From: havoc Date: Wed, 23 May 2007 22:41:52 +0000 (+0000) Subject: moved rsurface_ variables into rsurface struct as a minor cleanup X-Git-Tag: xonotic-v0.1.0preview~3102 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=302711d37e168e57a9e2c8003084a22a3285c555;p=xonotic%2Fdarkplaces.git moved rsurface_ variables into rsurface struct as a minor cleanup git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7358 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/gl_rmain.c b/gl_rmain.c index 6d326020..31594e2e 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -215,7 +215,7 @@ float FogPoint_World(const vec3_t p) float FogPoint_Model(const vec3_t p) { - int fogmasktableindex = (int)(VectorDistance((p), rsurface_modelorg) * r_refdef.fogmasktabledistmultiplier); + int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier); return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)]; } @@ -835,7 +835,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; if (r_refdef.fogenabled) permutation |= SHADERPERMUTATION_FOG; - if (rsurface_texture->colormapping) + if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; if (r_glsl_offsetmapping.integer) { @@ -844,16 +844,16 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; } } - else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) + else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { // bright unshaded geometry shaderfilename = "glsl/default.glsl"; permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; - if (rsurface_texture->currentskinframe->glow) + if (rsurface.texture->currentskinframe->glow) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) permutation |= SHADERPERMUTATION_FOG; - if (rsurface_texture->colormapping) + if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; if (r_glsl_offsetmapping.integer) { @@ -868,13 +868,13 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl shaderfilename = "glsl/default.glsl"; permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION; - if (rsurface_texture->currentskinframe->glow) + if (rsurface.texture->currentskinframe->glow) permutation |= SHADERPERMUTATION_GLOW; if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR; if (r_refdef.fogenabled) permutation |= SHADERPERMUTATION_FOG; - if (rsurface_texture->colormapping) + if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; if (r_glsl_offsetmapping.integer) { @@ -888,10 +888,10 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl // lightmapped wall shaderfilename = "glsl/default.glsl"; permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; - if (r_glsl_deluxemapping.integer >= 1 && rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping) + if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping) { // deluxemapping (light direction texture) - if (rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace) + if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace) permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE; else permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; @@ -910,11 +910,11 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl // ordinary lightmapping permutation |= 0; } - if (rsurface_texture->currentskinframe->glow) + if (rsurface.texture->currentskinframe->glow) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) permutation |= SHADERPERMUTATION_FOG; - if (rsurface_texture->colormapping) + if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; if (r_glsl_offsetmapping.integer) { @@ -949,7 +949,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK); CHECKGLERROR qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR - R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix); + R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) { if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); @@ -973,13 +973,13 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION) { if (r_glsl_permutation->loc_AmbientColor >= 0) - qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_modellight_ambient[0] * ambientscale, rsurface_modellight_ambient[1] * ambientscale, rsurface_modellight_ambient[2] * ambientscale); + qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale); if (r_glsl_permutation->loc_DiffuseColor >= 0) - qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_modellight_diffuse[0] * diffusescale, rsurface_modellight_diffuse[1] * diffusescale, rsurface_modellight_diffuse[2] * diffusescale); + qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale); if (r_glsl_permutation->loc_SpecularColor >= 0) - qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_modellight_diffuse[0] * specularscale, rsurface_modellight_diffuse[1] * specularscale, rsurface_modellight_diffuse[2] * specularscale); + qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale); if (r_glsl_permutation->loc_LightDir >= 0) - qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_modellight_lightdir[0], rsurface_modellight_lightdir[1], rsurface_modellight_lightdir[2]); + qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); } else { @@ -987,44 +987,44 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f); if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f); } - if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap)); - if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture)); - if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture)); + if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap)); + if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture)); + if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture)); //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture)); if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); - if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants)); - if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt)); + if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants)); + if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt)); //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); - if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow)); + if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow)); if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value); if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale); if (r_glsl_permutation->loc_FogColor >= 0) { // additive passes are only darkened by fog, not tinted - if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD)) + if (r_shadow_rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)) qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); else qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); } - if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]); + if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]); if (r_glsl_permutation->loc_Color_Pants >= 0) { - if (rsurface_texture->currentskinframe->pants) - qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_colormap_pantscolor[0], rsurface_colormap_pantscolor[1], rsurface_colormap_pantscolor[2]); + if (rsurface.texture->currentskinframe->pants) + qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); else qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0); } if (r_glsl_permutation->loc_Color_Shirt >= 0) { - if (rsurface_texture->currentskinframe->shirt) - qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_colormap_shirtcolor[0], rsurface_colormap_shirtcolor[1], rsurface_colormap_shirtcolor[2]); + if (rsurface.texture->currentskinframe->shirt) + qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]); else qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0); } if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip); - if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower); if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); CHECKGLERROR return permutation; @@ -3333,266 +3333,213 @@ void R_UpdateAllTextureInfo(entity_render_t *ent) R_UpdateTextureInfo(ent, ent->model->data_textures + i); } -int rsurface_array_size = 0; -float *rsurface_array_modelvertex3f = NULL; -float *rsurface_array_modelsvector3f = NULL; -float *rsurface_array_modeltvector3f = NULL; -float *rsurface_array_modelnormal3f = NULL; -float *rsurface_array_deformedvertex3f = NULL; -float *rsurface_array_deformedsvector3f = NULL; -float *rsurface_array_deformedtvector3f = NULL; -float *rsurface_array_deformednormal3f = NULL; -float *rsurface_array_color4f = NULL; -float *rsurface_array_texcoord3f = NULL; +rsurfacestate_t rsurface; void R_Mesh_ResizeArrays(int newvertices) { float *base; - if (rsurface_array_size >= newvertices) + if (rsurface.array_size >= newvertices) return; - if (rsurface_array_modelvertex3f) - Mem_Free(rsurface_array_modelvertex3f); - rsurface_array_size = (newvertices + 1023) & ~1023; - base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31])); - rsurface_array_modelvertex3f = base + rsurface_array_size * 0; - rsurface_array_modelsvector3f = base + rsurface_array_size * 3; - rsurface_array_modeltvector3f = base + rsurface_array_size * 6; - rsurface_array_modelnormal3f = base + rsurface_array_size * 9; - rsurface_array_deformedvertex3f = base + rsurface_array_size * 12; - rsurface_array_deformedsvector3f = base + rsurface_array_size * 15; - rsurface_array_deformedtvector3f = base + rsurface_array_size * 18; - rsurface_array_deformednormal3f = base + rsurface_array_size * 21; - rsurface_array_texcoord3f = base + rsurface_array_size * 24; - rsurface_array_color4f = base + rsurface_array_size * 27; + if (rsurface.array_modelvertex3f) + Mem_Free(rsurface.array_modelvertex3f); + rsurface.array_size = (newvertices + 1023) & ~1023; + base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[31])); + rsurface.array_modelvertex3f = base + rsurface.array_size * 0; + rsurface.array_modelsvector3f = base + rsurface.array_size * 3; + rsurface.array_modeltvector3f = base + rsurface.array_size * 6; + rsurface.array_modelnormal3f = base + rsurface.array_size * 9; + rsurface.array_deformedvertex3f = base + rsurface.array_size * 12; + rsurface.array_deformedsvector3f = base + rsurface.array_size * 15; + rsurface.array_deformedtvector3f = base + rsurface.array_size * 18; + rsurface.array_deformednormal3f = base + rsurface.array_size * 21; + rsurface.array_texcoord3f = base + rsurface.array_size * 24; + rsurface.array_color4f = base + rsurface.array_size * 27; } -float *rsurface_modelvertex3f; -int rsurface_modelvertex3f_bufferobject; -size_t rsurface_modelvertex3f_bufferoffset; -float *rsurface_modelsvector3f; -int rsurface_modelsvector3f_bufferobject; -size_t rsurface_modelsvector3f_bufferoffset; -float *rsurface_modeltvector3f; -int rsurface_modeltvector3f_bufferobject; -size_t rsurface_modeltvector3f_bufferoffset; -float *rsurface_modelnormal3f; -int rsurface_modelnormal3f_bufferobject; -size_t rsurface_modelnormal3f_bufferoffset; -float *rsurface_vertex3f; -int rsurface_vertex3f_bufferobject; -size_t rsurface_vertex3f_bufferoffset; -float *rsurface_svector3f; -int rsurface_svector3f_bufferobject; -size_t rsurface_svector3f_bufferoffset; -float *rsurface_tvector3f; -int rsurface_tvector3f_bufferobject; -size_t rsurface_tvector3f_bufferoffset; -float *rsurface_normal3f; -int rsurface_normal3f_bufferobject; -size_t rsurface_normal3f_bufferoffset; -float *rsurface_lightmapcolor4f; -int rsurface_lightmapcolor4f_bufferobject; -size_t rsurface_lightmapcolor4f_bufferoffset; -matrix4x4_t rsurface_matrix; -matrix4x4_t rsurface_inversematrix; -frameblend_t rsurface_frameblend[4]; -vec3_t rsurface_modellight_ambient; -vec3_t rsurface_modellight_diffuse; -vec3_t rsurface_modellight_lightdir; -vec3_t rsurface_colormap_pantscolor; -vec3_t rsurface_colormap_shirtcolor; -vec3_t rsurface_modelorg; -qboolean rsurface_generatedvertex; -const model_t *rsurface_model; -texture_t *rsurface_texture; -qboolean rsurface_uselightmaptexture; -rsurfmode_t rsurface_mode; -int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model - void RSurf_CleanUp(void) { CHECKGLERROR - if (rsurface_mode == RSURFMODE_GLSL) + if (rsurface.mode == RSURFMODE_GLSL) { qglUseProgramObjectARB(0);CHECKGLERROR } GL_AlphaTest(false); - rsurface_mode = RSURFMODE_NONE; - rsurface_uselightmaptexture = false; - rsurface_texture = NULL; + rsurface.mode = RSURFMODE_NONE; + rsurface.uselightmaptexture = false; + rsurface.texture = NULL; } void RSurf_ActiveWorldEntity(void) { RSurf_CleanUp(); - rsurface_model = r_refdef.worldmodel; - if (rsurface_array_size < rsurface_model->surfmesh.num_vertices) - R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices); - rsurface_matrix = identitymatrix; - rsurface_inversematrix = identitymatrix; + rsurface.model = r_refdef.worldmodel; + if (rsurface.array_size < rsurface.model->surfmesh.num_vertices) + R_Mesh_ResizeArrays(rsurface.model->surfmesh.num_vertices); + rsurface.matrix = identitymatrix; + rsurface.inversematrix = identitymatrix; R_Mesh_Matrix(&identitymatrix); - VectorCopy(r_view.origin, rsurface_modelorg); - VectorSet(rsurface_modellight_ambient, 0, 0, 0); - VectorSet(rsurface_modellight_diffuse, 0, 0, 0); - VectorSet(rsurface_modellight_lightdir, 0, 0, 1); - VectorSet(rsurface_colormap_pantscolor, 0, 0, 0); - VectorSet(rsurface_colormap_shirtcolor, 0, 0, 0); - rsurface_frameblend[0].frame = 0; - rsurface_frameblend[0].lerp = 1; - rsurface_frameblend[1].frame = 0; - rsurface_frameblend[1].lerp = 0; - rsurface_frameblend[2].frame = 0; - rsurface_frameblend[2].lerp = 0; - rsurface_frameblend[3].frame = 0; - rsurface_frameblend[3].lerp = 0; - rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f; - rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo; - rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f; - rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f; - rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo; - rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f; - rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f; - rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo; - rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f; - rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f; - rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo; - rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f; - rsurface_generatedvertex = false; - rsurface_vertex3f = rsurface_modelvertex3f; - rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject; - rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset; - rsurface_svector3f = rsurface_modelsvector3f; - rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject; - rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset; - rsurface_tvector3f = rsurface_modeltvector3f; - rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject; - rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset; - rsurface_normal3f = rsurface_modelnormal3f; - rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject; - rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset; + VectorCopy(r_view.origin, rsurface.modelorg); + VectorSet(rsurface.modellight_ambient, 0, 0, 0); + VectorSet(rsurface.modellight_diffuse, 0, 0, 0); + VectorSet(rsurface.modellight_lightdir, 0, 0, 1); + VectorSet(rsurface.colormap_pantscolor, 0, 0, 0); + VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0); + rsurface.frameblend[0].frame = 0; + rsurface.frameblend[0].lerp = 1; + rsurface.frameblend[1].frame = 0; + rsurface.frameblend[1].lerp = 0; + rsurface.frameblend[2].frame = 0; + rsurface.frameblend[2].lerp = 0; + rsurface.frameblend[3].frame = 0; + rsurface.frameblend[3].lerp = 0; + rsurface.modelvertex3f = rsurface.model->surfmesh.data_vertex3f; + rsurface.modelvertex3f_bufferobject = rsurface.model->surfmesh.vbo; + rsurface.modelvertex3f_bufferoffset = rsurface.model->surfmesh.vbooffset_vertex3f; + rsurface.modelsvector3f = rsurface.model->surfmesh.data_svector3f; + rsurface.modelsvector3f_bufferobject = rsurface.model->surfmesh.vbo; + rsurface.modelsvector3f_bufferoffset = rsurface.model->surfmesh.vbooffset_svector3f; + rsurface.modeltvector3f = rsurface.model->surfmesh.data_tvector3f; + rsurface.modeltvector3f_bufferobject = rsurface.model->surfmesh.vbo; + rsurface.modeltvector3f_bufferoffset = rsurface.model->surfmesh.vbooffset_tvector3f; + rsurface.modelnormal3f = rsurface.model->surfmesh.data_normal3f; + rsurface.modelnormal3f_bufferobject = rsurface.model->surfmesh.vbo; + rsurface.modelnormal3f_bufferoffset = rsurface.model->surfmesh.vbooffset_normal3f; + rsurface.generatedvertex = false; + rsurface.vertex3f = rsurface.modelvertex3f; + rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject; + rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset; + rsurface.svector3f = rsurface.modelsvector3f; + rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject; + rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset; + rsurface.tvector3f = rsurface.modeltvector3f; + rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject; + rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset; + rsurface.normal3f = rsurface.modelnormal3f; + rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject; + rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset; } void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents) { RSurf_CleanUp(); - rsurface_model = ent->model; - if (rsurface_array_size < rsurface_model->surfmesh.num_vertices) - R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices); - rsurface_matrix = ent->matrix; - rsurface_inversematrix = ent->inversematrix; - R_Mesh_Matrix(&rsurface_matrix); - Matrix4x4_Transform(&rsurface_inversematrix, r_view.origin, rsurface_modelorg); - VectorCopy(ent->modellight_ambient, rsurface_modellight_ambient); - VectorCopy(ent->modellight_diffuse, rsurface_modellight_diffuse); - VectorCopy(ent->modellight_lightdir, rsurface_modellight_lightdir); - VectorCopy(ent->colormap_pantscolor, rsurface_colormap_pantscolor); - VectorCopy(ent->colormap_shirtcolor, rsurface_colormap_shirtcolor); - rsurface_frameblend[0] = ent->frameblend[0]; - rsurface_frameblend[1] = ent->frameblend[1]; - rsurface_frameblend[2] = ent->frameblend[2]; - rsurface_frameblend[3] = ent->frameblend[3]; - if (rsurface_model->surfmesh.isanimated && (rsurface_frameblend[0].lerp != 1 || rsurface_frameblend[0].frame != 0)) + rsurface.model = ent->model; + if (rsurface.array_size < rsurface.model->surfmesh.num_vertices) + R_Mesh_ResizeArrays(rsurface.model->surfmesh.num_vertices); + rsurface.matrix = ent->matrix; + rsurface.inversematrix = ent->inversematrix; + R_Mesh_Matrix(&rsurface.matrix); + Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg); + VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient); + VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse); + VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir); + VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor); + VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor); + rsurface.frameblend[0] = ent->frameblend[0]; + rsurface.frameblend[1] = ent->frameblend[1]; + rsurface.frameblend[2] = ent->frameblend[2]; + rsurface.frameblend[3] = ent->frameblend[3]; + if (rsurface.model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0)) { if (wanttangents) { - rsurface_modelvertex3f = rsurface_array_modelvertex3f; - rsurface_modelsvector3f = rsurface_array_modelsvector3f; - rsurface_modeltvector3f = rsurface_array_modeltvector3f; - rsurface_modelnormal3f = rsurface_array_modelnormal3f; - Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f); + rsurface.modelvertex3f = rsurface.array_modelvertex3f; + rsurface.modelsvector3f = rsurface.array_modelsvector3f; + rsurface.modeltvector3f = rsurface.array_modeltvector3f; + rsurface.modelnormal3f = rsurface.array_modelnormal3f; + Mod_Alias_GetMesh_Vertices(rsurface.model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f); } else if (wantnormals) { - rsurface_modelvertex3f = rsurface_array_modelvertex3f; - rsurface_modelsvector3f = NULL; - rsurface_modeltvector3f = NULL; - rsurface_modelnormal3f = rsurface_array_modelnormal3f; - Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL); + rsurface.modelvertex3f = rsurface.array_modelvertex3f; + rsurface.modelsvector3f = NULL; + rsurface.modeltvector3f = NULL; + rsurface.modelnormal3f = rsurface.array_modelnormal3f; + Mod_Alias_GetMesh_Vertices(rsurface.model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL); } else { - rsurface_modelvertex3f = rsurface_array_modelvertex3f; - rsurface_modelsvector3f = NULL; - rsurface_modeltvector3f = NULL; - rsurface_modelnormal3f = NULL; - Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL); + rsurface.modelvertex3f = rsurface.array_modelvertex3f; + rsurface.modelsvector3f = NULL; + rsurface.modeltvector3f = NULL; + rsurface.modelnormal3f = NULL; + Mod_Alias_GetMesh_Vertices(rsurface.model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL); } - rsurface_modelvertex3f_bufferobject = 0; - rsurface_modelvertex3f_bufferoffset = 0; - rsurface_modelsvector3f_bufferobject = 0; - rsurface_modelsvector3f_bufferoffset = 0; - rsurface_modeltvector3f_bufferobject = 0; - rsurface_modeltvector3f_bufferoffset = 0; - rsurface_modelnormal3f_bufferobject = 0; - rsurface_modelnormal3f_bufferoffset = 0; - rsurface_generatedvertex = true; + rsurface.modelvertex3f_bufferobject = 0; + rsurface.modelvertex3f_bufferoffset = 0; + rsurface.modelsvector3f_bufferobject = 0; + rsurface.modelsvector3f_bufferoffset = 0; + rsurface.modeltvector3f_bufferobject = 0; + rsurface.modeltvector3f_bufferoffset = 0; + rsurface.modelnormal3f_bufferobject = 0; + rsurface.modelnormal3f_bufferoffset = 0; + rsurface.generatedvertex = true; } else { - rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f; - rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo; - rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f; - rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f; - rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo; - rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f; - rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f; - rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo; - rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f; - rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f; - rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo; - rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f; - rsurface_generatedvertex = false; - } - rsurface_vertex3f = rsurface_modelvertex3f; - rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject; - rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset; - rsurface_svector3f = rsurface_modelsvector3f; - rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject; - rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset; - rsurface_tvector3f = rsurface_modeltvector3f; - rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject; - rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset; - rsurface_normal3f = rsurface_modelnormal3f; - rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject; - rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset; + rsurface.modelvertex3f = rsurface.model->surfmesh.data_vertex3f; + rsurface.modelvertex3f_bufferobject = rsurface.model->surfmesh.vbo; + rsurface.modelvertex3f_bufferoffset = rsurface.model->surfmesh.vbooffset_vertex3f; + rsurface.modelsvector3f = rsurface.model->surfmesh.data_svector3f; + rsurface.modelsvector3f_bufferobject = rsurface.model->surfmesh.vbo; + rsurface.modelsvector3f_bufferoffset = rsurface.model->surfmesh.vbooffset_svector3f; + rsurface.modeltvector3f = rsurface.model->surfmesh.data_tvector3f; + rsurface.modeltvector3f_bufferobject = rsurface.model->surfmesh.vbo; + rsurface.modeltvector3f_bufferoffset = rsurface.model->surfmesh.vbooffset_tvector3f; + rsurface.modelnormal3f = rsurface.model->surfmesh.data_normal3f; + rsurface.modelnormal3f_bufferobject = rsurface.model->surfmesh.vbo; + rsurface.modelnormal3f_bufferoffset = rsurface.model->surfmesh.vbooffset_normal3f; + rsurface.generatedvertex = false; + } + rsurface.vertex3f = rsurface.modelvertex3f; + rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject; + rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset; + rsurface.svector3f = rsurface.modelsvector3f; + rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject; + rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset; + rsurface.tvector3f = rsurface.modeltvector3f; + rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject; + rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset; + rsurface.normal3f = rsurface.modelnormal3f; + rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject; + rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset; } static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}}; void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist) { - // if vertices are dynamic (animated models), generate them into the temporary rsurface_array_model* arrays and point rsurface_model* at them instead of the static data from the model itself - if (rsurface_generatedvertex) + // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself + if (rsurface.generatedvertex) { - if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + if (rsurface.texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) generatetangents = true; if (generatetangents) generatenormals = true; - if (generatenormals && !rsurface_modelnormal3f) + if (generatenormals && !rsurface.modelnormal3f) { - rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f; - rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject = 0; - rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset = 0; - Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer); + rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f; + rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0; + rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0; + Mod_BuildNormals(0, rsurface.model->surfmesh.num_vertices, rsurface.model->surfmesh.num_triangles, rsurface.modelvertex3f, rsurface.model->surfmesh.data_element3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer); } - if (generatetangents && !rsurface_modelsvector3f) + if (generatetangents && !rsurface.modelsvector3f) { - rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f; - rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject = 0; - rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset = 0; - rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f; - rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject = 0; - rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset = 0; - Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer); + rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f; + rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0; + rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0; + rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f; + rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0; + rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0; + Mod_BuildTextureVectorsFromNormals(0, rsurface.model->surfmesh.num_vertices, rsurface.model->surfmesh.num_triangles, rsurface.modelvertex3f, rsurface.model->surfmesh.data_texcoordtexture2f, rsurface.modelnormal3f, rsurface.model->surfmesh.data_element3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer); } } - // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface_deform* arrays from whatever the rsurface_model* array pointers point to (may be static model data or generated data for an animated model) - if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface.deform* arrays from whatever the rsurface.model* array pointers point to (may be static model data or generated data for an animated model) + if (rsurface.texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) { int texturesurfaceindex; float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3]; - Matrix4x4_Transform3x3(&rsurface_inversematrix, r_view.forward, newforward); - Matrix4x4_Transform3x3(&rsurface_inversematrix, r_view.right, newright); - Matrix4x4_Transform3x3(&rsurface_inversematrix, r_view.up, newup); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup); VectorNormalize(newforward); VectorNormalize(newright); VectorNormalize(newup); @@ -3606,9 +3553,9 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta { VectorClear(center); for (i = 0;i < 4;i++) - VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); + VectorAdd(center, (rsurface.modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); VectorScale(center, 0.25f, center); - if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) + if (rsurface.texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) { const float *v1, *v2; float f, l; @@ -3624,8 +3571,8 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta // axis vectors for rotating around the central axis for (i = 0;i < 6;i++) { - v1 = rsurface_modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]); - v2 = rsurface_modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]); + v1 = rsurface.modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]); + v2 = rsurface.modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]); l = VectorDistance2(v1, v2); if (shortest[0].length2 > l || i == 0) { @@ -3642,15 +3589,15 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta // this calculates the midpoints *2 (not bothering to average) of the two shortest edges, and subtracts one from the other to get the up vector for (i = 0;i < 3;i++) { - right[i] = rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i] - + rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i]; - up[i] = rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i] - + rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i] - - rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][0]) + i] - - rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][1]) + i]; + right[i] = rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i] + + rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i]; + up[i] = rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i] + + rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i] + - rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][0]) + i] + - rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][1]) + i]; } // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector) - VectorSubtract(rsurface_modelorg, center, forward); + VectorSubtract(rsurface.modelorg, center, forward); CrossProduct(up, forward, newright); // normalize the vectors involved VectorNormalize(right); @@ -3668,55 +3615,55 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta l = DotProduct(newright, center) - DotProduct(right, center); for (i = 0;i < 4;i++) { - v1 = rsurface_modelvertex3f + 3 * (surface->num_firstvertex + j + i); + v1 = rsurface.modelvertex3f + 3 * (surface->num_firstvertex + j + i); f = DotProduct(right, v1) - DotProduct(newright, v1) + l; - VectorMA(v1, f, newright, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3); + VectorMA(v1, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3); } } else { - VectorCopy((rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, forward); - VectorCopy((rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, right); - VectorCopy((rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, up); + VectorCopy((rsurface.modelnormal3f + 3 * surface->num_firstvertex) + j*3, forward); + VectorCopy((rsurface.modelsvector3f + 3 * surface->num_firstvertex) + j*3, right); + VectorCopy((rsurface.modeltvector3f + 3 * surface->num_firstvertex) + j*3, up); for (i = 0;i < 4;i++) { - VectorSubtract((rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v); - VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3); + VectorSubtract((rsurface.modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v); + VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3); } } } - Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer); - Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer); + Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.modelvertex3f, rsurface.model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer); + Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.modelvertex3f, rsurface.model->surfmesh.data_texcoordtexture2f, rsurface.array_deformednormal3f, rsurface.model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer); } - rsurface_vertex3f = rsurface_array_deformedvertex3f; - rsurface_vertex3f_bufferobject = 0; - rsurface_vertex3f_bufferoffset = 0; - rsurface_svector3f = rsurface_array_deformedsvector3f; - rsurface_svector3f_bufferobject = 0; - rsurface_svector3f_bufferoffset = 0; - rsurface_tvector3f = rsurface_array_deformedtvector3f; - rsurface_tvector3f_bufferobject = 0; - rsurface_tvector3f_bufferoffset = 0; - rsurface_normal3f = rsurface_array_deformednormal3f; - rsurface_normal3f_bufferobject = 0; - rsurface_normal3f_bufferoffset = 0; + rsurface.vertex3f = rsurface.array_deformedvertex3f; + rsurface.vertex3f_bufferobject = 0; + rsurface.vertex3f_bufferoffset = 0; + rsurface.svector3f = rsurface.array_deformedsvector3f; + rsurface.svector3f_bufferobject = 0; + rsurface.svector3f_bufferoffset = 0; + rsurface.tvector3f = rsurface.array_deformedtvector3f; + rsurface.tvector3f_bufferobject = 0; + rsurface.tvector3f_bufferoffset = 0; + rsurface.normal3f = rsurface.array_deformednormal3f; + rsurface.normal3f_bufferobject = 0; + rsurface.normal3f_bufferoffset = 0; } else { - rsurface_vertex3f = rsurface_modelvertex3f; - rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject; - rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset; - rsurface_svector3f = rsurface_modelsvector3f; - rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject; - rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset; - rsurface_tvector3f = rsurface_modeltvector3f; - rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject; - rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset; - rsurface_normal3f = rsurface_modelnormal3f; - rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject; - rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset; - } - R_Mesh_VertexPointer(rsurface_vertex3f, rsurface_vertex3f_bufferobject, rsurface_vertex3f_bufferoffset); + rsurface.vertex3f = rsurface.modelvertex3f; + rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject; + rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset; + rsurface.svector3f = rsurface.modelsvector3f; + rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject; + rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset; + rsurface.tvector3f = rsurface.modeltvector3f; + rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject; + rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset; + rsurface.normal3f = rsurface.modelnormal3f; + rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject; + rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset; + } + R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset); } void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist) @@ -3732,7 +3679,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel if (texturenumsurfaces == 1) { GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); } else if (r_batchmode.integer == 2) { @@ -3745,10 +3692,10 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel j = i + 1; if (surface->num_triangles > MAXBATCHTRIANGLES) { - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); continue; } - memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3])); + memcpy(batchelements, rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3])); batchtriangles = surface->num_triangles; firstvertex = surface->num_firstvertex; endvertex = surface->num_firstvertex + surface->num_vertices; @@ -3757,7 +3704,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel surface2 = texturesurfacelist[j]; if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES) break; - memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3])); + memcpy(batchelements + batchtriangles * 3, rsurface.model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3])); batchtriangles += surface2->num_triangles; firstvertex = min(firstvertex, surface2->num_firstvertex); endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices); @@ -3779,7 +3726,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex; numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle; GL_LockArrays(surface->num_firstvertex, numvertices); - R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); + R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); } } else @@ -3788,7 +3735,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel { surface = texturesurfacelist[i]; GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); } } } @@ -3810,7 +3757,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa if (deluxemaptexunit >= 0) R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); } else if (r_batchmode.integer == 2) { @@ -3826,10 +3773,10 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa j = i + 1; if (surface->num_triangles > MAXBATCHTRIANGLES) { - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); continue; } - memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3])); + memcpy(batchelements, rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3])); batchtriangles = surface->num_triangles; firstvertex = surface->num_firstvertex; endvertex = surface->num_firstvertex + surface->num_vertices; @@ -3838,7 +3785,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa surface2 = texturesurfacelist[j]; if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES) break; - memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3])); + memcpy(batchelements + batchtriangles * 3, rsurface.model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3])); batchtriangles += surface2->num_triangles; firstvertex = min(firstvertex, surface2->num_firstvertex); endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices); @@ -3851,7 +3798,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa else if (r_batchmode.integer == 1) { #if 0 - Con_Printf("%s batch sizes ignoring lightmap:", rsurface_texture->name); + Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name); for (i = 0;i < texturenumsurfaces;i = j) { surface = texturesurfacelist[i]; @@ -3861,7 +3808,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa Con_Printf(" %i", j - i); } Con_Printf("\n"); - Con_Printf("%s batch sizes honoring lightmap:", rsurface_texture->name); + Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name); #endif for (i = 0;i < texturenumsurfaces;i = j) { @@ -3879,7 +3826,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex; numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle; GL_LockArrays(surface->num_firstvertex, numvertices); - R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); + R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); } #if 0 Con_Printf("\n"); @@ -3894,7 +3841,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa if (deluxemaptexunit >= 0) R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); } } } @@ -3912,7 +3859,7 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **te { float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale; GL_Color(f, f, f, 1); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * (j + surface->num_firsttriangle))); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * (j + surface->num_firsttriangle))); } } } @@ -3924,7 +3871,7 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **te int k = (int)(((size_t)surface) / sizeof(msurface_t)); GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); } } } @@ -3935,13 +3882,13 @@ static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **t int i; float f; float *v, *c, *c2; - if (rsurface_lightmapcolor4f) + if (rsurface.lightmapcolor4f) { // generate color arrays for the surfaces in this list for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4) + for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4) { f = FogPoint_Model(v); c2[0] = c[0] * f; @@ -3956,7 +3903,7 @@ static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **t for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4) + for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4) { f = FogPoint_Model(v); c2[0] = f; @@ -3966,9 +3913,9 @@ static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **t } } } - rsurface_lightmapcolor4f = rsurface_array_color4f; - rsurface_lightmapcolor4f_bufferobject = 0; - rsurface_lightmapcolor4f_bufferoffset = 0; + rsurface.lightmapcolor4f = rsurface.array_color4f; + rsurface.lightmapcolor4f_bufferobject = 0; + rsurface.lightmapcolor4f_bufferoffset = 0; } static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a) @@ -3976,12 +3923,12 @@ static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t * int texturesurfaceindex; int i; float *c, *c2; - if (!rsurface_lightmapcolor4f) + if (!rsurface.lightmapcolor4f) return; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4) + for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4) { c2[0] = c[0] * r; c2[1] = c[1] * g; @@ -3989,20 +3936,20 @@ static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t * c2[3] = c[3] * a; } } - rsurface_lightmapcolor4f = rsurface_array_color4f; - rsurface_lightmapcolor4f_bufferobject = 0; - rsurface_lightmapcolor4f_bufferoffset = 0; + rsurface.lightmapcolor4f = rsurface.array_color4f; + rsurface.lightmapcolor4f_bufferobject = 0; + rsurface.lightmapcolor4f_bufferoffset = 0; } static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) { // TODO: optimize - rsurface_lightmapcolor4f = NULL; - rsurface_lightmapcolor4f_bufferobject = 0; - rsurface_lightmapcolor4f_bufferoffset = 0; + rsurface.lightmapcolor4f = NULL; + rsurface.lightmapcolor4f_bufferobject = 0; + rsurface.lightmapcolor4f_bufferoffset = 0; if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); - R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset); + R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); GL_Color(r, g, b, a); RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1); } @@ -4011,12 +3958,12 @@ static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **text { // TODO: optimize applyfog && applycolor case // just apply fog if necessary, and tint the fog color array if necessary - rsurface_lightmapcolor4f = NULL; - rsurface_lightmapcolor4f_bufferobject = 0; - rsurface_lightmapcolor4f_bufferoffset = 0; + rsurface.lightmapcolor4f = NULL; + rsurface.lightmapcolor4f_bufferobject = 0; + rsurface.lightmapcolor4f_bufferoffset = 0; if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); - R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset); + R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); GL_Color(r, g, b, a); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } @@ -4033,11 +3980,11 @@ static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) + for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) { if (surface->lightmapinfo->samples) { - const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i]; + const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i]; float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f); VectorScale(lm, scale, c); if (surface->lightmapinfo->styles[1] != 255) @@ -4065,19 +4012,19 @@ static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t c[3] = 1; } } - rsurface_lightmapcolor4f = rsurface_array_color4f; - rsurface_lightmapcolor4f_bufferobject = 0; - rsurface_lightmapcolor4f_bufferoffset = 0; + rsurface.lightmapcolor4f = rsurface.array_color4f; + rsurface.lightmapcolor4f_bufferobject = 0; + rsurface.lightmapcolor4f_bufferoffset = 0; } else { - rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f; - rsurface_lightmapcolor4f_bufferobject = rsurface_model->surfmesh.vbo; - rsurface_lightmapcolor4f_bufferoffset = rsurface_model->surfmesh.vbooffset_lightmapcolor4f; + rsurface.lightmapcolor4f = rsurface.model->surfmesh.data_lightmapcolor4f; + rsurface.lightmapcolor4f_bufferobject = rsurface.model->surfmesh.vbo; + rsurface.lightmapcolor4f_bufferoffset = rsurface.model->surfmesh.vbooffset_lightmapcolor4f; } if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); - R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset); + R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); GL_Color(r, g, b, a); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } @@ -4093,13 +4040,13 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t vec3_t lightdir; // TODO: optimize // model lighting - VectorCopy(rsurface_modellight_lightdir, lightdir); - ambientcolor[0] = rsurface_modellight_ambient[0] * r * 0.5f; - ambientcolor[1] = rsurface_modellight_ambient[1] * g * 0.5f; - ambientcolor[2] = rsurface_modellight_ambient[2] * b * 0.5f; - diffusecolor[0] = rsurface_modellight_diffuse[0] * r * 0.5f; - diffusecolor[1] = rsurface_modellight_diffuse[1] * g * 0.5f; - diffusecolor[2] = rsurface_modellight_diffuse[2] * b * 0.5f; + VectorCopy(rsurface.modellight_lightdir, lightdir); + ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f; + ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f; + ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f; + diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f; + diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f; + diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f; if (VectorLength2(diffusecolor) > 0) { // generate color arrays for the surfaces in this list @@ -4107,9 +4054,9 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; int numverts = surface->num_vertices; - v = rsurface_vertex3f + 3 * surface->num_firstvertex; - c2 = rsurface_normal3f + 3 * surface->num_firstvertex; - c = rsurface_array_color4f + 4 * surface->num_firstvertex; + v = rsurface.vertex3f + 3 * surface->num_firstvertex; + c2 = rsurface.normal3f + 3 * surface->num_firstvertex; + c = rsurface.array_color4f + 4 * surface->num_firstvertex; // q3-style directional shading for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4) { @@ -4125,34 +4072,34 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t b = 1; a = 1; applycolor = false; - rsurface_lightmapcolor4f = rsurface_array_color4f; - rsurface_lightmapcolor4f_bufferobject = 0; - rsurface_lightmapcolor4f_bufferoffset = 0; + rsurface.lightmapcolor4f = rsurface.array_color4f; + rsurface.lightmapcolor4f_bufferobject = 0; + rsurface.lightmapcolor4f_bufferoffset = 0; } else { r = ambientcolor[0]; g = ambientcolor[1]; b = ambientcolor[2]; - rsurface_lightmapcolor4f = NULL; - rsurface_lightmapcolor4f_bufferobject = 0; - rsurface_lightmapcolor4f_bufferoffset = 0; + rsurface.lightmapcolor4f = NULL; + rsurface.lightmapcolor4f_bufferobject = 0; + rsurface.lightmapcolor4f_bufferoffset = 0; } if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); - R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset); + R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); GL_Color(r, g, b, a); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist) { - GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); - GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces - if (rsurface_mode != RSURFMODE_SHOWSURFACES) + GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); + GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces + if (rsurface.mode != RSURFMODE_SHOWSURFACES) { - rsurface_mode = RSURFMODE_SHOWSURFACES; + rsurface.mode = RSURFMODE_SHOWSURFACES; GL_DepthMask(true); GL_BlendFunc(GL_ONE, GL_ZERO); R_Mesh_ColorPointer(NULL, 0, 0); @@ -4165,26 +4112,26 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurfa static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist) { // transparent sky would be ridiculous - if ((rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) + if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) return; - if (rsurface_mode != RSURFMODE_SKY) + if (rsurface.mode != RSURFMODE_SKY) { - if (rsurface_mode == RSURFMODE_GLSL) + if (rsurface.mode == RSURFMODE_GLSL) { qglUseProgramObjectARB(0);CHECKGLERROR } - rsurface_mode = RSURFMODE_SKY; + rsurface.mode = RSURFMODE_SKY; } if (skyrendernow) { skyrendernow = false; R_Sky(); // restore entity matrix - R_Mesh_Matrix(&rsurface_matrix); + R_Mesh_Matrix(&rsurface.matrix); } - GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); - GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces + GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); + GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces GL_DepthMask(true); // LordHavoc: HalfLife maps have freaky skypolys so don't use // skymasking on them, and Quake3 never did sky masking (unlike @@ -4192,7 +4139,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te // in Quake3 maps as it causes problems with q3map2 sky tricks, // and skymasking also looks very bad when noclipping outside the // level, so don't use it then either. - if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis) + if (rsurface.model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis) { GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1); R_Mesh_ColorPointer(NULL, 0, 0); @@ -4219,35 +4166,35 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist) { - if (rsurface_mode != RSURFMODE_GLSL) + if (rsurface.mode != RSURFMODE_GLSL) { - rsurface_mode = RSURFMODE_GLSL; + rsurface.mode = RSURFMODE_GLSL; R_Mesh_ResetTextureState(); } - R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, 1, 1, rsurface_texture->specularscale); + R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale); if (!r_glsl_permutation) return; - if (rsurface_lightmode == 2) + if (rsurface.lightmode == 2) RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist); else RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist); - R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f); - R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset); - R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset); - R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset); - R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordlightmap2f); + R_Mesh_TexCoordPointer(0, 2, rsurface.model->surfmesh.data_texcoordtexture2f, rsurface.model->surfmesh.vbo, rsurface.model->surfmesh.vbooffset_texcoordtexture2f); + R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); + R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); + R_Mesh_TexCoordPointer(4, 2, rsurface.model->surfmesh.data_texcoordlightmap2f, rsurface.model->surfmesh.vbo, rsurface.model->surfmesh.vbooffset_texcoordlightmap2f); - GL_Color(rsurface_texture->currentlayers[0].color[0], rsurface_texture->currentlayers[0].color[1], rsurface_texture->currentlayers[0].color[2], rsurface_texture->currentlayers[0].color[3]); - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) + GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]); + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); R_Mesh_ColorPointer(NULL, 0, 0); } - else if (rsurface_uselightmaptexture) + else if (rsurface.uselightmaptexture) { R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture)); if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) @@ -4259,14 +4206,14 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); - R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_lightmapcolor4f); + R_Mesh_ColorPointer(rsurface.model->surfmesh.data_lightmapcolor4f, rsurface.model->surfmesh.vbo, rsurface.model->surfmesh.vbooffset_lightmapcolor4f); } - if (rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) + if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1); else RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); - if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) + if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) { } } @@ -4280,14 +4227,14 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t rmeshstate_t m; int layerindex; const texturelayer_t *layer; - if (rsurface_mode != RSURFMODE_MULTIPASS) - rsurface_mode = RSURFMODE_MULTIPASS; + if (rsurface.mode != RSURFMODE_MULTIPASS) + rsurface.mode = RSURFMODE_MULTIPASS; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); - for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++) + for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) { vec4_t layercolor; int layertexrgbscale; - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { if (layerindex == 0) GL_AlphaTest(true); @@ -4323,19 +4270,19 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t case TEXTURELAYERTYPE_LITTEXTURE: memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_texture_white); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordlightmap2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordlightmap2f; m.tex[1] = R_GetTexture(layer->texture); m.texmatrix[1] = layer->texmatrix; m.texrgbscale[1] = layertexrgbscale; - m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; + m.pointer_texcoord[1] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[1] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[1] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; R_Mesh_TextureState(&m); - if (rsurface_lightmode == 2) + if (rsurface.lightmode == 2) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); - else if (rsurface_uselightmaptexture) + else if (rsurface.uselightmaptexture) RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); else RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); @@ -4345,9 +4292,9 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.texrgbscale[0] = layertexrgbscale; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; R_Mesh_TextureState(&m); RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); break; @@ -4358,19 +4305,19 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t { m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; } R_Mesh_TextureState(&m); // generate a color array for the fog pass - R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0); + R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { int i; float f, *v, *c; const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) { f = 1 - FogPoint_Model(v); c[0] = layercolor[0]; @@ -4387,7 +4334,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t GL_LockArrays(0, 0); } CHECKGLERROR - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_LEQUAL);CHECKGLERROR GL_AlphaTest(false); @@ -4402,12 +4349,12 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t rmeshstate_t m; int layerindex; const texturelayer_t *layer; - if (rsurface_mode != RSURFMODE_MULTIPASS) - rsurface_mode = RSURFMODE_MULTIPASS; + if (rsurface.mode != RSURFMODE_MULTIPASS) + rsurface.mode = RSURFMODE_MULTIPASS; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); - for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++) + for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) { - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { if (layerindex == 0) GL_AlphaTest(true); @@ -4430,13 +4377,13 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t // first the lightmap pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_texture_white); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordlightmap2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordlightmap2f; R_Mesh_TextureState(&m); - if (rsurface_lightmode == 2) + if (rsurface.lightmode == 2) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); - else if (rsurface_uselightmaptexture) + else if (rsurface.uselightmaptexture) RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); else RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); @@ -4446,9 +4393,9 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; R_Mesh_TextureState(&m); RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false); } @@ -4458,11 +4405,11 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; R_Mesh_TextureState(&m); - if (rsurface_lightmode == 2) + if (rsurface.lightmode == 2) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); else RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); @@ -4473,23 +4420,23 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; R_Mesh_TextureState(&m); RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); break; case TEXTURELAYERTYPE_FOG: // singletexture fogging - R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0); + R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); if (layer->texture) { memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; R_Mesh_TextureState(&m); } else @@ -4500,7 +4447,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t int i; float f, *v, *c; const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) { f = 1 - FogPoint_Model(v); c[0] = layer->color[0]; @@ -4517,7 +4464,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t GL_LockArrays(0, 0); } CHECKGLERROR - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_LEQUAL);CHECKGLERROR GL_AlphaTest(false); @@ -4526,19 +4473,19 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly) { - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW) + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW) return; r_shadow_rtlight = NULL; CHECKGLERROR if (depthonly) { - if ((rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST))) + if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST))) return; - if (rsurface_mode != RSURFMODE_MULTIPASS) - rsurface_mode = RSURFMODE_MULTIPASS; + if (rsurface.mode != RSURFMODE_MULTIPASS) + rsurface.mode = RSURFMODE_MULTIPASS; if (r_depthfirst.integer == 3) { - int i = (int)(texturesurfacelist[0] - rsurface_model->data_surfaces); + int i = (int)(texturesurfacelist[0] - rsurface.model->data_surfaces); GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1); } else @@ -4546,8 +4493,8 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur GL_ColorMask(0,0,0,0); GL_Color(1,1,1,1); } - GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); - GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces + GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces GL_DepthTest(true); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); @@ -4563,11 +4510,11 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur return; else if (r_showsurfaces.integer) { - if (rsurface_mode != RSURFMODE_MULTIPASS) - rsurface_mode = RSURFMODE_MULTIPASS; - GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + if (rsurface.mode != RSURFMODE_MULTIPASS) + rsurface.mode = RSURFMODE_MULTIPASS; + GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); GL_DepthTest(true); - GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces + GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(writedepth); GL_Color(1,1,1,1); @@ -4581,11 +4528,11 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur else if (gl_lightmaps.integer) { rmeshstate_t m; - if (rsurface_mode != RSURFMODE_MULTIPASS) - rsurface_mode = RSURFMODE_MULTIPASS; - GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + if (rsurface.mode != RSURFMODE_MULTIPASS) + rsurface.mode = RSURFMODE_MULTIPASS; + GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); GL_DepthTest(true); - GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces + GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(writedepth); GL_Color(1,1,1,1); @@ -4593,37 +4540,37 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur R_Mesh_ColorPointer(NULL, 0, 0); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_texture_white); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordlightmap2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordlightmap2f; R_Mesh_TextureState(&m); - RSurf_PrepareVerticesForBatch(rsurface_lightmode == 2, false, texturenumsurfaces, texturesurfacelist); - if (rsurface_lightmode == 2) + RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist); + if (rsurface.lightmode == 2) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); - else if (rsurface_uselightmaptexture) + else if (rsurface.uselightmaptexture) RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); else RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); r_refdef.stats.entities_surfaces += texturenumsurfaces; } - else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) + else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) { R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist); r_refdef.stats.entities_surfaces += texturenumsurfaces; } - else if (rsurface_texture->currentnumlayers) + else if (rsurface.texture->currentnumlayers) { // write depth for anything we skipped on the depth-only pass earlier - if (!writedepth && (rsurface_texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST))) + if (!writedepth && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST))) writedepth = true; - GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); - GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces - GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2); - GL_DepthMask(writedepth && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)); - GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); - // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh - rsurface_lightmode = ((rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2; + GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); + GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces + GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); + GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); + GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); + // FIXME: identify models using a better check than rsurface.model->brush.shadowmesh + rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.model->brush.shadowmesh) ? 0 : 2; if (r_glsl.integer && gl_support_fragment_shader) R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist); else if (gl_combine.integer && r_textureunits.integer >= 2) @@ -4657,19 +4604,19 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const for (i = 0;i < numsurfaces;i = j) { j = i + 1; - surface = rsurface_model->data_surfaces + surfacelist[i]; + surface = rsurface.model->data_surfaces + surfacelist[i]; texture = surface->texture; R_UpdateTextureInfo(ent, texture); - rsurface_texture = texture->currentframe; - rsurface_uselightmaptexture = surface->lightmaptexture != NULL; + rsurface.texture = texture->currentframe; + rsurface.uselightmaptexture = surface->lightmaptexture != NULL; // scan ahead until we find a different texture endsurface = min(i + 1024, numsurfaces); texturenumsurfaces = 0; texturesurfacelist[texturenumsurfaces++] = surface; for (;j < endsurface;j++) { - surface = rsurface_model->data_surfaces + surfacelist[j]; - if (texture != surface->texture || rsurface_uselightmaptexture != (surface->lightmaptexture != NULL)) + surface = rsurface.model->data_surfaces + surfacelist[j]; + if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL)) break; texturesurfacelist[texturenumsurfaces++] = surface; } @@ -4689,21 +4636,21 @@ void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surf for (i = 0;i < numsurfaces;i = j) { j = i + 1; - // texture is the base texture pointer, rsurface_texture is the + // texture is the base texture pointer, rsurface.texture is the // current frame/skin the texture is directing us to use (for example // if a model has 2 skins and it is on skin 1, then skin 0 tells us to // use skin 1 instead) texture = surfacelist[i]->texture; - rsurface_texture = texture->currentframe; - rsurface_uselightmaptexture = surfacelist[i]->lightmaptexture != NULL; - if (!(rsurface_texture->currentmaterialflags & flagsmask)) + rsurface.texture = texture->currentframe; + rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL; + if (!(rsurface.texture->currentmaterialflags & flagsmask)) { // if this texture is not the kind we want, skip ahead to the next one for (;j < numsurfaces && texture == surfacelist[j]->texture;j++) ; continue; } - if (rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) + if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) { // transparent surfaces get pushed off into the transparent queue const msurface_t *surface = surfacelist[i]; @@ -4712,13 +4659,13 @@ void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surf 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(&rsurface_matrix, tempcenter, center); - R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface_model->data_surfaces, r_shadow_rtlight); + Matrix4x4_Transform(&rsurface.matrix, tempcenter, center); + R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.model->data_surfaces, r_shadow_rtlight); } else { // simply scan ahead until we find a different texture or lightmap state - for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++) + for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++) ; // render the range of surfaces R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly); @@ -4844,13 +4791,13 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean { if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j]) continue; - rsurface_texture = surface->texture->currentframe; - if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles) + rsurface.texture = surface->texture->currentframe; + if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles) { RSurf_PrepareVerticesForBatch(true, true, 1, &surface); if (drawtris) { - if (!rsurface_texture->currentlayers->depthmask) + if (!rsurface.texture->currentlayers->depthmask) GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1); else if (ent == r_refdef.worldentity) GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1); @@ -4861,7 +4808,7 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean qglBegin(GL_LINES); for (k = 0;k < surface->num_triangles;k++, elements += 3) { -#define GLVERTEXELEMENT(n) qglVertex3f(rsurface_vertex3f[elements[n]*3+0], rsurface_vertex3f[elements[n]*3+1], rsurface_vertex3f[elements[n]*3+2]) +#define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2]) GLVERTEXELEMENT(0);GLVERTEXELEMENT(1); GLVERTEXELEMENT(1);GLVERTEXELEMENT(2); GLVERTEXELEMENT(2);GLVERTEXELEMENT(0); @@ -4875,9 +4822,9 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { - VectorCopy(rsurface_vertex3f + l * 3, v); + VectorCopy(rsurface.vertex3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, 8, rsurface_svector3f + l * 3, v); + VectorMA(v, 8, rsurface.svector3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); @@ -4886,9 +4833,9 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { - VectorCopy(rsurface_vertex3f + l * 3, v); + VectorCopy(rsurface.vertex3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, 8, rsurface_tvector3f + l * 3, v); + VectorMA(v, 8, rsurface.tvector3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); @@ -4897,9 +4844,9 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { - VectorCopy(rsurface_vertex3f + l * 3, v); + VectorCopy(rsurface.vertex3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, 8, rsurface_normal3f + l * 3, v); + VectorMA(v, 8, rsurface.normal3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); @@ -4907,7 +4854,7 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean } } } - rsurface_texture = NULL; + rsurface.texture = NULL; } extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); @@ -4945,8 +4892,8 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); f = 0; t = NULL; - rsurface_uselightmaptexture = false; - rsurface_texture = NULL; + rsurface.uselightmaptexture = false; + rsurface.texture = NULL; numsurfacelist = 0; j = model->firstmodelsurface; endj = j + model->nummodelsurfaces; @@ -5031,8 +4978,8 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); f = 0; t = NULL; - rsurface_uselightmaptexture = false; - rsurface_texture = NULL; + rsurface.uselightmaptexture = false; + rsurface.texture = NULL; numsurfacelist = 0; surface = model->data_surfaces + model->firstmodelsurface; endsurface = surface + model->nummodelsurfaces; diff --git a/gl_rsurf.c b/gl_rsurf.c index 6f1d9625..e2758141 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -959,13 +959,13 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) { surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; - rsurface_texture = surface->texture->currentframe; - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NOSHADOW) + rsurface.texture = surface->texture->currentframe; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW) continue; RSurf_PrepareVerticesForBatch(false, false, 1, &surface); - R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs); + R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, rsurface.model->surfmesh.data_element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs); } - R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist); + R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist); } } @@ -984,14 +984,14 @@ static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, co for (i = 0;i < numsurfaces;i = j) { j = i + 1; - surface = rsurface_model->data_surfaces + surfacelist[i]; + surface = rsurface.model->data_surfaces + surfacelist[i]; t = surface->texture; R_UpdateTextureInfo(ent, t); - rsurface_texture = t->currentframe; + rsurface.texture = t->currentframe; endsurface = min(j + BATCHSIZE, numsurfaces); for (j = i;j < endsurface;j++) { - surface = rsurface_model->data_surfaces + surfacelist[j]; + surface = rsurface.model->data_surfaces + surfacelist[j]; if (t != surface->texture) break; RSurf_PrepareVerticesForBatch(true, true, 1, &surface); @@ -1018,7 +1018,7 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface R_UpdateAllTextureInfo(ent); CHECKGLERROR culltriangles = r_shadow_culltriangles.integer && !(ent->flags & RENDER_NOSELFSHADOW); - element3i = rsurface_model->surfmesh.data_element3i; + element3i = rsurface.model->surfmesh.data_element3i; // this is a double loop because non-visible surface skipping has to be // fast, and even if this is not the world model (and hence no visibility // checking) the input surface list and batch buffer are different formats @@ -1044,10 +1044,10 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface { surface = batchsurfacelist[k]; tex = surface->texture; - rsurface_texture = tex->currentframe; - if (rsurface_texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER)) + rsurface.texture = tex->currentframe; + if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER)) { - if (rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) + if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) { vec3_t tempcenter, center; for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++) @@ -1056,8 +1056,8 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface 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(&rsurface_matrix, tempcenter, center); - R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface_model->data_surfaces, r_shadow_rtlight); + Matrix4x4_Transform(&rsurface.matrix, tempcenter, center); + R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.model->data_surfaces, r_shadow_rtlight); } } else @@ -1087,7 +1087,7 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface } else { - if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(r_shadow_entitylightorigin, rsurface_vertex3f + element3i[m*3+0]*3, rsurface_vertex3f + element3i[m*3+1]*3, rsurface_vertex3f + element3i[m*3+2]*3)) + if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(r_shadow_entitylightorigin, rsurface.vertex3f + element3i[m*3+0]*3, rsurface.vertex3f + element3i[m*3+1]*3, rsurface.vertex3f + element3i[m*3+2]*3)) { usebufferobject = false; continue; diff --git a/r_shadow.c b/r_shadow.c index 2214404d..c7f2d72f 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -1263,9 +1263,9 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor) { - float *vertex3f = rsurface_vertex3f + 3 * firstvertex; - float *normal3f = rsurface_normal3f + 3 * firstvertex; - float *color4f = rsurface_array_color4f + 4 * firstvertex; + float *vertex3f = rsurface.vertex3f + 3 * firstvertex; + float *normal3f = rsurface.normal3f + 3 * firstvertex; + float *color4f = rsurface.array_color4f + 4 * firstvertex; float dist, dot, distintensity, shadeintensity, v[3], n[3]; if (r_textureunits.integer >= 3) { @@ -1432,11 +1432,11 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i) { int i; - float *out3f = rsurface_array_texcoord3f + 3 * firstvertex; - const float *vertex3f = rsurface_vertex3f + 3 * firstvertex; - const float *svector3f = rsurface_svector3f + 3 * firstvertex; - const float *tvector3f = rsurface_tvector3f + 3 * firstvertex; - const float *normal3f = rsurface_normal3f + 3 * firstvertex; + float *out3f = rsurface.array_texcoord3f + 3 * firstvertex; + const float *vertex3f = rsurface.vertex3f + 3 * firstvertex; + const float *svector3f = rsurface.svector3f + 3 * firstvertex; + const float *tvector3f = rsurface.tvector3f + 3 * firstvertex; + const float *normal3f = rsurface.normal3f + 3 * firstvertex; float lightdir[3]; for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) { @@ -1451,17 +1451,17 @@ static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int num static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i) { int i; - float *out3f = rsurface_array_texcoord3f + 3 * firstvertex; - const float *vertex3f = rsurface_vertex3f + 3 * firstvertex; - const float *svector3f = rsurface_svector3f + 3 * firstvertex; - const float *tvector3f = rsurface_tvector3f + 3 * firstvertex; - const float *normal3f = rsurface_normal3f + 3 * firstvertex; + float *out3f = rsurface.array_texcoord3f + 3 * firstvertex; + const float *vertex3f = rsurface.vertex3f + 3 * firstvertex; + const float *svector3f = rsurface.svector3f + 3 * firstvertex; + const float *tvector3f = rsurface.tvector3f + 3 * firstvertex; + const float *normal3f = rsurface.normal3f + 3 * firstvertex; float lightdir[3], eyedir[3], halfdir[3]; for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3) { VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir); VectorNormalize(lightdir); - VectorSubtract(rsurface_modelorg, vertex3f, eyedir); + VectorSubtract(rsurface.modelorg, vertex3f, eyedir); VectorNormalize(eyedir); VectorAdd(lightdir, eyedir, halfdir); // the cubemap normalizes this for us @@ -1484,16 +1484,16 @@ static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale); - R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f); - R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset); - R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset); - R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset); - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + R_Mesh_TexCoordPointer(0, 2, rsurface.model->surfmesh.data_texcoordtexture2f, rsurface.model->surfmesh.vbo, rsurface.model->surfmesh.vbooffset_texcoordtexture2f); + R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); + R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_EQUAL);CHECKGLERROR } R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_LEQUAL);CHECKGLERROR } @@ -1527,19 +1527,19 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int // 3 3D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(basetexture); - m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; - m.texmatrix[1] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[1] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[1] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[1] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[1] = rsurface.texture->currenttexmatrix; m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap); - m.pointer_texcoord3f[2] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[2] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset; m.texmatrix[2] = r_shadow_entitytolight; GL_BlendFunc(GL_ONE, GL_ONE); } @@ -1548,15 +1548,15 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int // 2 3D combine path (Geforce3, original Radeon) memset(&m, 0, sizeof(m)); m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(basetexture); - m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; - m.texmatrix[1] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[1] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[1] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[1] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[1] = rsurface.texture->currenttexmatrix; GL_BlendFunc(GL_ONE, GL_ONE); } else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube) @@ -1564,26 +1564,26 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int // 4 2D combine path (Geforce3, Radeon 8500) memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytoattenuationz; m.tex[2] = R_GetTexture(basetexture); - m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[2] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[2] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; - m.texmatrix[2] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[2] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[2] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[2] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[2] = rsurface.texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap); - m.pointer_texcoord3f[3] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[3] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[3] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[3] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset; m.texmatrix[3] = r_shadow_entitytolight; } GL_BlendFunc(GL_ONE, GL_ONE); @@ -1593,20 +1593,20 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int // 3 2D combine path (Geforce3, original Radeon) memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytoattenuationz; m.tex[2] = R_GetTexture(basetexture); - m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[2] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[2] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; - m.texmatrix[2] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[2] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[2] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[2] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[2] = rsurface.texture->currenttexmatrix; GL_BlendFunc(GL_ONE, GL_ONE); } else @@ -1614,14 +1614,14 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int // 2/2/2 2D combine path (any dot3 card) memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytoattenuationz; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); @@ -1631,16 +1631,16 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -1669,19 +1669,19 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; m.pointer_texcoord_bufferobject[1] = 0; m.pointer_texcoord_bufferoffset[1] = 0; m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord3f[2] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[2] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset; m.texmatrix[2] = r_shadow_entitytoattenuationxyz; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); @@ -1691,16 +1691,16 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -1710,9 +1710,9 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int // 1/2/2 3D combine path (original Radeon) memset(&m, 0, sizeof(m)); m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); @@ -1723,13 +1723,13 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; m.pointer_texcoord_bufferobject[1] = 0; m.pointer_texcoord_bufferoffset[1] = 0; R_Mesh_TextureState(&m); @@ -1739,16 +1739,16 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -1759,13 +1759,13 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; m.pointer_texcoord_bufferobject[1] = 0; m.pointer_texcoord_bufferoffset[1] = 0; R_Mesh_TextureState(&m); @@ -1776,14 +1776,14 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytoattenuationxyz; GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } @@ -1793,24 +1793,24 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; m.pointer_texcoord_bufferobject[1] = 0; m.pointer_texcoord_bufferoffset[1] = 0; m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[2] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[2] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset; m.texmatrix[2] = r_shadow_entitytoattenuationxyz; m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[3] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[3] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[3] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[3] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset; m.texmatrix[3] = r_shadow_entitytoattenuationz; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); @@ -1820,16 +1820,16 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -1839,14 +1839,14 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int // 2/2/2 2D combine path (any dot3 card) memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytoattenuationz; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); @@ -1857,13 +1857,13 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; m.pointer_texcoord_bufferobject[1] = 0; m.pointer_texcoord_bufferoffset[1] = 0; R_Mesh_TextureState(&m); @@ -1873,16 +1873,16 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -1907,13 +1907,13 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int // 2/0/0/1/2 3D combine blendsquare path memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; m.pointer_texcoord_bufferobject[1] = 0; m.pointer_texcoord_bufferoffset[1] = 0; R_Mesh_TextureState(&m); @@ -1932,9 +1932,9 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int // fourth pass memset(&m, 0, sizeof(m)); m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); @@ -1943,16 +1943,16 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int // fifth pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -1962,13 +1962,13 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int // 2/0/0/2 3D combine blendsquare path memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; m.pointer_texcoord_bufferobject[1] = 0; m.pointer_texcoord_bufferoffset[1] = 0; R_Mesh_TextureState(&m); @@ -1987,14 +1987,14 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int // fourth pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytoattenuationxyz; GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } @@ -2003,13 +2003,13 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int // 2/0/0/2/2 2D combine blendsquare path memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; - m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord3f[1] = rsurface.array_texcoord3f; m.pointer_texcoord_bufferobject[1] = 0; m.pointer_texcoord_bufferoffset[1] = 0; R_Mesh_TextureState(&m); @@ -2028,14 +2028,14 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int // fourth pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[0] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[0] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytoattenuationz; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); @@ -2044,16 +2044,16 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int // fifth pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; - m.texmatrix[0] = rsurface_texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -2121,7 +2121,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve // renders them at once for (i = 0, e = element3i;i < numtriangles;i++, e += 3) { - if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01) + if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01) { if (newnumtriangles) { @@ -2168,7 +2168,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve // handling of negative colors // (some old drivers even have improper handling of >1 color) stop = true; - for (i = 0, c = rsurface_array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4) + for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4) { if (c[0] > 1 || c[1] > 1 || c[2] > 1) { @@ -2189,7 +2189,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) { // OpenGL 1.1 path (anything) - const model_t *model = rsurface_model; + const model_t *model = rsurface.model; float ambientcolorbase[3], diffusecolorbase[3]; float ambientcolorpants[3], diffusecolorpants[3]; float ambientcolorshirt[3], diffusecolorshirt[3]; @@ -2201,29 +2201,29 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice VectorScale(lightcolorshirt, ambientscale * 2 * r_view.colorscale, ambientcolorshirt); VectorScale(lightcolorshirt, diffusescale * 2 * r_view.colorscale, diffusecolorshirt); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0); + R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); - m.texmatrix[0] = rsurface_texture->currenttexmatrix; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; - m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; + m.texmatrix[0] = rsurface.texture->currenttexmatrix; + m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f; if (r_textureunits.integer >= 2) { // voodoo2 or TNT m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.texmatrix[1] = r_shadow_entitytoattenuationxyz; - m.pointer_texcoord3f[1] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[1] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset; if (r_textureunits.integer >= 3) { // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off) m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); m.texmatrix[2] = r_shadow_entitytoattenuationz; - m.pointer_texcoord3f[2] = rsurface_vertex3f; - m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject; - m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset; + m.pointer_texcoord3f[2] = rsurface.vertex3f; + m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset; } } R_Mesh_TextureState(&m); @@ -2246,12 +2246,12 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, float ambientscale, diffusescale, specularscale; vec3_t lightcolorbase, lightcolorpants, lightcolorshirt; // calculate colors to render this texture with - lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_texture->currentlayers[0].color[0] * rsurface_texture->currentlayers[0].color[3]; - lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_texture->currentlayers[0].color[1] * rsurface_texture->currentlayers[0].color[3]; - lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_texture->currentlayers[0].color[2] * rsurface_texture->currentlayers[0].color[3]; + lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface.texture->currentlayers[0].color[0] * rsurface.texture->currentlayers[0].color[3]; + lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface.texture->currentlayers[0].color[1] * rsurface.texture->currentlayers[0].color[3]; + lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface.texture->currentlayers[0].color[2] * rsurface.texture->currentlayers[0].color[3]; ambientscale = r_shadow_rtlight->ambientscale; diffusescale = r_shadow_rtlight->diffusescale; - specularscale = r_shadow_rtlight->specularscale * rsurface_texture->specularscale; + specularscale = r_shadow_rtlight->specularscale * rsurface.texture->specularscale; if (!r_shadow_usenormalmap.integer) { ambientscale += 1.0f * diffusescale; @@ -2260,43 +2260,43 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, } if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) return; - GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); - GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces - if (rsurface_texture->colormapping) + GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); + GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces + if (rsurface.texture->colormapping) { - qboolean dopants = rsurface_texture->currentskinframe->pants != NULL && VectorLength2(rsurface_colormap_pantscolor) >= (1.0f / 1048576.0f); - qboolean doshirt = rsurface_texture->currentskinframe->shirt != NULL && VectorLength2(rsurface_colormap_shirtcolor) >= (1.0f / 1048576.0f); + qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f); + qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f); if (dopants) { - lightcolorpants[0] = lightcolorbase[0] * rsurface_colormap_pantscolor[0]; - lightcolorpants[1] = lightcolorbase[1] * rsurface_colormap_pantscolor[1]; - lightcolorpants[2] = lightcolorbase[2] * rsurface_colormap_pantscolor[2]; + lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0]; + lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1]; + lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2]; } else VectorClear(lightcolorpants); if (doshirt) { - lightcolorshirt[0] = lightcolorbase[0] * rsurface_colormap_shirtcolor[0]; - lightcolorshirt[1] = lightcolorbase[1] * rsurface_colormap_shirtcolor[1]; - lightcolorshirt[2] = lightcolorbase[2] * rsurface_colormap_shirtcolor[2]; + lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0]; + lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1]; + lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2]; } else VectorClear(lightcolorshirt); switch (r_shadow_rendermode) { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: - GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); - R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); + GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); + R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); + R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_DOT3: - R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); + R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); + R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; default: Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); @@ -2308,17 +2308,17 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, switch (r_shadow_rendermode) { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: - GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); - R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); + GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); + R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); + R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_DOT3: - R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); + R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); + R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; default: Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); diff --git a/render.h b/render.h index 882a29f5..10fc5545 100644 --- a/render.h +++ b/render.h @@ -192,18 +192,6 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_ extern mempool_t *r_main_mempool; -extern int rsurface_array_size; -extern float *rsurface_array_modelvertex3f; -extern float *rsurface_array_modelsvector3f; -extern float *rsurface_array_modeltvector3f; -extern float *rsurface_array_modelnormal3f; -extern float *rsurface_array_deformedvertex3f; -extern float *rsurface_array_deformedsvector3f; -extern float *rsurface_array_deformedtvector3f; -extern float *rsurface_array_deformednormal3f; -extern float *rsurface_array_color4f; -extern float *rsurface_array_texcoord3f; - typedef enum rsurfmode_e { RSURFMODE_NONE, @@ -214,47 +202,102 @@ typedef enum rsurfmode_e } rsurfmode_t; -extern float *rsurface_modelvertex3f; -extern int rsurface_modelvertex3f_bufferobject; -extern size_t rsurface_modelvertex3f_bufferoffset; -extern float *rsurface_modelsvector3f; -extern int rsurface_modelsvector3f_bufferobject; -extern size_t rsurface_modelsvector3f_bufferoffset; -extern float *rsurface_modeltvector3f; -extern int rsurface_modeltvector3f_bufferobject; -extern size_t rsurface_modeltvector3f_bufferoffset; -extern float *rsurface_modelnormal3f; -extern int rsurface_modelnormal3f_bufferobject; -extern size_t rsurface_modelnormal3f_bufferoffset; -extern float *rsurface_vertex3f; -extern int rsurface_vertex3f_bufferobject; -extern size_t rsurface_vertex3f_bufferoffset; -extern float *rsurface_svector3f; -extern int rsurface_svector3f_bufferobject; -extern size_t rsurface_svector3f_bufferoffset; -extern float *rsurface_tvector3f; -extern int rsurface_tvector3f_bufferobject; -extern size_t rsurface_tvector3f_bufferoffset; -extern float *rsurface_normal3f; -extern int rsurface_normal3f_bufferobject; -extern size_t rsurface_normal3f_bufferoffset; -extern float *rsurface_lightmapcolor4f; -extern int rsurface_lightmapcolor4f_bufferobject; -extern size_t rsurface_lightmapcolor4f_bufferoffset; -extern matrix4x4_t rsurface_matrix; -extern matrix4x4_t rsurface_inversematrix; -extern frameblend_t rsurface_frameblend[4]; -extern vec3_t rsurface_modellight_ambient; -extern vec3_t rsurface_modellight_diffuse; -extern vec3_t rsurface_modellight_lightdir; -extern vec3_t rsurface_colormap_pantscolor; -extern vec3_t rsurface_colormap_shirtcolor; -extern vec3_t rsurface_modelorg; -extern qboolean rsurface_generatedvertex; -extern const model_t *rsurface_model; -extern texture_t *rsurface_texture; -extern qboolean rsurface_uselightmaptexture; -extern rsurfmode_t rsurface_mode; +typedef struct rsurfacestate_s +{ + // processing buffers + int array_size; + float *array_modelvertex3f; + float *array_modelsvector3f; + float *array_modeltvector3f; + float *array_modelnormal3f; + float *array_deformedvertex3f; + float *array_deformedsvector3f; + float *array_deformedtvector3f; + float *array_deformednormal3f; + float *array_color4f; + float *array_texcoord3f; + + // current model array pointers + // these may point to processing buffers if model is animated, + // otherwise they point to static data. + // these are not directly used for rendering, they are just another level + // of processing + // + // these either point at array_model* buffers (if the model is animated) + // or the model->surfmesh.data_* buffers (if the model is not animated) + // + // these are only set when an entity render begins, they do not change on + // a per surface basis. + // + // this indicates the model* arrays are pointed at array_model* buffers + // (in other words, the model has been animated in software) + qboolean generatedvertex; + float *modelvertex3f; + int modelvertex3f_bufferobject; + size_t modelvertex3f_bufferoffset; + float *modelsvector3f; + int modelsvector3f_bufferobject; + size_t modelsvector3f_bufferoffset; + float *modeltvector3f; + int modeltvector3f_bufferobject; + size_t modeltvector3f_bufferoffset; + float *modelnormal3f; + int modelnormal3f_bufferobject; + size_t modelnormal3f_bufferoffset; + // current rendering array pointers + // these may point to any of several different buffers depending on how + // much processing was needed to prepare this model for rendering + // these usually equal the model* pointers, they only differ if + // deformvertexes is used in a q3 shader, and consequently these can + // change on a per-surface basis (according to rsurface.texture) + // + // the exception is the color array which is often generated based on + // colormod, alpha fading, and fogging, it may also come from q3bsp vertex + // lighting of certain surfaces + float *vertex3f; + int vertex3f_bufferobject; + size_t vertex3f_bufferoffset; + float *svector3f; + int svector3f_bufferobject; + size_t svector3f_bufferoffset; + float *tvector3f; + int tvector3f_bufferobject; + size_t tvector3f_bufferoffset; + float *normal3f; + int normal3f_bufferobject; + size_t normal3f_bufferoffset; + float *lightmapcolor4f; + int lightmapcolor4f_bufferobject; + size_t lightmapcolor4f_bufferoffset; + // transform matrices to render this entity and effects on this entity + matrix4x4_t matrix; + matrix4x4_t inversematrix; + // animation blending state from entity + frameblend_t frameblend[4]; + // directional model shading state from entity + vec3_t modellight_ambient; + vec3_t modellight_diffuse; + vec3_t modellight_lightdir; + // colormapping state from entity (these are black if colormapping is off) + vec3_t colormap_pantscolor; + vec3_t colormap_shirtcolor; + // view location in model space + vec3_t modelorg; // TODO: rename this + // model being rendered + const model_t *model; // TODO: eliminate this + // current texture in batching code + texture_t *texture; + // whether lightmapping is active on this batch + // (otherwise vertex colored) + qboolean uselightmaptexture; + // one of the RSURFMODE_ values + rsurfmode_t mode; + // type of vertex lighting being used on this batch + int lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model +} +rsurfacestate_t; + +extern rsurfacestate_t rsurface; void RSurf_ActiveWorldEntity(void); void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents);