cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"};
cvar_t gl_nosubimage = {"gl_nosubimage", "0"};
cvar_t r_ambient = {"r_ambient", "0"};
+cvar_t gl_vertex = {"gl_vertex", "0"};
//cvar_t gl_funnywalls = {"gl_funnywalls", "0"}; // LordHavoc: see BuildSurfaceDisplayList
qboolean lightmaprgba, nosubimagefragments, nosubimage;
Cvar_RegisterVariable(&gl_nosubimage);
Cvar_RegisterVariable(&r_ambient);
// Cvar_RegisterVariable(&gl_funnywalls);
+ Cvar_RegisterVariable(&gl_vertex);
// check if it's the glquake minigl driver
if (strncasecmp(gl_vendor,"3Dfx",4)==0)
if (!gl_arrays)
}
}
-/*
-================
-DrawTextureChains
-================
-*/
-extern qboolean hlbsp;
-extern void R_Sky();
-extern char skyname[];
-//extern qboolean SV_TestLine (hull_t *hull, int num, vec3_t p1, vec3_t p2);
-void DrawTextureChains (void)
+void R_SkySurf(msurface_t *s, qboolean transform)
{
-// int i, j, l;
- int i, j;
- msurface_t *s;
- texture_t *t;
- glpoly_t *p;
- float *v, os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
-// vec3_t shadecolor;
-
- // first the sky
- skypolyclear();
- for (j = 0;j < cl.worldmodel->numtextures;j++)
+ glpoly_t *p;
+ int i;
+ float *v;
+ for (p=s->polys ; p ; p=p->next)
{
- if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
- continue;
- // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
- if (s->flags & SURF_DRAWSKY)
+ if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
{
- cl.worldmodel->textures[j]->texturechain = NULL;
- t = R_TextureAnimation (cl.worldmodel->textures[j]);
- skyisvisible = true;
- if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
+ skypoly[currentskypoly].firstvert = currentskyvert;
+ skypoly[currentskypoly++].verts = p->numverts;
+ if (transform)
{
- for (;s;s = s->texturechain)
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
{
- for (p=s->polys ; p ; p=p->next)
- {
- if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
- {
- skypoly[currentskypoly].firstvert = currentskyvert;
- skypoly[currentskypoly++].verts = p->numverts;
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- skyvert[currentskyvert].v[0] = v[0];
- skyvert[currentskyvert].v[1] = v[1];
- skyvert[currentskyvert++].v[2] = v[2];
- }
- }
- }
+ softwaretransform(v, skyvert[currentskyvert].v);
+ currentskyvert++;
+ }
+ }
+ else
+ {
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ {
+ skyvert[currentskyvert].v[0] = v[0];
+ skyvert[currentskyvert].v[1] = v[1];
+ skyvert[currentskyvert++].v[2] = v[2];
}
}
}
}
- skypolyrender(); // fogged sky polys, affects depth
-
- if (skyname[0] && skyisvisible && !fogenabled)
- R_Sky(); // does not affect depth, draws over the sky polys
+}
- // then walls
- wallpolyclear();
- for (j = 0;j < cl.worldmodel->numtextures;j++)
+void R_WaterSurf(msurface_t *s, texture_t *t, qboolean transform, int alpha)
+{
+ int i, a, b;
+ unsigned int c;
+ float cr, cg, cb, radius, radius2, f;
+ float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
+ glpoly_t *p;
+ float wvert[64*6], *wv, *v, *lightorigin;
+ dlight_t *light;
+ wv = wvert;
+ for (p = s->polys;p;p = p->next)
{
- if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
- continue;
- // subdivided water surface warp
- if (!(s->flags & SURF_DRAWTURB))
+ for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
{
- cl.worldmodel->textures[j]->texturechain = NULL;
- t = R_TextureAnimation (cl.worldmodel->textures[j]);
- for (;s;s = s->texturechain)
+ if (transform)
+ softwaretransform(v, wv);
+ else
+ VectorCopy(v, wv);
+ if (r_waterripple.value)
+ wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
+ wv[3] = wv[4] = wv[5] = 128.0f;
+ wv += 6;
+ }
+ }
+ if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+ {
+ for (a = 0;a < 8;a++)
+ {
+ if (c = s->dlightbits[a])
{
- // check for lightmap modification
- if (r_dynamic.value)
- {
- if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf
- || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
- || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
- || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
- || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
- R_UpdateLightmap(s, s->lightmaptexturenum);
- }
- for (p = s->polys;p;p = p->next)
+ for (b = 0;c && b < 32;b++)
{
- if (currentwallpoly >= MAX_WALLPOLYS)
- break;
- v = &s->polys->verts[0][0];
- wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
- wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
- wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
- wallpoly[currentwallpoly].firstvert = currentwallvert;
- wallpoly[currentwallpoly].numverts = p->numverts;
- if (wallpoly[currentwallpoly++].lit = s->dlightframe == r_dlightframecount && r_dynamic.value)
+ if (c & (1 << b))
{
- for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
+ c -= (1 << b);
+ light = &cl_dlights[a * 32 + b];
+ lightorigin = light->origin;
+ cr = light->color[0];
+ cg = light->color[1];
+ cb = light->color[2];
+ radius = light->radius*light->radius*16.0f;
+ radius2 = radius * 16.0f;
+ wv = wvert;
+ for (p = s->polys;p;p = p->next)
{
- /*
- int dj;
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 0;
- for (dj = 0;dj < (MAX_DLIGHTS >> 5);dj++)
+ for (i = 0;i < p->numverts;i++, wv += 6)
{
- if (s->dlightbits[dj])
+ f = VectorDistance2(wv, lightorigin);
+ if (f < radius)
{
- int di;
- for (di=0 ; di<32 ; di++)
- {
- if ((1 << (di&31)) & s->dlightbits[di>>5])
- {
- vec3_t ddist;
- dlight_t *dl;
- float dr;
- float df;
- float dt;
- dl = &cl_dlights[(dj<<5)+di];
- VectorSubtract(dl->origin, v, ddist);
- df = DotProduct(ddist, ddist) + 65536.0f;
- dr = dl->radius * dl->radius * 16.0f;
- if (df < dr)
- {
- VectorNormalize(ddist);
- dt = DotProduct(ddist, s->plane->normal);
- if (s->flags & SURF_PLANEBACK)
- dt = -dt;
- if (dt > 0.0f)
- {
- dr *= (dt * 0.5f + 0.5f);
- if (df < dr)
- {
- */
- /*
- vec3_t v2, v3;
- VectorSubtract(v, ddist, v3); // pull off surface
- if (s->flags & SURF_PLANEBACK)
- {
- VectorSubtract(dl->origin, s->plane->normal, v2);
- VectorSubtract(v3, s->plane->normal, v3);
- }
- else
- {
- VectorAdd(dl->origin, s->plane->normal, v2);
- VectorAdd(v3, s->plane->normal, v3);
- }
- if (SV_TestLine(&cl.worldmodel->hulls[0], 0, v2, v3))
-// if (SV_TestLine(&cl.worldmodel->hulls[0], 0, dl->origin, v))
- {
- */
- /*
- float dbrightness = dr * 16.0f / df;
- shadecolor[0] += dbrightness * dl->color[0];
- shadecolor[1] += dbrightness * dl->color[1];
- shadecolor[2] += dbrightness * dl->color[2];
- //}
- }
- }
- }
- }
- }
+ f = radius2 / (f + 65536.0f);
+ wv[3] += cr * f;
+ wv[4] += cg * f;
+ wv[5] += cb * f;
}
}
- //R_DynamicLightPoint(shadecolor, v, s->dlightbits);
- if (lighthalf)
- {
- shadecolor[0] *= 0.5f;
- shadecolor[1] *= 0.5f;
- shadecolor[2] *= 0.5f;
- }
- wallvert[currentwallvert].r = (byte) (bound(0, (int) shadecolor[0], 255));
- wallvert[currentwallvert].g = (byte) (bound(0, (int) shadecolor[1], 255));
- wallvert[currentwallvert].b = (byte) (bound(0, (int) shadecolor[2], 255));
- */
- wallvert[currentwallvert].r = (byte) (bound(0, (int) v[9], 255));
- wallvert[currentwallvert].g = (byte) (bound(0, (int) v[10], 255));
- wallvert[currentwallvert].b = (byte) (bound(0, (int) v[11], 255));
- wallvert[currentwallvert].a = 255;
- wallvert[currentwallvert].vert[0] = v[0];
- wallvert[currentwallvert].vert[1] = v[1];
- wallvert[currentwallvert].vert[2] = v[2];
- wallvert[currentwallvert].s = v[3];
- wallvert[currentwallvert].t = v[4];
- wallvert[currentwallvert].u = v[5];
- wallvert[currentwallvert++].v = v[6];
- }
- }
- else
- {
- for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
- {
- wallvert[currentwallvert].vert[0] = v[0];
- wallvert[currentwallvert].vert[1] = v[1];
- wallvert[currentwallvert].vert[2] = v[2];
- wallvert[currentwallvert].s = v[3];
- wallvert[currentwallvert].t = v[4];
- wallvert[currentwallvert].u = v[5];
- wallvert[currentwallvert++].v = v[6];
}
}
+ c >>= 1;
+ b++;
}
}
}
}
- UploadLightmaps();
- wallpolyrender();
+ wv = wvert;
+ // FIXME: make fog texture if water texture is transparent?
+ if (lighthalf)
+ {
+ for (p=s->polys ; p ; p=p->next)
+ {
+ transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+ transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) wv[3] >> 1,(int) wv[4] >> 1,(int) wv[5] >> 1,alpha);
+ transpolyend();
+ }
+ }
+ else
+ {
+ for (p=s->polys ; p ; p=p->next)
+ {
+ transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+ transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) wv[3],(int) wv[4],(int) wv[5],alpha);
+ transpolyend();
+ }
+ }
+}
- // then water (water gets diverted to transpoly list)
- for (j = 0;j < cl.worldmodel->numtextures;j++)
+void R_WallSurf(msurface_t *s, texture_t *t, qboolean transform)
+{
+ int i, a, b;
+ unsigned int c;
+ glpoly_t *p;
+ float wvert[64*6], *wv, *v, cr, cg, cb, radius, radius2, f, *lightorigin;
+ dlight_t *light;
+ // check for lightmap modification
+ if (r_dynamic.value)
{
- if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
- continue;
- cl.worldmodel->textures[j]->texturechain = NULL;
- t = R_TextureAnimation (cl.worldmodel->textures[j]);
- // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
- // subdivided water surface warp
- if (s->flags & SURF_DRAWTURB)
+ if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf
+ || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
+ || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
+ || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
+ || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
+ R_UpdateLightmap(s, s->lightmaptexturenum);
+ }
+ wv = wvert;
+ for (p = s->polys;p;p = p->next)
+ {
+ for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
{
- int alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
- // FIXME: make fog texture if water texture is transparent?
- if (r_waterripple.value)
- {
- if (lighthalf)
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- transpolyvert(v[0], v[1], v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128) >> 1,(int) (v[10]+128) >> 1,(int) (v[11]+128) >> 1,alpha);
- transpolyend();
- }
- }
- }
- else
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- transpolyvert(v[0], v[1], v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128),(int) (v[10]+128),(int) (v[11]+128),alpha);
- transpolyend();
- }
- }
- }
- }
+ if (transform)
+ softwaretransform(v, wv);
else
+ VectorCopy(v, wv);
+ wv[3] = wv[4] = wv[5] = 0.0f;
+ wv += 6;
+ }
+ }
+ if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+ {
+ for (a = 0;a < 8;a++)
+ {
+ if (c = s->dlightbits[a])
{
- if (lighthalf)
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128) >> 1,(int) (v[10]+128) >> 1,(int) (v[11]+128) >> 1,alpha);
- transpolyend();
- }
- }
- }
- else
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128),(int) (v[10]+128),(int) (v[11]+128),alpha);
- transpolyend();
- }
- }
- }
- }
- /*
- int light, alpha, r = 0, g = 0, b = 0;
- vec3_t nv, shadecolor;
- alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
- light = false;
- if (s->flags & SURF_DRAWFULLBRIGHT)
- r = g = b = lighthalf ? 128 : 255;
- else if (s->dlightframe == r_dlightframecount && r_dynamic.value)
- light = true;
- else
- r = g = b = (lighthalf ? 64 : 128) + (int) (r_ambient.value * 2.0f);
- if (r_waterripple.value)
- {
- if (lighthalf)
+ for (b = 0;c && b < 32;b++)
{
- if (light)
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- nv[0] = v[0];
- nv[1] = v[1];
- nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
- R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha);
- }
- transpolyend();
- }
- }
- }
- else
+ if (c & (1 << b))
{
- for (;s;s = s->texturechain)
+ c -= (1 << b);
+ light = &cl_dlights[a * 32 + b];
+ lightorigin = light->origin;
+ cr = light->color[0];
+ cg = light->color[1];
+ cb = light->color[2];
+ radius = light->radius*light->radius*16.0f;
+ radius2 = radius * 16.0f;
+ wv = wvert;
+ for (p = s->polys;p;p = p->next)
{
- for (p=s->polys ; p ; p=p->next)
+ for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
{
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ f = VectorDistance2(wv, lightorigin);
+ if (f < radius)
{
- nv[0] = v[0];
- nv[1] = v[1];
- nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
+ f = radius2 / (f + 65536.0f);
+ wv[3] += cr * f;
+ wv[4] += cg * f;
+ wv[5] += cb * f;
}
- transpolyend();
- }
- }
- }
- }
- else
- {
- if (light)
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- nv[0] = v[0];
- nv[1] = v[1];
- nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
- R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha);
- }
- transpolyend();
- }
- }
- }
- else
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- nv[0] = v[0];
- nv[1] = v[1];
- nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
- }
- transpolyend();
+ wv += 6;
}
}
}
}
}
+ }
+ }
+ wv = wvert;
+ for (p = s->polys;p;p = p->next)
+ {
+ if (currentwallpoly >= MAX_WALLPOLYS)
+ break;
+ v = p->verts[0];
+ wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
+ wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
+ wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
+ wallpoly[currentwallpoly].firstvert = currentwallvert;
+ wallpoly[currentwallpoly].numverts = p->numverts;
+ wallpoly[currentwallpoly++].lit = true;
+ for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
+ {
+ wallvert[currentwallvert].r = (byte) (bound(0, (int) wv[3], 255));
+ wallvert[currentwallvert].g = (byte) (bound(0, (int) wv[4], 255));
+ wallvert[currentwallvert].b = (byte) (bound(0, (int) wv[5], 255));
+ wallvert[currentwallvert].a = 255;
+ wallvert[currentwallvert].vert[0] = wv[0];
+ wallvert[currentwallvert].vert[1] = wv[1];
+ wallvert[currentwallvert].vert[2] = wv[2];
+ wallvert[currentwallvert].s = v[3];
+ wallvert[currentwallvert].t = v[4];
+ wallvert[currentwallvert].u = v[5];
+ wallvert[currentwallvert++].v = v[6];
+ wv += 6;
+ }
+ }
+}
+
+// LordHavoc: transparent brush models
+extern int r_dlightframecount;
+extern float modelalpha;
+//extern vec3_t shadecolor;
+//qboolean R_CullBox (vec3_t mins, vec3_t maxs);
+//void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
+//void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
+//void EmitWaterPolys (msurface_t *fa);
+
+void R_WallSurfVertex(msurface_t *s, texture_t *t, qboolean transform)
+{
+ int i, a, b, alpha;
+ unsigned int c;
+ glpoly_t *p;
+ float wvert[64*6], *wv, *v, cr, cg, cb, radius, radius2, f, *lightorigin;
+ int smax, tmax, size3;
+ float scale;
+ byte *lm;
+ dlight_t *light;
+ smax = (s->extents[0]>>4)+1;
+ tmax = (s->extents[1]>>4)+1;
+ size3 = smax*tmax*3; // *3 for colored lighting
+ alpha = (int) (modelalpha * 255.0f);
+ // check for lightmap modification
+ if (r_dynamic.value)
+ {
+ if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf
+ || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
+ || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
+ || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
+ || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
+ R_UpdateLightmap(s, s->lightmaptexturenum);
+ }
+ wv = wvert;
+ for (p = s->polys;p;p = p->next)
+ {
+ for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ {
+ if (transform)
+ softwaretransform(v, wv);
else
+ VectorCopy(v, wv);
+ wv[3] = wv[4] = wv[5] = r_ambient.value * 2.0f;
+ if (s->styles[0] != 255)
{
- if (lighthalf)
+ lm = (byte *)((long) s->samples + ((int) v[8] * smax + (int) v[7]) * 3); // LordHavoc: *3 for colored lighting
+ scale = d_lightstylevalue[s->styles[0]] * (1.0f / 128.0f);wv[3] += lm[size3*0+0] * scale;wv[4] += lm[size3*0+1] * scale;wv[5] += lm[size3*0+2] * scale;
+ if (s->styles[1] != 255)
{
- if (light)
+ scale = d_lightstylevalue[s->styles[1]] * (1.0f / 128.0f);wv[3] += lm[size3*1+0] * scale;wv[4] += lm[size3*1+1] * scale;wv[5] += lm[size3*1+2] * scale;
+ if (s->styles[2] != 255)
{
- for (;s;s = s->texturechain)
+ scale = d_lightstylevalue[s->styles[2]] * (1.0f / 128.0f);wv[3] += lm[size3*2+0] * scale;wv[4] += lm[size3*2+1] * scale;wv[5] += lm[size3*2+2] * scale;
+ if (s->styles[3] != 255)
{
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
- R_DynamicLightPoint(shadecolor, v, s->dlightbits);
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha);
- }
- transpolyend();
- }
- }
- }
- else
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
- }
- transpolyend();
- }
+ scale = d_lightstylevalue[s->styles[3]] * (1.0f / 128.0f);wv[3] += lm[size3*3+0] * scale;wv[4] += lm[size3*3+1] * scale;wv[5] += lm[size3*3+2] * scale;
}
}
}
- else
+ }
+ wv += 6;
+ }
+ }
+ if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+ {
+ for (a = 0;a < 8;a++)
+ {
+ if (c = s->dlightbits[a])
+ {
+ for (b = 0;c && b < 32;b++)
{
- if (light)
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
- R_DynamicLightPoint(shadecolor, v, s->dlightbits);
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha);
- }
- transpolyend();
- }
- }
- }
- else
+ if (c & (1 << b))
{
- for (;s;s = s->texturechain)
+ c -= (1 << b);
+ light = &cl_dlights[a * 32 + b];
+ lightorigin = light->origin;
+ cr = light->color[0];
+ cg = light->color[1];
+ cb = light->color[2];
+ radius = light->radius*light->radius*16.0f;
+ radius2 = radius * 16.0f;
+ wv = wvert;
+ for (p = s->polys;p;p = p->next)
{
- for (p=s->polys ; p ; p=p->next)
+ for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
{
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ f = VectorDistance2(wv, lightorigin);
+ if (f < radius)
{
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
+ f = radius2 / (f + 65536.0f);
+ wv[3] += cr * f;
+ wv[4] += cg * f;
+ wv[5] += cb * f;
}
- transpolyend();
+ wv += 6;
}
}
}
+ c >>= 1;
+ b++;
}
}
- */
+ }
+ }
+ wv = wvert;
+ if (currententity->colormod[0] != 1 || currententity->colormod[1] != 1 || currententity->colormod[2] != 1)
+ {
+ if (lighthalf)
+ {
+ for (p = s->polys;p;p = p->next)
+ {
+ v = p->verts[0];
+ transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+ transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) (wv[3] * currententity->colormod[0]) >> 1,(int) (wv[4] * currententity->colormod[1]) >> 1,(int) (wv[5] * currententity->colormod[0]) >> 1,alpha);
+ transpolyend();
+ }
+ }
+ else
+ {
+ for (p = s->polys;p;p = p->next)
+ {
+ v = p->verts[0];
+ transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+ transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) (wv[3] * currententity->colormod[0]),(int) (wv[4] * currententity->colormod[1]),(int) (wv[5] * currententity->colormod[2]),alpha);
+ transpolyend();
+ }
+ }
+ }
+ else
+ {
+ if (lighthalf)
+ {
+ for (p = s->polys;p;p = p->next)
+ {
+ v = p->verts[0];
+ transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+ transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) wv[3] >> 1,(int) wv[4] >> 1,(int) wv[5] >> 1,alpha);
+ transpolyend();
+ }
+ }
+ else
+ {
+ for (p = s->polys;p;p = p->next)
+ {
+ v = p->verts[0];
+ transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+ transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) wv[3],(int) wv[4],(int) wv[5],alpha);
+ transpolyend();
+ }
}
}
}
-// LordHavoc: transparent brush models
-extern int r_dlightframecount;
-extern float modelalpha;
-extern vec3_t shadecolor;
-//qboolean R_CullBox (vec3_t mins, vec3_t maxs);
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
-void EmitWaterPolys (msurface_t *fa);
-void R_OldMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model);
+/*
+================
+DrawTextureChains
+================
+*/
+extern qboolean hlbsp;
+extern char skyname[];
+//extern qboolean SV_TestLine (hull_t *hull, int num, vec3_t p1, vec3_t p2);
+void DrawTextureChains (void)
+{
+ int n;
+ msurface_t *s;
+ texture_t *t;
+
+ for (n = 0;n < cl.worldmodel->numtextures;n++)
+ {
+ if (!cl.worldmodel->textures[n] || !(s = cl.worldmodel->textures[n]->texturechain))
+ continue;
+ // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
+ cl.worldmodel->textures[n]->texturechain = NULL;
+ t = R_TextureAnimation (cl.worldmodel->textures[n]);
+ // sky
+ if (s->flags & SURF_DRAWSKY)
+ {
+ skyisvisible = true;
+ if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
+ for (;s;s = s->texturechain)
+ R_SkySurf(s, false);
+ continue;
+ }
+ // subdivided water surface warp
+ if (s->flags & SURF_DRAWTURB)
+ {
+ int alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
+ for (;s;s = s->texturechain)
+ R_WaterSurf(s, t, false, alpha);
+ continue;
+ }
+ if (gl_vertex.value)
+ for (;s;s = s->texturechain)
+ R_WallSurfVertex(s, t, false);
+ else
+ for (;s;s = s->texturechain)
+ R_WallSurf(s, t, false);
+ }
+}
+
+void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model);
/*
=================
*/
void R_DrawBrushModel (entity_t *e)
{
- int i, j/*, l*/, smax, tmax, size3, maps;
- vec3_t mins, maxs, nv;
+ int i;
+ vec3_t mins, maxs;
msurface_t *s;
- mplane_t *pplane;
model_t *clmodel;
qboolean rotated, vertexlit = false;
- float dot, *v, scale;
texture_t *t;
- byte *lm;
- float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
- glpoly_t *p;
+ vec3_t org;
currententity = e;
// calculate dynamic lighting for bmodel if it's not an
// instanced model
- if (modelalpha == 1 && clmodel->firstmodelsurface != 0 && !(currententity->effects & EF_FULLBRIGHT) && currententity->colormod[0] == 1 && currententity->colormod[2] == 1 && currententity->colormod[2] == 1)
+ for (i = 0;i < MAX_DLIGHTS;i++)
{
- int k;
- vec3_t org;
- for (k=0 ; k<MAX_DLIGHTS ; k++)
- {
- if ((cl_dlights[k].die < cl.time) || (!cl_dlights[k].radius))
- continue;
+ if ((cl_dlights[i].die < cl.time) || (!cl_dlights[i].radius))
+ continue;
- VectorSubtract(cl_dlights[k].origin, currententity->origin, org);
- R_OldMarkLights (org, &cl_dlights[k], 1<<(k&31), k >> 5, clmodel); //, clmodel->nodes + clmodel->hulls[0].firstclipnode);
- }
+ VectorSubtract(cl_dlights[i].origin, currententity->origin, org);
+ R_NoVisMarkLights (org, &cl_dlights[i], 1<<(i&31), i >> 5, clmodel);
}
- else
- vertexlit = true;
+ vertexlit = modelalpha != 1 || clmodel->firstmodelsurface == 0 || (currententity->effects & EF_FULLBRIGHT) || currententity->colormod[0] != 1 || currententity->colormod[2] != 1 || currententity->colormod[2] != 1;
e->angles[0] = -e->angles[0]; // stupid quake bug
softwaretransformforentity (e);
e->angles[0] = -e->angles[0]; // stupid quake bug
// draw texture
- for (j = 0;j < clmodel->nummodelsurfaces;j++, s++)
+ for (i = 0;i < clmodel->nummodelsurfaces;i++, s++)
{
- // find which side of the node we are on
- pplane = s->plane;
-
- dot = DotProduct (modelorg, pplane->normal) - pplane->dist;
-
- // draw the polygon
- if (((s->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
- (!(s->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON)))
+ if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
{
if (s->flags & SURF_DRAWSKY)
- continue;
- if (s->flags & SURF_DRAWTURB)
{
- int alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
- // FIXME: make fog texture if water texture is transparent?
- if (r_waterripple.value)
- {
- if (lighthalf)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, nv);
- transpolyvert(nv[0], nv[1], nv[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128) >> 1,(int) (v[10]+128) >> 1,(int) (v[11]+128) >> 1,alpha);
- }
- transpolyend();
- }
- }
- else
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, nv);
- transpolyvert(nv[0], nv[1], nv[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128),(int) (v[10]+128),(int) (v[11]+128),alpha);
- }
- transpolyend();
- }
- }
- }
- else
- {
- if (lighthalf)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, nv);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128) >> 1,(int) (v[10]+128) >> 1,(int) (v[11]+128) >> 1,alpha);
- }
- transpolyend();
- }
- }
- else
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, nv);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128),(int) (v[10]+128),(int) (v[11]+128),alpha);
- }
- transpolyend();
- }
- }
- }
- /*
- glpoly_t *p;
- int light, alpha, r = 0, g = 0, b = 0;
- vec3_t shadecolor;
-
- if (s->flags & SURF_DRAWNOALPHA)
- alpha = modelalpha*255.0f;
- else
- alpha = r_wateralpha.value*modelalpha*255.0f;
- light = false;
- if (s->flags & SURF_DRAWFULLBRIGHT || currententity->effects & EF_FULLBRIGHT)
- {
- if (lighthalf)
- {
- r = 128.0f * currententity->colormod[0];
- g = 128.0f * currententity->colormod[1];
- b = 128.0f * currententity->colormod[2];
- }
- else
- {
- r = 255.0f * currententity->colormod[0];
- g = 255.0f * currententity->colormod[1];
- b = 255.0f * currententity->colormod[2];
- }
- }
- else if (s->dlightframe == r_dlightframecount && r_dynamic.value)
- light = true;
- else
- {
- if (lighthalf)
- {
- r = 64.0f * currententity->colormod[0] + (int) r_ambient.value;
- g = 64.0f * currententity->colormod[1] + (int) r_ambient.value;
- b = 64.0f * currententity->colormod[2] + (int) r_ambient.value;
- }
- else
- {
- r = 128.0f * currententity->colormod[0] + (int) (r_ambient.value * 2.0f);
- g = 128.0f * currententity->colormod[1] + (int) (r_ambient.value * 2.0f);
- b = 128.0f * currententity->colormod[2] + (int) (r_ambient.value * 2.0f);
- }
- }
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, nv);
- if (r_waterripple.value)
- nv[2] += r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- if (light)
- {
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
- R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
- if (lighthalf)
- {
- r = (int) ((float) (shadecolor[0] * currententity->colormod[0])) >> 1;
- g = (int) ((float) (shadecolor[1] * currententity->colormod[1])) >> 1;
- b = (int) ((float) (shadecolor[2] * currententity->colormod[2])) >> 1;
- }
- else
- {
- r = (int) ((float) (shadecolor[0] * currententity->colormod[0]));
- g = (int) ((float) (shadecolor[1] * currententity->colormod[1]));
- b = (int) ((float) (shadecolor[2] * currententity->colormod[2]));
- }
- }
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
- }
- transpolyend();
- }
- */
+ R_SkySurf(s, true);
continue;
}
t = R_TextureAnimation (s->texinfo->texture);
- if (vertexlit || s->texinfo->texture->transparent)
+ if (s->flags & SURF_DRAWTURB)
{
- // FIXME: could be a transparent water texture
- if ((currententity->effects & EF_FULLBRIGHT) || !s->samples)
- {
- for (p = s->polys;p;p = p->next)
- {
- if (currenttranspoly >= MAX_TRANSPOLYS)
- continue;
- v = &p->verts[0][0];
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- for (i = 0;i < p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, nv);
- transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], 255,255,255,modelalpha*255.0f);
- }
- transpolyend();
- }
- }
- else
- {
- smax = (s->extents[0]>>4)+1;
- tmax = (s->extents[1]>>4)+1;
- size3 = smax*tmax*3; // *3 for colored lighting
- for (p = s->polys;p;p = p->next)
- {
- if (currenttranspoly >= MAX_TRANSPOLYS)
- continue;
- v = &p->verts[0][0];
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- for (i = 0;i < p->numverts;i++, v += VERTEXSIZE)
- {
- shadecolor[0] = shadecolor[1] = shadecolor[2] = r_ambient.value * 2.0f;
- lm = (byte *)((long) s->samples + ((int) v[8] * smax + (int) v[7]) * 3); // LordHavoc: *3 for colored lighting
- for (maps = 0;maps < MAXLIGHTMAPS && s->styles[maps] != 255;maps++)
- {
- scale = d_lightstylevalue[s->styles[maps]] * (1.0 / 128.0);
- shadecolor[0] += lm[0] * scale;
- shadecolor[1] += lm[1] * scale;
- shadecolor[2] += lm[2] * scale;
- lm += size3; // LordHavoc: *3 for colored lighting
- }
- softwaretransform(v, nv);
- R_DynamicLightPointNoMask(shadecolor, nv); // LordHavoc: dynamic lighting
- if (lighthalf)
- {
- transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], (int) shadecolor[0] >> 1, (int) shadecolor[1] >> 1, (int) shadecolor[2] >> 1, modelalpha*255.0f);
- }
- else
- {
- transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], shadecolor[0], shadecolor[1], shadecolor[2], modelalpha*255.0f);
- }
- }
- transpolyend();
- }
- }
+ R_WaterSurf(s, t, true, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
+ continue;
}
+ if (vertexlit || s->texinfo->texture->transparent)
+ R_WallSurfVertex(s, t, true);
else
- {
- // check for lightmap modification
- if (r_dynamic.value)
- {
- if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf
- || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
- || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
- || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
- || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
- R_UpdateLightmap(s, s->lightmaptexturenum);
- }
- for (p = s->polys;p;p = p->next)
- {
- if (currentwallpoly >= MAX_WALLPOLYS)
- break;
- v = &s->polys->verts[0][0];
- wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
- wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
- wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
- wallpoly[currentwallpoly].firstvert = currentwallvert;
- wallpoly[currentwallpoly].numverts = p->numverts;
- if (wallpoly[currentwallpoly++].lit = s->dlightframe == r_dlightframecount && r_dynamic.value)
- {
- for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
- {
- /*
- softwaretransform(v, nv);
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 0;
-// R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
- R_DynamicLightPointNoMask(shadecolor, nv);
- if (lighthalf)
- {
- shadecolor[0] *= 0.5f;
- shadecolor[1] *= 0.5f;
- shadecolor[2] *= 0.5f;
- }
- wallvert[currentwallvert].r = (byte) (bound(0, (int) shadecolor[0], 255));
- wallvert[currentwallvert].g = (byte) (bound(0, (int) shadecolor[1], 255));
- wallvert[currentwallvert].b = (byte) (bound(0, (int) shadecolor[2], 255));
- wallvert[currentwallvert].a = 255;
- wallvert[currentwallvert].vert[0] = nv[0];
- wallvert[currentwallvert].vert[1] = nv[1];
- wallvert[currentwallvert].vert[2] = nv[2];
- */
- softwaretransform(v, wallvert[currentwallvert].vert);
- wallvert[currentwallvert].r = (byte) (bound(0, (int) v[9], 255));
- wallvert[currentwallvert].g = (byte) (bound(0, (int) v[10], 255));
- wallvert[currentwallvert].b = (byte) (bound(0, (int) v[11], 255));
- wallvert[currentwallvert].a = 255;
- wallvert[currentwallvert].s = v[3];
- wallvert[currentwallvert].t = v[4];
- wallvert[currentwallvert].u = v[5];
- wallvert[currentwallvert++].v = v[6];
- }
- }
- else
- {
- for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, wallvert[currentwallvert].vert);
- wallvert[currentwallvert].s = v[3];
- wallvert[currentwallvert].t = v[4];
- wallvert[currentwallvert].u = v[5];
- wallvert[currentwallvert++].v = v[6];
- }
- }
- }
- }
+ R_WallSurf(s, t, true);
}
}
UploadLightmaps();
currententity = &ent;
softwaretransformidentity(); // LordHavoc: clear transform
- skyisvisible = false;
if (cl.worldmodel)
R_WorldNode ();