffer is enabled
695         glEnable(GL_DEPTH_TEST);
696         glDepthMask(1);
697         if (!fogenabled && !skyname[0]) // normal quake sky
698         {
699                 glColor3f(0.5f, 0.5f, 0.5f);
700                 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
701                 glEnable(GL_TEXTURE_2D);
702                 glDisable(GL_BLEND);
703                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
704                 glBindTexture(GL_TEXTURE_2D, solidskytexture); // upper clouds
705                 speedscale = realtime*8;
706                 speedscale -= (int)speedscale & ~127 ;
707                 for (i = 0,p = &skypoly[0];i < currentskypoly;i++, p++)
708                 {
709                         vert = &skyvert[p->firstvert];
710                         glBegin(GL_POLYGON);
711                         for (j=0 ; j<p->verts ; j++, vert++)
712                         {
713                                 VectorSubtract (vert->v, r_origin, dir);
714                                 dir[2] *= 3;    // flatten the sphere
715
716                                 length = dir[0]*dir[0] + dir[1]*dir[1] + dir[2]*dir[2];
717                                 length = sqrt (length);
718                                 length = 6*63/length;
719
720                                 glTexCoord2f ((speedscale + dir[0] * length) * (1.0/128), (speedscale + dir[1] * length) * (1.0/128));
721                                 glVertex3fv (vert->v);
722                         }
723                         glEnd ();
724                 }
725                 glEnable(GL_BLEND);
726                 glDepthMask(0);
727                 glBindTexture(GL_TEXTURE_2D, alphaskytexture); // lower clouds
728                 speedscale = realtime*16;
729                 speedscale -= (int)speedscale & ~127 ;
730                 for (i = 0,p = &skypoly[0];i < currentskypoly;i++, p++)
731                 {
732                         vert = &skyvert[p->firstvert];
733                         glBegin(GL_POLYGON);
734                         for (j=0 ; j<p->verts ; j++, vert++)
735                         {
736                                 VectorSubtract (vert->v, r_origin, dir);
737                                 dir[2] *= 3;    // flatten the sphere
738
739                                 length = dir[0]*dir[0] + dir[1]*dir[1] + dir[2]*dir[2];
740                                 length = sqrt (length);
741                                 length = 6*63/length;
742
743                                 glTexCoord2f ((speedscale + dir[0] * length) * (1.0/128), (speedscale + dir[1] * length) * (1.0/128));
744                                 glVertex3fv (vert->v);
745                         }
746                         glEnd ();
747                 }
748                 glDisable(GL_BLEND);
749                 glColor3f(1,1,1);
750                 glDepthMask(1);
751         }
752         else
753         {
754                 glDisable(GL_TEXTURE_2D);
755                 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
756                 glColor3fv(fogcolor); // note: gets rendered over by skybox if fog is not enabled
757                 for (i = 0,p = &skypoly[0];i < currentskypoly;i++, p++)
758                 {
759                         vert = &skyvert[p->firstvert];
760                         glBegin(GL_POLYGON);
761                         for (j=0 ; j<p->verts ; j++, vert++)
762                                 glVertex3fv (vert->v);
763                         glEnd ();
764                 }
765                 glColor3f(1,1,1);
766                 glEnable(GL_TEXTURE_2D);
767         }
768 }