cvar_t r_drawportals = {0, "r_drawportals", "0"};
cvar_t r_testvis = {0, "r_testvis", "0"};
cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
+cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
static int dlightdivtable[32768];
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
- if (R_Mesh_Draw_GetBuffer(&m))
+ if (R_Mesh_Draw_GetBuffer(&m, false))
{
cr = fogcolor[0] * m.colorscale;
cg = fogcolor[1] * m.colorscale;
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
- if (R_Mesh_Draw_GetBuffer(&m))
+ if (R_Mesh_Draw_GetBuffer(&m, true))
{
base[0] = base[1] = base[2] = 1.0f * m.colorscale;
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
- if (R_Mesh_Draw_GetBuffer(&m))
+ if (R_Mesh_Draw_GetBuffer(&m, true))
{
cl = m.colorscale;
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
- if (R_Mesh_Draw_GetBuffer(&m))
+ if (R_Mesh_Draw_GetBuffer(&m, false))
{
VectorScale(fogcolor, m.colorscale, base);
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
RSurfShader_Water_Pass_Fog(surf);
}
-static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *surf)
+static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
{
- int i;
+ int i, size3;
surfvertex_t *v;
- float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+ float *outv, *outc, *outst, cl, ca, diff[3];
+ float base[3], scale, f;
+ qbyte *lm;
surfmesh_t *mesh;
rmeshbufferinfo_t m;
memset(&m, 0, sizeof(m));
m.depthwrite = false;
m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- m.tex[1] = R_GetTexture(surf->lightmaptexture);
+
+ size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
+
+ base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+
ca = currentrenderentity->alpha;
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
- if (R_Mesh_Draw_GetBuffer(&m))
+ if (R_Mesh_Draw_GetBuffer(&m, true))
{
- cl = (float) (1 << lightscalebit) * m.colorscale;
+ cl = m.colorscale;
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- if (fogenabled)
+
+ if (currentrenderentity->effects & EF_FULLBRIGHT)
{
- if (softwaretransform_complexity)
- {
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorSubtract(outv, r_origin, diff);
- outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- outuv[0] = v->uv[0];
- outuv[1] = v->uv[1];
- }
- }
- else
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
{
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
- {
- VectorCopy(v->v, outv);
- outv[3] = 1;
- VectorSubtract(outv, r_origin, diff);
- outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- outuv[0] = v->uv[0];
- outuv[1] = v->uv[1];
- }
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
}
}
else
{
- if (softwaretransform_complexity)
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
{
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- outuv[0] = v->uv[0];
- outuv[1] = v->uv[1];
- }
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorCopy(base, outc);
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
}
- else
+
+ if (surf->dlightframe == r_framecount)
+ RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
{
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ if (surf->styles[0] != 255)
+ {
+ lm = surf->samples + v->lightmapoffset;
+ scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ if (surf->styles[1] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ if (surf->styles[2] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ if (surf->styles[3] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ }
+ }
+ }
+ }
+ if (fogenabled)
{
- VectorCopy(v->v, outv);
- outv[3] = 1;
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- outuv[0] = v->uv[0];
- outuv[1] = v->uv[1];
+ VectorSubtract(outv, r_origin, diff);
+ f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ VectorScale(outc, f, outc);
}
+ else
+ VectorScale(outc, cl, outc);
}
}
}
}
}
-static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *surf)
+static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
{
int i;
surfvertex_t *v;
- float *outv, *outc, *outst, cl, ca;
+ float *outv, *outc, *outst, cl, ca, diff[3];
surfmesh_t *mesh;
rmeshbufferinfo_t m;
memset(&m, 0, sizeof(m));
- m.transparent = false;
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
m.depthwrite = false;
m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->currenttexture->texture);
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
- if (R_Mesh_Draw_GetBuffer(&m))
+ if (R_Mesh_Draw_GetBuffer(&m, false))
{
- cl = (float) (1 << lightscalebit) * m.colorscale;
+ cl = m.colorscale;
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- if (softwaretransform_complexity)
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
{
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ if (fogenabled)
{
- softwaretransform(v->v, outv);
- outv[3] = 1;
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
}
- }
- else
- {
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- VectorCopy(v->v, outv);
- outv[3] = 1;
+ else
outc[0] = outc[1] = outc[2] = cl;
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
}
}
}
}
-static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf)
+static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
{
int i;
surfvertex_t *v;
- float *outv, *outc, *outuv, cl, ca, diff[3];
+ float *outv, *outc, *outst, cl, ca, diff[3];
surfmesh_t *mesh;
rmeshbufferinfo_t m;
memset(&m, 0, sizeof(m));
- m.transparent = false;
- m.blendfunc1 = GL_ZERO;
- m.blendfunc2 = GL_SRC_COLOR;
- m.depthwrite = false;
- m.depthdisable = false;
- m.tex[0] = R_GetTexture(surf->lightmaptexture);
+ m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
ca = currentrenderentity->alpha;
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
- if (R_Mesh_Draw_GetBuffer(&m))
+ if (R_Mesh_Draw_GetBuffer(&m, false))
{
- cl = (float) (1 << lightscalebit) * m.colorscale;
+ cl = m.colorscale;
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- if (fogenabled)
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
{
- if (softwaretransform_complexity)
- {
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorSubtract(outv, r_origin, diff);
- outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
- outc[3] = ca;
- outuv[0] = v->uv[0];
- outuv[1] = v->uv[1];
- }
- }
- else
- {
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
- {
- VectorCopy(v->v, outv);
- outv[3] = 1;
- VectorSubtract(outv, r_origin, diff);
- outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
- outc[3] = ca;
- outuv[0] = v->uv[0];
- outuv[1] = v->uv[1];
- }
- }
- }
- else
- {
- if (softwaretransform_complexity)
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ if (fogenabled)
{
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = ca;
- outuv[0] = v->uv[0];
- outuv[1] = v->uv[1];
- }
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
}
else
- {
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
- {
- VectorCopy(v->v, outv);
- outv[3] = 1;
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = ca;
- outuv[0] = v->uv[0];
- outuv[1] = v->uv[1];
- }
- }
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
}
}
}
}
-static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
+static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
{
- int i, size3;
+ int i;
surfvertex_t *v;
- float *outv, *outc, *outst, cl, ca, diff[3];
- float base[3], scale, f;
- qbyte *lm;
+ float *outv, *outc, *outst, cl, ca, diff[3], f;
surfmesh_t *mesh;
rmeshbufferinfo_t m;
memset(&m, 0, sizeof(m));
- if (currentrenderentity->effects & EF_ADDITIVE)
- {
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- }
- else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
- {
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- }
- else
+ m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- m.transparent = false;
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m, false))
+ {
+ cl = m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ f = cl * exp(fogdensity/DotProduct(diff, diff));
+ VectorScale(fogcolor, f, outc);
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
}
+}
+
+static void RSurfShader_OpaqueWall_Pass_TripleTexCombine(msurface_t *surf)
+{
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, *outuv, *outab, cl;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
m.depthwrite = false;
m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-
- size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
-
- base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
-
- ca = currentrenderentity->alpha;
+ m.texrgbscale[0] = 1.0f;
+ m.tex[1] = R_GetTexture(surf->lightmaptexture);
+ m.texrgbscale[1] = 4.0f;
+ m.tex[2] = R_GetTexture(surf->currenttexture->detailtexture);
+ m.texrgbscale[2] = 2.0f;
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
- if (R_Mesh_Draw_GetBuffer(&m))
+ if (R_Mesh_Draw_GetBuffer(&m, false))
{
- cl = m.colorscale;
+ cl = (float) (1 << lightscalebit) * m.colorscale;
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-
- if (currentrenderentity->effects & EF_FULLBRIGHT)
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1], outab = m.texcoords[2];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2, outab += 2)
{
- if (softwaretransform_complexity)
- {
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorSubtract(outv, r_origin, diff);
- outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
- }
- else
- {
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- VectorCopy(v->v, outv);
- outv[3] = 1;
- VectorSubtract(outv, r_origin, diff);
- outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
- }
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = 1;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ outab[0] = v->ab[0];
+ outab[1] = v->ab[1];
}
- else
- {
- if (softwaretransform_complexity)
- {
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorCopy(base, outc);
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
- }
- else
- {
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- VectorCopy(v->v, outv);
- outv[3] = 1;
- VectorCopy(base, outc);
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
- }
-
- if (surf->dlightframe == r_framecount)
- RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+ }
+ }
+}
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
- {
- if (surf->styles[0] != 255)
- {
- lm = surf->samples + v->lightmapoffset;
- scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
- VectorMA(outc, scale, lm, outc);
- if (surf->styles[1] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
- VectorMA(outc, scale, lm, outc);
- if (surf->styles[2] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
- VectorMA(outc, scale, lm, outc);
- if (surf->styles[3] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
- VectorMA(outc, scale, lm, outc);
- }
- }
- }
- }
- if (fogenabled)
- {
- VectorSubtract(outv, r_origin, diff);
- f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
- VectorScale(outc, f, outc);
- }
- else
- VectorScale(outc, cl, outc);
- }
+static void RSurfShader_OpaqueWall_Pass_BaseMTex(msurface_t *surf)
+{
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, *outuv, cl;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ m.tex[1] = R_GetTexture(surf->lightmaptexture);
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m, true))
+ {
+ cl = (float) (1 << lightscalebit) * m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = 1;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
}
}
}
}
-static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseTexture(msurface_t *surf)
{
int i;
surfvertex_t *v;
- float *outv, *outc, *outst, cl, ca, diff[3];
+ float *outv, *outc, *outst, cl;
surfmesh_t *mesh;
rmeshbufferinfo_t m;
memset(&m, 0, sizeof(m));
- if (currentrenderentity->effects & EF_ADDITIVE)
- {
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- }
- else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
- {
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- }
- else
- {
- m.transparent = false;
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- }
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
m.depthwrite = false;
m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- ca = currentrenderentity->alpha;
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
- if (R_Mesh_Draw_GetBuffer(&m))
+ if (R_Mesh_Draw_GetBuffer(&m, false))
{
- cl = m.colorscale;
+ cl = (float) (1 << lightscalebit) * m.colorscale;
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- if (fogenabled)
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
{
- if (softwaretransform_complexity)
- {
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorSubtract(outv, r_origin, diff);
- outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
- }
- else
- {
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- VectorCopy(v->v, outv);
- outv[3] = 1;
- VectorSubtract(outv, r_origin, diff);
- outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
- }
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = 1;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
}
- else
+ }
+ }
+}
+
+static void RSurfShader_OpaqueWall_Pass_BaseLightmap(msurface_t *surf)
+{
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outuv, cl;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ m.transparent = false;
+ m.blendfunc1 = GL_ZERO;
+ m.blendfunc2 = GL_SRC_COLOR;
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->lightmaptexture);
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m, true))
+ {
+ cl = (float) (1 << lightscalebit) * m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
{
- if (softwaretransform_complexity)
- {
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
- }
- else
- {
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- VectorCopy(v->v, outv);
- outv[3] = 1;
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
- }
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = 1;
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
}
}
}
}
-static void RSurfShader_Wall_Pass_Light(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Light(msurface_t *surf)
{
int i;
surfvertex_t *v;
- float *outv, *outc, *outst, cl, ca, diff[3], f;
+ float *outv, *outc, *outst, cl;
surfmesh_t *mesh;
rmeshbufferinfo_t m;
return;
memset(&m, 0, sizeof(m));
- if (currentrenderentity->effects & EF_ADDITIVE)
- {
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- }
- else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
- {
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- }
- else
- {
- m.transparent = false;
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- }
+ m.transparent = false;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
m.depthwrite = false;
m.depthdisable = false;
m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- ca = currentrenderentity->alpha;
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
if (RSurf_LightCheck(surf->dlightbits, mesh))
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
- if (R_Mesh_Draw_GetBuffer(&m))
+ if (R_Mesh_Draw_GetBuffer(&m, true))
{
cl = m.colorscale;
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
softwaretransform(v->v, outv);
outv[3] = 1;
VectorClear(outc);
- outc[3] = ca;
+ outc[3] = 1;
outst[0] = v->st[0];
outst[1] = v->st[1];
}
RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
- if (fogenabled)
- {
- for (i = 0, outv = m.vertex, outc = m.color;i < m.numverts;i++, outv += 4, outc += 4)
- {
- VectorSubtract(outv, r_origin, diff);
- f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
- VectorScale(outc, f, outc);
- }
- }
- else if (cl != 1)
+ if (cl != 1)
for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4)
VectorScale(outc, cl, outc);
}
}
}
-static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Fog(msurface_t *surf)
{
int i;
surfvertex_t *v;
- float *outv, *outc, *outst, cl, ca, diff[3];
+ float *outv, *outc, cl, diff[3], fcolor[3];
surfmesh_t *mesh;
rmeshbufferinfo_t m;
memset(&m, 0, sizeof(m));
- m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
+ m.transparent = false;
m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
- ca = currentrenderentity->alpha;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
- if (R_Mesh_Draw_GetBuffer(&m))
+ if (R_Mesh_Draw_GetBuffer(&m, false))
{
cl = m.colorscale;
+ VectorScale(fogcolor, cl, fcolor);
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- if (fogenabled)
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
{
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorSubtract(outv, r_origin, diff);
- outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorCopy(fcolor, outc);
+ VectorSubtract(outv, r_origin, diff);
+ outc[3] = exp(fogdensity/DotProduct(diff, diff));
}
- else
+ }
+ }
+}
+
+static void RSurfShader_OpaqueWall_Pass_BaseDetail(msurface_t *surf)
+{
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ m.transparent = false;
+ m.blendfunc1 = GL_DST_COLOR;
+ m.blendfunc2 = GL_SRC_COLOR;
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->detailtexture);
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m, false))
+ {
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
{
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = outc[3] = 1;
+ outst[0] = v->ab[0];
+ outst[1] = v->ab[1];
}
}
}
}
-static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Glow(msurface_t *surf)
{
int i;
surfvertex_t *v;
- float *outv, *outc, *outst, cl, ca, diff[3], f;
+ float *outv, *outc, *outst, cl;
surfmesh_t *mesh;
rmeshbufferinfo_t m;
memset(&m, 0, sizeof(m));
- m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
+ m.transparent = false;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- ca = currentrenderentity->alpha;
+ m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
m.numtriangles = mesh->numtriangles;
m.numverts = mesh->numverts;
- if (R_Mesh_Draw_GetBuffer(&m))
+ if (R_Mesh_Draw_GetBuffer(&m, false))
{
cl = m.colorscale;
memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- if (softwaretransform_complexity)
- {
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorSubtract(outv, r_origin, diff);
- f = cl * exp(fogdensity/DotProduct(diff, diff));
- VectorScale(fogcolor, f, outc);
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
- }
- else
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
{
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- VectorCopy(v->v, outv);
- outv[3] = 1;
- VectorSubtract(outv, r_origin, diff);
- VectorSubtract(outv, r_origin, diff);
- f = cl * exp(fogdensity/DotProduct(diff, diff));
- VectorScale(fogcolor, f, outc);
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = 1;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
}
}
}
static void RSurfShader_Wall_Lightmap(msurface_t *firstsurf)
{
msurface_t *surf;
- if (r_vertexsurfaces.integer)
+ if (r_vertexsurfaces.integer || firstsurf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE)
{
for (surf = firstsurf;surf;surf = surf->chain)
{
for (surf = firstsurf;surf;surf = surf->chain)
RSurfShader_Wall_Pass_Fog(surf);
}
- else if (r_multitexture.integer)
+ else
{
- if (r_dlightmap.integer)
+ if (r_textureunits.integer >= 2)
{
- for (surf = firstsurf;surf;surf = surf->chain)
+ if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
{
- c_brush_polys++;
- RSurfShader_Wall_Pass_BaseMTex(surf);
+ for (surf = firstsurf;surf;surf = surf->chain)
+ {
+ c_brush_polys++;
+ RSurfShader_OpaqueWall_Pass_TripleTexCombine(surf);
+ }
}
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(surf);
- if (fogenabled)
+ else
+ {
for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_Fog(surf);
+ {
+ c_brush_polys++;
+ RSurfShader_OpaqueWall_Pass_BaseMTex(surf);
+ }
+ if (r_detailtextures.integer)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(surf);
+ }
}
else
{
for (surf = firstsurf;surf;surf = surf->chain)
{
c_brush_polys++;
- RSurfShader_Wall_Pass_BaseMTex(surf);
+ RSurfShader_OpaqueWall_Pass_BaseTexture(surf);
}
for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->dlightframe == r_framecount)
- RSurfShader_Wall_Pass_Light(surf);
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(surf);
- if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_BaseLightmap(surf);
+ if (r_detailtextures.integer)
for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_Fog(surf);
- }
- }
- else if (firstsurf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE)
- {
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- c_brush_polys++;
- RSurfShader_Wall_Pass_BaseVertex(surf);
+ RSurfShader_OpaqueWall_Pass_BaseDetail(surf);
}
+ if (!r_dlightmap.integer)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->dlightframe == r_framecount)
+ RSurfShader_OpaqueWall_Pass_Light(surf);
for (surf = firstsurf;surf;surf = surf->chain)
if (surf->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(surf);
+ RSurfShader_OpaqueWall_Pass_Glow(surf);
if (fogenabled)
for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_Fog(surf);
- }
- else
- {
- if (r_dlightmap.integer)
- {
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- c_brush_polys++;
- RSurfShader_Wall_Pass_BaseTexture(surf);
- }
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_BaseLightmap(surf);
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(surf);
- if (fogenabled)
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_Fog(surf);
- }
- else
- {
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- c_brush_polys++;
- RSurfShader_Wall_Pass_BaseTexture(surf);
- }
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_BaseLightmap(surf);
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->dlightframe == r_framecount)
- RSurfShader_Wall_Pass_Light(surf);
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(surf);
- if (fogenabled)
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_Fog(surf);
- }
+ RSurfShader_OpaqueWall_Pass_Fog(surf);
}
}
Cvar_RegisterVariable(&r_drawportals);
Cvar_RegisterVariable(&r_testvis);
Cvar_RegisterVariable(&r_floatbuildlightmap);
+ Cvar_RegisterVariable(&r_detailtextures);
R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
}