static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
+static mempool_t *r_surf_mempool = NULL;
+static int r_surf_surfacevisiblelimit = 0;
+static qbyte *r_surf_surfacevisible = NULL;
+
cvar_t r_ambient = {0, "r_ambient", "0"};
cvar_t r_drawportals = {0, "r_drawportals", "0"};
cvar_t r_testvis = {0, "r_testvis", "0"};
q3msurface_t *r_q3bsp_maxsurfacelist[65536];
*/
+void R_Surf_ClearSurfaceVisible(int num)
+{
+ if (r_surf_surfacevisiblelimit < num)
+ {
+ Mem_Free(r_surf_surfacevisible);
+ r_surf_surfacevisiblelimit = num;
+ r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit);
+ }
+ memset(r_surf_surfacevisible, 0, num);
+}
+
static int dlightdivtable[32768];
static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
else if (ent != &cl_entities[0].render || surface->visframe == r_framecount)
{
t = surface->texinfo->texture->currentframe;
- if (t->flags & SURF_LIGHTMAP)
+ // FIXME: transparent surfaces need to be lit later
+ if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE)
R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
}
}
GL_LockArrays(0, 0);
}
-void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3msurface_t *face)
+void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
{
+ const entity_render_t *ent = voident;
+ q3msurface_t *face = ent->model->brushq3.data_faces + facenumber;
rmeshstate_t m;
- if (!face->num_triangles)
- return;
- // drawing sky transparently would be too difficult
- if (ent->flags & RENDER_TRANSPARENT)
- return;
- c_faces++;
- if (skyrendernow)
- {
- skyrendernow = false;
- if (skyrendermasked)
- R_Sky();
- }
- if (!r_q3bsp_renderskydepth.integer)
- return;
-
R_Mesh_Matrix(&ent->matrix);
-
- GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
- if (skyrendermasked)
- {
- // depth-only (masking)
- GL_ColorMask(0,0,0,0);
- // just to make sure that braindead drivers don't draw anything
- // despite that colormask...
- GL_BlendFunc(GL_ZERO, GL_ONE);
- }
- else
- {
- // fog sky
- GL_BlendFunc(GL_ONE, GL_ZERO);
- }
- GL_DepthMask(true);
- GL_DepthTest(true);
-
memset(&m, 0, sizeof(m));
- m.pointer_vertex = face->data_vertex3f;
- R_Mesh_State(&m);
-
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- GL_LockArrays(0, 0);
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3msurface_t *face)
-{
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- if (face->texture->skin.glow)
- {
- m.tex[0] = R_GetTexture(face->texture->skin.glow);
- m.pointer_texcoord[0] = face->data_texcoordtexture2f;
- GL_Color(1, 1, 1, 1);
- }
+ if (ent->effects & EF_ADDITIVE)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
else
- GL_Color(0, 0, 0, 1);
- m.pointer_vertex = face->data_vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3msurface_t *face)
-{
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(face->texture->skin.base);
- m.pointer_texcoord[0] = face->data_texcoordtexture2f;
- m.tex[1] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
- m.texrgbscale[1] = 2;
- GL_Color(1, 1, 1, 1);
- m.pointer_vertex = face->data_vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3msurface_t *face)
-{
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(face->texture->skin.base);
- m.pointer_texcoord[0] = face->data_texcoordtexture2f;
- GL_Color(1, 1, 1, 1);
- m.pointer_vertex = face->data_vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3msurface_t *face)
-{
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- GL_DepthMask(false);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
- GL_Color(1, 1, 1, 1);
- m.pointer_vertex = face->data_vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3msurface_t *face)
-{
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
- GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
- m.pointer_vertex = face->data_vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3msurface_t *face)
-{
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
- GL_DepthTest(true);
- if (face->texture->skin.glow)
- {
- m.tex[0] = R_GetTexture(face->texture->skin.glow);
- m.pointer_texcoord[0] = face->data_texcoordtexture2f;
- GL_Color(1, 1, 1, 1);
- }
- else
- GL_Color(0, 0, 0, 1);
- m.pointer_vertex = face->data_vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3msurface_t *face)
-{
- int i;
- float mul;
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
+ GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
m.tex[0] = R_GetTexture(face->texture->skin.base);
m.pointer_texcoord[0] = face->data_texcoordtexture2f;
- mul = 2.0f * r_lightmapintensity;
- if (mul == 2 && gl_combine.integer)
+ // LordHavoc: quake3 was not able to do this; lit transparent surfaces
+ if (gl_combine.integer)
{
m.texrgbscale[0] = 2;
- m.pointer_color = face->data_color4f;
- }
- else if (mul == 1)
- m.pointer_color = face->data_color4f;
- else
- {
- for (i = 0;i < face->num_vertices;i++)
+ if (r_textureunits.integer >= 2)
{
- varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul;
- varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul;
- varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul;
- varray_color4f[i*4+3] = face->data_color4f[i*4+3];
+ m.tex[1] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+ GL_Color(1, 1, 1, ent->alpha);
+ }
+ else
+ {
+ if (ent->alpha == 1)
+ m.pointer_color = face->data_color4f;
+ else
+ {
+ int i;
+ for (i = 0;i < face->num_vertices;i++)
+ {
+ varray_color4f[i*4+0] = face->data_color4f[i*4+0];
+ varray_color4f[i*4+1] = face->data_color4f[i*4+1];
+ varray_color4f[i*4+2] = face->data_color4f[i*4+2];
+ varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
+ }
+ m.pointer_color = varray_color4f;
+ }
}
- m.pointer_color = varray_color4f;
}
- m.pointer_vertex = face->data_vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3msurface_t *face)
-{
- int i;
- float mul;
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- mul = 2.0f * r_lightmapintensity;
- if (mul == 1)
- m.pointer_color = face->data_color4f;
else
{
+ int i;
for (i = 0;i < face->num_vertices;i++)
{
varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
- varray_color4f[i*4+3] = face->data_color4f[i*4+3];
+ varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
}
m.pointer_color = varray_color4f;
}
m.pointer_vertex = face->data_vertex3f;
R_Mesh_State(&m);
+ qglDisable(GL_CULL_FACE);
GL_LockArrays(0, face->num_vertices);
R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
GL_LockArrays(0, 0);
+ qglEnable(GL_CULL_FACE);
}
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3msurface_t *face)
-{
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_DepthMask(true);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(face->texture->skin.base);
- m.pointer_texcoord[0] = face->data_texcoordtexture2f;
- GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
- m.pointer_vertex = face->data_vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
+void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumfaces, q3msurface_t **texturefacelist)
{
- int i;
- float colorscale;
- const entity_render_t *ent = voident;
- q3msurface_t *face = ent->model->brushq3.data_faces + facenumber;
+ int i, texturefaceindex;
rmeshstate_t m;
- R_Mesh_Matrix(&ent->matrix);
- memset(&m, 0, sizeof(m));
- if (ent->effects & EF_ADDITIVE)
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- else
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
- m.tex[0] = R_GetTexture(face->texture->skin.base);
- m.pointer_texcoord[0] = face->data_texcoordtexture2f;
- colorscale = r_lightmapintensity;
- if (gl_combine.integer)
- m.texrgbscale[0] = 2;
- else
- colorscale *= 2.0f;
- for (i = 0;i < face->num_vertices;i++)
+ if (!texturenumfaces)
+ return;
+ c_faces += texturenumfaces;
+ // transparent surfaces get sorted for later drawing
+ if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
{
- varray_color4f[i*4+0] = face->data_color4f[i*4+0] * colorscale;
- varray_color4f[i*4+1] = face->data_color4f[i*4+1] * colorscale;
- varray_color4f[i*4+2] = face->data_color4f[i*4+2] * colorscale;
- varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
+ vec3_t facecenter, center;
+ // drawing sky transparently would be too difficult
+ if (t->surfaceparms & Q3SURFACEPARM_SKY)
+ return;
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
+ facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
+ facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&ent->matrix, facecenter, center);
+ R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
+ }
+ return;
}
- m.pointer_color = varray_color4f;
- m.pointer_vertex = face->data_vertex3f;
- R_Mesh_State(&m);
- qglDisable(GL_CULL_FACE);
- GL_LockArrays(0, face->num_vertices);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- GL_LockArrays(0, 0);
- qglEnable(GL_CULL_FACE);
-}
+ // sky surfaces draw sky if needed and render themselves as a depth mask
+ if (t->surfaceparms & Q3SURFACEPARM_SKY)
+ {
+ if (skyrendernow)
+ {
+ skyrendernow = false;
+ if (skyrendermasked)
+ R_Sky();
+ }
+ if (!r_q3bsp_renderskydepth.integer)
+ return;
-void R_Q3BSP_DrawFace(entity_render_t *ent, q3msurface_t *face)
-{
- if (!face->num_triangles)
+ R_Mesh_Matrix(&ent->matrix);
+
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ if (skyrendermasked)
+ {
+ // depth-only (masking)
+ GL_ColorMask(0,0,0,0);
+ // just to make sure that braindead drivers don't draw anything
+ // despite that colormask...
+ GL_BlendFunc(GL_ZERO, GL_ONE);
+ }
+ else
+ {
+ // fog sky
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ }
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+
+ memset(&m, 0, sizeof(m));
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
return;
- if (face->texture->surfaceflags && (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
+ }
+ // gl_lightmaps debugging mode skips normal texturing
+ if (gl_lightmaps.integer)
+ {
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ memset(&m, 0, sizeof(m));
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ m.tex[0] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
+ if (face->lightmaptexture)
+ {
+ GL_Color(1, 1, 1, 1);
+ m.pointer_color = NULL;
+ }
+ else
+ m.pointer_color = face->data_color4f;
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
+ }
return;
- c_faces++;
- if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
+ }
+ // anything else is a typical wall, lightmap * texture + glow
+ if (!(ent->flags & RENDER_LIGHT))
{
- vec3_t facecenter, center;
- facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
- facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
- facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
- Matrix4x4_Transform(&ent->matrix, facecenter, center);
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(t->skin.base);
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ if (t->skin.glow)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ m.tex[0] = R_GetTexture(t->skin.glow);
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
return;
}
- R_Mesh_Matrix(&ent->matrix);
if (r_lightmapintensity <= 0)
- R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
- else if (!(ent->flags & RENDER_LIGHT))
{
- R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
- if (face->texture->skin.glow)
- R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_Color(0, 0, 0, 1);
+ memset(&m, 0, sizeof(m));
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
+ }
}
- else if (face->lightmaptexture)
+ else if (r_textureunits.integer >= 2 && gl_combine.integer)
{
- if (gl_lightmaps.integer)
- R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face);
- else
- {
- if (r_textureunits.integer >= 2 && gl_combine.integer)
- R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face);
+ // dualtexture combine
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(t->skin.base);
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ m.tex[1] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+ m.texrgbscale[1] = 2;
+ if (face->lightmaptexture)
+ {
+ GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
+ m.pointer_color = NULL;
+ }
+ else if (r_lightmapintensity == 1)
+ m.pointer_color = face->data_color4f;
else
{
- R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
- R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
+ m.pointer_color = varray_color4f;
+ for (i = 0;i < face->num_vertices;i++)
+ {
+ varray_color4f[i*4+0] = face->data_color4f[i*4+0] * r_lightmapintensity;
+ varray_color4f[i*4+1] = face->data_color4f[i*4+1] * r_lightmapintensity;
+ varray_color4f[i*4+2] = face->data_color4f[i*4+2] * r_lightmapintensity;
+ varray_color4f[i*4+3] = face->data_color4f[i*4+3];
+ }
}
- if (face->texture->skin.glow)
- R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
}
}
else
{
- if (gl_lightmaps.integer)
- R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face);
- else
+ // single texture
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ memset(&m, 0, sizeof(m));
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
{
- R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
- if (face->texture->skin.glow)
- R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ m.tex[0] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
+ if (face->lightmaptexture)
+ m.pointer_color = NULL;
+ else
+ m.pointer_color = face->data_color4f;
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(t->skin.base);
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
}
}
if (r_ambient.value)
- R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
-}
-
-void R_Q3BSP_RecursiveWorldNode(q3mnode_t *node)
-{
- int i;
- q3mleaf_t *leaf;
- for (;;)
- {
- if (R_CullBox(node->mins, node->maxs))
- return;
- if (!node->plane)
- break;
- c_nodes++;
- R_Q3BSP_RecursiveWorldNode(node->children[0]);
- node = node->children[1];
- }
- leaf = (q3mleaf_t *)node;
- if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
{
- c_leafs++;
- for (i = 0;i < leaf->numleaffaces;i++)
- leaf->firstleafface[i]->visframe = r_framecount;
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(false);
+ GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(t->skin.base);
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+ {
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
+ }
}
-}
-
-// FIXME: num_leafs needs to be recalculated at load time to include only
-// node-referenced leafs, as some maps are incorrectly compiled with leafs for
-// the submodels (which would render the submodels occasionally, as part of
-// the world - not good)
-void R_Q3BSP_MarkLeafPVS(void)
-{
- int i, j;
- q3mleaf_t *leaf;
- for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++)
+ if (t->skin.glow)
{
- if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(t->skin.glow);
+ for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
{
- c_leafs++;
- for (i = 0;i < leaf->numleaffaces;i++)
- leaf->firstleafface[i]->visframe = r_framecount;
+ q3msurface_t *face = texturefacelist[texturefaceindex];
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ m.pointer_vertex = face->data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, face->num_vertices);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ GL_LockArrays(0, 0);
}
}
}
-static int r_q3bsp_framecount = -1;
-
-void R_Q3BSP_DrawSky(entity_render_t *ent)
+void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces)
{
- int i;
+ int i, ti, flagsmask, flags;
q3msurface_t *face;
- vec3_t modelorg;
model_t *model;
+ q3mtexture_t *t;
+ const int maxfaces = 1024;
+ int numfaces = 0;
+ q3msurface_t *facelist[1024];
R_Mesh_Matrix(&ent->matrix);
model = ent->model;
- if (r_drawcollisionbrushes.integer < 2)
+ flagsmask = Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY;
+ if (skyfaces)
+ flags = Q3SURFACEFLAG_SKY;
+ else
+ flags = 0;
+ if (ent == &cl_entities[0].render)
{
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- if (ent == &cl_entities[0].render)
+ int j;
+ q3mleaf_t *leaf;
+ R_Surf_ClearSurfaceVisible(cl.worldmodel->brushq3.num_faces);
+ for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++)
{
- if (r_q3bsp_framecount != r_framecount)
+ if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
{
- r_q3bsp_framecount = r_framecount;
- R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes);
- //R_Q3BSP_MarkLeafPVS();
+ c_leafs++;
+ for (i = 0;i < leaf->numleaffaces;i++)
+ r_surf_surfacevisible[leaf->firstleaffacenum[i]] = 1;
+ }
+ }
+ for (ti = 0, t = model->brushq3.data_textures;ti < model->brushq3.num_textures;ti++, t++)
+ {
+ if ((t->surfaceflags & flagsmask) == flags)
+ {
+ numfaces = 0;
+ for (i = 0;i < t->numfaces;i++)
+ {
+ if (r_surf_surfacevisible[t->facenumlist[i]])
+ {
+ face = t->facelist[i];
+ if (!R_CullBox(face->mins, face->maxs))
+ {
+ if (numfaces >= maxfaces)
+ {
+ if (numfaces)
+ R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
+ numfaces = 0;
+ }
+ facelist[numfaces++] = face;
+ }
+ }
+ }
+ if (numfaces)
+ R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
}
- for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
- if (face->visframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
- R_Q3BSP_DrawSkyFace(ent, face);
}
- else
- for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
- if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
- R_Q3BSP_DrawSkyFace(ent, face);
}
-}
-
-void R_Q3BSP_Draw(entity_render_t *ent)
-{
- int i;
- q3msurface_t *face;
- vec3_t modelorg;
- model_t *model;
- qbyte *pvs;
- R_Mesh_Matrix(&ent->matrix);
- model = ent->model;
- if (r_drawcollisionbrushes.integer < 2)
+ else
{
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- if (ent == &cl_entities[0].render)
+ t = NULL;
+ numfaces = 0;
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
{
- if (model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
- if (r_q3bsp_framecount != r_framecount)
+ if ((face->texture->surfaceflags & flagsmask) == flags)
{
- r_q3bsp_framecount = r_framecount;
- R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes);
- //R_Q3BSP_MarkLeafPVS();
+ if (t != face->texture || numfaces >= maxfaces)
+ {
+ if (numfaces)
+ R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
+ numfaces = 0;
+ t = face->texture;
+ }
+ facelist[numfaces++] = face;
}
- for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
- if (face->visframe == r_framecount && !R_CullBox(face->mins, face->maxs))
- R_Q3BSP_DrawFace(ent, face);
}
- else
- for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
- R_Q3BSP_DrawFace(ent, face);
+ if (numfaces)
+ R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
}
+}
+
+void R_Q3BSP_DrawSky(entity_render_t *ent)
+{
+ if (r_drawcollisionbrushes.integer < 2)
+ R_Q3BSP_DrawFaces(ent, true);
+}
+
+void R_Q3BSP_Draw(entity_render_t *ent)
+{
+ if (r_drawcollisionbrushes.integer < 2)
+ R_Q3BSP_DrawFaces(ent, false);
if (r_drawcollisionbrushes.integer >= 1)
{
+ int i;
+ model_t *model = ent->model;
+ q3msurface_t *face;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
static void gl_surf_start(void)
{
+ r_surf_mempool = Mem_AllocPool("gl_rsurf", 0, NULL);
+ r_surf_surfacevisiblelimit = 65536;
+ r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit);
}
static void gl_surf_shutdown(void)
{
+ r_surf_surfacevisiblelimit = 0;
+ r_surf_surfacevisible = NULL;
+ Mem_FreePool(&r_surf_mempool);
}
static void gl_surf_newmap(void)
{
q3dface_t *in;
q3msurface_t *out;
- int i, j, n, count, invalidelements, patchsize[2], finalwidth, finalheight, xlevel, ylevel, row0, row1, x, y, *e, finalvertices, finaltriangles;
+ int i, j, n, count, invalidelements, patchsize[2], finalwidth, finalheight, xlevel, ylevel, row0, row1, x, y, *e, finalvertices, finaltriangles, firstvertex, firstelement, type;
//int *originalelement3i;
//int *originalneighbor3i;
float *originalvertex3f;
for (i = 0;i < count;i++, in++, out++)
{
// check face type first
- out->type = LittleLong(in->type);
- if (out->type != Q3FACETYPE_POLYGON
- && out->type != Q3FACETYPE_PATCH
- && out->type != Q3FACETYPE_MESH
- && out->type != Q3FACETYPE_FLARE)
+ type = LittleLong(in->type);
+ if (type != Q3FACETYPE_POLYGON
+ && type != Q3FACETYPE_PATCH
+ && type != Q3FACETYPE_MESH
+ && type != Q3FACETYPE_FLARE)
{
- Con_DPrintf("Mod_Q3BSP_LoadFaces: face #%i: unknown face type %i\n", i, out->type);
+ Con_DPrintf("Mod_Q3BSP_LoadFaces: face #%i: unknown face type %i\n", i, type);
out->num_vertices = 0;
out->num_triangles = 0;
- out->type = 0; // error
+ type = 0; // error
continue;
}
Con_DPrintf("Mod_Q3BSP_LoadFaces: face #%i: invalid textureindex %i (%i textures)\n", i, n, loadmodel->brushq3.num_textures);
out->num_vertices = 0;
out->num_triangles = 0;
- out->type = 0; // error
+ type = 0; // error
continue;
n = 0;
}
else
out->lightmaptexture = loadmodel->brushq3.data_lightmaps[n];
- out->firstvertex = LittleLong(in->firstvertex);
+ firstvertex = LittleLong(in->firstvertex);
out->num_vertices = LittleLong(in->numvertices);
- out->firstelement = LittleLong(in->firstelement);
+ firstelement = LittleLong(in->firstelement);
out->num_triangles = LittleLong(in->numelements) / 3;
if (out->num_triangles * 3 != LittleLong(in->numelements))
{
Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): numelements %i is not a multiple of 3\n", i, out->texture->name, LittleLong(in->numelements));
out->num_vertices = 0;
out->num_triangles = 0;
- out->type = 0; // error
+ type = 0; // error
continue;
}
- if (out->firstvertex < 0 || out->firstvertex + out->num_vertices > loadmodel->brushq3.num_vertices)
+ if (firstvertex < 0 || firstvertex + out->num_vertices > loadmodel->brushq3.num_vertices)
{
- Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid vertex range %i : %i (%i vertices)\n", i, out->texture->name, out->firstvertex, out->firstvertex + out->num_vertices, loadmodel->brushq3.num_vertices);
+ Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid vertex range %i : %i (%i vertices)\n", i, out->texture->name, firstvertex, firstvertex + out->num_vertices, loadmodel->brushq3.num_vertices);
out->num_vertices = 0;
out->num_triangles = 0;
- out->type = 0; // error
+ type = 0; // error
continue;
}
- if (out->firstelement < 0 || out->firstelement + out->num_triangles * 3 > loadmodel->brushq3.num_triangles * 3)
+ if (firstelement < 0 || firstelement + out->num_triangles * 3 > loadmodel->brushq3.num_triangles * 3)
{
- Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid element range %i : %i (%i elements)\n", i, out->texture->name, out->firstelement, out->firstelement + out->num_triangles * 3, loadmodel->brushq3.num_triangles * 3);
+ Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid element range %i : %i (%i elements)\n", i, out->texture->name, firstelement, firstelement + out->num_triangles * 3, loadmodel->brushq3.num_triangles * 3);
out->num_vertices = 0;
out->num_triangles = 0;
- out->type = 0; // error
+ type = 0; // error
continue;
}
- switch(out->type)
+ switch(type)
{
case Q3FACETYPE_POLYGON:
case Q3FACETYPE_MESH:
// no processing necessary
- out->data_vertex3f = loadmodel->brushq3.data_vertex3f + out->firstvertex * 3;
- out->data_texcoordtexture2f = loadmodel->brushq3.data_texcoordtexture2f + out->firstvertex * 2;
- out->data_texcoordlightmap2f = loadmodel->brushq3.data_texcoordlightmap2f + out->firstvertex * 2;
- out->data_svector3f = loadmodel->brushq3.data_svector3f + out->firstvertex * 3;
- out->data_tvector3f = loadmodel->brushq3.data_tvector3f + out->firstvertex * 3;
- out->data_normal3f = loadmodel->brushq3.data_normal3f + out->firstvertex * 3;
- out->data_color4f = loadmodel->brushq3.data_color4f + out->firstvertex * 4;
- out->data_element3i = loadmodel->brushq3.data_element3i + out->firstelement;
- out->data_neighbor3i = loadmodel->brushq3.data_neighbor3i + out->firstelement;
+ out->data_vertex3f = loadmodel->brushq3.data_vertex3f + firstvertex * 3;
+ out->data_texcoordtexture2f = loadmodel->brushq3.data_texcoordtexture2f + firstvertex * 2;
+ out->data_texcoordlightmap2f = loadmodel->brushq3.data_texcoordlightmap2f + firstvertex * 2;
+ out->data_svector3f = loadmodel->brushq3.data_svector3f + firstvertex * 3;
+ out->data_tvector3f = loadmodel->brushq3.data_tvector3f + firstvertex * 3;
+ out->data_normal3f = loadmodel->brushq3.data_normal3f + firstvertex * 3;
+ out->data_color4f = loadmodel->brushq3.data_color4f + firstvertex * 4;
+ out->data_element3i = loadmodel->brushq3.data_element3i + firstelement;
+ out->data_neighbor3i = loadmodel->brushq3.data_neighbor3i + firstelement;
break;
case Q3FACETYPE_PATCH:
patchsize[0] = LittleLong(in->specific.patch.patchsize[0]);
Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid patchsize %ix%i\n", i, out->texture->name, patchsize[0], patchsize[1]);
out->num_vertices = 0;
out->num_triangles = 0;
- out->type = 0; // error
+ type = 0; // error
continue;
}
- originalvertex3f = loadmodel->brushq3.data_vertex3f + out->firstvertex * 3;
- //originalsvector3f = loadmodel->brushq3.data_svector3f + out->firstvertex * 3;
- //originaltvector3f = loadmodel->brushq3.data_tvector3f + out->firstvertex * 3;
- //originalnormal3f = loadmodel->brushq3.data_normal3f + out->firstvertex * 3;
- originaltexcoordtexture2f = loadmodel->brushq3.data_texcoordtexture2f + out->firstvertex * 2;
- originaltexcoordlightmap2f = loadmodel->brushq3.data_texcoordlightmap2f + out->firstvertex * 2;
- originalcolor4f = loadmodel->brushq3.data_color4f + out->firstvertex * 4;
- //originalelement3i = loadmodel->brushq3.data_element3i + out->firstelement;
- //originalneighbor3i = loadmodel->brushq3.data_neighbor3i + out->firstelement;
+ originalvertex3f = loadmodel->brushq3.data_vertex3f + firstvertex * 3;
+ //originalsvector3f = loadmodel->brushq3.data_svector3f + firstvertex * 3;
+ //originaltvector3f = loadmodel->brushq3.data_tvector3f + firstvertex * 3;
+ //originalnormal3f = loadmodel->brushq3.data_normal3f + firstvertex * 3;
+ originaltexcoordtexture2f = loadmodel->brushq3.data_texcoordtexture2f + firstvertex * 2;
+ originaltexcoordlightmap2f = loadmodel->brushq3.data_texcoordlightmap2f + firstvertex * 2;
+ originalcolor4f = loadmodel->brushq3.data_color4f + firstvertex * 4;
+ //originalelement3i = loadmodel->brushq3.data_element3i + firstelement;
+ //originalneighbor3i = loadmodel->brushq3.data_neighbor3i + firstelement;
/*
originalvertex3f = out->data_vertex3f;
//originalsvector3f = out->data_svector3f;
out->data_texcoordlightmap2f = out->data_texcoordtexture2f + finalvertices * 2;
out->data_element3i = Mem_Alloc(loadmodel->mempool, sizeof(int[6]) * finaltriangles);
out->data_neighbor3i = out->data_element3i + finaltriangles * 3;
- out->type = Q3FACETYPE_MESH;
- out->firstvertex = -1;
+ type = Q3FACETYPE_MESH;
+ firstvertex = -1;
out->num_vertices = finalvertices;
- out->firstelement = -1;
+ firstelement = -1;
out->num_triangles = finaltriangles;
// generate geometry
// (note: normals are skipped because they get recalculated)
}
// q3map does not put in collision brushes for curves... ugh
// build the lower quality collision geometry
- out->collisions = true;
xlevel = QuadraticBSplinePatchSubdivisionLevelOnX(patchsize[0], patchsize[1], 3, originalvertex3f, r_subdivisions_collision_tolerance.value, 10);
ylevel = QuadraticBSplinePatchSubdivisionLevelOnY(patchsize[0], patchsize[1], 3, originalvertex3f, r_subdivisions_collision_tolerance.value, 10);
// bound to user settings
// don't render it
out->num_vertices = 0;
out->num_triangles = 0;
- out->type = 0;
+ type = 0;
break;
}
for (j = 0, invalidelements = 0;j < out->num_triangles * 3;j++)
invalidelements++;
if (invalidelements)
{
- Con_Printf("Mod_Q3BSP_LoadFaces: Warning: face #%i has %i invalid elements, type = %i, texture->name = \"%s\", texture->surfaceflags = %i, texture->nativecontents = %i, firstvertex = %i, numvertices = %i, firstelement = %i, numelements = %i, elements list:\n", i, invalidelements, out->type, out->texture->name, out->texture->surfaceflags, out->texture->nativecontents, out->firstvertex, out->num_vertices, out->firstelement, out->num_triangles * 3);
+ Con_Printf("Mod_Q3BSP_LoadFaces: Warning: face #%i has %i invalid elements, type = %i, texture->name = \"%s\", texture->surfaceflags = %i, texture->nativecontents = %i, firstvertex = %i, numvertices = %i, firstelement = %i, numelements = %i, elements list:\n", i, invalidelements, type, out->texture->name, out->texture->surfaceflags, out->texture->nativecontents, firstvertex, out->num_vertices, firstelement, out->num_triangles * 3);
for (j = 0;j < out->num_triangles * 3;j++)
{
Con_Printf(" %i", out->data_element3i[j]);
loadmodel->brushq3.data_leaffaces = out;
loadmodel->brushq3.num_leaffaces = count;
+ loadmodel->brushq3.data_leaffacenums = Mem_Alloc(loadmodel->mempool, count * sizeof(int));
+
for (i = 0;i < count;i++, in++, out++)
{
n = LittleLong(*in);
if (n < 0 || n >= loadmodel->brushq3.num_faces)
Host_Error("Mod_Q3BSP_LoadLeafFaces: invalid face index %i (%i faces)\n", n, loadmodel->brushq3.num_faces);
*out = loadmodel->brushq3.data_faces + n;
+ loadmodel->brushq3.data_leaffacenums[i] = n;
}
}
if (n < 0 || n + c > loadmodel->brushq3.num_leaffaces)
Host_Error("Mod_Q3BSP_LoadLeafs: invalid leafface range %i : %i (%i leaffaces)\n", n, n + c, loadmodel->brushq3.num_leaffaces);
out->firstleafface = loadmodel->brushq3.data_leaffaces + n;
+ out->firstleaffacenum = loadmodel->brushq3.data_leaffacenums + n;
out->numleaffaces = c;
n = LittleLong(in->firstleafbrush);
c = LittleLong(in->numleafbrushes);
for (i = 0;i < leaf->numleaffaces;i++)
{
face = leaf->firstleafface[i];
- if (face->collisions && face->collisionmarkframe != markframe && BoxesOverlap(nodesegmentmins, nodesegmentmaxs, face->mins, face->maxs))
+ if (face->num_collisiontriangles && face->collisionmarkframe != markframe && BoxesOverlap(nodesegmentmins, nodesegmentmaxs, face->mins, face->maxs))
{
face->collisionmarkframe = markframe;
Collision_TraceLineTriangleMeshFloat(trace, linestart, lineend, face->num_collisiontriangles, face->data_collisionelement3i, face->data_collisionvertex3f, face->texture->supercontents, segmentmins, segmentmaxs);
for (i = 0;i < leaf->numleaffaces;i++)
{
face = leaf->firstleafface[i];
- if (face->collisions && face->markframe != markframe && BoxesOverlap(nodesegmentmins, nodesegmentmaxs, face->mins, face->maxs))
+ if (face->num_collisiontriangles && face->collisionmarkframe != markframe && BoxesOverlap(nodesegmentmins, nodesegmentmaxs, face->mins, face->maxs))
{
- face->markframe = markframe;
+ face->collisionmarkframe = markframe;
Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, face->num_collisiontriangles, face->data_collisionelement3i, face->data_collisionvertex3f, face->texture->supercontents, segmentmins, segmentmaxs);
}
}
for (i = 0;i < model->brushq3.data_thismodel->numfaces;i++)
{
face = model->brushq3.data_thismodel->firstface + i;
- if (face->collisions)
+ if (face->num_collisiontriangles)
Collision_TraceLineTriangleMeshFloat(trace, boxstartmins, boxendmins, face->num_collisiontriangles, face->data_collisionelement3i, face->data_collisionvertex3f, face->texture->supercontents, segmentmins, segmentmaxs);
}
}
for (i = 0;i < model->brushq3.data_thismodel->numfaces;i++)
{
face = model->brushq3.data_thismodel->firstface + i;
- if (face->collisions)
+ if (face->num_collisiontriangles)
Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, face->num_collisiontriangles, face->data_collisionelement3i, face->data_collisionvertex3f, face->texture->supercontents, segmentmins, segmentmaxs);
}
}
}
*/
+void Mod_Q3BSP_BuildTextureFaceLists(void)
+{
+ int i, j;
+ loadmodel->brushq3.data_texturefaces = Mem_Alloc(loadmodel->mempool, loadmodel->nummodelsurfaces * sizeof(q3msurface_t *));
+ loadmodel->brushq3.data_texturefacenums = Mem_Alloc(loadmodel->mempool, loadmodel->nummodelsurfaces * sizeof(int));
+ for (i = 0;i < loadmodel->brushq3.num_textures;i++)
+ loadmodel->brushq3.data_textures[i].numfaces = 0;
+ for (i = 0;i < loadmodel->nummodelsurfaces;i++)
+ loadmodel->brushq3.data_faces[loadmodel->surfacelist[i]].texture->numfaces++;
+ j = 0;
+ for (i = 0;i < loadmodel->brushq3.num_textures;i++)
+ {
+ loadmodel->brushq3.data_textures[i].facelist = loadmodel->brushq3.data_texturefaces + j;
+ loadmodel->brushq3.data_textures[i].facenumlist = loadmodel->brushq3.data_texturefacenums + j;
+ j += loadmodel->brushq3.data_textures[i].numfaces;
+ loadmodel->brushq3.data_textures[i].numfaces = 0;
+ }
+ for (i = 0;i < loadmodel->nummodelsurfaces;i++)
+ {
+ loadmodel->brushq3.data_faces[loadmodel->surfacelist[i]].texture->facenumlist[loadmodel->brushq3.data_faces[loadmodel->surfacelist[i]].texture->numfaces] = loadmodel->surfacelist[i];
+ loadmodel->brushq3.data_faces[loadmodel->surfacelist[i]].texture->facelist[loadmodel->brushq3.data_faces[loadmodel->surfacelist[i]].texture->numfaces++] = loadmodel->brushq3.data_faces + loadmodel->surfacelist[i];
+ }
+}
+
void Mod_Q3BSP_RecursiveFindNumLeafs(q3mnode_t *node)
{
int numleafs;
if (j < mod->brushq3.data_thismodel->numfaces)
mod->DrawSky = R_Q3BSP_DrawSky;
}
+
+ Mod_Q3BSP_BuildTextureFaceLists();
}
void Mod_IBSP_Load(model_t *mod, void *buffer)