cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
-cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
+cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
+extern qboolean v_flipped_state;
+
typedef struct r_glsl_bloomshader_s
{
int program;
float FogPoint_Model(const vec3_t p)
{
- int fogmasktableindex = (int)(VectorDistance((p), rsurface_modelorg) * r_refdef.fogmasktabledistmultiplier);
+ int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
}
"\n"
" // get the surface normal and light normal\n"
" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
-" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+" myhvec3 diffusenormal = myhvec3(LightVector);\n"
"\n"
" // calculate directional shading\n"
" color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
if (r_refdef.fogenabled)
permutation |= SHADERPERMUTATION_FOG;
- if (rsurface_texture->colormapping)
+ if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
if (r_glsl_offsetmapping.integer)
{
permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
}
}
- else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+ else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
// bright unshaded geometry
shaderfilename = "glsl/default.glsl";
permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
- if (rsurface_texture->currentskinframe->glow)
+ if (rsurface.texture->currentskinframe->glow)
permutation |= SHADERPERMUTATION_GLOW;
if (r_refdef.fogenabled)
permutation |= SHADERPERMUTATION_FOG;
- if (rsurface_texture->colormapping)
+ if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
if (r_glsl_offsetmapping.integer)
{
shaderfilename = "glsl/default.glsl";
permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
- if (rsurface_texture->currentskinframe->glow)
+ if (rsurface.texture->currentskinframe->glow)
permutation |= SHADERPERMUTATION_GLOW;
if (specularscale > 0)
permutation |= SHADERPERMUTATION_SPECULAR;
if (r_refdef.fogenabled)
permutation |= SHADERPERMUTATION_FOG;
- if (rsurface_texture->colormapping)
+ if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
if (r_glsl_offsetmapping.integer)
{
// lightmapped wall
shaderfilename = "glsl/default.glsl";
permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
- if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
+ if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
{
// deluxemapping (light direction texture)
- if (rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
+ if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
else
permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
// ordinary lightmapping
permutation |= 0;
}
- if (rsurface_texture->currentskinframe->glow)
+ if (rsurface.texture->currentskinframe->glow)
permutation |= SHADERPERMUTATION_GLOW;
if (r_refdef.fogenabled)
permutation |= SHADERPERMUTATION_FOG;
- if (rsurface_texture->colormapping)
+ if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
if (r_glsl_offsetmapping.integer)
{
r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
CHECKGLERROR
qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
- R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
+ R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
{
if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
{
if (r_glsl_permutation->loc_AmbientColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0] * ambientscale, rsurface_entity->modellight_ambient[1] * ambientscale, rsurface_entity->modellight_ambient[2] * ambientscale);
+ qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
if (r_glsl_permutation->loc_DiffuseColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0] * diffusescale, rsurface_entity->modellight_diffuse[1] * diffusescale, rsurface_entity->modellight_diffuse[2] * diffusescale);
+ qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
if (r_glsl_permutation->loc_SpecularColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * specularscale, rsurface_entity->modellight_diffuse[1] * specularscale, rsurface_entity->modellight_diffuse[2] * specularscale);
+ qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
if (r_glsl_permutation->loc_LightDir >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
+ qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
}
else
{
if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
}
- if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->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_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->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_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
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->currentskinframe->pants));
- if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
+ if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
+ if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->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->currentskinframe->glow));
+ if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
if (r_glsl_permutation->loc_FogColor >= 0)
{
// additive passes are only darkened by fog, not tinted
- if (r_shadow_rtlight || (rsurface_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, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[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_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 (rsurface_texture->currentskinframe->pants)
- qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
+ if (rsurface.texture->currentskinframe->pants)
+ qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
else
qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
}
if (r_glsl_permutation->loc_Color_Shirt >= 0)
{
- if (rsurface_texture->currentskinframe->shirt)
- qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
+ if (rsurface.texture->currentskinframe->shirt)
+ qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.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, r_refdef.fograngerecip);
- if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_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;
r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
+ if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
+ Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
r_refdef.polygonfactor = 0;
r_refdef.polygonoffset = 0;
- r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value;
- r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value;
+ r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
+ r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
r_refdef.rtworld = r_shadow_realtime_world.integer;
r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
- r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
+ r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
if (r_showsurfaces.integer)
{
R_Mesh_Matrix(&identitymatrix);
GL_BlendFunc(blendfunc1, blendfunc2);
+
+ if(v_flipped_state)
+ {
+ scalex1 = -scalex1;
+ scalex2 = -scalex2;
+ GL_CullFace(GL_BACK);
+ }
+ else
+ GL_CullFace(GL_FRONT);
+
GL_DepthMask(false);
GL_DepthRange(0, depthshort ? 0.0625 : 1);
GL_DepthTest(!depthdisable);
t->currentnumlayers = 0;
if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
{
- if (gl_lightmaps.integer)
- R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
- else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
+ if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
{
int blendfunc1, blendfunc2, depthmask;
if (t->currentmaterialflags & MATERIALFLAG_ADD)
R_UpdateTextureInfo(ent, ent->model->data_textures + i);
}
-int rsurface_array_size = 0;
-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;
+rsurfacestate_t rsurface;
void R_Mesh_ResizeArrays(int newvertices)
{
float *base;
- if (rsurface_array_size >= newvertices)
+ if (rsurface.array_size >= newvertices)
return;
- if (rsurface_array_modelvertex3f)
- Mem_Free(rsurface_array_modelvertex3f);
- rsurface_array_size = (newvertices + 1023) & ~1023;
- 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;
+ if (rsurface.array_modelvertex3f)
+ Mem_Free(rsurface.array_modelvertex3f);
+ rsurface.array_size = (newvertices + 1023) & ~1023;
+ 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;
-int rsurface_modelvertex3f_bufferobject;
-size_t rsurface_modelvertex3f_bufferoffset;
-float *rsurface_modelsvector3f;
-int rsurface_modelsvector3f_bufferobject;
-size_t rsurface_modelsvector3f_bufferoffset;
-float *rsurface_modeltvector3f;
-int rsurface_modeltvector3f_bufferobject;
-size_t rsurface_modeltvector3f_bufferoffset;
-float *rsurface_modelnormal3f;
-int rsurface_modelnormal3f_bufferobject;
-size_t rsurface_modelnormal3f_bufferoffset;
-float *rsurface_vertex3f;
-int rsurface_vertex3f_bufferobject;
-size_t rsurface_vertex3f_bufferoffset;
-float *rsurface_svector3f;
-int rsurface_svector3f_bufferobject;
-size_t rsurface_svector3f_bufferoffset;
-float *rsurface_tvector3f;
-int rsurface_tvector3f_bufferobject;
-size_t rsurface_tvector3f_bufferoffset;
-float *rsurface_normal3f;
-int rsurface_normal3f_bufferobject;
-size_t rsurface_normal3f_bufferoffset;
-float *rsurface_lightmapcolor4f;
-int rsurface_lightmapcolor4f_bufferobject;
-size_t rsurface_lightmapcolor4f_bufferoffset;
-vec3_t rsurface_modelorg;
-qboolean rsurface_generatedvertex;
-const entity_render_t *rsurface_entity;
-const model_t *rsurface_model;
-texture_t *rsurface_texture;
-rtexture_t *rsurface_lightmaptexture;
-rtexture_t *rsurface_deluxemaptexture;
-rsurfmode_t rsurface_mode;
-int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
-
void RSurf_CleanUp(void)
{
CHECKGLERROR
- if (rsurface_mode == RSURFMODE_GLSL)
+ if (rsurface.mode == RSURFMODE_GLSL)
{
qglUseProgramObjectARB(0);CHECKGLERROR
}
GL_AlphaTest(false);
- rsurface_mode = RSURFMODE_NONE;
- rsurface_lightmaptexture = NULL;
- rsurface_deluxemaptexture = NULL;
- rsurface_texture = NULL;
+ rsurface.mode = RSURFMODE_NONE;
+ rsurface.uselightmaptexture = false;
+ rsurface.texture = NULL;
}
void RSurf_ActiveWorldEntity(void)
{
RSurf_CleanUp();
- rsurface_entity = r_refdef.worldentity;
- rsurface_model = r_refdef.worldmodel;
- if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
- R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
+ rsurface.model = r_refdef.worldmodel;
+ if (rsurface.array_size < rsurface.model->surfmesh.num_vertices)
+ R_Mesh_ResizeArrays(rsurface.model->surfmesh.num_vertices);
+ rsurface.matrix = identitymatrix;
+ rsurface.inversematrix = identitymatrix;
R_Mesh_Matrix(&identitymatrix);
- VectorCopy(r_view.origin, rsurface_modelorg);
- rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
- rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
- rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
- rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
- rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
- rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
- rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
- rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
- rsurface_generatedvertex = false;
- rsurface_vertex3f = rsurface_modelvertex3f;
- rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
- rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
- rsurface_svector3f = rsurface_modelsvector3f;
- rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
- rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
- rsurface_tvector3f = rsurface_modeltvector3f;
- rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
- rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
- rsurface_normal3f = rsurface_modelnormal3f;
- rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
- rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
+ VectorCopy(r_view.origin, rsurface.modelorg);
+ VectorSet(rsurface.modellight_ambient, 0, 0, 0);
+ VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
+ VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
+ VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
+ VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
+ rsurface.frameblend[0].frame = 0;
+ rsurface.frameblend[0].lerp = 1;
+ rsurface.frameblend[1].frame = 0;
+ rsurface.frameblend[1].lerp = 0;
+ rsurface.frameblend[2].frame = 0;
+ rsurface.frameblend[2].lerp = 0;
+ rsurface.frameblend[3].frame = 0;
+ rsurface.frameblend[3].lerp = 0;
+ rsurface.modelvertex3f = rsurface.model->surfmesh.data_vertex3f;
+ rsurface.modelvertex3f_bufferobject = rsurface.model->surfmesh.vbo;
+ rsurface.modelvertex3f_bufferoffset = rsurface.model->surfmesh.vbooffset_vertex3f;
+ rsurface.modelsvector3f = rsurface.model->surfmesh.data_svector3f;
+ rsurface.modelsvector3f_bufferobject = rsurface.model->surfmesh.vbo;
+ rsurface.modelsvector3f_bufferoffset = rsurface.model->surfmesh.vbooffset_svector3f;
+ rsurface.modeltvector3f = rsurface.model->surfmesh.data_tvector3f;
+ rsurface.modeltvector3f_bufferobject = rsurface.model->surfmesh.vbo;
+ rsurface.modeltvector3f_bufferoffset = rsurface.model->surfmesh.vbooffset_tvector3f;
+ rsurface.modelnormal3f = rsurface.model->surfmesh.data_normal3f;
+ rsurface.modelnormal3f_bufferobject = rsurface.model->surfmesh.vbo;
+ rsurface.modelnormal3f_bufferoffset = rsurface.model->surfmesh.vbooffset_normal3f;
+ rsurface.generatedvertex = false;
+ rsurface.vertex3f = rsurface.modelvertex3f;
+ rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
+ rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
+ rsurface.svector3f = rsurface.modelsvector3f;
+ rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
+ rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
+ rsurface.tvector3f = rsurface.modeltvector3f;
+ rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
+ rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
+ rsurface.normal3f = rsurface.modelnormal3f;
+ rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
+ rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
}
void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
{
RSurf_CleanUp();
- rsurface_entity = ent;
- rsurface_model = ent->model;
- if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
- R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
- if (rsurface_model->surfmesh.isanimated && (rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0))
+ rsurface.model = ent->model;
+ if (rsurface.array_size < rsurface.model->surfmesh.num_vertices)
+ R_Mesh_ResizeArrays(rsurface.model->surfmesh.num_vertices);
+ rsurface.matrix = ent->matrix;
+ rsurface.inversematrix = ent->inversematrix;
+ R_Mesh_Matrix(&rsurface.matrix);
+ Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
+ VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
+ VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
+ VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
+ VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
+ VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
+ rsurface.frameblend[0] = ent->frameblend[0];
+ rsurface.frameblend[1] = ent->frameblend[1];
+ rsurface.frameblend[2] = ent->frameblend[2];
+ rsurface.frameblend[3] = ent->frameblend[3];
+ if (rsurface.model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
{
if (wanttangents)
{
- rsurface_modelvertex3f = rsurface_array_modelvertex3f;
- rsurface_modelsvector3f = rsurface_array_modelsvector3f;
- rsurface_modeltvector3f = rsurface_array_modeltvector3f;
- rsurface_modelnormal3f = rsurface_array_modelnormal3f;
- Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
+ rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+ rsurface.modelsvector3f = rsurface.array_modelsvector3f;
+ rsurface.modeltvector3f = rsurface.array_modeltvector3f;
+ rsurface.modelnormal3f = rsurface.array_modelnormal3f;
+ Mod_Alias_GetMesh_Vertices(rsurface.model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
}
else if (wantnormals)
{
- rsurface_modelvertex3f = rsurface_array_modelvertex3f;
- rsurface_modelsvector3f = NULL;
- rsurface_modeltvector3f = NULL;
- rsurface_modelnormal3f = rsurface_array_modelnormal3f;
- Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
+ rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+ rsurface.modelsvector3f = NULL;
+ rsurface.modeltvector3f = NULL;
+ rsurface.modelnormal3f = rsurface.array_modelnormal3f;
+ Mod_Alias_GetMesh_Vertices(rsurface.model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
}
else
{
- rsurface_modelvertex3f = rsurface_array_modelvertex3f;
- rsurface_modelsvector3f = NULL;
- rsurface_modeltvector3f = NULL;
- rsurface_modelnormal3f = NULL;
- Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
+ rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+ rsurface.modelsvector3f = NULL;
+ rsurface.modeltvector3f = NULL;
+ rsurface.modelnormal3f = NULL;
+ Mod_Alias_GetMesh_Vertices(rsurface.model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
}
- rsurface_modelvertex3f_bufferobject = 0;
- rsurface_modelvertex3f_bufferoffset = 0;
- rsurface_modelsvector3f_bufferobject = 0;
- rsurface_modelsvector3f_bufferoffset = 0;
- rsurface_modeltvector3f_bufferobject = 0;
- rsurface_modeltvector3f_bufferoffset = 0;
- rsurface_modelnormal3f_bufferobject = 0;
- rsurface_modelnormal3f_bufferoffset = 0;
- rsurface_generatedvertex = true;
+ rsurface.modelvertex3f_bufferobject = 0;
+ rsurface.modelvertex3f_bufferoffset = 0;
+ rsurface.modelsvector3f_bufferobject = 0;
+ rsurface.modelsvector3f_bufferoffset = 0;
+ rsurface.modeltvector3f_bufferobject = 0;
+ rsurface.modeltvector3f_bufferoffset = 0;
+ rsurface.modelnormal3f_bufferobject = 0;
+ rsurface.modelnormal3f_bufferoffset = 0;
+ rsurface.generatedvertex = true;
}
else
{
- rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
- rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
- rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
- rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
- rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
- rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
- rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
- rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
- rsurface_generatedvertex = false;
- }
- rsurface_vertex3f = rsurface_modelvertex3f;
- rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
- rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
- rsurface_svector3f = rsurface_modelsvector3f;
- rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
- rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
- rsurface_tvector3f = rsurface_modeltvector3f;
- rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
- rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
- rsurface_normal3f = rsurface_modelnormal3f;
- rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
- rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
+ rsurface.modelvertex3f = rsurface.model->surfmesh.data_vertex3f;
+ rsurface.modelvertex3f_bufferobject = rsurface.model->surfmesh.vbo;
+ rsurface.modelvertex3f_bufferoffset = rsurface.model->surfmesh.vbooffset_vertex3f;
+ rsurface.modelsvector3f = rsurface.model->surfmesh.data_svector3f;
+ rsurface.modelsvector3f_bufferobject = rsurface.model->surfmesh.vbo;
+ rsurface.modelsvector3f_bufferoffset = rsurface.model->surfmesh.vbooffset_svector3f;
+ rsurface.modeltvector3f = rsurface.model->surfmesh.data_tvector3f;
+ rsurface.modeltvector3f_bufferobject = rsurface.model->surfmesh.vbo;
+ rsurface.modeltvector3f_bufferoffset = rsurface.model->surfmesh.vbooffset_tvector3f;
+ rsurface.modelnormal3f = rsurface.model->surfmesh.data_normal3f;
+ rsurface.modelnormal3f_bufferobject = rsurface.model->surfmesh.vbo;
+ rsurface.modelnormal3f_bufferoffset = rsurface.model->surfmesh.vbooffset_normal3f;
+ rsurface.generatedvertex = false;
+ }
+ rsurface.vertex3f = rsurface.modelvertex3f;
+ rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
+ rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
+ rsurface.svector3f = rsurface.modelsvector3f;
+ rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
+ rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
+ rsurface.tvector3f = rsurface.modeltvector3f;
+ rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
+ rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
+ rsurface.normal3f = rsurface.modelnormal3f;
+ rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
+ rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
}
+static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
{
- // if vertices are dynamic (animated models), generate them into the temporary rsurface_array_model* arrays and point rsurface_model* at them instead of the static data from the model itself
- if (rsurface_generatedvertex)
+ // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
+ if (rsurface.generatedvertex)
{
- if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ if (rsurface.texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
generatetangents = true;
if (generatetangents)
generatenormals = true;
- if (generatenormals && !rsurface_modelnormal3f)
+ if (generatenormals && !rsurface.modelnormal3f)
{
- rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
- rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject = 0;
- rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset = 0;
- 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);
+ rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
+ rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
+ rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
+ 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_modelsvector3f)
+ if (generatetangents && !rsurface.modelsvector3f)
{
- rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
- rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject = 0;
- rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset = 0;
- rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
- rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject = 0;
- rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset = 0;
- 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);
+ rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
+ rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
+ rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
+ rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
+ rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
+ rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
+ 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);
}
}
- // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface_deform* arrays from whatever the rsurface_model* array pointers point to (may be static model data or generated data for an animated model)
- if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface.deform* arrays from whatever the rsurface.model* array pointers point to (may be static model data or generated data for an animated model)
+ if (rsurface.texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
{
int texturesurfaceindex;
- float center[3], forward[3], right[3], up[3], v[4][3];
- matrix4x4_t matrix1, imatrix1;
- Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
- Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
- Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
+ float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
+ VectorNormalize(newforward);
+ VectorNormalize(newright);
+ VectorNormalize(newup);
// make deformed versions of only the model vertices used by the specified surfaces
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
{
VectorClear(center);
for (i = 0;i < 4;i++)
- VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+ VectorAdd(center, (rsurface.modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
VectorScale(center, 0.25f, center);
- if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+ if (rsurface.texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+ {
+ const float *v1, *v2;
+ float f, l;
+ struct
+ {
+ float length2;
+ int quadedge;
+ }
+ shortest[2];
+ shortest[0].quadedge = shortest[1].quadedge = 0;
+ shortest[0].length2 = shortest[1].length2 = 0;
+ // find the two shortest edges, then use them to define the
+ // axis vectors for rotating around the central axis
+ for (i = 0;i < 6;i++)
+ {
+ v1 = rsurface.modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
+ v2 = rsurface.modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
+ l = VectorDistance2(v1, v2);
+ if (shortest[0].length2 > l || i == 0)
+ {
+ shortest[1] = shortest[0];
+ shortest[0].length2 = l;
+ shortest[0].quadedge = i;
+ }
+ else if (shortest[1].length2 > l || i == 1)
+ {
+ shortest[1].length2 = l;
+ shortest[1].quadedge = i;
+ }
+ }
+ // this calculates the midpoints *2 (not bothering to average) of the two shortest edges, and subtracts one from the other to get the up vector
+ for (i = 0;i < 3;i++)
+ {
+ right[i] = rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
+ + rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i];
+ up[i] = rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i]
+ + rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
+ - rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][0]) + i]
+ - rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][1]) + i];
+ }
+ // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
+ VectorSubtract(rsurface.modelorg, center, forward);
+ CrossProduct(up, forward, newright);
+ // normalize the vectors involved
+ VectorNormalize(right);
+ VectorNormalize(newright);
+ // rotate the quad around the up axis vector, this is made
+ // especially easy by the fact we know the quad is flat,
+ // so we only have to subtract the center position and
+ // measure distance along the right vector, and then
+ // multiply that by the newright vector and add back the
+ // center position
+ // we also need to subtract the old position to undo the
+ // displacement from the center, which we do with a
+ // DotProduct, the subtraction/addition of center is also
+ // optimized into DotProducts here
+ l = DotProduct(newright, center) - DotProduct(right, center);
+ for (i = 0;i < 4;i++)
+ {
+ v1 = rsurface.modelvertex3f + 3 * (surface->num_firstvertex + j + i);
+ f = DotProduct(right, v1) - DotProduct(newright, v1) + l;
+ VectorMA(v1, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
+ }
+ }
+ else
{
- 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);
+ VectorCopy((rsurface.modelnormal3f + 3 * surface->num_firstvertex) + j*3, forward);
+ VectorCopy((rsurface.modelsvector3f + 3 * surface->num_firstvertex) + j*3, right);
+ VectorCopy((rsurface.modeltvector3f + 3 * surface->num_firstvertex) + j*3, up);
+ for (i = 0;i < 4;i++)
+ {
+ VectorSubtract((rsurface.modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
+ VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
+ }
}
- // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
- Matrix4x4_FromVectors(&matrix1, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, center);
- Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
- for (i = 0;i < 4;i++)
- Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 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_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
}
- Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
- Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+ 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_deformedvertex3f;
- rsurface_vertex3f_bufferobject = 0;
- rsurface_vertex3f_bufferoffset = 0;
- rsurface_svector3f = rsurface_array_deformedsvector3f;
- rsurface_svector3f_bufferobject = 0;
- rsurface_svector3f_bufferoffset = 0;
- rsurface_tvector3f = rsurface_array_deformedtvector3f;
- rsurface_tvector3f_bufferobject = 0;
- rsurface_tvector3f_bufferoffset = 0;
- rsurface_normal3f = rsurface_array_deformednormal3f;
- rsurface_normal3f_bufferobject = 0;
- rsurface_normal3f_bufferoffset = 0;
+ rsurface.vertex3f = rsurface.array_deformedvertex3f;
+ rsurface.vertex3f_bufferobject = 0;
+ rsurface.vertex3f_bufferoffset = 0;
+ rsurface.svector3f = rsurface.array_deformedsvector3f;
+ rsurface.svector3f_bufferobject = 0;
+ rsurface.svector3f_bufferoffset = 0;
+ rsurface.tvector3f = rsurface.array_deformedtvector3f;
+ rsurface.tvector3f_bufferobject = 0;
+ rsurface.tvector3f_bufferoffset = 0;
+ rsurface.normal3f = rsurface.array_deformednormal3f;
+ rsurface.normal3f_bufferobject = 0;
+ rsurface.normal3f_bufferoffset = 0;
}
else
{
- rsurface_vertex3f = rsurface_modelvertex3f;
- rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
- rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
- rsurface_svector3f = rsurface_modelsvector3f;
- rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
- rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
- rsurface_tvector3f = rsurface_modeltvector3f;
- rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
- rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
- rsurface_normal3f = rsurface_modelnormal3f;
- rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
- rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
- }
- R_Mesh_VertexPointer(rsurface_vertex3f, rsurface_vertex3f_bufferobject, rsurface_vertex3f_bufferoffset);
+ rsurface.vertex3f = rsurface.modelvertex3f;
+ rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
+ rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
+ rsurface.svector3f = rsurface.modelsvector3f;
+ rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
+ rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
+ rsurface.tvector3f = rsurface.modeltvector3f;
+ rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
+ rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
+ rsurface.normal3f = rsurface.modelnormal3f;
+ rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
+ rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+ }
+ R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
}
void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
if (texturenumsurfaces == 1)
{
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
}
else if (r_batchmode.integer == 2)
{
j = i + 1;
if (surface->num_triangles > MAXBATCHTRIANGLES)
{
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
continue;
}
- memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
+ memcpy(batchelements, rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
batchtriangles = surface->num_triangles;
firstvertex = surface->num_firstvertex;
endvertex = surface->num_firstvertex + surface->num_vertices;
surface2 = texturesurfacelist[j];
if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
break;
- memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
+ memcpy(batchelements + batchtriangles * 3, rsurface.model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
batchtriangles += surface2->num_triangles;
firstvertex = min(firstvertex, surface2->num_firstvertex);
endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
GL_LockArrays(surface->num_firstvertex, numvertices);
- R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
}
}
else
{
surface = texturesurfacelist[i];
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ }
+ }
+}
+
+static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
+{
+ int i;
+ int j;
+ const msurface_t *surface = texturesurfacelist[0];
+ const msurface_t *surface2;
+ int firstvertex;
+ int endvertex;
+ int numvertices;
+ int numtriangles;
+ // TODO: lock all array ranges before render, rather than on each surface
+ if (texturenumsurfaces == 1)
+ {
+ R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+ if (deluxemaptexunit >= 0)
+ R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ }
+ else if (r_batchmode.integer == 2)
+ {
+ #define MAXBATCHTRIANGLES 4096
+ int batchtriangles = 0;
+ int batchelements[MAXBATCHTRIANGLES*3];
+ for (i = 0;i < texturenumsurfaces;i = j)
+ {
+ surface = texturesurfacelist[i];
+ R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+ if (deluxemaptexunit >= 0)
+ R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+ j = i + 1;
+ if (surface->num_triangles > MAXBATCHTRIANGLES)
+ {
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ continue;
+ }
+ memcpy(batchelements, rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
+ batchtriangles = surface->num_triangles;
+ firstvertex = surface->num_firstvertex;
+ endvertex = surface->num_firstvertex + surface->num_vertices;
+ for (;j < texturenumsurfaces;j++)
+ {
+ surface2 = texturesurfacelist[j];
+ if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
+ break;
+ memcpy(batchelements + batchtriangles * 3, rsurface.model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
+ batchtriangles += surface2->num_triangles;
+ firstvertex = min(firstvertex, surface2->num_firstvertex);
+ endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
+ }
+ surface2 = texturesurfacelist[j-1];
+ numvertices = endvertex - firstvertex;
+ R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
+ }
+ }
+ else if (r_batchmode.integer == 1)
+ {
+#if 0
+ Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
+ for (i = 0;i < texturenumsurfaces;i = j)
+ {
+ surface = texturesurfacelist[i];
+ for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
+ if (texturesurfacelist[j] != surface2)
+ break;
+ Con_Printf(" %i", j - i);
+ }
+ Con_Printf("\n");
+ Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
+#endif
+ for (i = 0;i < texturenumsurfaces;i = j)
+ {
+ surface = texturesurfacelist[i];
+ R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+ if (deluxemaptexunit >= 0)
+ R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+ for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
+ if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
+ break;
+#if 0
+ Con_Printf(" %i", j - i);
+#endif
+ surface2 = texturesurfacelist[j-1];
+ numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
+ numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
+ GL_LockArrays(surface->num_firstvertex, numvertices);
+ R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ }
+#if 0
+ Con_Printf("\n");
+#endif
+ }
+ else
+ {
+ for (i = 0;i < texturenumsurfaces;i++)
+ {
+ surface = texturesurfacelist[i];
+ R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+ if (deluxemaptexunit >= 0)
+ R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
}
}
}
{
float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
GL_Color(f, f, f, 1);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
}
}
}
int k = (int)(((size_t)surface) / sizeof(msurface_t));
GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
}
}
}
int i;
float f;
float *v, *c, *c2;
- if (rsurface_lightmapcolor4f)
+ if (rsurface.lightmapcolor4f)
{
// generate color arrays for the surfaces in this list
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
+ for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
{
f = FogPoint_Model(v);
c2[0] = c[0] * f;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
+ for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
{
f = FogPoint_Model(v);
c2[0] = f;
}
}
}
- rsurface_lightmapcolor4f = rsurface_array_color4f;
- rsurface_lightmapcolor4f_bufferobject = 0;
- rsurface_lightmapcolor4f_bufferoffset = 0;
+ rsurface.lightmapcolor4f = rsurface.array_color4f;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
}
static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
int texturesurfaceindex;
int i;
float *c, *c2;
- if (!rsurface_lightmapcolor4f)
+ if (!rsurface.lightmapcolor4f)
return;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
+ for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
{
c2[0] = c[0] * r;
c2[1] = c[1] * g;
c2[3] = c[3] * a;
}
}
- rsurface_lightmapcolor4f = rsurface_array_color4f;
- rsurface_lightmapcolor4f_bufferobject = 0;
- rsurface_lightmapcolor4f_bufferoffset = 0;
+ rsurface.lightmapcolor4f = rsurface.array_color4f;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
}
static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
{
// TODO: optimize
- rsurface_lightmapcolor4f = NULL;
- rsurface_lightmapcolor4f_bufferobject = 0;
- rsurface_lightmapcolor4f_bufferoffset = 0;
+ rsurface.lightmapcolor4f = NULL;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
- R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
+ R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
GL_Color(r, g, b, a);
- R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture));
- RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
}
static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
{
// TODO: optimize applyfog && applycolor case
// just apply fog if necessary, and tint the fog color array if necessary
- rsurface_lightmapcolor4f = NULL;
- rsurface_lightmapcolor4f_bufferobject = 0;
- rsurface_lightmapcolor4f_bufferoffset = 0;
+ rsurface.lightmapcolor4f = NULL;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
- R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
+ R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
GL_Color(r, g, b, a);
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+ for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
{
if (surface->lightmapinfo->samples)
{
- const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
+ const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
VectorScale(lm, scale, c);
if (surface->lightmapinfo->styles[1] != 255)
c[3] = 1;
}
}
- rsurface_lightmapcolor4f = rsurface_array_color4f;
- rsurface_lightmapcolor4f_bufferobject = 0;
- rsurface_lightmapcolor4f_bufferoffset = 0;
+ rsurface.lightmapcolor4f = rsurface.array_color4f;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
}
else
{
- rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
- rsurface_lightmapcolor4f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_lightmapcolor4f_bufferoffset = rsurface_model->surfmesh.vbooffset_lightmapcolor4f;
+ rsurface.lightmapcolor4f = rsurface.model->surfmesh.data_lightmapcolor4f;
+ rsurface.lightmapcolor4f_bufferobject = rsurface.model->surfmesh.vbo;
+ rsurface.lightmapcolor4f_bufferoffset = rsurface.model->surfmesh.vbooffset_lightmapcolor4f;
}
if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
- R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
+ R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
GL_Color(r, g, b, a);
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
vec3_t lightdir;
// TODO: optimize
// model lighting
- VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
- ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
- ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
- ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
- diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
- diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
- diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
+ VectorCopy(rsurface.modellight_lightdir, lightdir);
+ ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
+ ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
+ ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
+ diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
+ diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
+ diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
if (VectorLength2(diffusecolor) > 0)
{
// generate color arrays for the surfaces in this list
{
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
int numverts = surface->num_vertices;
- v = rsurface_vertex3f + 3 * surface->num_firstvertex;
- c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
- c = rsurface_array_color4f + 4 * surface->num_firstvertex;
+ v = rsurface.vertex3f + 3 * surface->num_firstvertex;
+ c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
+ c = rsurface.array_color4f + 4 * surface->num_firstvertex;
// q3-style directional shading
for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
{
b = 1;
a = 1;
applycolor = false;
- rsurface_lightmapcolor4f = rsurface_array_color4f;
- rsurface_lightmapcolor4f_bufferobject = 0;
- rsurface_lightmapcolor4f_bufferoffset = 0;
+ rsurface.lightmapcolor4f = rsurface.array_color4f;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
}
else
{
r = ambientcolor[0];
g = ambientcolor[1];
b = ambientcolor[2];
- rsurface_lightmapcolor4f = NULL;
- rsurface_lightmapcolor4f_bufferobject = 0;
- rsurface_lightmapcolor4f_bufferoffset = 0;
+ rsurface.lightmapcolor4f = NULL;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
}
if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
- R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
+ R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
GL_Color(r, g, b, a);
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
- GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
- if (rsurface_mode != RSURFMODE_SHOWSURFACES)
+ GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ if (rsurface.mode != RSURFMODE_SHOWSURFACES)
{
- rsurface_mode = RSURFMODE_SHOWSURFACES;
+ rsurface.mode = RSURFMODE_SHOWSURFACES;
GL_DepthMask(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Mesh_ColorPointer(NULL, 0, 0);
static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
// transparent sky would be ridiculous
- if ((rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
+ if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
return;
- if (rsurface_mode != RSURFMODE_SKY)
+ if (rsurface.mode != RSURFMODE_SKY)
{
- if (rsurface_mode == RSURFMODE_GLSL)
+ if (rsurface.mode == RSURFMODE_GLSL)
{
qglUseProgramObjectARB(0);CHECKGLERROR
}
- rsurface_mode = RSURFMODE_SKY;
+ rsurface.mode = RSURFMODE_SKY;
}
if (skyrendernow)
{
skyrendernow = false;
R_Sky();
// restore entity matrix
- R_Mesh_Matrix(&rsurface_entity->matrix);
+ R_Mesh_Matrix(&rsurface.matrix);
}
- GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
GL_DepthMask(true);
// LordHavoc: HalfLife maps have freaky skypolys so don't use
// skymasking on them, and Quake3 never did sky masking (unlike
// 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_viewcache.world_novis)
+ if (rsurface.model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
{
GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
R_Mesh_ColorPointer(NULL, 0, 0);
static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
- if (rsurface_mode != RSURFMODE_GLSL)
+ if (rsurface.mode != RSURFMODE_GLSL)
{
- rsurface_mode = RSURFMODE_GLSL;
+ rsurface.mode = RSURFMODE_GLSL;
R_Mesh_ResetTextureState();
}
- R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, 1, 1, rsurface_texture->specularscale);
+ R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale);
if (!r_glsl_permutation)
return;
- if (rsurface_lightmode == 2)
+ if (rsurface.lightmode == 2)
RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
else
RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
- R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f);
- R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset);
- R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset);
- R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset);
- R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.model->surfmesh.data_texcoordtexture2f, rsurface.model->surfmesh.vbo, rsurface.model->surfmesh.vbooffset_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+ R_Mesh_TexCoordPointer(4, 2, rsurface.model->surfmesh.data_texcoordlightmap2f, rsurface.model->surfmesh.vbo, rsurface.model->surfmesh.vbooffset_texcoordlightmap2f);
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+ GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
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(NULL, 0, 0);
}
- else if (rsurface_lightmaptexture)
+ else if (rsurface.uselightmaptexture)
{
- R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
+ R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
- R_Mesh_TexBind(8, R_GetTexture(rsurface_deluxemaptexture));
+ R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
R_Mesh_ColorPointer(NULL, 0, 0);
}
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(rsurface_model->surfmesh.data_lightmapcolor4f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_lightmapcolor4f);
+ R_Mesh_ColorPointer(rsurface.model->surfmesh.data_lightmapcolor4f, rsurface.model->surfmesh.vbo, rsurface.model->surfmesh.vbooffset_lightmapcolor4f);
}
- if (rsurface_lightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
- {
- R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
- if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
- R_Mesh_TexBind(8, R_GetTexture(rsurface_deluxemaptexture));
- }
- RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
- if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
+ if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+ RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
+ else
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
{
}
}
rmeshstate_t m;
int layerindex;
const texturelayer_t *layer;
- if (rsurface_mode != RSURFMODE_MULTIPASS)
- rsurface_mode = RSURFMODE_MULTIPASS;
+ if (rsurface.mode != RSURFMODE_MULTIPASS)
+ rsurface.mode = RSURFMODE_MULTIPASS;
RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
- for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
+ 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 (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
if (layerindex == 0)
GL_AlphaTest(true);
case TEXTURELAYERTYPE_LITTEXTURE:
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_texture_white);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordlightmap2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordlightmap2f;
m.tex[1] = R_GetTexture(layer->texture);
m.texmatrix[1] = layer->texmatrix;
m.texrgbscale[1] = layertexrgbscale;
- m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[1] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
R_Mesh_TextureState(&m);
- if (rsurface_lightmode == 2)
+ if (rsurface.lightmode == 2)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
- else if (rsurface_lightmaptexture)
+ else if (rsurface.uselightmaptexture)
RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
else
RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.texrgbscale[0] = layertexrgbscale;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
R_Mesh_TextureState(&m);
RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
break;
{
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
}
R_Mesh_TextureState(&m);
// generate a color array for the fog pass
- R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
+ R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
int i;
float f, *v, *c;
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)
+ 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 = 1 - FogPoint_Model(v);
c[0] = layercolor[0];
GL_LockArrays(0, 0);
}
CHECKGLERROR
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
GL_AlphaTest(false);
rmeshstate_t m;
int layerindex;
const texturelayer_t *layer;
- if (rsurface_mode != RSURFMODE_MULTIPASS)
- rsurface_mode = RSURFMODE_MULTIPASS;
+ if (rsurface.mode != RSURFMODE_MULTIPASS)
+ rsurface.mode = RSURFMODE_MULTIPASS;
RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
- for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
+ for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
{
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
if (layerindex == 0)
GL_AlphaTest(true);
// first the lightmap pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_texture_white);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordlightmap2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordlightmap2f;
R_Mesh_TextureState(&m);
- if (rsurface_lightmode == 2)
+ if (rsurface.lightmode == 2)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
- else if (rsurface_lightmaptexture)
+ else if (rsurface.uselightmaptexture)
RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
else
RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
R_Mesh_TextureState(&m);
RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
}
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
R_Mesh_TextureState(&m);
- if (rsurface_lightmode == 2)
+ if (rsurface.lightmode == 2)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
else
RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
R_Mesh_TextureState(&m);
RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
break;
case TEXTURELAYERTYPE_FOG:
// singletexture fogging
- R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
+ R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
if (layer->texture)
{
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
R_Mesh_TextureState(&m);
}
else
int i;
float f, *v, *c;
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)
+ 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 = 1 - FogPoint_Model(v);
c[0] = layer->color[0];
GL_LockArrays(0, 0);
}
CHECKGLERROR
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
GL_AlphaTest(false);
static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
{
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
return;
r_shadow_rtlight = NULL;
CHECKGLERROR
if (depthonly)
{
- if ((rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
+ if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
return;
- if (rsurface_mode != RSURFMODE_MULTIPASS)
- rsurface_mode = RSURFMODE_MULTIPASS;
+ if (rsurface.mode != RSURFMODE_MULTIPASS)
+ rsurface.mode = RSURFMODE_MULTIPASS;
if (r_depthfirst.integer == 3)
{
- int i = (int)(texturesurfacelist[0] - rsurface_model->data_surfaces);
+ int i = (int)(texturesurfacelist[0] - rsurface.model->data_surfaces);
GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
}
else
GL_ColorMask(0,0,0,0);
GL_Color(1,1,1,1);
}
- GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
GL_DepthTest(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
return;
else if (r_showsurfaces.integer)
{
- if (rsurface_mode != RSURFMODE_MULTIPASS)
- rsurface_mode = RSURFMODE_MULTIPASS;
- GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ if (rsurface.mode != RSURFMODE_MULTIPASS)
+ rsurface.mode = RSURFMODE_MULTIPASS;
+ GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
GL_DepthTest(true);
- GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(writedepth);
GL_Color(1,1,1,1);
R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
r_refdef.stats.entities_surfaces += texturenumsurfaces;
}
- else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
+ else if (gl_lightmaps.integer)
+ {
+ rmeshstate_t m;
+ if (rsurface.mode != RSURFMODE_MULTIPASS)
+ rsurface.mode = RSURFMODE_MULTIPASS;
+ GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_DepthTest(true);
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(writedepth);
+ GL_Color(1,1,1,1);
+ GL_AlphaTest(false);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(r_texture_white);
+ m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordlightmap2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordlightmap2f;
+ R_Mesh_TextureState(&m);
+ RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
+ if (rsurface.lightmode == 2)
+ RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+ else if (rsurface.uselightmaptexture)
+ RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+ else
+ RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+ r_refdef.stats.entities_surfaces += texturenumsurfaces;
+ }
+ else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
{
R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
r_refdef.stats.entities_surfaces += texturenumsurfaces;
}
- else if (rsurface_texture->currentnumlayers)
+ else if (rsurface.texture->currentnumlayers)
{
// write depth for anything we skipped on the depth-only pass earlier
- if (!writedepth && (rsurface_texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
+ if (!writedepth && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
writedepth = true;
- GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
- GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
- GL_DepthMask(writedepth && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
- GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
- GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
- // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
- rsurface_lightmode = ((rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
+ GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+ GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
+ GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+ // FIXME: identify models using a better check than rsurface.model->brush.shadowmesh
+ rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.model->brush.shadowmesh) ? 0 : 2;
if (r_glsl.integer && gl_support_fragment_shader)
R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
else if (gl_combine.integer && r_textureunits.integer >= 2)
for (i = 0;i < numsurfaces;i = j)
{
j = i + 1;
- surface = rsurface_model->data_surfaces + surfacelist[i];
+ surface = rsurface.model->data_surfaces + surfacelist[i];
texture = surface->texture;
R_UpdateTextureInfo(ent, texture);
- rsurface_texture = texture->currentframe;
- rsurface_lightmaptexture = surface->lightmaptexture;
- rsurface_deluxemaptexture = surface->deluxemaptexture;
+ rsurface.texture = texture->currentframe;
+ rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
// scan ahead until we find a different texture
endsurface = min(i + 1024, numsurfaces);
texturenumsurfaces = 0;
texturesurfacelist[texturenumsurfaces++] = surface;
for (;j < endsurface;j++)
{
- surface = rsurface_model->data_surfaces + surfacelist[j];
- if (texture != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
+ surface = rsurface.model->data_surfaces + surfacelist[j];
+ if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
break;
texturesurfacelist[texturenumsurfaces++] = surface;
}
RSurf_CleanUp();
}
-void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
+void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
{
int i, j;
vec3_t tempcenter, center;
for (i = 0;i < numsurfaces;i = j)
{
j = i + 1;
- // texture is the base texture pointer, rsurface_texture is the
+ // texture is the base texture pointer, rsurface.texture is the
// current frame/skin the texture is directing us to use (for example
// if a model has 2 skins and it is on skin 1, then skin 0 tells us to
// use skin 1 instead)
texture = surfacelist[i]->texture;
- rsurface_texture = texture->currentframe;
- rsurface_lightmaptexture = surfacelist[i]->lightmaptexture;
- rsurface_deluxemaptexture = surfacelist[i]->deluxemaptexture;
- if (!(rsurface_texture->currentmaterialflags & flagsmask))
+ rsurface.texture = texture->currentframe;
+ rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
+ if (!(rsurface.texture->currentmaterialflags & flagsmask))
{
// if this texture is not the kind we want, skip ahead to the next one
for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
;
continue;
}
- if (rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
{
// transparent surfaces get pushed off into the transparent queue
const msurface_t *surface = surfacelist[i];
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(&rsurface_entity->matrix, tempcenter, center);
- R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
+ Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.model->data_surfaces, r_shadow_rtlight);
}
else
{
// simply scan ahead until we find a different texture or lightmap state
- for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_lightmaptexture == surfacelist[j]->lightmaptexture;j++)
+ for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
;
// render the range of surfaces
R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
{
if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
continue;
- rsurface_texture = surface->texture->currentframe;
- if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+ rsurface.texture = surface->texture->currentframe;
+ if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
{
RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
if (drawtris)
{
- if (!rsurface_texture->currentlayers->depthmask)
+ if (!rsurface.texture->currentlayers->depthmask)
GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
else if (ent == r_refdef.worldentity)
GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
qglBegin(GL_LINES);
for (k = 0;k < surface->num_triangles;k++, elements += 3)
{
-#define GLVERTEXELEMENT(n) qglVertex3f(rsurface_vertex3f[elements[n]*3+0], rsurface_vertex3f[elements[n]*3+1], rsurface_vertex3f[elements[n]*3+2])
+#define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
qglBegin(GL_LINES);
for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
{
- VectorCopy(rsurface_vertex3f + l * 3, v);
+ VectorCopy(rsurface.vertex3f + l * 3, v);
qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface_svector3f + l * 3, v);
+ VectorMA(v, 8, rsurface.svector3f + l * 3, v);
qglVertex3f(v[0], v[1], v[2]);
}
qglEnd();
qglBegin(GL_LINES);
for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
{
- VectorCopy(rsurface_vertex3f + l * 3, v);
+ VectorCopy(rsurface.vertex3f + l * 3, v);
qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
+ VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
qglVertex3f(v[0], v[1], v[2]);
}
qglEnd();
qglBegin(GL_LINES);
for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
{
- VectorCopy(rsurface_vertex3f + l * 3, v);
+ VectorCopy(rsurface.vertex3f + l * 3, v);
qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface_normal3f + l * 3, v);
+ VectorMA(v, 8, rsurface.normal3f + l * 3, v);
qglVertex3f(v[0], v[1], v[2]);
}
qglEnd();
}
}
}
- rsurface_texture = NULL;
+ rsurface.texture = NULL;
}
extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
f = 0;
t = NULL;
- rsurface_lightmaptexture = NULL;
- rsurface_deluxemaptexture = NULL;
- rsurface_texture = NULL;
+ rsurface.uselightmaptexture = false;
+ rsurface.texture = NULL;
numsurfacelist = 0;
j = model->firstmodelsurface;
endj = j + model->nummodelsurfaces;
counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
- R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
+ R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
numsurfacelist = 0;
}
}
}
}
if (numsurfacelist)
- R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
+ R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
r_refdef.stats.entities_triangles += counttriangles;
RSurf_CleanUp();
flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
f = 0;
t = NULL;
- rsurface_lightmaptexture = NULL;
- rsurface_deluxemaptexture = NULL;
- rsurface_texture = NULL;
+ rsurface.uselightmaptexture = false;
+ rsurface.texture = NULL;
numsurfacelist = 0;
surface = model->data_surfaces + model->firstmodelsurface;
endsurface = surface + model->nummodelsurfaces;
counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
- R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
+ R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
numsurfacelist = 0;
}
}
}
if (numsurfacelist)
- R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
+ R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
r_refdef.stats.entities_triangles += counttriangles;
RSurf_CleanUp();