// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_surfaces
qbyte r_worldsurfacevisible[262144];
+#ifdef LHREMOVESOON
static int dlightdivtable[32768];
static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface)
tmax = (surface->extents[1] >> 4) + 1;
smax3 = smax * 3;
+ VectorCopy(surface->mesh.data_normal3f, planenormal);
+ planedist = DotProduct(surface->mesh.data_vertex3f, planenormal);
+
for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
{
if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
continue; // not lit by this light
Matrix4x4_Transform(matrix, light->origin, local);
- VectorCopy(surface->mesh.data_normal3f, planenormal);
- planedist = DotProduct(surface->mesh.data_vertex3f, planenormal);
dist = DotProduct(local, planenormal) - planedist;
// for comparisons to minimum acceptable light
tmax = (surface->extents[1] >> 4) + 1;
smax3 = smax * 3;
+ VectorCopy(surface->mesh.data_normal3f, planenormal);
+ planedist = DotProduct(surface->mesh.data_vertex3f, planenormal);
+
for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
{
if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
continue; // not lit by this light
Matrix4x4_Transform(matrix, light->origin, local);
- VectorCopy(surface->mesh.data_normal3f, planenormal);
- planedist = DotProduct(surface->mesh.data_vertex3f, planenormal);
dist = DotProduct(local, planenormal) - planedist;
// for comparisons to minimum acceptable light
}
return lit;
}
+#endif
/*
===============
// clear to no light
memset(bl, 0, size*3*sizeof(unsigned int));
+#ifdef LHREMOVESOON
if (surface->dlightframe == r_framecount)
{
+ surface->dlightframe = -1;
surface->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surface);
if (surface->cached_dlight)
c_light_polys++;
}
+#endif
// add all the lightmaps
if (lightmap)
{
memset(bl, 0, size*3*sizeof(float));
+#ifdef LHREMOVESOON
if (surface->dlightframe == r_framecount)
{
+ surface->dlightframe = -1;
surface->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surface);
if (surface->cached_dlight)
c_light_polys++;
}
+#endif
// add all the lightmaps
if (lightmap)
=============================================================
*/
+#ifdef LHREMOVESOON
static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
{
int i;
}
}
}
+#endif
+#ifdef LHREMOVESOON
static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
{
int i;
for (i = 0;i < numverts;i++, c += 4)
VectorScale(c, colorscale, c);
}
+#endif
+#ifdef LHREMOVESOON
static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
{
int i;
}
}
}
+#endif
+#ifdef LHREMOVESOON
static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
{
int i;
c[3] = a * f;
}
}
+#endif
+#ifdef LHREMOVESOON
static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
{
float f;
}
return lit;
}
+#endif
+
+static float *RSurf_GetVertexPointer(const entity_render_t *ent, const msurface_t *surface)
+{
+ if (surface->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ {
+ texture_t *texture = surface->texture;
+ int i, j;
+ float center[3], center2[3], forward[3], right[3], up[3], v[4][3];
+ matrix4x4_t matrix1, imatrix1;
+ R_Mesh_Matrix(&r_identitymatrix);
+ // a single autosprite surface can contain multiple sprites...
+ for (j = 0;j < surface->mesh.num_vertices - 3;j += 4)
+ {
+ VectorClear(center);
+ for (i = 0;i < 4;i++)
+ VectorAdd(center, surface->mesh.data_vertex3f + (j+i) * 3, center);
+ VectorScale(center, 0.25f, center);
+ Matrix4x4_Transform(&ent->matrix, center, center2);
+ // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
+ Matrix4x4_FromVectors(&matrix1, surface->mesh.data_normal3f + j*3, surface->mesh.data_svector3f + j*3, surface->mesh.data_tvector3f + j*3, center);
+ Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
+ for (i = 0;i < 4;i++)
+ Matrix4x4_Transform(&imatrix1, surface->mesh.data_vertex3f + (j+i)*3, v[i]);
+ if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+ {
+ forward[0] = r_vieworigin[0] - center2[0];
+ forward[1] = r_vieworigin[1] - center2[1];
+ forward[2] = 0;
+ VectorNormalize(forward);
+ right[0] = forward[1];
+ right[1] = -forward[0];
+ right[2] = 0;
+ up[0] = 0;
+ up[1] = 0;
+ up[2] = 1;
+ }
+ else
+ {
+ VectorCopy(r_viewforward, forward);
+ VectorCopy(r_viewright, right);
+ VectorCopy(r_viewup, up);
+ }
+ for (i = 0;i < 4;i++)
+ VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3);
+ }
+ return varray_vertex3f;
+ }
+ else
+ return surface->mesh.data_vertex3f;
+}
void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
{
+ // we don't need to set currentframe if t->animated is false because
+ // it was already set up by the texture loader for non-animating
+ if (t->animated)
+ {
+ t->currentframe = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
+ t = t->currentframe;
+ }
t->currentmaterialflags = t->basematerialflags;
t->currentalpha = ent->alpha;
if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
t->currentalpha *= r_wateralpha.value;
+ if (!(ent->flags & RENDER_LIGHT))
+ t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
if (ent->effects & EF_ADDITIVE)
t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
- if (t->currentalpha < 1 || t->skin.fog != NULL)
+ else if (t->currentalpha < 1)
t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
- // we don't need to set currentframe if t->animated is false because
- // it was already set up by the texture loader for non-animating
- if (t->animated)
- t->currentframe = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
}
+matrix4x4_t r_surf_waterscrollmatrix;
+
void R_UpdateAllTextureInfo(entity_render_t *ent)
{
int i;
+ Matrix4x4_CreateTranslate(&r_surf_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
if (ent->model)
for (i = 0;i < ent->model->brush.num_textures;i++)
R_UpdateTextureInfo(ent, ent->model->brush.data_textures + i);
}
-static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
-{
- const entity_render_t *ent = calldata1;
- const msurface_t *surface = ent->model->brush.data_surfaces + calldata2;
- rmeshstate_t m;
- float base, colorscale;
- vec3_t modelorg;
- texture_t *texture;
- float args[4] = {0.05f,0,0,0.04f};
- int turb, fullbright;
-
- texture = surface->texture;
- R_UpdateTextureInfo(ent, texture);
- if (texture->currentmaterialflags & MATERIALFLAG_SKY)
- return; // transparent sky is too difficult
-
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-
- GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT));
- if (texture->currentmaterialflags & MATERIALFLAG_ADD)
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- else
- GL_BlendFunc(GL_ONE, GL_ZERO);
-
- turb = texture->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value;
- fullbright = !(ent->flags & RENDER_LIGHT) || (texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !surface->samples;
- base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
- if (texture->currentmaterialflags & MATERIALFLAG_WATER)
- base *= 0.5f;
- if (texture->currentmaterialflags & MATERIALFLAG_WATER && gl_textureshader && r_watershader.value && !fogenabled && fullbright && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
- {
- // NVIDIA Geforce3 distortion texture shader on water
- GL_Color(1, 1, 1, texture->currentalpha);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = surface->mesh.data_vertex3f;
- m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]);
- m.tex[1] = R_GetTexture(texture->skin.base);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_REPLACE;
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
- Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
- Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
- R_Mesh_State(&m);
-
- GL_ActiveTexture(0);
- qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
- GL_ActiveTexture(1);
- qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
- qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
- qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
- qglEnable(GL_TEXTURE_SHADER_NV);
-
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
- GL_LockArrays(0, 0);
-
- qglDisable(GL_TEXTURE_SHADER_NV);
- qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
- GL_ActiveTexture(0);
- }
- else
- {
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = surface->mesh.data_vertex3f;
- m.pointer_color = varray_color4f;
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- m.tex[0] = R_GetTexture(texture->skin.base);
- if (turb)
- {
- // scrolling in texture matrix
- Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
- }
- colorscale = 1;
- if (gl_combine.integer)
- {
- m.texrgbscale[0] = 4;
- colorscale *= 0.25f;
- }
- R_FillColors(varray_color4f, surface->mesh.num_vertices, base * ent->colormod[0], base * ent->colormod[1], base * ent->colormod[2], texture->currentalpha);
- if (!fullbright)
- {
- if (surface->dlightframe == r_framecount)
- RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surface->dlightbits, surface->mesh.num_vertices, surface->mesh.data_vertex3f, varray_color4f, 1);
- if (surface->samples)
- RSurf_AddLightmapToVertexColors_Color4f(surface->mesh.data_lightmapoffsets, varray_color4f,surface->mesh.num_vertices, surface->samples, ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3, surface->styles);
- }
- RSurf_FogColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, colorscale, surface->mesh.num_vertices, modelorg);
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
- GL_LockArrays(0, 0);
- if (texture->skin.glow)
- {
- 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 = surface->mesh.data_vertex3f;
- if (m.tex[0])
- {
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- if (turb)
- {
- // scrolling in texture matrix
- Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
- }
- }
- R_Mesh_State(&m);
- RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, 1, 1, 1, texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- if (fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_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 = surface->mesh.data_vertex3f;
- if (m.tex[0])
- {
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- if (turb)
- {
- // scrolling in texture matrix
- Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
- }
- }
- R_Mesh_State(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
-}
-
-void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void R_DrawSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
{
+ int i;
int texturesurfaceindex;
- vec3_t tempcenter, center, modelorg;
- msurface_t *surface;
+ const float *v;
+ float *c;
+ float diff[3];
+ float f, r, g, b, a, base, colorscale;
+ const msurface_t *surface;
qboolean dolightmap;
qboolean dobase;
qboolean doambient;
qboolean dodetail;
qboolean doglow;
- qboolean dofog;
+ qboolean dofogpass;
+ qboolean fogallpasses;
+ qboolean waterscrolling;
rmeshstate_t m;
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ texture = texture->currentframe;
+ if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
+ return;
c_faces += texturenumsurfaces;
// gl_lightmaps debugging mode skips normal texturing
if (gl_lightmaps.integer)
qglEnable(GL_CULL_FACE);
return;
}
- // transparent surfaces get sorted for later drawing
- if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+ GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT));
+ if (texture->currentmaterialflags & MATERIALFLAG_ADD)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ else
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ // water waterscrolling in texture matrix
+ waterscrolling = (texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0;
+ if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglDisable(GL_CULL_FACE);
+ if (texture->currentmaterialflags & MATERIALFLAG_SKY)
{
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ if (skyrendernow)
{
- surface = texturesurfacelist[texturesurfaceindex];
- tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
- tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
- tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
- Matrix4x4_Transform(&ent->matrix, tempcenter, center);
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
+ skyrendernow = false;
+ if (skyrendermasked)
+ R_Sky();
}
- return;
- }
- if (texture->currentmaterialflags & MATERIALFLAG_WALL)
- {
- dolightmap = (ent->flags & RENDER_LIGHT);
- dobase = true;
- doambient = r_ambient.value > 0;
- dodetail = texture->skin.detail != NULL && r_detailtextures.integer != 0;
- doglow = texture->skin.glow != NULL;
- dofog = fogenabled;
- // multitexture cases
- if (r_textureunits.integer >= 2 && gl_combine.integer && dobase && dolightmap)
+ // LordHavoc: HalfLife maps have freaky skypolys...
+ if (!ent->model->brush.ishlbsp)
{
- GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_Mesh_Matrix(&ent->matrix);
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ if (skyrendermasked)
+ {
+ // depth-only (masking)
+ GL_ColorMask(0,0,0,0);
+ // just to make sure that braindead drivers don't draw anything
+ // despite that colormask...
+ GL_BlendFunc(GL_ZERO, GL_ONE);
+ }
+ else
+ {
+ // fog sky
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ }
GL_DepthMask(true);
GL_DepthTest(true);
- GL_Color(1, 1, 1, 1);
- GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.base);
- dobase = false;
- m.texrgbscale[1] = 2;
- dolightmap = false;
- if (r_textureunits.integer >= 4 && !doambient && dodetail && doglow)
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- m.tex[2] = R_GetTexture(texture->skin.detail);
- m.texrgbscale[2] = 2;
- dodetail = false;
- m.tex[3] = R_GetTexture(texture->skin.glow);
- m.texcombinergb[3] = GL_ADD;
- doglow = false;
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+ }
+ }
+ else if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
+ {
+ // NVIDIA Geforce3 distortion texture shader on water
+ float args[4] = {0.05f,0,0,0.04f};
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]);
+ m.tex[1] = R_GetTexture(texture->skin.base);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_REPLACE;
+ Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
+ m.texmatrix[1] = r_surf_waterscrollmatrix;
+
+ GL_ActiveTexture(0);
+ qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+ GL_ActiveTexture(1);
+ qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
+ qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
+ qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
+ qglEnable(GL_TEXTURE_SHADER_NV);
+
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+
+ qglDisable(GL_TEXTURE_SHADER_NV);
+ qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+ GL_ActiveTexture(0);
+ }
+ else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
+ {
+ // normal surface (wall or water)
+ dobase = true;
+ dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
+ doambient = r_ambient.value >= (1/64.0f);
+ dodetail = texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
+ doglow = texture->skin.glow != NULL;
+ dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD);
+ fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
+ if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+ {
+ if (dobase && dolightmap && gl_combine.integer)
+ {
+ dobase = false;
+ memset(&m, 0, sizeof(m));
+ m.tex[1] = R_GetTexture(texture->skin.base);
+ if (waterscrolling)
+ m.texmatrix[1] = r_surf_waterscrollmatrix;
+ m.texrgbscale[1] = 2;
+ m.pointer_color = varray_color4f;
+ colorscale = 1;
+ r = ent->colormod[0] * colorscale;
+ g = ent->colormod[1] * colorscale;
+ b = ent->colormod[2] * colorscale;
+ a = texture->currentalpha;
+ base = r_ambient.value * (1.0f / 64.0f);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+ if (surface->lightmaptexture)
+ {
+ m.tex[0] = R_GetTexture(surface->lightmaptexture);
+ if (fogallpasses)
+ {
+ m.pointer_color = varray_color4f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c[0] = f * r;
+ c[1] = f * g;
+ c[2] = f * b;
+ c[3] = a;
+ }
+ }
+ else
+ {
+ m.pointer_color = NULL;
+ GL_Color(r, g, b, a);
+ }
+ }
+ else
+ {
+ m.tex[0] = R_GetTexture(r_texture_white);
+ m.pointer_color = varray_color4f;
+#ifdef LHREMOVESOON
+ if (surface->styles[0] != 255 || surface->dlightframe == r_framecount)
+#else
+ if (surface->styles[0] != 255)
+#endif
+ {
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = 0;
+ c[1] = 0;
+ c[2] = 0;
+ if (surface->styles[0] != 255)
+ {
+ if (surface->mesh.data_lightmapcolor4f)
+ {
+ float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 128.0f);
+ VectorMA(c, scale, surface->mesh.data_lightmapcolor4f + i*4, c);
+ }
+ else if (surface->mesh.data_lightmapoffsets)
+ {
+ const qbyte *lm = surface->samples + surface->mesh.data_lightmapoffsets[i];
+ float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->styles[1] != 255)
+ {
+ int size3 = ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3;
+ lm += size3;
+ scale = d_lightstylevalue[surface->styles[1]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->styles[2] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surface->styles[2]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->styles[3] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surface->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ }
+ }
+ }
+ }
+ }
+#ifdef LHREMOVESOON
+ if (surface->dlightframe == r_framecount)
+ {
+ int l;
+ float worldvertex[3];
+ // TODO: make this work with autosprite which uses identitymatrix
+ Matrix4x4_Transform(&ent->matrix, v, worldvertex);
+ for (l = 0;l < r_numdlights;l++)
+ {
+ if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
+ {
+ float f2;
+ dlight_t *light = &r_dlight[l];
+ f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
+ if (f2 < light->rtlight.lightmap_cullradius2)
+ {
+ f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
+ VectorMA(c, f2, light->rtlight.lightmap_light, c);
+ }
+ }
+ }
+ }
+#endif
+ c[0] *= r;
+ c[1] *= g;
+ c[2] *= b;
+ if (fogallpasses)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ VectorScale(c, f, c);
+ }
+ if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ else
+ c[3] = a;
+ }
+ }
+ else
+ {
+ if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ {
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = 0;
+ c[1] = 0;
+ c[2] = 0;
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ }
+ }
+ else
+ {
+ m.pointer_color = NULL;
+ GL_Color(0, 0, 0, a);
+ }
+ }
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (dobase)
+ {
+ dobase = false;
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ if (waterscrolling)
+ m.texmatrix[0] = r_surf_waterscrollmatrix;
+ m.texmatrix[0] = r_surf_waterscrollmatrix;
+ m.pointer_color = varray_color4f;
+ colorscale = 1;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
+ }
+ r = ent->colormod[0] * colorscale;
+ g = ent->colormod[1] * colorscale;
+ b = ent->colormod[2] * colorscale;
+ a = texture->currentalpha;
+ if (dolightmap)
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = 0;
+ c[1] = 0;
+ c[2] = 0;
+ if (surface->styles[0] != 255)
+ {
+ if (surface->mesh.data_lightmapcolor4f)
+ {
+ float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 128.0f);
+ VectorMA(c, scale, surface->mesh.data_lightmapcolor4f + i*4, c);
+ }
+ else if (surface->mesh.data_lightmapoffsets)
+ {
+ const qbyte *lm = surface->samples + surface->mesh.data_lightmapoffsets[i];
+ float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->styles[1] != 255)
+ {
+ int size3 = ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3;
+ lm += size3;
+ scale = d_lightstylevalue[surface->styles[1]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->styles[2] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surface->styles[2]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->styles[3] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surface->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ }
+ }
+ }
+ }
+ }
+#ifdef LHREMOVESOON
+ if (surface->dlightframe == r_framecount)
+ {
+ // TODO: make this work with autosprite which uses identitymatrix
+ Matrix4x4_Transform(&ent->matrix, v, worldvertex);
+ for (l = 0;l < r_numdlights;l++)
+ {
+ if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
+ {
+ float f2;
+ dlight_t *light = &r_dlight[l];
+ f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
+ if (f2 < light->rtlight.lightmap_cullradius2)
+ {
+ f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
+ VectorMA(c, f2, light->rtlight.lightmap_light, c);
+ }
+ }
+ }
+ }
+#endif
+ c[0] *= r;
+ c[1] *= g;
+ c[2] *= b;
+ if (fogallpasses)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ VectorScale(c, f, c);
+ }
+ if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ else
+ c[3] = a;
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ else
+ {
+ if (fogallpasses)
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ if (m.tex[1])
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+ if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ {
+ m.pointer_color = varray_color4f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r * f;
+ c[1] = g * f;
+ c[2] = b * f;
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ }
+ }
+ else
+ {
+ m.pointer_color = varray_color4f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r * f;
+ c[1] = g * f;
+ c[2] = b * f;
+ c[3] = a;
+ }
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ else
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ if (m.tex[1])
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+ if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ {
+ m.pointer_color = varray_color4f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ }
+ }
+ else
+ {
+ m.pointer_color = NULL;
+ GL_Color(r, g, b, a);
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ }
+ }
+ }
+ else
+ {
+ if (!dolightmap && dobase)
+ {
+ dolightmap = false;
+ dobase = false;
+ GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ if (waterscrolling)
+ m.texmatrix[0] = r_surf_waterscrollmatrix;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (r_lightmapintensity <= 0 && dolightmap && dobase)
+ {
+ dolightmap = false;
+ dobase = false;
+ GL_Color(0, 0, 0, 1);
+ memset(&m, 0, sizeof(m));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase)
+ {
+ // dualtexture combine
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ dolightmap = false;
+ dobase = false;
+ memset(&m, 0, sizeof(m));
+ m.tex[1] = R_GetTexture(texture->skin.base);
+ if (waterscrolling)
+ m.texmatrix[1] = r_surf_waterscrollmatrix;
+ m.texrgbscale[1] = 2;
+ r = ent->colormod[0] * r_lightmapintensity;
+ g = ent->colormod[1] * r_lightmapintensity;
+ b = ent->colormod[2] * r_lightmapintensity;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ memset(&m, 0, sizeof(m));
+ m.tex[1] = R_GetTexture(texture->skin.base);
+ if (waterscrolling)
+ m.texmatrix[1] = r_surf_waterscrollmatrix;
+ m.texrgbscale[1] = 2;
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+ if (surface->lightmaptexture)
+ {
+ m.tex[0] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_color = NULL;
+ GL_Color(r, g, b, 1);
+ }
+ else if (r == 1 && g == 1 && b == 1)
+ {
+ m.tex[0] = R_GetTexture(r_texture_white);
+ m.pointer_color = surface->mesh.data_lightmapcolor4f;
+ }
+ else
+ {
+ m.tex[0] = R_GetTexture(r_texture_white);
+ m.pointer_color = varray_color4f;
+ for (i = 0;i < surface->mesh.num_vertices;i++)
+ {
+ varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * r;
+ varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * g;
+ varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * b;
+ varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3];
+ }
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ // single texture
+ if (dolightmap)
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.tex[0] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+ if (surface->lightmaptexture)
+ m.pointer_color = NULL;
+ else
+ m.pointer_color = surface->mesh.data_lightmapcolor4f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (dobase)
+ {
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ if (waterscrolling)
+ m.texmatrix[0] = r_surf_waterscrollmatrix;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ }
+ if (doambient)
+ {
+ doambient = false;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ if (waterscrolling)
+ m.texmatrix[0] = r_surf_waterscrollmatrix;
+ m.pointer_color = varray_color4f;
+ colorscale = 1;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
+ }
+ base = r_ambient.value * (1.0f / 64.0f);
+ r = ent->colormod[0] * colorscale * base;
+ g = ent->colormod[1] * colorscale * base;
+ b = ent->colormod[2] * colorscale * base;
+ a = texture->currentalpha;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ if (fogallpasses)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ VectorScale(c, f, c);
+ }
+ if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ else
+ c[3] = a;
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ // marklights based vertex dlight rendering... evil and broken
+#if 0
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(false);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ if (waterscrolling)
+ m.texmatrix[0] = r_surf_waterscrollmatrix;
+ m.pointer_color = varray_color4f;
+ r = ent->colormod[0] * r_lightmapintensity;
+ g = ent->colormod[1] * r_lightmapintensity;
+ b = ent->colormod[2] * r_lightmapintensity;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ qboolean lit;
+ surface = texturesurfacelist[texturesurfaceindex];
+ if (surface->dlightframe != r_framecount)
+ continue;
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ lit = false;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = 0;
+ c[1] = 0;
+ c[2] = 0;
+ c[3] = 1;
+ // TODO: make this work with autosprite which uses identitymatrix or change autosprite
+ Matrix4x4_Transform(&ent->matrix, v, worldvertex);
+ for (l = 0;l < r_numdlights;l++)
+ {
+ if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
+ {
+ float f2;
+ dlight_t *light = &r_dlight[l];
+ f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
+ if (f2 < light->rtlight.lightmap_cullradius2)
+ {
+ f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
+ VectorMA(c, f2, light->rtlight.lightmap_light, c);
+ lit = true;
+ }
+ }
+ }
+ c[0] *= r;
+ c[1] *= g;
+ c[2] *= b;
+ if (fogallpasses)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ VectorScale(c, f, c);
+ }
+ if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ else
+ c[3] = a;
+ }
+ if (!lit)
+ continue;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+#endif
+ if (dodetail)
+ {
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.detail);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoorddetail2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (doglow)
+ {
+ // if glow was not already done using multitexture, do it now.
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ if (waterscrolling)
+ m.texmatrix[0] = r_surf_waterscrollmatrix;
+ m.pointer_color = varray_color4f;
+ colorscale = 1;
+ r = ent->colormod[0] * colorscale;
+ g = ent->colormod[1] * colorscale;
+ b = ent->colormod[2] * colorscale;
+ a = texture->currentalpha;
+ if (fogallpasses)
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ {
+ m.pointer_color = varray_color4f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c[0] = f * r;
+ c[1] = f * g;
+ c[2] = f * b;
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ }
+ }
+ else
+ {
+ m.pointer_color = varray_color4f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c[0] = f * r;
+ c[1] = f * g;
+ c[2] = f * b;
+ c[3] = a;
+ }
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ else
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ {
+ m.pointer_color = varray_color4f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ }
+ }
+ else
+ {
+ m.pointer_color = NULL;
+ GL_Color(r, g, b, a);
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ }
+ if (dofogpass)
+ {
+ // if this is opaque use alpha blend which will darken the earlier
+ // passes cheaply.
+ //
+ // if this is an alpha blended material, all the earlier passes
+ // were darkened by fog already, so we only need to add the fog
+ // color ontop through the fog mask texture
+ //
+ // if this is an additive blended material, all the earlier passes
+ // were darkened by fog already, and we should not add fog color
+ // (because the background was not darkened, there is no fog color
+ // that was lost behind it).
+ if (!fogallpasses)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ else
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.fog);
+ if (waterscrolling)
+ m.texmatrix[0] = r_surf_waterscrollmatrix;
+ r = fogcolor[0];
+ g = fogcolor[1];
+ b = fogcolor[2];
+ a = texture->currentalpha;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_color = varray_color4f;
+ //RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
+ if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ {
+ m.pointer_color = varray_color4f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * f * a;
+ }
+ }
+ else
+ {
+ m.pointer_color = varray_color4f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ c[3] = f * a;
+ }
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ }
+ if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglEnable(GL_CULL_FACE);
+}
+
+static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
+{
+ const entity_render_t *ent = calldata1;
+ const msurface_t *surface = ent->model->brush.data_surfaces + calldata2;
+ vec3_t modelorg;
+ texture_t *texture;
+#ifdef LHREMOVESOON
+ rmeshstate_t m;
+ float base, colorscale;
+ float args[4] = {0.05f,0,0,0.04f};
+ matrix4x4_t scrollmatrix;
+#endif
+
+ texture = surface->texture;
+ if (texture->basematerialflags & MATERIALFLAG_SKY)
+ return; // transparent sky is too difficult
+ R_UpdateTextureInfo(ent, texture);
+
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ R_DrawSurfaceList(ent, texture, 1, &surface, modelorg);
+#ifdef LHREMOVESOON
+ GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT));
+ if (texture->currentmaterialflags & MATERIALFLAG_ADD)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ else
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+
+ // water scrolling in texture matrix
+ if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0)
+ Matrix4x4_CreateTranslate(&scrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+ else
+ scrollmatrix = r_identitymatrix;
+
+ if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglDisable(GL_CULL_FACE);
+ if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
+ {
+ // NVIDIA Geforce3 distortion texture shader on water
+ GL_Color(1, 1, 1, texture->currentalpha);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]);
+ m.tex[1] = R_GetTexture(texture->skin.base);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_REPLACE;
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+ Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
+ m.texmatrix[1] = scrollmatrix;
+ R_Mesh_State(&m);
+
+ GL_ActiveTexture(0);
+ qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+ GL_ActiveTexture(1);
+ qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
+ qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
+ qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
+ qglEnable(GL_TEXTURE_SHADER_NV);
+
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+
+ qglDisable(GL_TEXTURE_SHADER_NV);
+ qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+ GL_ActiveTexture(0);
+ }
+ else
+ {
+ int i;
+ float r, g, b, a, f, *c, diff[3];
+ const float *v;
+ qboolean dolightmaptexture;
+ qboolean dodetail;
+ qboolean doglow;
+ dolightmaptexture = surface->lightmaptexture && gl_combine.integer && !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
+ dodetail = texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
+ doglow = texture->skin.glow != NULL;
+ // TODO: ideally transparent surface rendering should call
+ // R_RenderLighting instead of using vertex dlights
+ // (it would need scrolling support added though!)
+ if (dolightmaptexture)
+ {
+ {
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ m.texmatrix[0] = scrollmatrix;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
+ m.tex[1] = R_GetTexture(surface->lightmaptexture);
+ m.texrgbscale[1] = 2;
+ m.pointer_color = varray_color4f;
+ if (r_textureunits.integer >= 3 && dodetail)
+ {
+ dodetail = false;
+ m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f;
+ m.tex[2] = R_GetTexture(texture->skin.detail);
+ m.texmatrix[2] = scrollmatrix;
+ if (r_textureunits.integer >= 4 && doglow)
+ {
+ doglow = false;
+ m.pointer_texcoord[3] = surface->mesh.data_texcoordtexture2f;
+ m.tex[3] = R_GetTexture(texture->skin.glow);
+ m.texmatrix[3] = scrollmatrix;
+ }
+ }
+ else if (r_textureunits.integer >= 3 && doglow && !dodetail)
+ {
+ doglow = false;
+ m.pointer_texcoord[2] = surface->mesh.data_texcoordtexture2f;
+ m.tex[2] = R_GetTexture(texture->skin.glow);
+ m.texmatrix[2] = scrollmatrix;
+ }
+ colorscale = 1;
+ r = ent->colormod[0] * colorscale;
+ g = ent->colormod[1] * colorscale;
+ b = ent->colormod[2] * colorscale;
+ a = texture->currentalpha;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ if (fogenabled)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ VectorScale(c, f, c);
+ }
+ if (surface->mesh.data_lightmapcolor4f)
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ else
+ c[3] = a;
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ if ((r_ambient.value > 0 || surface->dlightframe == r_framecount) && !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ m.texmatrix[0] = scrollmatrix;
+ m.pointer_color = varray_color4f;
+ colorscale = 1;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
+ }
+ r = ent->colormod[0] * colorscale;
+ g = ent->colormod[1] * colorscale;
+ b = ent->colormod[2] * colorscale;
+ a = texture->currentalpha;
+ base = r_ambient.value * (1.0f / 64.0f);
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = base;
+ c[1] = base;
+ c[2] = base;
+ if (surface->dlightframe == r_framecount)
+ {
+ // TODO: make this work with autosprite which uses identitymatrix
+ Matrix4x4_Transform(&ent->matrix, v, worldvertex);
+ for (l = 0;l < r_numdlights;l++)
+ {
+ if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
+ {
+ float f2;
+ dlight_t *light = &r_dlight[l];
+ f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
+ if (f2 < light->rtlight.lightmap_cullradius2)
+ {
+ f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
+ VectorMA(c, f2, light->rtlight.lightmap_light, c);
+ }
+ }
+ }
+ }
+ c[0] *= r;
+ c[1] *= g;
+ c[2] *= b;
+ if (fogenabled)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ VectorScale(c, f, c);
+ }
+ if (surface->mesh.data_lightmapcolor4f)
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ else
+ c[3] = a;
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ else
+ {
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ m.texmatrix[0] = scrollmatrix;
+ m.pointer_color = varray_color4f;
+ colorscale = 1;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
+ }
+ if (doglow)
+ {
+ doglow = false;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+ m.tex[1] = R_GetTexture(texture->skin.glow);
+ m.texmatrix[1] = scrollmatrix;
+ }
+ r = ent->colormod[0] * colorscale;
+ g = ent->colormod[1] * colorscale;
+ b = ent->colormod[2] * colorscale;
+ a = texture->currentalpha;
+ base = r_ambient.value * (1.0f / 64.0f);
+ if ((ent->flags & RENDER_LIGHT) && !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+ {
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = base;
+ c[1] = base;
+ c[2] = base;
+ if (surface->styles[0] != 255)
+ {
+ if (surface->mesh.data_lightmapcolor4f)
+ {
+ float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 128.0f);
+ VectorMA(c, scale, surface->mesh.data_lightmapcolor4f + i*4, c);
+ }
+ else if (surface->mesh.data_lightmapoffsets)
+ {
+ const qbyte *lm = surface->samples + surface->mesh.data_lightmapoffsets[i];
+ float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->styles[1] != 255)
+ {
+ int size3 = ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3;
+ lm += size3;
+ scale = d_lightstylevalue[surface->styles[1]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->styles[2] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surface->styles[2]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->styles[3] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surface->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ }
+ }
+ }
+ }
+ }
+ if (surface->dlightframe == r_framecount)
+ {
+ // TODO: make this work with autosprite which uses identitymatrix
+ Matrix4x4_Transform(&ent->matrix, v, worldvertex);
+ for (l = 0;l < r_numdlights;l++)
+ {
+ if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
+ {
+ float f2;
+ dlight_t *light = &r_dlight[l];
+ f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
+ if (f2 < light->rtlight.lightmap_cullradius2)
+ {
+ f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
+ VectorMA(c, f2, light->rtlight.lightmap_light, c);
+ }
+ }
+ }
+ }
+ c[0] *= r;
+ c[1] *= g;
+ c[2] *= b;
+ if (fogenabled)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ VectorScale(c, f, c);
+ }
+ if (surface->mesh.data_lightmapcolor4f)
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ else
+ c[3] = a;
+ }
+ }
+ else
+ {
+ if (fogenabled)
+ {
+ if (surface->mesh.data_lightmapcolor4f)
+ {
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r * f;
+ c[1] = g * f;
+ c[2] = b * f;
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ }
+ }
+ else
+ {
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r * f;
+ c[1] = g * f;
+ c[2] = b * f;
+ c[3] = a;
+ }
+ }
+ }
+ else
+ {
+ if (surface->mesh.data_lightmapcolor4f)
+ {
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ }
+ }
+ else
+ {
+ m.pointer_color = NULL;
+ GL_Color(r, g, b, a);
+ }
+ }
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ // note: dodetail is never set if transparent
+ if (dodetail)
+ {
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoorddetail2f;
+ m.tex[0] = R_GetTexture(texture->skin.detail);
+ m.pointer_color = varray_color4f;
+ RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ if (doglow)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ m.texmatrix[0] = scrollmatrix;
+ m.pointer_color = varray_color4f;
+ RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ if (fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD))
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.tex[0] = R_GetTexture(texture->skin.fog);
+ m.texmatrix[0] = scrollmatrix;
+ m.pointer_color = varray_color4f;
+ RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglEnable(GL_CULL_FACE);
+#endif
+}
+
+#ifdef LHREMOVESOON
+void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+ int texturesurfaceindex;
+ vec3_t tempcenter, center, modelorg;
+ msurface_t *surface;
+ qboolean dolightmap;
+ qboolean dobase;
+ qboolean doambient;
+ qboolean dodetail;
+ qboolean doglow;
+ qboolean dofog;
+ rmeshstate_t m;
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ c_faces += texturenumsurfaces;
+ // gl_lightmaps debugging mode skips normal texturing
+ if (gl_lightmaps.integer)
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ qglDisable(GL_CULL_FACE);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.tex[0] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+ if (surface->lightmaptexture)
+ {
+ GL_Color(1, 1, 1, 1);
+ m.pointer_color = NULL;
+ }
+ else
+ m.pointer_color = surface->mesh.data_lightmapcolor4f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ qglEnable(GL_CULL_FACE);
+ return;
+ }
+ if (texture->currentmaterialflags & MATERIALFLAG_WALL)
+ {
+ dolightmap = (ent->flags & RENDER_LIGHT);
+ dobase = true;
+ doambient = r_ambient.value > 0;
+ dodetail = texture->skin.detail != NULL && r_detailtextures.integer != 0;
+ doglow = texture->skin.glow != NULL;
+ dofog = fogenabled;
+ // multitexture cases
+ if (r_textureunits.integer >= 2 && gl_combine.integer && dobase && dolightmap)
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_Color(1, 1, 1, 1);
+ GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ dobase = false;
+ m.texrgbscale[1] = 2;
+ dolightmap = false;
+ if (r_textureunits.integer >= 4 && !doambient && dodetail && doglow)
+ {
+ m.tex[2] = R_GetTexture(texture->skin.detail);
+ m.texrgbscale[2] = 2;
+ dodetail = false;
+ m.tex[3] = R_GetTexture(texture->skin.glow);
+ m.texcombinergb[3] = GL_ADD;
+ doglow = false;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
return;
}
}
+#endif
+
+void R_QueueSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+{
+ int texturesurfaceindex;
+ const msurface_t *surface;
+ vec3_t tempcenter, center;
+ if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+ {
+ // drawing sky transparently would be too difficult
+ if (!(texture->currentmaterialflags & MATERIALFLAG_SKY))
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+ tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+ tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&ent->matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
+ }
+ }
+ }
+ else
+ R_DrawSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg);
+}
void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
{
vec3_t modelorg;
const int maxsurfacelist = 1024;
int numsurfacelist = 0;
- msurface_t *surfacelist[1024];
+ const msurface_t *surfacelist[1024];
if (model == NULL)
return;
R_Mesh_Matrix(&ent->matrix);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+#ifdef LHREMOVESOON
if (ent != r_refdef.worldentity)
{
// because bmodels can be reused, we have to clear dlightframe every time
for (i = 0;i < model->nummodelsurfaces;i++, surface++)
surface->dlightframe = -1;
}
+#endif
// update light styles
if (!skysurfaces)
{
+#ifdef LHREMOVESOON
if (r_dynamic.integer && !r_rtdlight)
R_MarkLights(ent);
+#endif
for (i = 0;i < model->brushq1.light_styles;i++)
{
if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
f = 0;
t = NULL;
+ texture = NULL;
numsurfacelist = 0;
for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++)
{
{
if (numsurfacelist)
{
- R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist);
+ R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
numsurfacelist = 0;
}
t = surface->texture;
}
if (f)
{
- // add face to draw list and update lightmap if necessary
- if (surface->cached_dlight && surface->lightmaptexture != NULL)
+ // if lightmap parameters changed, rebuild lightmap texture
+ if (surface->cached_dlight && surface->samples)
R_BuildLightMap(ent, surface);
+ // add face to draw list
surfacelist[numsurfacelist++] = surface;
if (numsurfacelist >= maxsurfacelist)
{
- R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist);
+ R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
numsurfacelist = 0;
}
}
}
}
if (numsurfacelist)
- R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist);
+ R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
}
static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
}
}
+static void R_DrawCollisionBrush(colbrushf_t *brush)
+{
+ int i;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = brush->points->v;
+ R_Mesh_State(&m);
+ i = (int)(((size_t)brush) / sizeof(colbrushf_t));
+ GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+ GL_LockArrays(0, brush->numpoints);
+ R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
+ GL_LockArrays(0, 0);
+}
+
+static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
+{
+ int i;
+ rmeshstate_t m;
+ if (!surface->mesh.num_collisiontriangles)
+ return;
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = surface->mesh.data_collisionvertex3f;
+ R_Mesh_State(&m);
+ i = (int)(((size_t)surface) / sizeof(msurface_t));
+ GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+ GL_LockArrays(0, surface->mesh.num_collisionvertices);
+ R_Mesh_Draw(surface->mesh.num_collisionvertices, surface->mesh.num_collisiontriangles, surface->mesh.data_collisionelement3i);
+ GL_LockArrays(0, 0);
+}
+
void R_WorldVisibility(void)
{
int i, j, *mark;
c_bmodels++;
if (r_drawcollisionbrushes.integer < 2)
R_DrawSurfaces(ent, false);
+ if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes)
+ {
+ int i;
+ model_t *model = ent->model;
+ msurface_t *surface;
+ q3mbrush_t *brush;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
+ for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
+ if (brush->colbrushf && brush->colbrushf->numtriangles)
+ R_DrawCollisionBrush(brush->colbrushf);
+ for (i = 0, surface = model->brush.data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+ if (surface->mesh.num_collisiontriangles)
+ R_DrawCollisionSurface(ent, surface);
+ qglPolygonOffset(0, 0);
+ }
}
void R_Q1BSP_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 (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
{
surface = model->brush.data_surfaces + surfaceindex;
- if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) && !surface->texture->skin.fog)
+ if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
+ if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
{
for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
{
v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
- if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
{
SETPVSBIT(outsurfacepvs, surfaceindex);
outsurfacelist[outnumsurfaces++] = surfaceindex;
{
R_Mesh_Matrix(&ent->matrix);
R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+ if (!r_shadow_compilingrtlight)
+ R_UpdateAllTextureInfo(ent);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
+ if ((surface->texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+ continue;
+ if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ continue;
R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
}
R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
+ if (surface->texture->basematerialflags & MATERIALFLAG_NODRAW || !surface->mesh.num_triangles)
+ continue;
if (r_shadow_compilingrtlight)
{
// if compiling an rtlight, capture the mesh
t = surface->texture->currentframe;
// FIXME: transparent surfaces need to be lit later
if ((t->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
- 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, ambientscale, diffusescale, specularscale);
- }
- }
- }
-}
-
-void R_DrawCollisionBrush(colbrushf_t *brush)
-{
- int i;
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = brush->points->v;
- R_Mesh_State(&m);
- i = (int)(((size_t)brush) / sizeof(colbrushf_t));
- GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
- GL_LockArrays(0, brush->numpoints);
- R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
- GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
-{
- int i;
- rmeshstate_t m;
- if (!surface->mesh.num_collisiontriangles)
- return;
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = surface->mesh.data_collisionvertex3f;
- R_Mesh_State(&m);
- i = (int)(((size_t)surface) / sizeof(msurface_t));
- GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
- GL_LockArrays(0, surface->mesh.num_collisionvertices);
- R_Mesh_Draw(surface->mesh.num_collisionvertices, surface->mesh.num_collisiontriangles, surface->mesh.data_collisionelement3i);
- GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int surfacenumber)
-{
- const entity_render_t *ent = voident;
- msurface_t *surface = ent->model->brush.data_surfaces + surfacenumber;
- rmeshstate_t m;
- R_Mesh_Matrix(&ent->matrix);
- memset(&m, 0, sizeof(m));
- if ((ent->effects & EF_ADDITIVE) || (surface->texture->textureflags & Q3TEXTUREFLAG_ADDITIVE))
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- else
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
- m.tex[0] = R_GetTexture(surface->texture->skin.base);
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- // LordHavoc: quake3 was not able to do this; lit transparent surfaces
- if (gl_combine.integer)
- {
- m.texrgbscale[0] = 2;
- if (r_textureunits.integer >= 2)
- {
- m.tex[1] = R_GetTexture(surface->lightmaptexture);
- m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
- GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
- }
- else
- {
- if (ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1 && ent->alpha == 1)
- m.pointer_color = surface->mesh.data_lightmapcolor4f;
- else
- {
- int i;
- for (i = 0;i < surface->mesh.num_vertices;i++)
{
- varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0];
- varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1];
- varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2];
- varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha;
+ if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglDisable(GL_CULL_FACE);
+ 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, ambientscale, diffusescale, specularscale);
+ if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglEnable(GL_CULL_FACE);
}
- m.pointer_color = varray_color4f;
- }
- }
- }
- else
- {
- int i;
- for (i = 0;i < surface->mesh.num_vertices;i++)
- {
- varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * 2.0f;
- varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * 2.0f;
- varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * 2.0f;
- varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha;
- }
- m.pointer_color = varray_color4f;
- }
- if (surface->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
- {
- int i, j;
- float center[3], center2[3], forward[3], right[3], up[3], v[4][3];
- matrix4x4_t matrix1, imatrix1;
- R_Mesh_Matrix(&r_identitymatrix);
- // a single autosprite surface can contain multiple sprites...
- for (j = 0;j < surface->mesh.num_vertices - 3;j += 4)
- {
- VectorClear(center);
- for (i = 0;i < 4;i++)
- VectorAdd(center, surface->mesh.data_vertex3f + (j+i) * 3, center);
- VectorScale(center, 0.25f, center);
- Matrix4x4_Transform(&ent->matrix, center, center2);
- // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
- Matrix4x4_FromVectors(&matrix1, surface->mesh.data_normal3f + j*3, surface->mesh.data_svector3f + j*3, surface->mesh.data_tvector3f + j*3, center);
- Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
- for (i = 0;i < 4;i++)
- Matrix4x4_Transform(&imatrix1, surface->mesh.data_vertex3f + (j+i)*3, v[i]);
- if (surface->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
- {
- forward[0] = r_vieworigin[0] - center2[0];
- forward[1] = r_vieworigin[1] - center2[1];
- forward[2] = 0;
- VectorNormalize(forward);
- right[0] = forward[1];
- right[1] = -forward[0];
- right[2] = 0;
- up[0] = 0;
- up[1] = 0;
- up[2] = 1;
- }
- else
- {
- VectorCopy(r_viewforward, forward);
- VectorCopy(r_viewright, right);
- VectorCopy(r_viewup, up);
}
- for (i = 0;i < 4;i++)
- VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3);
}
- m.pointer_vertex = varray_vertex3f;
}
- else
- m.pointer_vertex = surface->mesh.data_vertex3f;
- R_Mesh_State(&m);
- if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglDisable(GL_CULL_FACE);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
- GL_LockArrays(0, 0);
- if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglEnable(GL_CULL_FACE);
}
+#if 0
void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumsurfaces, msurface_t **texturesurfacelist)
{
int i, texturesurfaceindex;
- vec3_t modelorg;
+ vec3_t tempcenter, center, modelorg;
msurface_t *surface;
qboolean dolightmap;
qboolean dobase;
// transparent surfaces get sorted for later drawing
if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
{
- vec3_t facecenter, center;
// drawing sky transparently would be too difficult
if (t->surfaceparms & Q3SURFACEPARM_SKY)
return;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- facecenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
- facecenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
- facecenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
- Matrix4x4_Transform(&ent->matrix, facecenter, center);
- R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, surface - ent->model->brush.data_surfaces);
+ tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+ tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+ tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&ent->matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
}
return;
}
{
if (!surface->mesh.num_triangles)
continue;
- surfacelist[numsurfaces++] = surface;
+ if (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+ {
+ // drawing sky transparently would be too difficult
+ if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
+ {
+ vec3_t tempcenter, center;
+ tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+ tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+ tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&ent->matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
+ }
+ }
+ else
+ surfacelist[numsurfaces++] = surface;
if (numsurfaces >= maxfaces)
{
R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist);
qglPolygonOffset(0, 0);
}
}
-
-void R_Q3BSP_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)
-{
- model_t *model = ent->model;
- vec3_t lightmins, lightmaxs;
- int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
- const int *e;
- const float *v[3];
- msurface_t *surface;
- mleaf_t *leaf;
- const qbyte *pvs;
- lightmins[0] = relativelightorigin[0] - lightradius;
- lightmins[1] = relativelightorigin[1] - lightradius;
- lightmins[2] = relativelightorigin[2] - lightradius;
- lightmaxs[0] = relativelightorigin[0] + lightradius;
- lightmaxs[1] = relativelightorigin[1] + lightradius;
- lightmaxs[2] = relativelightorigin[2] + lightradius;
- *outnumclusterspointer = 0;
- *outnumsurfacespointer = 0;
- memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
- memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
- if (model == NULL)
- {
- VectorCopy(lightmins, outmins);
- VectorCopy(lightmaxs, outmaxs);
- return;
- }
- VectorCopy(relativelightorigin, outmins);
- VectorCopy(relativelightorigin, outmaxs);
- if (model->brush.GetPVS)
- pvs = model->brush.GetPVS(model, relativelightorigin);
- else
- pvs = NULL;
- // FIXME: use BSP recursion as lights are often small
- for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++)
- {
- if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
- {
- outmins[0] = min(outmins[0], leaf->mins[0]);
- outmins[1] = min(outmins[1], leaf->mins[1]);
- outmins[2] = min(outmins[2], leaf->mins[2]);
- outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
- outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
- outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
- if (outclusterpvs)
- {
- if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
- {
- SETPVSBIT(outclusterpvs, leaf->clusterindex);
- outclusterlist[outnumclusters++] = leaf->clusterindex;
- }
- }
- if (outsurfacepvs)
- {
- for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
- {
- surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
- surface = model->brush.data_surfaces + surfaceindex;
- if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
- {
- if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) && surface->mesh.num_triangles)
- {
- if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- {
- for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
- {
- v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
- v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
- v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
- if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
- {
- SETPVSBIT(outsurfacepvs, surfaceindex);
- outsurfacelist[outnumsurfaces++] = surfaceindex;
- break;
- }
- }
- }
- else
- {
- for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
- {
- v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
- v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
- v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
- if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
- {
- SETPVSBIT(outsurfacepvs, surfaceindex);
- outsurfacelist[outnumsurfaces++] = surfaceindex;
- break;
- }
- }
- }
- }
- }
- }
- }
- }
- }
-
- // limit combined leaf box to light boundaries
- outmins[0] = max(outmins[0], lightmins[0]);
- outmins[1] = max(outmins[1], lightmins[1]);
- outmins[2] = max(outmins[2], lightmins[2]);
- outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
- outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
- outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
-
- *outnumclusterspointer = outnumclusters;
- *outnumsurfacespointer = outnumsurfaces;
-}
-
-void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
-{
- model_t *model = ent->model;
- msurface_t *surface;
- int surfacelistindex;
- if (r_drawcollisionbrushes.integer < 2)
- {
- R_Mesh_Matrix(&ent->matrix);
- R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
- {
- surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
- // FIXME: check some manner of surface->rendermode here?
- if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && !(surface->texture->surfaceparms & (Q3SURFACEPARM_SKY | Q3SURFACEPARM_TRANS)) && !(surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED))
- R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
- }
- R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
- }
-}
-
-void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
-{
- model_t *model = ent->model;
- vec3_t lightmins, lightmaxs, modelorg;
- msurface_t *surface;
- int surfacelistindex;
- if (r_drawcollisionbrushes.integer < 2)
- {
- lightmins[0] = relativelightorigin[0] - lightradius;
- lightmins[1] = relativelightorigin[1] - lightradius;
- lightmins[2] = relativelightorigin[2] - lightradius;
- lightmaxs[0] = relativelightorigin[0] + lightradius;
- lightmaxs[1] = relativelightorigin[1] + lightradius;
- lightmaxs[2] = relativelightorigin[2] + lightradius;
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
- {
- surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
- if (r_shadow_compilingrtlight)
- {
- // if compiling an rtlight, capture the mesh
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->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 != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]]) && !(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->mesh.num_triangles)
- {
- if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglDisable(GL_CULL_FACE);
- 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, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
- if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglEnable(GL_CULL_FACE);
- }
- }
- }
-}
+#endif
#if 0
static void gl_surf_start(void)
void GL_Surf_Init(void)
{
+#ifdef LHREMOVESOON
int i;
dlightdivtable[0] = 4194304;
for (i = 1;i < 32768;i++)
dlightdivtable[i] = 4194304 / (i << 7);
+#endif
Cvar_RegisterVariable(&r_ambient);
Cvar_RegisterVariable(&r_drawportals);