2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // r_surf.c: surface-related refresh code
25 #define MAX_LIGHTMAP_SIZE 256
27 static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
28 static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
30 static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
32 cvar_t r_ambient = {0, "r_ambient", "0"};
33 cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"};
34 cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"};
35 cvar_t r_drawportals = {0, "r_drawportals", "0"};
36 cvar_t r_testvis = {0, "r_testvis", "0"};
37 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
38 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
39 cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
41 static int dlightdivtable[32768];
43 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
45 int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
47 float dist, impact[3], local[3];
51 smax = (surf->extents[0] >> 4) + 1;
52 tmax = (surf->extents[1] >> 4) + 1;
55 for (lnum = 0; lnum < r_numdlights; lnum++)
57 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
58 continue; // not lit by this light
60 Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
61 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
63 // for comparisons to minimum acceptable light
64 // compensate for LIGHTOFFSET
65 maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
72 if (surf->plane->type < 3)
74 VectorCopy(local, impact);
75 impact[surf->plane->type] -= dist;
79 impact[0] = local[0] - surf->plane->normal[0] * dist;
80 impact[1] = local[1] - surf->plane->normal[1] * dist;
81 impact[2] = local[2] - surf->plane->normal[2] * dist;
84 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
85 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
87 s = bound(0, impacts, smax * 16) - impacts;
88 t = bound(0, impactt, tmax * 16) - impactt;
89 i = s * s + t * t + dist2;
93 // reduce calculations
94 for (s = 0, i = impacts; s < smax; s++, i -= 16)
95 sdtable[s] = i * i + dist2;
97 maxdist3 = maxdist - dist2;
99 // convert to 8.8 blocklights format
100 red = r_dlight[lnum].light[0] * (1.0f / 128.0f);
101 green = r_dlight[lnum].light[1] * (1.0f / 128.0f);
102 blue = r_dlight[lnum].light[2] * (1.0f / 128.0f);
103 subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
107 for (t = 0;t < tmax;t++, i -= 16)
110 // make sure some part of it is visible on this line
113 maxdist2 = maxdist - td;
114 for (s = 0;s < smax;s++)
116 if (sdtable[s] < maxdist2)
118 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
122 bl[1] += (green * k);
137 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
139 int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
140 float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
144 smax = (surf->extents[0] >> 4) + 1;
145 tmax = (surf->extents[1] >> 4) + 1;
148 for (lnum = 0; lnum < r_numdlights; lnum++)
150 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
151 continue; // not lit by this light
153 Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
154 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
156 // for comparisons to minimum acceptable light
157 // compensate for LIGHTOFFSET
158 maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
161 dist2 += LIGHTOFFSET;
162 if (dist2 >= maxdist)
165 if (surf->plane->type < 3)
167 VectorCopy(local, impact);
168 impact[surf->plane->type] -= dist;
172 impact[0] = local[0] - surf->plane->normal[0] * dist;
173 impact[1] = local[1] - surf->plane->normal[1] * dist;
174 impact[2] = local[2] - surf->plane->normal[2] * dist;
177 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
178 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
180 td = bound(0, impacts, smax * 16) - impacts;
181 td1 = bound(0, impactt, tmax * 16) - impactt;
182 td = td * td + td1 * td1 + dist2;
186 // reduce calculations
187 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
188 sdtable[s] = td1 * td1 + dist2;
190 maxdist3 = maxdist - dist2;
192 // convert to 8.8 blocklights format
193 red = r_dlight[lnum].light[0];
194 green = r_dlight[lnum].light[1];
195 blue = r_dlight[lnum].light[2];
196 subtract = r_dlight[lnum].subtract * 32768.0f;
197 bl = floatblocklights;
200 for (t = 0;t < tmax;t++, td1 -= 16.0f)
203 // make sure some part of it is visible on this line
206 maxdist2 = maxdist - td;
207 for (s = 0;s < smax;s++)
209 if (sdtable[s] < maxdist2)
211 k = (32768.0f / (sdtable[s] + td)) - subtract;
231 Combine and scale multiple lightmaps into the 8.8 format in blocklights
234 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int dlightchanged)
236 if (!r_floatbuildlightmap.integer)
238 int smax, tmax, i, j, size, size3, shift, maps, stride, l;
239 unsigned int *bl, scale;
240 qbyte *lightmap, *out, *stain;
242 // update cached lighting info
243 surf->cached_dlight = 0;
244 surf->cached_lightmapscalebit = r_lightmapscalebit;
245 surf->cached_ambient = r_ambient.value;
246 surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
247 surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
248 surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
249 surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
251 smax = (surf->extents[0]>>4)+1;
252 tmax = (surf->extents[1]>>4)+1;
255 lightmap = surf->samples;
257 // set to full bright if no light data
259 if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
261 for (i = 0;i < size3;i++)
267 j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
270 for (i = 0;i < size3;i++)
274 memset(bl, 0, size*3*sizeof(unsigned int));
276 if (surf->dlightframe == r_framecount && r_dlightmap.integer)
278 surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
279 if (surf->cached_dlight)
281 else if (dlightchanged)
282 return; // don't upload if only updating dlights and none mattered
285 // add all the lightmaps
289 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
290 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
291 bl[i] += lightmap[i] * scale;
295 stain = surf->stainsamples;
298 // deal with lightmap brightness scale
299 shift = 7 + r_lightmapscalebit + 8;
300 if (ent->model->lightmaprgba)
302 stride = (surf->lightmaptexturestride - smax) * 4;
303 for (i = 0;i < tmax;i++, out += stride)
305 for (j = 0;j < smax;j++)
307 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
308 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
309 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
316 stride = (surf->lightmaptexturestride - smax) * 3;
317 for (i = 0;i < tmax;i++, out += stride)
319 for (j = 0;j < smax;j++)
321 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
322 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
323 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
328 R_UpdateTexture(surf->lightmaptexture, templight);
332 int smax, tmax, i, j, size, size3, maps, stride, l;
334 qbyte *lightmap, *out, *stain;
336 // update cached lighting info
337 surf->cached_dlight = 0;
338 surf->cached_lightmapscalebit = r_lightmapscalebit;
339 surf->cached_ambient = r_ambient.value;
340 surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
341 surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
342 surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
343 surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
345 smax = (surf->extents[0]>>4)+1;
346 tmax = (surf->extents[1]>>4)+1;
349 lightmap = surf->samples;
351 // set to full bright if no light data
352 bl = floatblocklights;
353 if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
356 j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
361 for (i = 0;i < size3;i++)
365 memset(bl, 0, size*3*sizeof(float));
367 if (surf->dlightframe == r_framecount && r_dlightmap.integer)
369 surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
370 if (surf->cached_dlight)
372 else if (dlightchanged)
373 return; // don't upload if only updating dlights and none mattered
376 // add all the lightmaps
379 bl = floatblocklights;
380 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
381 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
382 bl[i] += lightmap[i] * scale;
385 stain = surf->stainsamples;
386 bl = floatblocklights;
388 // deal with lightmap brightness scale
389 scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8));
390 if (ent->model->lightmaprgba)
392 stride = (surf->lightmaptexturestride - smax) * 4;
393 for (i = 0;i < tmax;i++, out += stride)
395 for (j = 0;j < smax;j++)
397 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
398 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
399 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
406 stride = (surf->lightmaptexturestride - smax) * 3;
407 for (i = 0;i < tmax;i++, out += stride)
409 for (j = 0;j < smax;j++)
411 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
412 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
413 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
418 R_UpdateTexture(surf->lightmaptexture, templight);
422 void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, float fcolor[8])
424 float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
425 msurface_t *surf, *endsurf;
426 int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
430 maxdist = radius * radius;
431 invradius = 1.0f / radius;
434 if (node->contents < 0)
436 ndist = PlaneDiff(origin, node->plane);
439 node = node->children[0];
444 node = node->children[1];
448 dist2 = ndist * ndist;
449 maxdist3 = maxdist - dist2;
451 if (node->plane->type < 3)
453 VectorCopy(origin, impact);
454 impact[node->plane->type] -= ndist;
458 impact[0] = origin[0] - node->plane->normal[0] * ndist;
459 impact[1] = origin[1] - node->plane->normal[1] * ndist;
460 impact[2] = origin[2] - node->plane->normal[2] * ndist;
463 for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
465 if (surf->stainsamples)
467 smax = (surf->extents[0] >> 4) + 1;
468 tmax = (surf->extents[1] >> 4) + 1;
470 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
471 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
473 s = bound(0, impacts, smax * 16) - impacts;
474 t = bound(0, impactt, tmax * 16) - impactt;
475 i = s * s + t * t + dist2;
479 // reduce calculations
480 for (s = 0, i = impacts; s < smax; s++, i -= 16)
481 sdtable[s] = i * i + dist2;
483 bl = surf->stainsamples;
488 for (t = 0;t < tmax;t++, i -= 16)
491 // make sure some part of it is visible on this line
494 maxdist2 = maxdist - td;
495 for (s = 0;s < smax;s++)
497 if (sdtable[s] < maxdist2)
499 ratio = lhrandom(0.0f, 1.0f);
500 a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
501 if (a >= (1.0f / 64.0f))
505 bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
506 bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
507 bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
517 // force lightmap upload
519 surf->cached_dlight = true;
523 if (node->children[0]->contents >= 0)
525 if (node->children[1]->contents >= 0)
527 R_StainNode(node->children[0], model, origin, radius, fcolor);
528 node = node->children[1];
533 node = node->children[0];
537 else if (node->children[1]->contents >= 0)
539 node = node->children[1];
544 void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
548 entity_render_t *ent;
554 fcolor[3] = ca1 * (1.0f / 64.0f);
555 fcolor[4] = cr2 - cr1;
556 fcolor[5] = cg2 - cg1;
557 fcolor[6] = cb2 - cb1;
558 fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
560 model = cl.worldmodel;
562 R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, fcolor);
564 // look for embedded bmodels
565 for (n = 0;n < cl_num_brushmodel_entities;n++)
567 ent = cl_brushmodel_entities[n];
569 if (model && model->name[0] == '*')
571 Mod_CheckLoaded(model);
572 if (model->type == mod_brush)
574 Matrix4x4_Transform(&ent->inversematrix, origin, org);
575 R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, fcolor);
583 =============================================================
587 =============================================================
590 static void RSurf_AddLightmapToVertexColors(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
595 if (styles[0] != 255)
597 for (i = 0;i < numverts;i++, c += 4)
599 lm = samples + lightmapoffsets[i];
600 scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
601 VectorMA(c, scale, lm, c);
602 if (styles[1] != 255)
605 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
606 VectorMA(c, scale, lm, c);
607 if (styles[2] != 255)
610 scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
611 VectorMA(c, scale, lm, c);
612 if (styles[3] != 255)
615 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
616 VectorMA(c, scale, lm, c);
624 static void RSurf_FogColors(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
630 for (i = 0;i < numverts;i++, v += 4, c += 4)
632 VectorSubtract(v, modelorg, diff);
633 f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
634 VectorScale(c, f, c);
637 else if (colorscale != 1)
638 for (i = 0;i < numverts;i++, c += 4)
639 VectorScale(c, colorscale, c);
642 static void RSurf_FoggedColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
651 for (i = 0;i < numverts;i++, v += 4, c += 4)
653 VectorSubtract(v, modelorg, diff);
654 f = 1 - exp(fogdensity/DotProduct(diff, diff));
663 for (i = 0;i < numverts;i++, c += 4)
673 static void RSurf_FogPassColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
680 for (i = 0;i < numverts;i++, v += 4, c += 4)
682 VectorSubtract(v, modelorg, diff);
683 f = exp(fogdensity/DotProduct(diff, diff));
691 static void RSurf_ScaleColors(float *c, float scale, int numverts)
695 for (i = 0;i < numverts;i++, c += 4)
696 VectorScale(c, scale, c);
699 static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color)
704 int i, l, lit = false;
707 for (l = 0;l < r_numdlights;l++)
709 if (dlightbits[l >> 5] & (1 << (l & 31)))
712 Matrix4x4_Transform(matrix, rd->origin, lightorigin);
713 for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4)
715 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
716 if (f < rd->cullradius2)
718 f = (1.0f / f) - rd->subtract;
719 VectorMA(c, f, rd->light, c);
728 // note: this untransforms lights to do the checking,
729 // and takes surf->mesh->verts data
730 static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh)
736 for (l = 0;l < r_numdlights;l++)
738 if (dlightbits[l >> 5] & (1 << (l & 31)))
741 Matrix4x4_Transform(matrix, rd->origin, lightorigin);
742 for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
743 if (VectorDistance2(v, lightorigin) < rd->cullradius2)
750 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
752 const msurface_t *surf;
753 const surfmesh_t *mesh;
756 // LordHavoc: HalfLife maps have freaky skypolys...
757 if (ent->model->ishlbsp)
762 skyrendernow = false;
767 R_Mesh_Matrix(&ent->matrix);
769 // draw depth-only polys
770 memset(&m, 0, sizeof(m));
773 qglColorMask(0,0,0,0);
774 // just to make sure that braindead drivers don't draw anything
775 // despite that colormask...
776 m.blendfunc1 = GL_ZERO;
777 m.blendfunc2 = GL_ONE;
782 m.blendfunc1 = GL_ONE;
783 m.blendfunc2 = GL_ZERO;
787 for (surf = firstsurf;surf;surf = surf->texturechain)
789 if (surf->visframe == r_framecount)
791 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
793 R_Mesh_ResizeCheck(mesh->numverts);
794 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
795 GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1);
796 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
800 qglColorMask(1,1,1,1);
803 static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
805 const entity_render_t *ent = calldata1;
806 const msurface_t *surf = ent->model->surfaces + calldata2;
808 const surfmesh_t *mesh;
810 float alpha = ent->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
812 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
814 R_Mesh_Matrix(&ent->matrix);
816 memset(&m, 0, sizeof(m));
817 if (ent->effects & EF_ADDITIVE)
819 m.blendfunc1 = GL_SRC_ALPHA;
820 m.blendfunc2 = GL_ONE;
822 else if (surf->currenttexture->fogtexture != NULL || alpha < 1)
824 m.blendfunc1 = GL_SRC_ALPHA;
825 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
829 m.blendfunc1 = GL_ONE;
830 m.blendfunc2 = GL_ZERO;
832 m.tex[0] = R_GetTexture(surf->currenttexture->texture);
833 colorscale = r_colorscale;
834 if (gl_combine.integer)
836 m.texrgbscale[0] = 4;
841 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
843 R_Mesh_ResizeCheck(mesh->numverts);
844 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
845 memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
846 f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
847 R_FillColors(varray_color, mesh->numverts, f, f, f, alpha);
848 if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT))
850 if (surf->dlightframe == r_framecount)
851 RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
852 if (surf->flags & SURF_LIGHTMAP)
853 RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
855 RSurf_FogColors(varray_vertex, varray_color, colorscale, mesh->numverts, modelorg);
856 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
861 memset(&m, 0, sizeof(m));
862 m.blendfunc1 = GL_SRC_ALPHA;
863 m.blendfunc2 = GL_ONE;
864 m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
866 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
868 R_Mesh_ResizeCheck(mesh->numverts);
869 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
871 memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
872 RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg);
873 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
878 static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
880 const msurface_t *surf;
882 if ((r_wateralpha.value < 1 && !(texture->flags & SURF_DRAWNOALPHA)) || ent->effects & EF_ADDITIVE || texture->fogtexture)
884 for (surf = firstsurf;surf;surf = surf->texturechain)
886 if (surf->visframe == r_framecount)
888 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
889 R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
894 for (surf = firstsurf;surf;surf = surf->texturechain)
895 if (surf->visframe == r_framecount)
896 RSurfShader_Water_Callback(ent, surf - ent->model->surfaces);
899 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf)
901 float base, colorscale;
902 const surfmesh_t *mesh;
905 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
906 memset(&m, 0, sizeof(m));
907 if (ent->effects & EF_ADDITIVE)
909 m.blendfunc1 = GL_SRC_ALPHA;
910 m.blendfunc2 = GL_ONE;
912 else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1)
914 m.blendfunc1 = GL_SRC_ALPHA;
915 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
919 m.blendfunc1 = GL_ONE;
920 m.blendfunc2 = GL_ZERO;
922 m.tex[0] = R_GetTexture(surf->currenttexture->texture);
923 colorscale = r_colorscale;
924 if (gl_combine.integer)
926 m.texrgbscale[0] = 4;
929 base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
932 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
934 R_Mesh_ResizeCheck(mesh->numverts);
935 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
936 memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
937 R_FillColors(varray_color, mesh->numverts, base, base, base, ent->alpha);
938 if (!(ent->effects & EF_FULLBRIGHT))
940 if (surf->dlightframe == r_framecount)
941 RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
942 if (surf->flags & SURF_LIGHTMAP)
943 RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
945 RSurf_FogColors(varray_vertex, varray_color, colorscale, mesh->numverts, modelorg);
946 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
950 static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf)
952 const surfmesh_t *mesh;
955 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
956 memset(&m, 0, sizeof(m));
957 m.blendfunc1 = GL_SRC_ALPHA;
958 m.blendfunc2 = GL_ONE;
959 m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
962 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
964 R_Mesh_ResizeCheck(mesh->numverts);
965 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
966 memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
967 RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, ent->alpha, r_colorscale, mesh->numverts, modelorg);
968 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
972 static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf)
974 const surfmesh_t *mesh;
977 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
978 memset(&m, 0, sizeof(m));
979 m.blendfunc1 = GL_SRC_ALPHA;
980 m.blendfunc2 = GL_ONE;
981 m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
984 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
986 R_Mesh_ResizeCheck(mesh->numverts);
987 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
989 memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
990 RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha, r_colorscale, mesh->numverts, modelorg);
991 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
995 static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
997 const msurface_t *surf;
998 const surfmesh_t *mesh;
1000 int lightmaptexturenum;
1002 memset(&m, 0, sizeof(m));
1003 m.blendfunc1 = GL_ONE;
1004 m.blendfunc2 = GL_ZERO;
1005 m.tex[0] = R_GetTexture(texture->texture);
1006 m.tex[1] = R_GetTexture(firstsurf->lightmaptexture);
1007 m.tex[2] = R_GetTexture(texture->detailtexture);
1008 m.texrgbscale[0] = 1;
1009 m.texrgbscale[1] = 4;
1010 m.texrgbscale[2] = 2;
1012 cl = (float) (1 << r_lightmapscalebit) * r_colorscale;
1013 GL_Color(cl, cl, cl, 1);
1014 for (surf = firstsurf;surf;surf = surf->texturechain)
1016 if (surf->visframe == r_framecount)
1018 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1019 if (m.tex[1] != lightmaptexturenum)
1021 m.tex[1] = lightmaptexturenum;
1024 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1026 R_Mesh_ResizeCheck(mesh->numverts);
1027 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1028 memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
1029 memcpy(varray_texcoord[1], mesh->uvw, mesh->numverts * sizeof(float[4]));
1030 memcpy(varray_texcoord[2], mesh->abc, mesh->numverts * sizeof(float[4]));
1031 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
1037 static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
1039 const msurface_t *surf;
1040 const surfmesh_t *mesh;
1042 int lightmaptexturenum;
1043 memset(&m, 0, sizeof(m));
1044 m.blendfunc1 = GL_ONE;
1045 m.blendfunc2 = GL_ZERO;
1046 m.tex[0] = R_GetTexture(texture->texture);
1047 m.tex[1] = R_GetTexture(firstsurf->lightmaptexture);
1048 if (gl_combine.integer)
1049 m.texrgbscale[1] = 4;
1051 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1052 for (surf = firstsurf;surf;surf = surf->texturechain)
1054 if (surf->visframe == r_framecount)
1056 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1057 if (m.tex[1] != lightmaptexturenum)
1059 m.tex[1] = lightmaptexturenum;
1062 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1064 R_Mesh_ResizeCheck(mesh->numverts);
1065 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1066 memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
1067 memcpy(varray_texcoord[1], mesh->uvw, mesh->numverts * sizeof(float[4]));
1068 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
1074 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
1076 const msurface_t *surf;
1077 const surfmesh_t *mesh;
1079 memset(&m, 0, sizeof(m));
1080 m.blendfunc1 = GL_ONE;
1081 m.blendfunc2 = GL_ZERO;
1082 m.tex[0] = R_GetTexture(texture->texture);
1084 GL_Color(1, 1, 1, 1);
1085 for (surf = firstsurf;surf;surf = surf->texturechain)
1087 if (surf->visframe == r_framecount)
1089 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1091 R_Mesh_ResizeCheck(mesh->numverts);
1092 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1093 memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
1094 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
1100 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
1102 const msurface_t *surf;
1103 const surfmesh_t *mesh;
1105 int lightmaptexturenum;
1106 memset(&m, 0, sizeof(m));
1107 m.blendfunc1 = GL_ZERO;
1108 m.blendfunc2 = GL_SRC_COLOR;
1109 m.tex[0] = R_GetTexture(firstsurf->lightmaptexture);
1110 if (gl_combine.integer)
1111 m.texrgbscale[0] = 4;
1113 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1114 for (surf = firstsurf;surf;surf = surf->texturechain)
1116 if (surf->visframe == r_framecount)
1118 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1119 if (m.tex[0] != lightmaptexturenum)
1121 m.tex[0] = lightmaptexturenum;
1124 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1126 R_Mesh_ResizeCheck(mesh->numverts);
1127 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1128 memcpy(varray_texcoord[0], mesh->uvw, mesh->numverts * sizeof(float[4]));
1129 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
1135 static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
1137 const msurface_t *surf;
1138 const surfmesh_t *mesh;
1142 memset(&m, 0, sizeof(m));
1143 m.blendfunc1 = GL_SRC_ALPHA;
1144 m.blendfunc2 = GL_ONE;
1145 m.tex[0] = R_GetTexture(texture->texture);
1146 colorscale = r_colorscale;
1147 if (gl_combine.integer)
1149 m.texrgbscale[0] = 4;
1150 colorscale *= 0.25f;
1154 for (surf = firstsurf;surf;surf = surf->texturechain)
1156 if (surf->visframe == r_framecount && surf->dlightframe == r_framecount)
1158 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1160 if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
1162 R_Mesh_ResizeCheck(mesh->numverts);
1163 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1164 memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
1165 R_FillColors(varray_color, mesh->numverts, 0, 0, 0, 1);
1166 RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
1167 RSurf_ScaleColors(varray_color, colorscale, mesh->numverts);
1168 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
1175 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
1177 const msurface_t *surf;
1178 const surfmesh_t *mesh;
1181 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1182 memset(&m, 0, sizeof(m));
1183 m.blendfunc1 = GL_SRC_ALPHA;
1184 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1187 for (surf = firstsurf;surf;surf = surf->texturechain)
1189 if (surf->visframe == r_framecount)
1191 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1193 R_Mesh_ResizeCheck(mesh->numverts);
1194 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1196 memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
1197 RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg);
1198 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
1204 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
1206 const msurface_t *surf;
1207 const surfmesh_t *mesh;
1209 memset(&m, 0, sizeof(m));
1210 m.blendfunc1 = GL_DST_COLOR;
1211 m.blendfunc2 = GL_SRC_COLOR;
1212 m.tex[0] = R_GetTexture(texture->detailtexture);
1214 GL_Color(1, 1, 1, 1);
1215 for (surf = firstsurf;surf;surf = surf->texturechain)
1217 if (surf->visframe == r_framecount)
1219 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1221 R_Mesh_ResizeCheck(mesh->numverts);
1222 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1223 memcpy(varray_texcoord[0], mesh->abc, mesh->numverts * sizeof(float[4]));
1224 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
1230 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
1232 const msurface_t *surf;
1233 const surfmesh_t *mesh;
1235 memset(&m, 0, sizeof(m));
1236 m.blendfunc1 = GL_SRC_ALPHA;
1237 m.blendfunc2 = GL_ONE;
1238 m.tex[0] = R_GetTexture(texture->glowtexture);
1240 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1241 for (surf = firstsurf;surf;surf = surf->texturechain)
1243 if (surf->visframe == r_framecount)
1245 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1247 R_Mesh_ResizeCheck(mesh->numverts);
1248 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1249 memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
1250 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
1256 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
1258 const msurface_t *surf;
1259 const surfmesh_t *mesh;
1261 memset(&m, 0, sizeof(m));
1262 m.blendfunc1 = GL_SRC_ALPHA;
1263 m.blendfunc2 = GL_ZERO;
1264 m.tex[0] = R_GetTexture(texture->glowtexture);
1267 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1269 GL_Color(0, 0, 0, 1);
1270 for (surf = firstsurf;surf;surf = surf->texturechain)
1272 if (surf->visframe == r_framecount)
1274 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1276 R_Mesh_ResizeCheck(mesh->numverts);
1277 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1278 memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
1279 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
1285 static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
1287 const entity_render_t *ent = calldata1;
1288 const msurface_t *surf = ent->model->surfaces + calldata2;
1289 R_Mesh_Matrix(&ent->matrix);
1290 RSurfShader_Wall_Pass_BaseVertex(ent, surf);
1291 if (surf->currenttexture->glowtexture)
1292 RSurfShader_Wall_Pass_Glow(ent, surf);
1294 RSurfShader_Wall_Pass_Fog(ent, surf);
1297 static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
1299 const msurface_t *surf;
1301 if (texture->rendertype != SURFRENDER_OPAQUE)
1303 // transparent vertex shaded from lightmap
1304 for (surf = firstsurf;surf;surf = surf->texturechain)
1306 if (surf->visframe == r_framecount)
1308 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1309 R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
1313 else if (r_vertexsurfaces.integer)
1315 // opaque vertex shaded from lightmap
1316 for (surf = firstsurf;surf;surf = surf->texturechain)
1317 if (surf->visframe == r_framecount)
1318 RSurfShader_Wall_Pass_BaseVertex(ent, surf);
1319 if (texture->glowtexture)
1320 for (surf = firstsurf;surf;surf = surf->texturechain)
1321 if (surf->visframe == r_framecount)
1322 RSurfShader_Wall_Pass_Glow(ent, surf);
1324 for (surf = firstsurf;surf;surf = surf->texturechain)
1325 if (surf->visframe == r_framecount)
1326 RSurfShader_Wall_Pass_Fog(ent, surf);
1330 // opaque lightmapped
1331 if (r_textureunits.integer >= 2)
1333 if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
1334 RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, firstsurf);
1337 RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, firstsurf);
1338 if (r_detailtextures.integer)
1339 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, firstsurf);
1344 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, firstsurf);
1345 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, firstsurf);
1346 if (r_detailtextures.integer)
1347 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, firstsurf);
1349 if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
1350 RSurfShader_OpaqueWall_Pass_Light(ent, texture, firstsurf);
1351 if (texture->glowtexture)
1352 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, firstsurf);
1354 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, firstsurf);
1358 static void RSurfShader_Wall_Lightmap_BaseLighting(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
1360 const msurface_t *surf;
1361 if (cl.worldmodel->numlights)
1362 RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, firstsurf);
1363 else if (r_vertexsurfaces.integer)
1365 // opaque vertex shaded from lightmap
1366 for (surf = firstsurf;surf;surf = surf->texturechain)
1367 if (surf->visframe == r_framecount)
1368 RSurfShader_Wall_Pass_BaseVertex(ent, surf);
1369 if (texture->glowtexture)
1370 for (surf = firstsurf;surf;surf = surf->texturechain)
1371 if (surf->visframe == r_framecount)
1372 RSurfShader_Wall_Pass_Glow(ent, surf);
1376 // opaque lightmapped
1377 if (r_textureunits.integer >= 2)
1379 if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
1380 RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, firstsurf);
1383 RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, firstsurf);
1384 if (r_detailtextures.integer)
1385 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, firstsurf);
1390 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, firstsurf);
1391 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, firstsurf);
1392 if (r_detailtextures.integer)
1393 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, firstsurf);
1395 if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
1396 RSurfShader_OpaqueWall_Pass_Light(ent, texture, firstsurf);
1397 if (texture->glowtexture)
1398 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, firstsurf);
1402 Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap, RSurfShader_Wall_Lightmap_BaseLighting}, SHADERFLAGS_NEEDLIGHTMAP};
1403 Cshader_t Cshader_water = {{NULL, RSurfShader_Water, NULL}, 0};
1404 Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL, NULL}, 0};
1406 int Cshader_count = 3;
1407 Cshader_t *Cshaders[3] =
1409 &Cshader_wall_lightmap,
1414 void R_PrepareSurfaces(entity_render_t *ent)
1416 int i, texframe, numsurfaces, *surfacevisframes;
1418 msurface_t *surf, *surfaces;
1426 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1427 numsurfaces = model->nummodelsurfaces;
1428 surfaces = model->surfaces + model->firstmodelsurface;
1429 surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
1431 texframe = (int)(cl.time * 5.0f);
1432 for (i = 0;i < model->numtextures;i++)
1434 t = model->textures + i;
1435 if (ent->effects & EF_ADDITIVE)
1436 t->rendertype = SURFRENDER_ADD;
1437 else if (ent->alpha < 1 || t->flags & SURF_WATERALPHA || t->fogtexture != NULL)
1438 t->rendertype = SURFRENDER_ALPHA;
1440 t->rendertype = SURFRENDER_OPAQUE;
1443 t->currentframe[0] = t->anim_frames[0][(t->anim_total[0] >= 2) ? (texframe % t->anim_total[0]) : 0];
1444 t->currentframe[1] = t->anim_frames[1][(t->anim_total[1] >= 2) ? (texframe % t->anim_total[1]) : 0];
1448 if (r_dynamic.integer)
1451 for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1453 if (surfacevisframes[i] == r_framecount)
1455 #if !WORLDNODECULLBACKFACES
1456 // mark any backface surfaces as not visible
1457 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1459 if (!(surf->flags & SURF_PLANEBACK))
1460 surfacevisframes[i] = -1;
1464 if ((surf->flags & SURF_PLANEBACK))
1465 surfacevisframes[i] = -1;
1467 if (surfacevisframes[i] == r_framecount)
1471 surf->visframe = r_framecount;
1472 if (!r_vertexsurfaces.integer && surf->lightmaptexture != NULL)
1474 if (surf->cached_dlight
1475 || surf->cached_ambient != r_ambient.value
1476 || surf->cached_lightmapscalebit != r_lightmapscalebit)
1477 R_BuildLightMap(ent, surf, false); // base lighting changed
1478 else if (r_dynamic.integer)
1480 if (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0]
1481 || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1]
1482 || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2]
1483 || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3]))))))))
1484 R_BuildLightMap(ent, surf, false); // base lighting changed
1485 else if (surf->dlightframe == r_framecount && r_dlightmap.integer)
1486 R_BuildLightMap(ent, surf, true); // only dlights
1494 void R_DrawSurfaces(entity_render_t *ent, int type)
1498 R_Mesh_Matrix(&ent->matrix);
1499 for (i = 0, t = ent->model->textures;i < ent->model->numtextures;i++, t++)
1500 if (t->shader->shaderfunc[type] && ent->model->texturesurfacechains[i])
1501 t->shader->shaderfunc[type](ent, t, ent->model->texturesurfacechains[i]);
1504 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1509 const entity_render_t *ent = calldata1;
1510 const mportal_t *portal = ent->model->portals + calldata2;
1511 memset(&m, 0, sizeof(m));
1512 m.blendfunc1 = GL_SRC_ALPHA;
1513 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1514 R_Mesh_Matrix(&ent->matrix);
1516 R_Mesh_ResizeCheck(portal->numpoints);
1517 i = portal - ent->model->portals;
1518 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale,
1519 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale,
1520 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale,
1522 if (PlaneDiff(r_origin, (&portal->plane)) > 0)
1524 for (i = portal->numpoints - 1, v = varray_vertex;i >= 0;i--, v += 4)
1525 VectorCopy(portal->points[i].position, v);
1528 for (i = 0, v = varray_vertex;i < portal->numpoints;i++, v += 4)
1529 VectorCopy(portal->points[i].position, v);
1530 R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1533 static void R_DrawPortals(entity_render_t *ent)
1536 mportal_t *portal, *endportal;
1537 float temp[3], center[3], f;
1539 if (r_drawportals.integer < 1)
1542 for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++)
1544 if (portal->here->pvsframe == ent->model->pvsframecount || portal->past->pvsframe == ent->model->pvsframecount)
1546 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1549 for (i = 0;i < portal->numpoints;i++)
1550 VectorAdd(temp, portal->points[i].position, temp);
1551 f = ixtable[portal->numpoints];
1552 VectorScale(temp, f, temp);
1553 Matrix4x4_Transform(&ent->matrix, temp, center);
1554 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->portals);
1560 void R_PrepareBrushModel(entity_render_t *ent)
1562 int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1565 #if WORLDNODECULLBACKFACES
1569 // because bmodels can be reused, we have to decide which things to render
1570 // from scratch every time
1572 #if WORLDNODECULLBACKFACES
1573 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1575 numsurfaces = model->nummodelsurfaces;
1576 surf = model->surfaces + model->firstmodelsurface;
1577 surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
1578 surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface;
1579 for (i = 0;i < numsurfaces;i++, surf++)
1581 #if WORLDNODECULLBACKFACES
1582 // mark any backface surfaces as not visible
1583 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1585 if ((surf->flags & SURF_PLANEBACK))
1587 surfacevisframes[i] = r_framecount;
1588 surfacepvsframes[i] = model->pvsframecount;
1593 if (!(surf->flags & SURF_PLANEBACK))
1595 surfacevisframes[i] = r_framecount;
1596 surfacepvsframes[i] = model->pvsframecount;
1600 surfacevisframes[i] = r_framecount;
1601 surfacepvsframes[i] = model->pvsframecount;
1603 surf->dlightframe = -1;
1605 R_PrepareSurfaces(ent);
1608 void R_SurfaceWorldNode (entity_render_t *ent)
1610 int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1611 msurface_t *surfaces, *surf;
1616 numsurfaces = model->nummodelsurfaces;
1617 surfaces = model->surfaces + model->firstmodelsurface;
1618 surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
1619 surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface;
1620 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1622 for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1624 if (surfacepvsframes[i] == model->pvsframecount)
1626 #if WORLDNODECULLBACKFACES
1627 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1629 if ((surf->flags & SURF_PLANEBACK) && R_NotCulledBox (surf->poly_mins, surf->poly_maxs))
1630 surfacevisframes[i] = r_framecount;
1634 if (!(surf->flags & SURF_PLANEBACK) && R_NotCulledBox (surf->poly_mins, surf->poly_maxs))
1635 surfacevisframes[i] = r_framecount;
1638 if (R_NotCulledBox (surf->poly_mins, surf->poly_maxs))
1639 surfacevisframes[i] = r_framecount;
1646 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1649 mportal_t *p, *pstack[8192];
1650 msurface_t *surf, **mark, **endmark;
1652 // LordHavoc: portal-passage worldnode with PVS;
1653 // follows portals leading outward from viewleaf, does not venture
1654 // offscreen or into leafs that are not visible, faster than Quake's
1655 // RecursiveWorldNode
1657 leaf->worldnodeframe = r_framecount;
1661 if (leaf->nummarksurfaces)
1663 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1666 // make sure surfaces are only processed once
1667 if (surf->worldnodeframe != r_framecount)
1669 surf->worldnodeframe = r_framecount;
1670 if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
1672 if (surf->flags & SURF_PLANEBACK)
1673 surf->visframe = r_framecount;
1677 if (!(surf->flags & SURF_PLANEBACK))
1678 surf->visframe = r_framecount;
1683 // follow portals into other leafs
1684 for (p = leaf->portals;p;p = p->next)
1687 if (leaf->worldnodeframe != r_framecount)
1689 leaf->worldnodeframe = r_framecount;
1690 // FIXME: R_NotCulledBox is absolute, should be done relative
1691 if (leaf->pvsframe == ent->model->pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs))
1693 p->visframe = r_framecount;
1694 pstack[portalstack++] = p;
1697 p = pstack[--portalstack];
1706 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1708 int c, leafstackpos, *mark, *surfacevisframes;
1709 #if WORLDNODECULLBACKFACES
1713 mleaf_t *leaf, *leafstack[8192];
1716 msurface_t *surfaces;
1717 // LordHavoc: portal-passage worldnode with PVS;
1718 // follows portals leading outward from viewleaf, does not venture
1719 // offscreen or into leafs that are not visible, faster than Quake's
1720 // RecursiveWorldNode
1721 surfaces = ent->model->surfaces;
1722 surfacevisframes = ent->model->surfacevisframes;
1723 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1724 viewleaf->worldnodeframe = r_framecount;
1725 leafstack[0] = viewleaf;
1727 while (leafstackpos)
1730 leaf = leafstack[--leafstackpos];
1731 // draw any surfaces bounding this leaf
1732 if (leaf->nummarksurfaces)
1734 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1736 #if WORLDNODECULLBACKFACES
1738 if (surfacevisframes[n] != r_framecount)
1740 surf = surfaces + n;
1741 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1743 if ((surf->flags & SURF_PLANEBACK))
1744 surfacevisframes[n] = r_framecount;
1748 if (!(surf->flags & SURF_PLANEBACK))
1749 surfacevisframes[n] = r_framecount;
1753 surfacevisframes[*mark++] = r_framecount;
1757 // follow portals into other leafs
1758 for (p = leaf->portals;p;p = p->next)
1760 // LordHavoc: this DotProduct hurts less than a cache miss
1761 // (which is more likely to happen if backflowing through leafs)
1762 if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1765 if (leaf->worldnodeframe != r_framecount)
1767 leaf->worldnodeframe = r_framecount;
1768 // FIXME: R_NotCulledBox is absolute, should be done relative
1769 if (leaf->pvsframe == ent->model->pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs))
1770 leafstack[leafstackpos++] = leaf;
1775 if (r_drawportals.integer)
1779 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1781 int i, j, l, c, bits, *surfacepvsframes, *mark;
1787 if (model && (model->pvsviewleaf != viewleaf || model->pvsviewleafnovis != r_novis.integer))
1789 model->pvsframecount++;
1790 model->pvsviewleaf = viewleaf;
1791 model->pvsviewleafnovis = r_novis.integer;
1794 surfacepvsframes = model->surfacepvsframes;
1795 vis = Mod_LeafPVS (viewleaf, model);
1796 for (j = 0;j < model->numleafs;j += 8)
1801 l = model->numleafs - j;
1804 for (i = 0;i < l;i++)
1806 if (bits & (1 << i))
1808 leaf = &model->leafs[j + i + 1];
1809 leaf->pvsframe = model->pvsframecount;
1810 // mark surfaces bounding this leaf as visible
1811 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1812 surfacepvsframes[*mark++] = model->pvsframecount;
1826 void R_DrawWorld (entity_render_t *ent, int baselighting)
1831 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1832 viewleaf = Mod_PointInLeaf (modelorg, ent->model);
1833 R_PVSUpdate(ent, viewleaf);
1838 if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1839 R_SurfaceWorldNode (ent);
1841 R_PortalWorldNode (ent, viewleaf);
1842 R_PrepareSurfaces(ent);
1843 R_DrawSurfaces(ent, SHADERSTAGE_SKY);
1845 R_DrawSurfaces(ent, SHADERSTAGE_BASELIGHTING);
1847 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL);
1850 void R_Model_Brush_DrawSky (entity_render_t *ent)
1852 if (ent != &cl_entities[0].render)
1853 R_PrepareBrushModel(ent);
1854 R_DrawSurfaces(ent, SHADERSTAGE_SKY);
1857 void R_Model_Brush_Draw (entity_render_t *ent)
1860 if (ent != &cl_entities[0].render)
1861 R_PrepareBrushModel(ent);
1862 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL);
1865 void R_Model_Brush_DrawBaseLighting (entity_render_t *ent)
1868 if (ent != &cl_entities[0].render)
1869 R_PrepareBrushModel(ent);
1870 R_DrawSurfaces(ent, SHADERSTAGE_BASELIGHTING);
1873 if (!cl.worldmodel->numlights)
1874 GL_Color(0.3, 0.3, 0.3, 1);
1875 for (mesh = ent->model->shadowmesh;mesh;mesh = mesh->next)
1877 R_Mesh_ResizeCheck(mesh->numverts);
1878 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1879 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->elements);
1881 if (!cl.worldmodel->numlights)
1882 GL_Color(0, 0, 0, 1);
1886 void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int visiblevolume)
1889 float projectdistance, temp[3];
1891 VectorSubtract(relativelightorigin, ent->model->shadowmesh_center, temp);
1892 projectdistance = lightradius + ent->model->shadowmesh_radius - sqrt(DotProduct(temp, temp));
1893 if (projectdistance >= 0.1)
1895 R_Mesh_Matrix(&ent->matrix);
1896 for (mesh = ent->model->shadowmesh;mesh;mesh = mesh->next)
1898 R_Mesh_ResizeCheck(mesh->numverts * 2);
1899 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1900 R_Shadow_Volume(mesh->numverts, mesh->numtriangles, varray_vertex, mesh->elements, mesh->neighbors, relativelightorigin, lightradius, projectdistance, visiblevolume);
1906 float projectdistance, f, temp[3], lightradius2;
1908 R_Mesh_Matrix(&ent->matrix);
1909 lightradius2 = lightradius * lightradius;
1910 for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++)
1912 if (surf->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
1914 f = PlaneDiff(relativelightorigin, surf->plane);
1915 if (surf->flags & SURF_PLANEBACK)
1917 // draw shadows only for backfaces
1918 projectdistance = lightradius + f;
1919 if (projectdistance >= 0.1 && projectdistance < lightradius)
1921 VectorSubtract(relativelightorigin, surf->poly_center, temp);
1922 if (DotProduct(temp, temp) < (surf->poly_radius2 + lightradius2))
1924 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1926 R_Mesh_ResizeCheck(mesh->numverts * 2);
1927 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1928 R_Shadow_Volume(mesh->numverts, mesh->numtriangles, varray_vertex, mesh->index, mesh->triangleneighbors, relativelightorigin, lightradius, projectdistance, visiblevolume);
1937 void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float lightdistbias, float lightsubtract, float *lightcolor)
1942 float f, lightradius2;
1944 R_Mesh_Matrix(&ent->matrix);
1945 if (ent != &cl_entities[0].render)
1946 R_PrepareBrushModel(ent);
1947 lightradius2 = lightradius * lightradius;
1948 for (tnum = 0;tnum < ent->model->numtextures;tnum++)
1950 t = ent->model->textures + tnum;
1951 if (ent->model->texturesurfacechains[tnum] && t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
1953 t = t->currentframe[ent->frame != 0];
1954 for (surf = ent->model->texturesurfacechains[tnum];surf;surf = surf->texturechain)
1956 if (surf->visframe == r_framecount)
1958 f = PlaneDiff(relativelightorigin, surf->plane);
1959 if (surf->flags & SURF_PLANEBACK)
1961 if (f >= -0.1 && f < lightradius)
1963 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1965 R_Mesh_ResizeCheck(mesh->numverts);
1966 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1967 R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->texture, r_notexture, NULL, NULL);
1977 extern cvar_t r_shadows;
1978 void R_DrawBrushModelFakeShadow (entity_render_t *ent)
1981 vec3_t relativelightorigin;
1987 if (r_shadows.integer < 2)
1990 memset(&m, 0, sizeof(m));
1991 m.blendfunc1 = GL_ONE;
1992 m.blendfunc2 = GL_ONE;
1994 R_Mesh_Matrix(&ent->matrix);
1995 GL_Color(0.0125 * r_colorscale, 0.025 * r_colorscale, 0.1 * r_colorscale, 1);
1996 if (0)//ent->model == cl.worldmodel)
1998 for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights;i++, sl++)
2000 if (d_lightstylevalue[sl->style] > 0 && R_NotCulledBox(sl->shadowvolumemins, sl->shadowvolumemaxs))
2002 for (mesh = sl->shadowvolume;mesh;mesh = mesh->next)
2004 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
2005 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->elements);
2012 for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights;i++, sl++)
2014 if (d_lightstylevalue[sl->style] > 0
2015 && ent->maxs[0] >= sl->origin[0] - sl->cullradius
2016 && ent->mins[0] <= sl->origin[0] + sl->cullradius
2017 && ent->maxs[1] >= sl->origin[1] - sl->cullradius
2018 && ent->mins[1] <= sl->origin[1] + sl->cullradius
2019 && ent->maxs[2] >= sl->origin[2] - sl->cullradius
2020 && ent->mins[2] <= sl->origin[2] + sl->cullradius)
2022 Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
2023 R_DrawBrushModelShadowVolume (ent, relativelightorigin, sl->cullradius, true);
2027 for (i = 0, rd = r_dlight;i < r_numdlights;i++, rd++)
2029 if (ent->maxs[0] >= rd->origin[0] - rd->cullradius
2030 && ent->mins[0] <= rd->origin[0] + rd->cullradius
2031 && ent->maxs[1] >= rd->origin[1] - rd->cullradius
2032 && ent->mins[1] <= rd->origin[1] + rd->cullradius
2033 && ent->maxs[2] >= rd->origin[2] - rd->cullradius
2034 && ent->mins[2] <= rd->origin[2] + rd->cullradius)
2036 Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
2037 R_DrawBrushModelShadowVolume (ent, relativelightorigin, rd->cullradius, true);
2043 static void gl_surf_start(void)
2047 static void gl_surf_shutdown(void)
2051 static void gl_surf_newmap(void)
2055 void GL_Surf_Init(void)
2058 dlightdivtable[0] = 4194304;
2059 for (i = 1;i < 32768;i++)
2060 dlightdivtable[i] = 4194304 / (i << 7);
2062 Cvar_RegisterVariable(&r_ambient);
2063 Cvar_RegisterVariable(&r_vertexsurfaces);
2064 Cvar_RegisterVariable(&r_dlightmap);
2065 Cvar_RegisterVariable(&r_drawportals);
2066 Cvar_RegisterVariable(&r_testvis);
2067 Cvar_RegisterVariable(&r_floatbuildlightmap);
2068 Cvar_RegisterVariable(&r_detailtextures);
2069 Cvar_RegisterVariable(&r_surfaceworldnode);
2071 R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);