const entity_render_t *ent = calldata1;
const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
rmeshstate_t m;
- float alpha;
+ float currentalpha;
float modelorg[3];
texture_t *texture;
float args[4] = {0.05f,0,0,0.04f};
+ int rendertype;
R_Mesh_Matrix(&ent->matrix);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
texture = surf->texinfo->texture->currentframe;
- alpha = texture->currentalpha;
- if (texture->rendertype == SURFRENDER_ADD)
+ currentalpha = texture->currentalpha;
+ if (ent->effects & EF_ADDITIVE)
{
+ rendertype = SURFRENDER_ADD;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
}
- else if (texture->rendertype == SURFRENDER_ALPHA)
+ else if (currentalpha < 1 || texture->skin.fog != NULL)
{
+ rendertype = SURFRENDER_ALPHA;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
}
else
{
+ rendertype = SURFRENDER_OPAQUE;
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
}
GL_DepthTest(true);
- GL_Color(1, 1, 1, alpha);
+ GL_Color(1, 1, 1, currentalpha);
memset(&m, 0, sizeof(m));
m.pointer_vertex = surf->mesh.data_vertex3f;
if (gl_textureshader && r_watershader.value && !fogenabled)
}
else
{
- if (fogenabled)
- {
- R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
- RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg);
- m.pointer_color = varray_color4f;
- }
+ RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
+ m.pointer_color = varray_color4f;
m.tex[0] = R_GetTexture(texture->skin.base);
m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
if (r_waterscroll.value)
Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
}
R_Mesh_State(&m);
-
GL_LockArrays(0, surf->mesh.num_vertices);
R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
GL_LockArrays(0, 0);
-
- if (fogenabled && texture->rendertype != SURFRENDER_ADD)
+ if (fogenabled && rendertype != SURFRENDER_ADD)
{
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
- RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
+ RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
m.tex[0] = R_GetTexture(texture->skin.fog);
R_Mesh_State(&m);
GL_LockArrays(0, surf->mesh.num_vertices);
}
}
-static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- msurface_t **chain;
- vec3_t center;
- if (texture->rendertype != SURFRENDER_OPAQUE)
- {
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
- {
- if (surf->visframe == r_framecount)
- {
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
- }
- }
- }
- else
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
- if (surf->visframe == r_framecount)
- RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
-}
-
-static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
+static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
{
+ const entity_render_t *ent = calldata1;
+ const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
+ int rendertype;
+ float currentalpha;
+ texture_t *texture;
float base, colorscale;
rmeshstate_t m;
- float modelorg[3];
+ vec3_t modelorg;
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- memset(&m, 0, sizeof(m));
- if (rendertype == SURFRENDER_ADD)
+ R_Mesh_Matrix(&ent->matrix);
+
+ texture = surf->texinfo->texture;
+ if (texture->animated)
+ texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
+
+ currentalpha = ent->alpha;
+ base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+ GL_DepthTest(true);
+ if (ent->effects & EF_ADDITIVE)
{
+ rendertype = SURFRENDER_ADD;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
}
- else if (rendertype == SURFRENDER_ALPHA)
+ else if (currentalpha < 1 || texture->skin.fog != NULL)
{
+ rendertype = SURFRENDER_ALPHA;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
}
else
{
+ rendertype = SURFRENDER_OPAQUE;
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
}
- m.tex[0] = R_GetTexture(texture->skin.base);
- colorscale = 1;
- if (gl_combine.integer)
+
{
- m.texrgbscale[0] = 4;
- colorscale *= 0.25f;
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ colorscale = 1;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
+ }
+ m.pointer_color = varray_color4f;
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
+ if (!(ent->effects & EF_FULLBRIGHT))
+ {
+ if (surf->dlightframe == r_framecount)
+ RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
+ if (surf->flags & SURF_LIGHTMAP)
+ RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
+ }
+ RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
- base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
- GL_DepthTest(true);
-
- m.pointer_color = varray_color4f;
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State(&m);
- R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
- if (!(ent->effects & EF_FULLBRIGHT))
+ if (texture->skin.glow)
{
- if (surf->dlightframe == r_framecount)
- RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
- if (surf->flags & SURF_LIGHTMAP)
- RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ m.pointer_color = varray_color4f;
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ if (m.tex[0])
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ if (fogenabled && rendertype != SURFRENDER_ADD)
+ {
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ m.pointer_color = varray_color4f;
+ m.tex[0] = R_GetTexture(texture->skin.fog);
+ m.pointer_vertex = surf->mesh.data_vertex3f;
+ if (m.tex[0])
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
+ GL_LockArrays(0, surf->mesh.num_vertices);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
- RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- GL_LockArrays(0, 0);
-}
-
-static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
-{
- rmeshstate_t m;
- float modelorg[3];
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- m.pointer_color = varray_color4f;
- m.tex[0] = R_GetTexture(texture->skin.glow);
-
- m.pointer_vertex = surf->mesh.data_vertex3f;
- if (m.tex[0])
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State(&m);
- RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- GL_LockArrays(0, 0);
-}
-
-static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
-{
- rmeshstate_t m;
- float modelorg[3];
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- m.pointer_color = varray_color4f;
- m.tex[0] = R_GetTexture(texture->skin.fog);
-
- m.pointer_vertex = surf->mesh.data_vertex3f;
- if (m.tex[0])
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- R_Mesh_State(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- GL_LockArrays(0, 0);
}
static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
}
}
-static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
-{
- const entity_render_t *ent = calldata1;
- const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
- int rendertype;
- float currentalpha;
- texture_t *texture;
- R_Mesh_Matrix(&ent->matrix);
-
- texture = surf->texinfo->texture;
- if (texture->animated)
- texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
-
- currentalpha = ent->alpha;
- if (ent->effects & EF_ADDITIVE)
- rendertype = SURFRENDER_ADD;
- else if (currentalpha < 1 || texture->skin.fog != NULL)
- rendertype = SURFRENDER_ALPHA;
- else
- rendertype = SURFRENDER_OPAQUE;
-
- RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
- if (texture->skin.glow)
- RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
- if (fogenabled)
- RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
-}
-
-static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+static void R_DrawSurfaceChain(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
msurface_t **chain;
vec3_t center;
- if (texture->rendertype != SURFRENDER_OPAQUE)
+ if (texture->flags & SURF_LIGHTMAP)
{
- // transparent vertex shaded from lightmap
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ if (gl_lightmaps.integer)
{
- if (surf->visframe == r_framecount)
+ RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
+ else if (texture->rendertype != SURFRENDER_OPAQUE)
+ {
+ // transparent vertex shaded from lightmap
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
{
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
+ if (surf->visframe == r_framecount)
+ {
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
+ }
}
}
- }
- else if (ent->effects & EF_FULLBRIGHT)
- {
- RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
- if (r_detailtextures.integer)
- RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
- if (texture->skin.glow)
- RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
- }
- /*
- // opaque base lighting
- else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
- {
- if (r_ambient.value > 0)
+ else if (ent->effects & EF_FULLBRIGHT)
{
+ RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+ if (r_detailtextures.integer)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+ if (texture->skin.glow)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
+ else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer)
+ {
+ RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
+ else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
+ {
+ RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
+ if (texture->skin.glow)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
+ else if (r_textureunits.integer >= 2 && gl_combine.integer)
+ {
+ RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
+ if (r_detailtextures.integer)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+ if (texture->skin.glow)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
}
else
- RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
- }
- */
- // opaque lightmapped
- else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
- {
- RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
- }
- else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
- {
- RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
- if (texture->skin.glow)
- RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
- }
- else if (r_textureunits.integer >= 2 && gl_combine.integer && !gl_lightmaps.integer)
- {
- RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
- if (r_detailtextures.integer)
- RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
- if (texture->skin.glow)
- RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
- }
- else if (!gl_lightmaps.integer)
- {
- RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
- RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
- if (r_detailtextures.integer)
- RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
- if (texture->skin.glow)
- RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ {
+ RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+ RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
+ if (r_detailtextures.integer)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+ if (texture->skin.glow)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
}
- else
+ else if (texture->flags & SURF_DRAWTURB)
{
- RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ {
+ if (surf->visframe == r_framecount)
+ {
+ if (texture->rendertype == SURFRENDER_OPAQUE)
+ RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
+ else
+ {
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
+ }
+ }
+ }
}
+ else if (texture->flags & SURF_DRAWSKY)
+ RSurfShader_Sky(ent, texture, surfchain);
}
-Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
-Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
-Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
-
-int Cshader_count = 3;
-Cshader_t *Cshaders[3] =
-{
- &Cshader_wall_lightmap,
- &Cshader_water,
- &Cshader_sky
-};
-
void R_UpdateTextureInfo(entity_render_t *ent)
{
int i, texframe, alttextures;
}
}
-void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
+void R_DrawSurfaces(entity_render_t *ent, int flagsmask)
{
- int i;
+ int i, f;
texture_t *t;
- if (ent->model == NULL)
+ model_t *model = ent->model;
+ if (model == NULL)
return;
R_Mesh_Matrix(&ent->matrix);
- for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
- if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
- t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
+ for (i = 0, t = model->brushq1.textures;i < model->brushq1.numtextures;i++, t++)
+ {
+ f = t->flags & flagsmask;
+ if (f && t->currentframe && model->brushq1.pvstexturechains[i] != NULL)
+ R_DrawSurfaceChain(ent, t->currentframe, model->brushq1.pvstexturechains[i]);
+ }
}
static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
else
{
R_PrepareSurfaces(ent);
- R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
- R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
+ R_DrawSurfaces(ent, SURF_DRAWSKY);
+ R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
if (r_drawportals.integer)
R_DrawPortals(ent);
}
return;
if (ent != &cl_entities[0].render)
R_PrepareBrushModel(ent);
- R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
+ R_DrawSurfaces(ent, SURF_DRAWSKY);
}
void R_Model_Brush_Draw(entity_render_t *ent)
c_bmodels++;
if (ent != &cl_entities[0].render)
R_PrepareBrushModel(ent);
- R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
+ R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
}
void R_Model_Brush_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
{
// if compiling an rtlight, capture the mesh
t = surface->texinfo->texture;
- if (t->shader == &Cshader_wall_lightmap && t->skin.fog == NULL && (t->flags & SURF_SHADOWLIGHT))
+ if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL)
Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texinfo->texture->skin.base, surface->texinfo->texture->skin.gloss, surface->texinfo->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
}
else if (ent != &cl_entities[0].render || surface->visframe == r_framecount)
{
t = surface->texinfo->texture->currentframe;
- if (t->rendertype == SURFRENDER_OPAQUE && (t->flags & SURF_SHADOWLIGHT))
- 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);
+ 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);
}
}
}