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", "1"};
40 cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "-4"};
42 static int dlightdivtable[32768];
44 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
46 int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
48 float dist, impact[3], local[3];
52 smax = (surf->extents[0] >> 4) + 1;
53 tmax = (surf->extents[1] >> 4) + 1;
56 for (lnum = 0; lnum < r_numdlights; lnum++)
58 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
59 continue; // not lit by this light
61 Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
62 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
64 // for comparisons to minimum acceptable light
65 // compensate for LIGHTOFFSET
66 maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
73 if (surf->plane->type < 3)
75 VectorCopy(local, impact);
76 impact[surf->plane->type] -= dist;
80 impact[0] = local[0] - surf->plane->normal[0] * dist;
81 impact[1] = local[1] - surf->plane->normal[1] * dist;
82 impact[2] = local[2] - surf->plane->normal[2] * dist;
85 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
86 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
88 s = bound(0, impacts, smax * 16) - impacts;
89 t = bound(0, impactt, tmax * 16) - impactt;
90 i = s * s + t * t + dist2;
94 // reduce calculations
95 for (s = 0, i = impacts; s < smax; s++, i -= 16)
96 sdtable[s] = i * i + dist2;
98 maxdist3 = maxdist - dist2;
100 // convert to 8.8 blocklights format
101 red = r_dlight[lnum].light[0] * (1.0f / 128.0f);
102 green = r_dlight[lnum].light[1] * (1.0f / 128.0f);
103 blue = r_dlight[lnum].light[2] * (1.0f / 128.0f);
104 subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
108 for (t = 0;t < tmax;t++, i -= 16)
111 // make sure some part of it is visible on this line
114 maxdist2 = maxdist - td;
115 for (s = 0;s < smax;s++)
117 if (sdtable[s] < maxdist2)
119 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
123 bl[1] += (green * k);
138 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
140 int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
141 float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
145 smax = (surf->extents[0] >> 4) + 1;
146 tmax = (surf->extents[1] >> 4) + 1;
149 for (lnum = 0; lnum < r_numdlights; lnum++)
151 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
152 continue; // not lit by this light
154 Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
155 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
157 // for comparisons to minimum acceptable light
158 // compensate for LIGHTOFFSET
159 maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
162 dist2 += LIGHTOFFSET;
163 if (dist2 >= maxdist)
166 if (surf->plane->type < 3)
168 VectorCopy(local, impact);
169 impact[surf->plane->type] -= dist;
173 impact[0] = local[0] - surf->plane->normal[0] * dist;
174 impact[1] = local[1] - surf->plane->normal[1] * dist;
175 impact[2] = local[2] - surf->plane->normal[2] * dist;
178 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
179 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
181 td = bound(0, impacts, smax * 16) - impacts;
182 td1 = bound(0, impactt, tmax * 16) - impactt;
183 td = td * td + td1 * td1 + dist2;
187 // reduce calculations
188 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
189 sdtable[s] = td1 * td1 + dist2;
191 maxdist3 = maxdist - dist2;
193 // convert to 8.8 blocklights format
194 red = r_dlight[lnum].light[0];
195 green = r_dlight[lnum].light[1];
196 blue = r_dlight[lnum].light[2];
197 subtract = r_dlight[lnum].subtract * 32768.0f;
198 bl = floatblocklights;
201 for (t = 0;t < tmax;t++, td1 -= 16.0f)
204 // make sure some part of it is visible on this line
207 maxdist2 = maxdist - td;
208 for (s = 0;s < smax;s++)
210 if (sdtable[s] < maxdist2)
212 k = (32768.0f / (sdtable[s] + td)) - subtract;
232 Combine and scale multiple lightmaps into the 8.8 format in blocklights
235 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
237 if (!r_floatbuildlightmap.integer)
239 int smax, tmax, i, j, size, size3, shift, maps, stride, l;
240 unsigned int *bl, scale;
241 qbyte *lightmap, *out, *stain;
243 // update cached lighting info
244 surf->cached_dlight = 0;
246 smax = (surf->extents[0]>>4)+1;
247 tmax = (surf->extents[1]>>4)+1;
250 lightmap = surf->samples;
252 // set to full bright if no light data
254 if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
256 for (i = 0;i < size3;i++)
262 j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
265 for (i = 0;i < size3;i++)
269 memset(bl, 0, size*3*sizeof(unsigned int));
271 if (surf->dlightframe == r_framecount && r_dlightmap.integer)
273 surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
274 if (surf->cached_dlight)
278 // add all the lightmaps
282 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
283 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
284 bl[i] += lightmap[i] * scale;
288 stain = surf->stainsamples;
291 // deal with lightmap brightness scale
292 shift = 7 + r_lightmapscalebit + 8;
293 if (ent->model->brushq1.lightmaprgba)
295 stride = (surf->lightmaptexturestride - smax) * 4;
296 for (i = 0;i < tmax;i++, out += stride)
298 for (j = 0;j < smax;j++)
300 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
301 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
302 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
309 stride = (surf->lightmaptexturestride - smax) * 3;
310 for (i = 0;i < tmax;i++, out += stride)
312 for (j = 0;j < smax;j++)
314 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
315 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
316 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
321 R_UpdateTexture(surf->lightmaptexture, templight);
325 int smax, tmax, i, j, size, size3, maps, stride, l;
327 qbyte *lightmap, *out, *stain;
329 // update cached lighting info
330 surf->cached_dlight = 0;
332 smax = (surf->extents[0]>>4)+1;
333 tmax = (surf->extents[1]>>4)+1;
336 lightmap = surf->samples;
338 // set to full bright if no light data
339 bl = floatblocklights;
340 if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
343 j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
348 for (i = 0;i < size3;i++)
352 memset(bl, 0, size*3*sizeof(float));
354 if (surf->dlightframe == r_framecount && r_dlightmap.integer)
356 surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
357 if (surf->cached_dlight)
361 // add all the lightmaps
364 bl = floatblocklights;
365 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
366 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
367 bl[i] += lightmap[i] * scale;
370 stain = surf->stainsamples;
371 bl = floatblocklights;
373 // deal with lightmap brightness scale
374 scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8));
375 if (ent->model->brushq1.lightmaprgba)
377 stride = (surf->lightmaptexturestride - smax) * 4;
378 for (i = 0;i < tmax;i++, out += stride)
380 for (j = 0;j < smax;j++)
382 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
383 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
384 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
391 stride = (surf->lightmaptexturestride - smax) * 3;
392 for (i = 0;i < tmax;i++, out += stride)
394 for (j = 0;j < smax;j++)
396 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
397 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
398 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
403 R_UpdateTexture(surf->lightmaptexture, templight);
407 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
409 float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
410 msurface_t *surf, *endsurf;
411 int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
415 maxdist = radius * radius;
416 invradius = 1.0f / radius;
419 if (node->contents < 0)
421 ndist = PlaneDiff(origin, node->plane);
424 node = node->children[0];
429 node = node->children[1];
433 dist2 = ndist * ndist;
434 maxdist3 = maxdist - dist2;
436 if (node->plane->type < 3)
438 VectorCopy(origin, impact);
439 impact[node->plane->type] -= ndist;
443 impact[0] = origin[0] - node->plane->normal[0] * ndist;
444 impact[1] = origin[1] - node->plane->normal[1] * ndist;
445 impact[2] = origin[2] - node->plane->normal[2] * ndist;
448 for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
450 if (surf->stainsamples)
452 smax = (surf->extents[0] >> 4) + 1;
453 tmax = (surf->extents[1] >> 4) + 1;
455 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
456 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
458 s = bound(0, impacts, smax * 16) - impacts;
459 t = bound(0, impactt, tmax * 16) - impactt;
460 i = s * s + t * t + dist2;
464 // reduce calculations
465 for (s = 0, i = impacts; s < smax; s++, i -= 16)
466 sdtable[s] = i * i + dist2;
468 bl = surf->stainsamples;
473 for (t = 0;t < tmax;t++, i -= 16)
476 // make sure some part of it is visible on this line
479 maxdist2 = maxdist - td;
480 for (s = 0;s < smax;s++)
482 if (sdtable[s] < maxdist2)
484 ratio = lhrandom(0.0f, 1.0f);
485 a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
486 if (a >= (1.0f / 64.0f))
490 bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
491 bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
492 bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
502 // force lightmap upload
504 surf->cached_dlight = true;
508 if (node->children[0]->contents >= 0)
510 if (node->children[1]->contents >= 0)
512 R_StainNode(node->children[0], model, origin, radius, fcolor);
513 node = node->children[1];
518 node = node->children[0];
522 else if (node->children[1]->contents >= 0)
524 node = node->children[1];
529 void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
533 entity_render_t *ent;
536 if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
541 fcolor[3] = ca1 * (1.0f / 64.0f);
542 fcolor[4] = cr2 - cr1;
543 fcolor[5] = cg2 - cg1;
544 fcolor[6] = cb2 - cb1;
545 fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
547 R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
549 // look for embedded bmodels
550 for (n = 0;n < cl_num_brushmodel_entities;n++)
552 ent = cl_brushmodel_entities[n];
554 if (model && model->name[0] == '*')
556 Mod_CheckLoaded(model);
557 if (model->brushq1.nodes)
559 Matrix4x4_Transform(&ent->inversematrix, origin, org);
560 R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
568 =============================================================
572 =============================================================
575 static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
580 if (styles[0] != 255)
582 for (i = 0;i < numverts;i++, c += 4)
584 lm = samples + lightmapoffsets[i];
585 scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
586 VectorMA(c, scale, lm, c);
587 if (styles[1] != 255)
590 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
591 VectorMA(c, scale, lm, c);
592 if (styles[2] != 255)
595 scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
596 VectorMA(c, scale, lm, c);
597 if (styles[3] != 255)
600 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
601 VectorMA(c, scale, lm, c);
609 static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
615 for (i = 0;i < numverts;i++, v += 3, c += 4)
617 VectorSubtract(v, modelorg, diff);
618 f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
619 VectorScale(c, f, c);
622 else if (colorscale != 1)
623 for (i = 0;i < numverts;i++, c += 4)
624 VectorScale(c, colorscale, c);
627 static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
636 for (i = 0;i < numverts;i++, v += 3, c += 4)
638 VectorSubtract(v, modelorg, diff);
639 f = 1 - exp(fogdensity/DotProduct(diff, diff));
648 for (i = 0;i < numverts;i++, c += 4)
658 static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
665 for (i = 0;i < numverts;i++, v += 3, c += 4)
667 VectorSubtract(v, modelorg, diff);
668 f = exp(fogdensity/DotProduct(diff, diff));
676 static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
681 int i, l, lit = false;
684 for (l = 0;l < r_numdlights;l++)
686 if (dlightbits[l >> 5] & (1 << (l & 31)))
689 Matrix4x4_Transform(matrix, rd->origin, lightorigin);
690 for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
692 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
693 if (f < rd->cullradius2)
695 f = ((1.0f / f) - rd->subtract) * scale;
696 VectorMA(c, f, rd->light, c);
705 // note: this untransforms lights to do the checking
706 static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh)
712 for (l = 0;l < r_numdlights;l++)
714 if (dlightbits[l >> 5] & (1 << (l & 31)))
717 Matrix4x4_Transform(matrix, rd->origin, lightorigin);
718 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
719 if (VectorDistance2(v, lightorigin) < rd->cullradius2)
726 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
728 const msurface_t *surf;
729 const surfmesh_t *mesh;
732 // LordHavoc: HalfLife maps have freaky skypolys...
733 if (ent->model->brush.ishlbsp)
738 skyrendernow = false;
743 R_Mesh_Matrix(&ent->matrix);
745 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
748 // depth-only (masking)
749 qglColorMask(0,0,0,0);
750 // just to make sure that braindead drivers don't draw anything
751 // despite that colormask...
752 GL_BlendFunc(GL_ZERO, GL_ONE);
757 GL_BlendFunc(GL_ONE, GL_ZERO);
762 memset(&m, 0, sizeof(m));
763 R_Mesh_State_Texture(&m);
765 while((surf = *surfchain++) != NULL)
767 if (surf->visframe == r_framecount)
769 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
771 GL_VertexPointer(mesh->vertex3f);
772 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
776 qglColorMask(1,1,1,1);
779 static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
781 const entity_render_t *ent = calldata1;
782 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
784 const surfmesh_t *mesh;
789 matrix4x4_t tempmatrix;
790 float args[4] = {0.05f,0,0,0.04f};
792 if (r_waterscroll.value)
794 // scrolling in texture matrix
795 Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
796 if (gl_textureshader && r_watershader.integer)
798 R_Mesh_TextureMatrix(1, &tempmatrix);
799 Matrix4x4_CreateTranslate(&tempmatrix, -sin(cl.time) * 0.025 * r_waterscroll.value, -sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
801 R_Mesh_TextureMatrix(0, &tempmatrix);
804 R_Mesh_Matrix(&ent->matrix);
805 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
807 memset(&m, 0, sizeof(m));
808 texture = surf->texinfo->texture->currentframe;
809 alpha = texture->currentalpha;
810 if (texture->rendertype == SURFRENDER_ADD)
812 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
815 else if (texture->rendertype == SURFRENDER_ALPHA)
817 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
822 GL_BlendFunc(GL_ONE, GL_ZERO);
825 if (gl_textureshader && r_watershader.integer)
827 m.tex[0] = R_GetTexture(mod_shared_distorttexture);
828 m.tex[1] = R_GetTexture(texture->skin.base);
831 m.tex[0] = R_GetTexture(texture->skin.base);
833 if (gl_combine.integer)
835 m.texrgbscale[0] = 4;
840 GL_ColorPointer(varray_color4f);
842 GL_Color(1, 1, 1, alpha);
843 if (gl_textureshader && r_watershader.integer)
845 GL_ActiveTexture (0);
846 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
847 GL_ActiveTexture (1);
848 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
849 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
850 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
851 qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
852 qglEnable (GL_TEXTURE_SHADER_NV);
854 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
856 GL_VertexPointer(mesh->vertex3f);
857 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
858 m.pointer_texcoord[1] = mesh->texcoordtexture2f;
859 m.texcombinergb[1] = GL_REPLACE;
860 R_Mesh_State_Texture(&m);
863 R_FillColors(varray_color4f, mesh->numverts, 1, 1, 1, alpha);
864 RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
866 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
868 if (gl_textureshader && r_watershader.integer)
870 qglDisable (GL_TEXTURE_SHADER_NV);
871 GL_ActiveTexture (0);
876 memset(&m, 0, sizeof(m));
877 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
880 m.tex[0] = R_GetTexture(texture->skin.fog);
881 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
883 GL_VertexPointer(mesh->vertex3f);
884 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
885 GL_ColorPointer(varray_color4f);
886 R_Mesh_State_Texture(&m);
887 RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, mesh->numverts, modelorg);
888 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
892 if (r_waterscroll.value)
894 Matrix4x4_CreateIdentity(&tempmatrix);
895 R_Mesh_TextureMatrix(0, &tempmatrix);
896 R_Mesh_TextureMatrix(1, &tempmatrix);
900 static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
902 const msurface_t *surf;
905 if (texture->rendertype != SURFRENDER_OPAQUE)
907 for (chain = surfchain;(surf = *chain) != NULL;chain++)
909 if (surf->visframe == r_framecount)
911 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
912 R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
917 for (chain = surfchain;(surf = *chain) != NULL;chain++)
918 if (surf->visframe == r_framecount)
919 RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
922 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
924 float base, colorscale;
925 const surfmesh_t *mesh;
928 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
929 memset(&m, 0, sizeof(m));
930 if (rendertype == SURFRENDER_ADD)
932 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
935 else if (rendertype == SURFRENDER_ALPHA)
937 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
942 GL_BlendFunc(GL_ONE, GL_ZERO);
945 m.tex[0] = R_GetTexture(texture->skin.base);
947 if (gl_combine.integer)
949 m.texrgbscale[0] = 4;
952 base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
954 GL_ColorPointer(varray_color4f);
955 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
957 GL_VertexPointer(mesh->vertex3f);
958 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
959 R_Mesh_State_Texture(&m);
960 R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha);
961 if (!(ent->effects & EF_FULLBRIGHT))
963 if (surf->dlightframe == r_framecount)
964 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
965 if (surf->flags & SURF_LIGHTMAP)
966 RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
968 RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
969 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
973 static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
975 const surfmesh_t *mesh;
978 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
979 memset(&m, 0, sizeof(m));
980 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
983 m.tex[0] = R_GetTexture(texture->skin.glow);
984 GL_ColorPointer(varray_color4f);
985 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
987 GL_VertexPointer(mesh->vertex3f);
989 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
990 R_Mesh_State_Texture(&m);
991 RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, mesh->numverts, modelorg);
992 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
996 static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
998 const surfmesh_t *mesh;
1001 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1002 memset(&m, 0, sizeof(m));
1003 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1004 GL_DepthMask(false);
1006 m.tex[0] = R_GetTexture(texture->skin.fog);
1007 GL_ColorPointer(varray_color4f);
1008 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1010 GL_VertexPointer(mesh->vertex3f);
1012 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1013 R_Mesh_State_Texture(&m);
1014 RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, mesh->numverts, modelorg);
1015 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1019 static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1021 const msurface_t *surf;
1022 const surfmesh_t *mesh;
1024 int lightmaptexturenum;
1026 memset(&m, 0, sizeof(m));
1027 GL_BlendFunc(GL_ONE, GL_ZERO);
1030 m.tex[0] = R_GetTexture(texture->skin.base);
1031 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1032 m.tex[2] = R_GetTexture(texture->skin.detail);
1033 m.texrgbscale[0] = 1;
1034 m.texrgbscale[1] = 4;
1035 m.texrgbscale[2] = 2;
1036 cl = (float) (1 << r_lightmapscalebit);
1037 GL_Color(cl, cl, cl, 1);
1039 while((surf = *surfchain++) != NULL)
1041 if (surf->visframe == r_framecount)
1043 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1044 //if (m.tex[1] != lightmaptexturenum)
1046 m.tex[1] = lightmaptexturenum;
1047 // R_Mesh_State_Texture(&m);
1049 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1051 GL_VertexPointer(mesh->vertex3f);
1052 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1053 m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
1054 m.pointer_texcoord[2] = mesh->texcoorddetail2f;
1055 R_Mesh_State_Texture(&m);
1056 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1062 static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1064 const msurface_t *surf;
1065 const surfmesh_t *mesh;
1067 int lightmaptexturenum;
1068 memset(&m, 0, sizeof(m));
1069 GL_BlendFunc(GL_ONE, GL_ZERO);
1072 m.tex[0] = R_GetTexture(texture->skin.base);
1073 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1074 if (gl_combine.integer)
1075 m.texrgbscale[1] = 4;
1076 GL_Color(1, 1, 1, 1);
1077 while((surf = *surfchain++) != NULL)
1079 if (surf->visframe == r_framecount)
1081 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1082 //if (m.tex[1] != lightmaptexturenum)
1084 m.tex[1] = lightmaptexturenum;
1085 // R_Mesh_State_Texture(&m);
1087 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1089 GL_VertexPointer(mesh->vertex3f);
1090 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1091 m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
1092 R_Mesh_State_Texture(&m);
1093 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1099 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1101 const msurface_t *surf;
1102 const surfmesh_t *mesh;
1104 memset(&m, 0, sizeof(m));
1107 GL_BlendFunc(GL_ONE, GL_ZERO);
1108 m.tex[0] = R_GetTexture(texture->skin.base);
1109 GL_Color(1, 1, 1, 1);
1110 while((surf = *surfchain++) != NULL)
1112 if (surf->visframe == r_framecount)
1114 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1116 GL_VertexPointer(mesh->vertex3f);
1117 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1118 R_Mesh_State_Texture(&m);
1119 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1125 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1127 const msurface_t *surf;
1128 const surfmesh_t *mesh;
1130 int lightmaptexturenum;
1131 memset(&m, 0, sizeof(m));
1132 GL_BlendFunc(GL_ZERO, GL_SRC_COLOR);
1133 GL_DepthMask(false);
1135 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1136 if (gl_combine.integer)
1137 m.texrgbscale[0] = 4;
1138 GL_Color(1, 1, 1, 1);
1139 while((surf = *surfchain++) != NULL)
1141 if (surf->visframe == r_framecount)
1143 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1144 //if (m.tex[0] != lightmaptexturenum)
1146 m.tex[0] = lightmaptexturenum;
1147 // R_Mesh_State_Texture(&m);
1149 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1151 GL_VertexPointer(mesh->vertex3f);
1152 m.pointer_texcoord[0] = mesh->texcoordlightmap2f;
1153 R_Mesh_State_Texture(&m);
1154 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1160 static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1162 const msurface_t *surf;
1163 const surfmesh_t *mesh;
1167 memset(&m, 0, sizeof(m));
1168 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1169 GL_DepthMask(false);
1171 m.tex[0] = R_GetTexture(texture->skin.base);
1173 if (gl_combine.integer)
1175 m.texrgbscale[0] = 4;
1176 colorscale *= 0.25f;
1178 GL_ColorPointer(varray_color4f);
1179 while((surf = *surfchain++) != NULL)
1181 if (surf->visframe == r_framecount && surf->dlightframe == r_framecount)
1183 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1185 if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
1187 GL_VertexPointer(mesh->vertex3f);
1188 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1189 R_FillColors(varray_color4f, mesh->numverts, 0, 0, 0, 1);
1190 R_Mesh_State_Texture(&m);
1191 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, colorscale);
1192 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1199 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1201 const msurface_t *surf;
1202 const surfmesh_t *mesh;
1205 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1206 memset(&m, 0, sizeof(m));
1207 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1208 GL_DepthMask(false);
1210 GL_ColorPointer(varray_color4f);
1211 while((surf = *surfchain++) != NULL)
1213 if (surf->visframe == r_framecount)
1215 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1217 GL_VertexPointer(mesh->vertex3f);
1219 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1220 R_Mesh_State_Texture(&m);
1221 RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, mesh->numverts, modelorg);
1222 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1228 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1230 const msurface_t *surf;
1231 const surfmesh_t *mesh;
1233 memset(&m, 0, sizeof(m));
1234 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1235 GL_DepthMask(false);
1237 m.tex[0] = R_GetTexture(texture->skin.detail);
1238 GL_Color(1, 1, 1, 1);
1239 while((surf = *surfchain++) != NULL)
1241 if (surf->visframe == r_framecount)
1243 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1245 GL_VertexPointer(mesh->vertex3f);
1246 m.pointer_texcoord[0] = mesh->texcoorddetail2f;
1247 R_Mesh_State_Texture(&m);
1248 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1254 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1256 const msurface_t *surf;
1257 const surfmesh_t *mesh;
1259 memset(&m, 0, sizeof(m));
1260 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1261 GL_DepthMask(false);
1263 m.tex[0] = R_GetTexture(texture->skin.glow);
1264 GL_Color(1, 1, 1, 1);
1265 while((surf = *surfchain++) != NULL)
1267 if (surf->visframe == r_framecount)
1269 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1271 GL_VertexPointer(mesh->vertex3f);
1272 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1273 R_Mesh_State_Texture(&m);
1274 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1280 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1282 const msurface_t *surf;
1283 const surfmesh_t *mesh;
1285 memset(&m, 0, sizeof(m));
1286 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1288 m.tex[0] = R_GetTexture(texture->skin.glow);
1290 GL_Color(1, 1, 1, 1);
1292 GL_Color(0, 0, 0, 1);
1293 while((surf = *surfchain++) != NULL)
1295 if (surf->visframe == r_framecount)
1297 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1299 GL_VertexPointer(mesh->vertex3f);
1300 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1301 R_Mesh_State_Texture(&m);
1302 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1308 static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
1310 const entity_render_t *ent = calldata1;
1311 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
1315 R_Mesh_Matrix(&ent->matrix);
1317 texture = surf->texinfo->texture;
1318 if (texture->animated)
1319 texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
1321 currentalpha = ent->alpha;
1322 if (ent->effects & EF_ADDITIVE)
1323 rendertype = SURFRENDER_ADD;
1324 else if (currentalpha < 1 || texture->skin.fog != NULL)
1325 rendertype = SURFRENDER_ALPHA;
1327 rendertype = SURFRENDER_OPAQUE;
1329 RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
1330 if (texture->skin.glow)
1331 RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
1333 RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
1336 static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1338 const msurface_t *surf;
1341 if (texture->rendertype != SURFRENDER_OPAQUE)
1343 // transparent vertex shaded from lightmap
1344 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1346 if (surf->visframe == r_framecount)
1348 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1349 R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
1353 else if (r_shadow_realtime_world.integer)
1355 // opaque base lighting
1356 RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
1358 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1360 else if (r_vertexsurfaces.integer)
1362 // opaque vertex shaded from lightmap
1363 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1364 if (surf->visframe == r_framecount)
1365 RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, texture->rendertype, texture->currentalpha);
1366 if (texture->skin.glow)
1367 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1368 if (surf->visframe == r_framecount)
1369 RSurfShader_Wall_Pass_Glow(ent, surf, texture, texture->rendertype, texture->currentalpha);
1371 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1372 if (surf->visframe == r_framecount)
1373 RSurfShader_Wall_Pass_Fog(ent, surf, texture, texture->rendertype, texture->currentalpha);
1377 // opaque lightmapped
1378 if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
1379 RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
1380 else if (r_textureunits.integer >= 2)
1382 RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
1383 if (r_detailtextures.integer)
1384 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1388 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1389 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1390 if (r_detailtextures.integer)
1391 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1393 if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
1394 RSurfShader_OpaqueWall_Pass_Light(ent, texture, surfchain);
1395 if (texture->skin.glow)
1396 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1398 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1402 Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
1403 Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
1404 Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
1406 int Cshader_count = 3;
1407 Cshader_t *Cshaders[3] =
1409 &Cshader_wall_lightmap,
1414 void R_UpdateTextureInfo(entity_render_t *ent)
1416 int i, texframe, alttextures;
1422 alttextures = ent->frame != 0;
1423 texframe = (int)(cl.time * 5.0f);
1424 for (i = 0;i < ent->model->brushq1.numtextures;i++)
1426 t = ent->model->brushq1.textures + i;
1427 t->currentalpha = ent->alpha;
1428 if (t->flags & SURF_WATERALPHA)
1429 t->currentalpha *= r_wateralpha.value;
1430 if (ent->effects & EF_ADDITIVE)
1431 t->rendertype = SURFRENDER_ADD;
1432 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1433 t->rendertype = SURFRENDER_ALPHA;
1435 t->rendertype = SURFRENDER_OPAQUE;
1436 // we don't need to set currentframe if t->animated is false because
1437 // it was already set up by the texture loader for non-animating
1439 t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1443 void R_PrepareSurfaces(entity_render_t *ent)
1445 int i, numsurfaces, *surfacevisframes;
1447 msurface_t *surf, *surfaces, **surfchain;
1454 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1455 numsurfaces = model->brushq1.nummodelsurfaces;
1456 surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1457 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1459 R_UpdateTextureInfo(ent);
1461 if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
1464 if (model->brushq1.light_ambient != r_ambient.value || model->brushq1.light_scalebit != r_lightmapscalebit)
1466 model->brushq1.light_ambient = r_ambient.value;
1467 model->brushq1.light_scalebit = r_lightmapscalebit;
1468 for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
1469 model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
1473 for (i = 0;i < model->brushq1.light_styles;i++)
1475 if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1477 model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1478 for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++)
1479 (**surfchain).cached_dlight = true;
1484 for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1486 if (surfacevisframes[i] == r_framecount)
1488 #if !WORLDNODECULLBACKFACES
1489 // mark any backface surfaces as not visible
1490 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1492 if (!(surf->flags & SURF_PLANEBACK))
1493 surfacevisframes[i] = -1;
1497 if ((surf->flags & SURF_PLANEBACK))
1498 surfacevisframes[i] = -1;
1500 if (surfacevisframes[i] == r_framecount)
1504 surf->visframe = r_framecount;
1505 if (surf->cached_dlight && surf->lightmaptexture != NULL && !r_vertexsurfaces.integer)
1506 R_BuildLightMap(ent, surf);
1512 void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
1516 if (ent->model == NULL)
1518 R_Mesh_Matrix(&ent->matrix);
1519 for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
1520 if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
1521 t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
1524 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1529 const entity_render_t *ent = calldata1;
1530 const mportal_t *portal = ent->model->brushq1.portals + calldata2;
1531 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1532 GL_DepthMask(false);
1534 R_Mesh_Matrix(&ent->matrix);
1535 GL_VertexPointer(varray_vertex3f);
1537 memset(&m, 0, sizeof(m));
1538 R_Mesh_State_Texture(&m);
1540 i = portal - ent->model->brushq1.portals;
1541 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
1542 ((i & 0x0038) >> 3) * (1.0f / 7.0f),
1543 ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
1545 if (PlaneDiff(r_origin, (&portal->plane)) < 0)
1547 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1548 VectorCopy(portal->points[i].position, v);
1551 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1552 VectorCopy(portal->points[i].position, v);
1553 R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1556 // LordHavoc: this is just a nice debugging tool, very slow
1557 static void R_DrawPortals(entity_render_t *ent)
1560 mportal_t *portal, *endportal;
1561 float temp[3], center[3], f;
1562 if (ent->model == NULL)
1564 for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
1566 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1569 for (i = 0;i < portal->numpoints;i++)
1570 VectorAdd(temp, portal->points[i].position, temp);
1571 f = ixtable[portal->numpoints];
1572 VectorScale(temp, f, temp);
1573 Matrix4x4_Transform(&ent->matrix, temp, center);
1574 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
1579 void R_PrepareBrushModel(entity_render_t *ent)
1581 int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1584 #if WORLDNODECULLBACKFACES
1588 // because bmodels can be reused, we have to decide which things to render
1589 // from scratch every time
1593 #if WORLDNODECULLBACKFACES
1594 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1596 numsurfaces = model->brushq1.nummodelsurfaces;
1597 surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1598 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1599 surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1600 for (i = 0;i < numsurfaces;i++, surf++)
1602 #if WORLDNODECULLBACKFACES
1603 // mark any backface surfaces as not visible
1604 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1606 if ((surf->flags & SURF_PLANEBACK))
1607 surfacevisframes[i] = r_framecount;
1609 else if (!(surf->flags & SURF_PLANEBACK))
1610 surfacevisframes[i] = r_framecount;
1612 surfacevisframes[i] = r_framecount;
1614 surf->dlightframe = -1;
1616 R_PrepareSurfaces(ent);
1619 void R_SurfaceWorldNode (entity_render_t *ent)
1621 int i, *surfacevisframes, *surfacepvsframes, surfnum;
1627 // equivilant to quake's RecursiveWorldNode but faster and more effective
1631 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1632 surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1633 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1635 for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
1637 if (!R_CullBox (leaf->mins, leaf->maxs))
1640 leaf->visframe = r_framecount;
1644 for (i = 0;i < model->brushq1.pvssurflistlength;i++)
1646 surfnum = model->brushq1.pvssurflist[i];
1647 surf = model->brushq1.surfaces + surfnum;
1648 #if WORLDNODECULLBACKFACES
1649 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1651 if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1652 surfacevisframes[surfnum] = r_framecount;
1656 if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1657 surfacevisframes[surfnum] = r_framecount;
1660 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1661 surfacevisframes[surfnum] = r_framecount;
1666 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1668 int c, leafstackpos, *mark, *surfacevisframes, bitnum;
1669 #if WORLDNODECULLBACKFACES
1673 mleaf_t *leaf, *leafstack[8192];
1676 msurface_t *surfaces;
1677 if (ent->model == NULL)
1679 // LordHavoc: portal-passage worldnode with PVS;
1680 // follows portals leading outward from viewleaf, does not venture
1681 // offscreen or into leafs that are not visible, faster than Quake's
1682 // RecursiveWorldNode
1683 surfaces = ent->model->brushq1.surfaces;
1684 surfacevisframes = ent->model->brushq1.surfacevisframes;
1685 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1686 viewleaf->worldnodeframe = r_framecount;
1687 leafstack[0] = viewleaf;
1689 while (leafstackpos)
1692 leaf = leafstack[--leafstackpos];
1693 leaf->visframe = r_framecount;
1694 // draw any surfaces bounding this leaf
1695 if (leaf->nummarksurfaces)
1697 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1699 #if WORLDNODECULLBACKFACES
1701 if (surfacevisframes[n] != r_framecount)
1703 surf = surfaces + n;
1704 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1706 if ((surf->flags & SURF_PLANEBACK))
1707 surfacevisframes[n] = r_framecount;
1711 if (!(surf->flags & SURF_PLANEBACK))
1712 surfacevisframes[n] = r_framecount;
1716 surfacevisframes[*mark++] = r_framecount;
1720 // follow portals into other leafs
1721 for (p = leaf->portals;p;p = p->next)
1723 // LordHavoc: this DotProduct hurts less than a cache miss
1724 // (which is more likely to happen if backflowing through leafs)
1725 if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1728 if (leaf->worldnodeframe != r_framecount)
1730 leaf->worldnodeframe = r_framecount;
1731 // FIXME: R_CullBox is absolute, should be done relative
1732 bitnum = (leaf - ent->model->brushq1.leafs) - 1;
1733 if ((r_pvsbits[bitnum >> 3] & (1 << (bitnum & 7))) && !R_CullBox(leaf->mins, leaf->maxs))
1734 leafstack[leafstackpos++] = leaf;
1741 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1743 int j, c, *surfacepvsframes, *mark;
1748 if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
1750 model->brushq1.pvsframecount++;
1751 model->brushq1.pvsviewleaf = viewleaf;
1752 model->brushq1.pvsviewleafnovis = r_novis.integer;
1753 model->brushq1.pvsleafchain = NULL;
1754 model->brushq1.pvssurflistlength = 0;
1757 surfacepvsframes = model->brushq1.surfacepvsframes;
1758 for (j = 0;j < model->brushq1.visleafs;j++)
1760 if (r_pvsbits[j >> 3] & (1 << (j & 7)))
1762 leaf = model->brushq1.leafs + j + 1;
1763 leaf->pvsframe = model->brushq1.pvsframecount;
1764 leaf->pvschain = model->brushq1.pvsleafchain;
1765 model->brushq1.pvsleafchain = leaf;
1766 // mark surfaces bounding this leaf as visible
1767 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1768 surfacepvsframes[*mark] = model->brushq1.pvsframecount;
1771 model->brushq1.BuildPVSTextureChains(model);
1776 void R_WorldVisibility(entity_render_t *ent)
1781 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1782 viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
1783 R_PVSUpdate(ent, viewleaf);
1788 if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1789 R_SurfaceWorldNode (ent);
1791 R_PortalWorldNode (ent, viewleaf);
1794 void R_DrawWorld(entity_render_t *ent)
1796 if (ent->model == NULL)
1798 if (!ent->model->brushq1.numleafs && ent->model->Draw)
1799 ent->model->Draw(ent);
1802 R_PrepareSurfaces(ent);
1803 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1804 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1805 if (r_drawportals.integer)
1810 void R_Model_Brush_DrawSky(entity_render_t *ent)
1812 if (ent->model == NULL)
1814 if (ent != &cl_entities[0].render)
1815 R_PrepareBrushModel(ent);
1816 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1819 void R_Model_Brush_Draw(entity_render_t *ent)
1821 if (ent->model == NULL)
1824 if (ent != &cl_entities[0].render)
1825 R_PrepareBrushModel(ent);
1826 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1829 void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
1833 float projectdistance, f, temp[3], lightradius2;
1835 if (ent->model == NULL)
1837 R_Mesh_Matrix(&ent->matrix);
1838 lightradius2 = lightradius * lightradius;
1839 R_UpdateTextureInfo(ent);
1840 projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1841 for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
1843 if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
1845 f = PlaneDiff(relativelightorigin, surf->plane);
1846 if (surf->flags & SURF_PLANEBACK)
1848 // draw shadows only for frontfaces and only if they are close
1849 if (f >= 0.1 && f < lightradius)
1851 temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
1852 temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
1853 temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
1854 if (DotProduct(temp, temp) < lightradius2)
1855 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1856 R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance);
1862 void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
1868 if (ent->model == NULL)
1870 R_Mesh_Matrix(&ent->matrix);
1871 R_UpdateTextureInfo(ent);
1872 for (surfnum = 0;surfnum < numsurfaces;surfnum++)
1874 surf = surflist[surfnum];
1875 if (surf->visframe == r_framecount)
1877 t = surf->texinfo->texture->currentframe;
1878 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
1880 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1882 R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
1883 R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
1890 void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
1895 float f, lightmins[3], lightmaxs[3];
1897 if (ent->model == NULL)
1899 R_Mesh_Matrix(&ent->matrix);
1900 lightmins[0] = relativelightorigin[0] - lightradius;
1901 lightmins[1] = relativelightorigin[1] - lightradius;
1902 lightmins[2] = relativelightorigin[2] - lightradius;
1903 lightmaxs[0] = relativelightorigin[0] + lightradius;
1904 lightmaxs[1] = relativelightorigin[1] + lightradius;
1905 lightmaxs[2] = relativelightorigin[2] + lightradius;
1906 R_UpdateTextureInfo(ent);
1907 for (surfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;surfnum < ent->model->brushq1.nummodelsurfaces;surfnum++, surf++)
1909 if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
1911 f = PlaneDiff(relativelightorigin, surf->plane);
1912 if (surf->flags & SURF_PLANEBACK)
1914 if (f >= -0.1 && f < lightradius)
1916 t = surf->texinfo->texture->currentframe;
1917 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
1919 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1921 R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
1922 R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
1930 void R_DrawCollisionBrush(colbrushf_t *brush)
1933 i = ((int)brush) / sizeof(colbrushf_t);
1934 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
1935 GL_VertexPointer(brush->points->v);
1936 R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
1939 void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
1942 if (!face->numtriangles)
1944 if (face->texture->renderflags)
1946 if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY)
1950 skyrendernow = false;
1951 if (skyrendermasked)
1955 R_Mesh_Matrix(&ent->matrix);
1957 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
1958 if (skyrendermasked)
1960 // depth-only (masking)
1961 qglColorMask(0,0,0,0);
1962 // just to make sure that braindead drivers don't draw anything
1963 // despite that colormask...
1964 GL_BlendFunc(GL_ZERO, GL_ONE);
1969 GL_BlendFunc(GL_ONE, GL_ZERO);
1974 memset(&m, 0, sizeof(m));
1975 R_Mesh_State_Texture(&m);
1977 GL_VertexPointer(face->data_vertex3f);
1978 R_Mesh_Draw(face->numvertices, face->numtriangles, face->data_element3i);
1979 qglColorMask(1,1,1,1);
1982 if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW)
1985 R_Mesh_Matrix(&ent->matrix);
1986 face->visframe = r_framecount;
1987 memset(&m, 0, sizeof(m));
1988 GL_BlendFunc(GL_ONE, GL_ZERO);
1991 m.tex[0] = R_GetTexture(face->texture->skin.base);
1992 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
1993 if (face->lightmaptexture)
1995 m.tex[1] = R_GetTexture(face->lightmaptexture);
1996 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
1997 m.texrgbscale[1] = 2;
1998 GL_Color(1, 1, 1, 1);
2002 m.texrgbscale[0] = 2;
2003 GL_ColorPointer(face->data_color4f);
2005 R_Mesh_State_Texture(&m);
2006 GL_VertexPointer(face->data_vertex3f);
2007 R_Mesh_Draw(face->numvertices, face->numtriangles, face->data_element3i);
2011 void R_Q3BSP_DrawSky(entity_render_t *ent)
2016 void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
2021 while (node->isnode)
2023 if (R_CullBox(node->mins, node->maxs))
2025 R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
2026 node = node->children[1];
2028 if (R_CullBox(node->mins, node->maxs))
2030 leaf = (q3mleaf_t *)node;
2031 if (pvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7)))
2033 for (i = 0;i < leaf->numleaffaces;i++)
2035 face = leaf->firstleafface[i];
2036 if (face->markframe != markframe)
2038 face->markframe = markframe;
2039 if (!R_CullBox(face->mins, face->maxs))
2040 R_Q3BSP_DrawFace(ent, face);
2048 void R_Q3BSP_Draw(entity_render_t *ent)
2055 static int markframe = 0;
2056 R_Mesh_Matrix(&ent->matrix);
2058 if (r_drawcollisionbrushes.integer < 2)
2060 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
2061 if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2062 R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
2064 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2065 R_Q3BSP_DrawFace(ent, face);
2067 if (r_drawcollisionbrushes.integer >= 1)
2070 memset(&m, 0, sizeof(m));
2071 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2072 GL_DepthMask(false);
2074 R_Mesh_State_Texture(&m);
2075 for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
2076 if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
2077 R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
2082 void R_Q3BSP_DrawFakeShadow(entity_render_t *ent)
2087 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
2091 vec3_t modelorg, lightmins, lightmaxs;
2093 float projectdistance;
2094 projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
2095 if (r_drawcollisionbrushes.integer < 2)
2098 R_Mesh_Matrix(&ent->matrix);
2099 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
2100 lightmins[0] = relativelightorigin[0] - lightradius;
2101 lightmins[1] = relativelightorigin[1] - lightradius;
2102 lightmins[2] = relativelightorigin[2] - lightradius;
2103 lightmaxs[0] = relativelightorigin[0] + lightradius;
2104 lightmaxs[1] = relativelightorigin[1] + lightradius;
2105 lightmaxs[2] = relativelightorigin[2] + lightradius;
2106 //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2107 // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
2109 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2110 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2111 R_Shadow_Volume(face->numvertices, face->numtriangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
2115 void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
2117 if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->numtriangles)
2119 R_Shadow_DiffuseLighting(face->numvertices, face->numtriangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, NULL);
2120 R_Shadow_SpecularLighting(face->numvertices, face->numtriangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, NULL);
2123 void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
2127 vec3_t modelorg, lightmins, lightmaxs;
2130 //static int markframe = 0;
2131 if (r_drawcollisionbrushes.integer < 2)
2134 R_Mesh_Matrix(&ent->matrix);
2135 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
2136 lightmins[0] = relativelightorigin[0] - lightradius;
2137 lightmins[1] = relativelightorigin[1] - lightradius;
2138 lightmins[2] = relativelightorigin[2] - lightradius;
2139 lightmaxs[0] = relativelightorigin[0] + lightradius;
2140 lightmaxs[1] = relativelightorigin[1] + lightradius;
2141 lightmaxs[2] = relativelightorigin[2] + lightradius;
2142 //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2143 // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
2145 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2146 if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2147 R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz);
2151 static void gl_surf_start(void)
2155 static void gl_surf_shutdown(void)
2159 static void gl_surf_newmap(void)
2163 void GL_Surf_Init(void)
2166 dlightdivtable[0] = 4194304;
2167 for (i = 1;i < 32768;i++)
2168 dlightdivtable[i] = 4194304 / (i << 7);
2170 Cvar_RegisterVariable(&r_ambient);
2171 Cvar_RegisterVariable(&r_vertexsurfaces);
2172 Cvar_RegisterVariable(&r_dlightmap);
2173 Cvar_RegisterVariable(&r_drawportals);
2174 Cvar_RegisterVariable(&r_testvis);
2175 Cvar_RegisterVariable(&r_floatbuildlightmap);
2176 Cvar_RegisterVariable(&r_detailtextures);
2177 Cvar_RegisterVariable(&r_surfaceworldnode);
2178 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2180 R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);