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)];
}
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_uselightmaptexture && 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_uselightmaptexture && 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_modellight_ambient[0] * ambientscale, rsurface_modellight_ambient[1] * ambientscale, rsurface_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_modellight_diffuse[0] * diffusescale, rsurface_modellight_diffuse[1] * diffusescale, rsurface_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_modellight_diffuse[0] * specularscale, rsurface_modellight_diffuse[1] * specularscale, rsurface_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_modellight_lightdir[0], rsurface_modellight_lightdir[1], rsurface_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_colormap_pantscolor[0], rsurface_colormap_pantscolor[1], rsurface_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_colormap_shirtcolor[0], rsurface_colormap_shirtcolor[1], rsurface_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_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;
-matrix4x4_t rsurface_matrix;
-matrix4x4_t rsurface_inversematrix;
-frameblend_t rsurface_frameblend[4];
-vec3_t rsurface_modellight_ambient;
-vec3_t rsurface_modellight_diffuse;
-vec3_t rsurface_modellight_lightdir;
-vec3_t rsurface_colormap_pantscolor;
-vec3_t rsurface_colormap_shirtcolor;
-vec3_t rsurface_modelorg;
-qboolean rsurface_generatedvertex;
-const model_t *rsurface_model;
-texture_t *rsurface_texture;
-qboolean rsurface_uselightmaptexture;
-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_uselightmaptexture = false;
- rsurface_texture = NULL;
+ rsurface.mode = RSURFMODE_NONE;
+ rsurface.uselightmaptexture = false;
+ rsurface.texture = NULL;
}
void RSurf_ActiveWorldEntity(void)
{
RSurf_CleanUp();
- 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;
+ 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);
- 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;
+ 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_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))
+ 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_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_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_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[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);
+ 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);
{
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;
// 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]);
+ 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)
{
// 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];
+ 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);
+ VectorSubtract(rsurface.modelorg, center, forward);
CrossProduct(up, forward, newright);
// normalize the vectors involved
VectorNormalize(right);
l = DotProduct(newright, center) - DotProduct(right, center);
for (i = 0;i < 4;i++)
{
- v1 = rsurface_modelvertex3f + 3 * (surface->num_firstvertex + j + 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);
+ VectorMA(v1, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
}
}
else
{
- 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);
+ 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);
+ 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);
}
}
}
- 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));
}
}
}
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));
+ 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 (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]));
+ 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);
else if (r_batchmode.integer == 1)
{
#if 0
- Con_Printf("%s batch sizes ignoring lightmap:", rsurface_texture->name);
+ Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
for (i = 0;i < texturenumsurfaces;i = j)
{
surface = texturesurfacelist[i];
Con_Printf(" %i", j - i);
}
Con_Printf("\n");
- Con_Printf("%s batch sizes honoring lightmap:", rsurface_texture->name);
+ Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
#endif
for (i = 0;i < texturenumsurfaces;i = j)
{
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));
}
#if 0
Con_Printf("\n");
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));
+ 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);
RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
}
{
// 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_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;
+ 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_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);
- 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)
+ 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_uselightmaptexture)
+ else if (rsurface.uselightmaptexture)
{
R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
if (r_glsl_permutation->loc_Texture_Deluxemap >= 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));
- 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_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+ 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))
+ 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_uselightmaptexture)
+ 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_uselightmaptexture)
+ 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);
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);
+ 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_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;
+ 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_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)
+ 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)
+ 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_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_uselightmaptexture = surface->lightmaptexture != NULL;
+ 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_uselightmaptexture != (surface->lightmaptexture != NULL))
+ surface = rsurface.model->data_surfaces + surfacelist[j];
+ if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
break;
texturesurfacelist[texturenumsurfaces++] = surface;
}
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_uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
- 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_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);
+ 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_uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);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_uselightmaptexture = false;
- rsurface_texture = NULL;
+ rsurface.uselightmaptexture = false;
+ rsurface.texture = NULL;
numsurfacelist = 0;
j = model->firstmodelsurface;
endj = j + model->nummodelsurfaces;
flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
f = 0;
t = NULL;
- rsurface_uselightmaptexture = false;
- rsurface_texture = NULL;
+ rsurface.uselightmaptexture = false;
+ rsurface.texture = NULL;
numsurfacelist = 0;
surface = model->data_surfaces + model->firstmodelsurface;
endsurface = surface + model->nummodelsurfaces;
static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
{
- float *vertex3f = rsurface_vertex3f + 3 * firstvertex;
- float *normal3f = rsurface_normal3f + 3 * firstvertex;
- float *color4f = rsurface_array_color4f + 4 * firstvertex;
+ float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
+ float *normal3f = rsurface.normal3f + 3 * firstvertex;
+ float *color4f = rsurface.array_color4f + 4 * firstvertex;
float dist, dot, distintensity, shadeintensity, v[3], n[3];
if (r_textureunits.integer >= 3)
{
static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
{
int i;
- float *out3f = rsurface_array_texcoord3f + 3 * firstvertex;
- const float *vertex3f = rsurface_vertex3f + 3 * firstvertex;
- const float *svector3f = rsurface_svector3f + 3 * firstvertex;
- const float *tvector3f = rsurface_tvector3f + 3 * firstvertex;
- const float *normal3f = rsurface_normal3f + 3 * firstvertex;
+ float *out3f = rsurface.array_texcoord3f + 3 * firstvertex;
+ const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
+ const float *svector3f = rsurface.svector3f + 3 * firstvertex;
+ const float *tvector3f = rsurface.tvector3f + 3 * firstvertex;
+ const float *normal3f = rsurface.normal3f + 3 * firstvertex;
float lightdir[3];
for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
{
static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
{
int i;
- float *out3f = rsurface_array_texcoord3f + 3 * firstvertex;
- const float *vertex3f = rsurface_vertex3f + 3 * firstvertex;
- const float *svector3f = rsurface_svector3f + 3 * firstvertex;
- const float *tvector3f = rsurface_tvector3f + 3 * firstvertex;
- const float *normal3f = rsurface_normal3f + 3 * firstvertex;
+ float *out3f = rsurface.array_texcoord3f + 3 * firstvertex;
+ const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
+ const float *svector3f = rsurface.svector3f + 3 * firstvertex;
+ const float *tvector3f = rsurface.tvector3f + 3 * firstvertex;
+ const float *normal3f = rsurface.normal3f + 3 * firstvertex;
float lightdir[3], eyedir[3], halfdir[3];
for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
{
VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
VectorNormalize(lightdir);
- VectorSubtract(rsurface_modelorg, vertex3f, eyedir);
+ VectorSubtract(rsurface.modelorg, vertex3f, eyedir);
VectorNormalize(eyedir);
VectorAdd(lightdir, eyedir, halfdir);
// the cubemap normalizes this for us
{
// ARB2 GLSL shader path (GFFX5200, Radeon 9500)
R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale);
- 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);
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ 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);
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
qglDepthFunc(GL_EQUAL);CHECKGLERROR
}
R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
}
// 3 3D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[0] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(basetexture);
- 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.texmatrix[1] = rsurface_texture->currenttexmatrix;
+ 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.texmatrix[1] = rsurface.texture->currenttexmatrix;
m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[2] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[2] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
m.texmatrix[2] = r_shadow_entitytolight;
GL_BlendFunc(GL_ONE, GL_ONE);
}
// 2 3D combine path (Geforce3, original Radeon)
memset(&m, 0, sizeof(m));
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[0] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(basetexture);
- 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.texmatrix[1] = rsurface_texture->currenttexmatrix;
+ 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.texmatrix[1] = rsurface.texture->currenttexmatrix;
GL_BlendFunc(GL_ONE, GL_ONE);
}
else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
// 4 2D combine path (Geforce3, Radeon 8500)
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[0] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[1] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
m.tex[2] = R_GetTexture(basetexture);
- m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[2] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[2] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
- m.texmatrix[2] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[2] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[2] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[2] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[2] = rsurface.texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[3] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[3] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[3] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[3] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
m.texmatrix[3] = r_shadow_entitytolight;
}
GL_BlendFunc(GL_ONE, GL_ONE);
// 3 2D combine path (Geforce3, original Radeon)
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[0] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[1] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
m.tex[2] = R_GetTexture(basetexture);
- m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[2] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[2] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
- m.texmatrix[2] = rsurface_texture->currenttexmatrix;
+ m.pointer_texcoord[2] = rsurface.model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[2] = rsurface.model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[2] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+ m.texmatrix[2] = rsurface.texture->currenttexmatrix;
GL_BlendFunc(GL_ONE, GL_ONE);
}
else
// 2/2/2 2D combine path (any dot3 card)
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[0] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[1] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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.texmatrix[0] = rsurface.texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[1] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
m.pointer_texcoord_bufferobject[1] = 0;
m.pointer_texcoord_bufferoffset[1] = 0;
m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[2] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[2] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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.texmatrix[0] = rsurface.texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[1] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
// 1/2/2 3D combine path (original Radeon)
memset(&m, 0, sizeof(m));
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[0] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
m.pointer_texcoord_bufferobject[1] = 0;
m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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.texmatrix[0] = rsurface.texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[1] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
m.pointer_texcoord_bufferobject[1] = 0;
m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[1] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
m.pointer_texcoord_bufferobject[1] = 0;
m.pointer_texcoord_bufferoffset[1] = 0;
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[2] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[2] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[3] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[3] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[3] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[3] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
m.texmatrix[3] = r_shadow_entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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.texmatrix[0] = rsurface.texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[1] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
// 2/2/2 2D combine path (any dot3 card)
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[0] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[1] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_ColorMask(0,0,0,1);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
m.texcombinergb[0] = GL_REPLACE;
- 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
m.pointer_texcoord_bufferobject[1] = 0;
m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
// second pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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.texmatrix[0] = rsurface.texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[1] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
// 2/0/0/1/2 3D combine blendsquare path
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
- 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
m.pointer_texcoord_bufferobject[1] = 0;
m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
// fourth pass
memset(&m, 0, sizeof(m));
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[0] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
// fifth pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
- 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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.texmatrix[0] = rsurface.texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[1] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
// 2/0/0/2 3D combine blendsquare path
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
- 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
m.pointer_texcoord_bufferobject[1] = 0;
m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
// fourth pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
- 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[1] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
}
// 2/0/0/2/2 2D combine blendsquare path
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(normalmaptexture);
- 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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.texmatrix[0] = rsurface.texture->currenttexmatrix;
m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+ m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
m.pointer_texcoord_bufferobject[1] = 0;
m.pointer_texcoord_bufferoffset[1] = 0;
R_Mesh_TextureState(&m);
// fourth pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[0] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[0] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[1] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytoattenuationz;
R_Mesh_TextureState(&m);
GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
// fifth pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(glosstexture);
- 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.texmatrix[0] = rsurface_texture->currenttexmatrix;
+ 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.texmatrix[0] = rsurface.texture->currenttexmatrix;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
{
m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[1] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
m.texmatrix[1] = r_shadow_entitytolight;
}
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
// renders them at once
for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
{
- if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
+ if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
{
if (newnumtriangles)
{
// handling of negative colors
// (some old drivers even have improper handling of >1 color)
stop = true;
- for (i = 0, c = rsurface_array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
+ for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
{
if (c[0] > 1 || c[1] > 1 || c[2] > 1)
{
static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
{
// OpenGL 1.1 path (anything)
- const model_t *model = rsurface_model;
+ const model_t *model = rsurface.model;
float ambientcolorbase[3], diffusecolorbase[3];
float ambientcolorpants[3], diffusecolorpants[3];
float ambientcolorshirt[3], diffusecolorshirt[3];
VectorScale(lightcolorshirt, ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
VectorScale(lightcolorshirt, diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
+ R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
- m.texmatrix[0] = rsurface_texture->currenttexmatrix;
- 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.texmatrix[0] = rsurface.texture->currenttexmatrix;
+ 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;
if (r_textureunits.integer >= 2)
{
// voodoo2 or TNT
m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
- m.pointer_texcoord3f[1] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[1] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
if (r_textureunits.integer >= 3)
{
// Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
m.texmatrix[2] = r_shadow_entitytoattenuationz;
- m.pointer_texcoord3f[2] = rsurface_vertex3f;
- m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
+ m.pointer_texcoord3f[2] = rsurface.vertex3f;
+ m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
+ m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
}
}
R_Mesh_TextureState(&m);
float ambientscale, diffusescale, specularscale;
vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
// calculate colors to render this texture with
- lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_texture->currentlayers[0].color[0] * rsurface_texture->currentlayers[0].color[3];
- lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_texture->currentlayers[0].color[1] * rsurface_texture->currentlayers[0].color[3];
- lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_texture->currentlayers[0].color[2] * rsurface_texture->currentlayers[0].color[3];
+ lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface.texture->currentlayers[0].color[0] * rsurface.texture->currentlayers[0].color[3];
+ lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface.texture->currentlayers[0].color[1] * rsurface.texture->currentlayers[0].color[3];
+ lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface.texture->currentlayers[0].color[2] * rsurface.texture->currentlayers[0].color[3];
ambientscale = r_shadow_rtlight->ambientscale;
diffusescale = r_shadow_rtlight->diffusescale;
- specularscale = r_shadow_rtlight->specularscale * rsurface_texture->specularscale;
+ specularscale = r_shadow_rtlight->specularscale * rsurface.texture->specularscale;
if (!r_shadow_usenormalmap.integer)
{
ambientscale += 1.0f * diffusescale;
}
if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
return;
- 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_texture->colormapping)
+ 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.texture->colormapping)
{
- qboolean dopants = rsurface_texture->currentskinframe->pants != NULL && VectorLength2(rsurface_colormap_pantscolor) >= (1.0f / 1048576.0f);
- qboolean doshirt = rsurface_texture->currentskinframe->shirt != NULL && VectorLength2(rsurface_colormap_shirtcolor) >= (1.0f / 1048576.0f);
+ qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f);
+ qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
if (dopants)
{
- lightcolorpants[0] = lightcolorbase[0] * rsurface_colormap_pantscolor[0];
- lightcolorpants[1] = lightcolorbase[1] * rsurface_colormap_pantscolor[1];
- lightcolorpants[2] = lightcolorbase[2] * rsurface_colormap_pantscolor[2];
+ lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0];
+ lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1];
+ lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2];
}
else
VectorClear(lightcolorpants);
if (doshirt)
{
- lightcolorshirt[0] = lightcolorbase[0] * rsurface_colormap_shirtcolor[0];
- lightcolorshirt[1] = lightcolorbase[1] * rsurface_colormap_shirtcolor[1];
- lightcolorshirt[2] = lightcolorbase[2] * rsurface_colormap_shirtcolor[2];
+ lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0];
+ lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1];
+ lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2];
}
else
VectorClear(lightcolorshirt);
switch (r_shadow_rendermode)
{
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
- GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
- R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+ GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
+ R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_DOT3:
- R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+ R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
break;
default:
Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
switch (r_shadow_rendermode)
{
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
- GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
- R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+ GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
+ R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
- R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+ R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_DOT3:
- R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+ R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
- R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+ R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
break;
default:
Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);