added basematerialflags/currentmaterialflags to texture_t which completely replace...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 10 Mar 2005 22:11:19 +0000 (22:11 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 10 Mar 2005 22:11:19 +0000 (22:11 +0000)
eliminated the flags and plane fields from q1bsp surfaces
q1bsp texture_t generation now sets supercontents (eliminating need for the SURF_SOLIDCLIP surface flag)
split R_UpdateTextureInfo into two versions for updating a single texture and updating a whole entity's textures respectively, so transparency rendering can now call R_UpdateTextureInfo instead of having duplicate code

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5080 d7cf8633-e32d-0410-b094-e92efae38249

gl_rsurf.c
model_brush.c
model_brush.h
r_light.c

index 8ecc23a..57f2352 100644 (file)
@@ -55,7 +55,7 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface
 {
        int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
        unsigned int *bl;
-       float dist, impact[3], local[3];
+       float dist, impact[3], local[3], planenormal[3], planedist;
        dlight_t *light;
 
        lit = false;
@@ -70,7 +70,9 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface
                        continue;                                       // not lit by this light
 
                Matrix4x4_Transform(matrix, light->origin, local);
-               dist = DotProduct (local, surface->plane->normal) - surface->plane->dist;
+               VectorCopy(surface->mesh.data_normal3f, planenormal);
+               planedist = DotProduct(surface->mesh.data_vertex3f, planenormal);
+               dist = DotProduct(local, planenormal) - planedist;
 
                // for comparisons to minimum acceptable light
                // compensate for LIGHTOFFSET
@@ -81,17 +83,7 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface
                if (dist2 >= maxdist)
                        continue;
 
-               if (surface->plane->type < 3)
-               {
-                       VectorCopy(local, impact);
-                       impact[surface->plane->type] -= dist;
-               }
-               else
-               {
-                       impact[0] = local[0] - surface->plane->normal[0] * dist;
-                       impact[1] = local[1] - surface->plane->normal[1] * dist;
-                       impact[2] = local[2] - surface->plane->normal[2] * dist;
-               }
+               VectorMA(local, -dist, planenormal, impact);
 
                impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0];
                impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1];
@@ -149,7 +141,7 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface
 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface)
 {
        int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
-       float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
+       float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract, planenormal[3], planedist;
        dlight_t *light;
 
        lit = false;
@@ -164,7 +156,9 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surfa
                        continue;                                       // not lit by this light
 
                Matrix4x4_Transform(matrix, light->origin, local);
-               dist = DotProduct (local, surface->plane->normal) - surface->plane->dist;
+               VectorCopy(surface->mesh.data_normal3f, planenormal);
+               planedist = DotProduct(surface->mesh.data_vertex3f, planenormal);
+               dist = DotProduct(local, planenormal) - planedist;
 
                // for comparisons to minimum acceptable light
                // compensate for LIGHTOFFSET
@@ -175,17 +169,7 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surfa
                if (dist2 >= maxdist)
                        continue;
 
-               if (surface->plane->type < 3)
-               {
-                       VectorCopy(local, impact);
-                       impact[surface->plane->type] -= dist;
-               }
-               else
-               {
-                       impact[0] = local[0] - surface->plane->normal[0] * dist;
-                       impact[1] = local[1] - surface->plane->normal[1] * dist;
-                       impact[2] = local[2] - surface->plane->normal[2] * dist;
-               }
+               VectorMA(local, -dist, planenormal, impact);
 
                impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0];
                impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1];
@@ -708,57 +692,67 @@ static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const
        return lit;
 }
 
+void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
+{
+       t->currentmaterialflags = t->basematerialflags;
+       t->currentalpha = ent->alpha;
+       if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
+               t->currentalpha *= r_wateralpha.value;
+       if (ent->effects & EF_ADDITIVE)
+               t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
+       if (t->currentalpha < 1 || t->skin.fog != NULL)
+               t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
+       // we don't need to set currentframe if t->animated is false because
+       // it was already set up by the texture loader for non-animating
+       if (t->animated)
+               t->currentframe = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
+}
+
+void R_UpdateAllTextureInfo(entity_render_t *ent)
+{
+       int i;
+       if (ent->model)
+               for (i = 0;i < ent->model->brush.num_textures;i++)
+                       R_UpdateTextureInfo(ent, ent->model->brush.data_textures + i);
+}
+
 static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
 {
        const entity_render_t *ent = calldata1;
        const msurface_t *surface = ent->model->brush.data_surfaces + calldata2;
        rmeshstate_t m;
-       float currentalpha;
        float base, colorscale;
        vec3_t modelorg;
        texture_t *texture;
        float args[4] = {0.05f,0,0,0.04f};
-       int rendertype, turb, fullbright;
+       int turb, fullbright;
+
+       texture = surface->texture;
+       R_UpdateTextureInfo(ent, texture);
+       if (texture->currentmaterialflags & MATERIALFLAG_SKY)
+               return; // transparent sky is too difficult
 
        R_Mesh_Matrix(&ent->matrix);
        Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
 
-       texture = surface->texture;
-       if (texture->animated)
-               texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (r_refdef.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
-       currentalpha = ent->alpha;
-       if (texture->flags & SURF_WATERALPHA)
-               currentalpha *= r_wateralpha.value;
-
-       GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
-       if (ent->effects & EF_ADDITIVE)
-       {
-               rendertype = SURFRENDER_ADD;
+       GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+       GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT));
+       if (texture->currentmaterialflags & MATERIALFLAG_ADD)
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-       }
-       else if (currentalpha < 1 || texture->skin.fog != NULL)
-       {
-               rendertype = SURFRENDER_ALPHA;
+       else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               GL_DepthMask(false);
-       }
        else
-       {
-               rendertype = SURFRENDER_OPAQUE;
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(!(ent->effects & EF_NODEPTHTEST));
-       }
 
-       turb = (texture->flags & SURF_DRAWTURB) && r_waterscroll.value;
-       fullbright = !(ent->flags & RENDER_LIGHT) || (texture->flags & SURF_DRAWFULLBRIGHT) || !surface->samples;
+       turb = texture->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value;
+       fullbright = !(ent->flags & RENDER_LIGHT) || (texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !surface->samples;
        base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
-       if (texture->flags & SURF_DRAWTURB)
+       if (texture->currentmaterialflags & MATERIALFLAG_WATER)
                base *= 0.5f;
-       if ((texture->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled && fullbright && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
+       if (texture->currentmaterialflags & MATERIALFLAG_WATER && gl_textureshader && r_watershader.value && !fogenabled && fullbright && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
        {
                // NVIDIA Geforce3 distortion texture shader on water
-               GL_Color(1, 1, 1, currentalpha);
+               GL_Color(1, 1, 1, texture->currentalpha);
                memset(&m, 0, sizeof(m));
                m.pointer_vertex = surface->mesh.data_vertex3f;
                m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]);
@@ -805,7 +799,7 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata
                        m.texrgbscale[0] = 4;
                        colorscale *= 0.25f;
                }
-               R_FillColors(varray_color4f, surface->mesh.num_vertices, base * ent->colormod[0], base * ent->colormod[1], base * ent->colormod[2], currentalpha);
+               R_FillColors(varray_color4f, surface->mesh.num_vertices, base * ent->colormod[0], base * ent->colormod[1], base * ent->colormod[2], texture->currentalpha);
                if (!fullbright)
                {
                        if (surface->dlightframe == r_framecount)
@@ -836,12 +830,12 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata
                                }
                        }
                        R_Mesh_State(&m);
-                       RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surface->mesh.num_vertices, modelorg);
+                       RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, 1, 1, 1, texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
                        GL_LockArrays(0, surface->mesh.num_vertices);
                        R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                        GL_LockArrays(0, 0);
                }
-               if (fogenabled && rendertype != SURFRENDER_ADD)
+               if (fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD))
                {
                        memset(&m, 0, sizeof(m));
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
@@ -859,7 +853,7 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata
                                }
                        }
                        R_Mesh_State(&m);
-                       RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surface->mesh.num_vertices, modelorg);
+                       RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
                        GL_LockArrays(0, surface->mesh.num_vertices);
                        R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                        GL_LockArrays(0, 0);
@@ -867,64 +861,53 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata
        }
 }
 
-void R_UpdateTextureInfo(entity_render_t *ent)
-{
-       int i, texframe, alttextures;
-       texture_t *t;
-
-       if (!ent->model)
-               return;
-
-       alttextures = ent->frame != 0;
-       texframe = (int)(r_refdef.time * 5.0f);
-       for (i = 0;i < ent->model->brush.num_textures;i++)
-       {
-               t = ent->model->brush.data_textures + i;
-               t->currentalpha = ent->alpha;
-               if (t->flags & SURF_WATERALPHA)
-                       t->currentalpha *= r_wateralpha.value;
-               if (ent->effects & EF_ADDITIVE)
-                       t->rendertype = SURFRENDER_ADD;
-               else if (t->currentalpha < 1 || t->skin.fog != NULL)
-                       t->rendertype = SURFRENDER_ALPHA;
-               else
-                       t->rendertype = SURFRENDER_OPAQUE;
-               // we don't need to set currentframe if t->animated is false because
-               // it was already set up by the texture loader for non-animating
-               if (t->animated)
-                       t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
-       }
-}
-
 void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        int texturesurfaceindex;
        vec3_t tempcenter, center, modelorg;
        msurface_t *surface;
+       qboolean dolightmap;
+       qboolean dobase;
+       qboolean doambient;
+       qboolean dodetail;
+       qboolean doglow;
+       qboolean dofog;
        rmeshstate_t m;
        Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+       c_faces += texturenumsurfaces;
+       // gl_lightmaps debugging mode skips normal texturing
        if (gl_lightmaps.integer)
        {
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_DepthMask(true);
                GL_DepthTest(true);
+               qglDisable(GL_CULL_FACE);
                GL_Color(1, 1, 1, 1);
                memset(&m, 0, sizeof(m));
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
                        surface = texturesurfacelist[texturesurfaceindex];
                        m.tex[0] = R_GetTexture(surface->lightmaptexture);
-                       m.pointer_vertex = surface->mesh.data_vertex3f;
                        m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+                       if (surface->lightmaptexture)
+                       {
+                               GL_Color(1, 1, 1, 1);
+                               m.pointer_color = NULL;
+                       }
+                       else
+                               m.pointer_color = surface->mesh.data_lightmapcolor4f;
+                       m.pointer_vertex = surface->mesh.data_vertex3f;
                        R_Mesh_State(&m);
                        GL_LockArrays(0, surface->mesh.num_vertices);
                        R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                        GL_LockArrays(0, 0);
                }
+               qglEnable(GL_CULL_FACE);
+               return;
        }
-       else if (texture->rendertype != SURFRENDER_OPAQUE)
+       // transparent surfaces get sorted for later drawing
+       if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
        {
-               // transparent vertex shaded from lightmap
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
                        surface = texturesurfacelist[texturesurfaceindex];
@@ -934,15 +917,16 @@ void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenums
                        Matrix4x4_Transform(&ent->matrix, tempcenter, center);
                        R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
                }
+               return;
        }
-       else if (texture->flags & SURF_LIGHTMAP)
+       if (texture->currentmaterialflags & MATERIALFLAG_WALL)
        {
-               qboolean dolightmap = (ent->flags & RENDER_LIGHT);
-               qboolean dobase = true;
-               qboolean doambient = r_ambient.value > 0;
-               qboolean dodetail = r_detailtextures.integer != 0;
-               qboolean doglow = texture->skin.glow != NULL;
-               qboolean dofog = fogenabled;
+               dolightmap = (ent->flags & RENDER_LIGHT);
+               dobase = true;
+               doambient = r_ambient.value > 0;
+               dodetail = texture->skin.detail != NULL && r_detailtextures.integer != 0;
+               doglow = texture->skin.glow != NULL;
+               dofog = fogenabled;
                // multitexture cases
                if (r_textureunits.integer >= 2 && gl_combine.integer && dobase && dolightmap)
                {
@@ -1156,16 +1140,18 @@ void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenums
                                GL_LockArrays(0, 0);
                        }
                }
+               return;
        }
-       else if (texture->flags & SURF_DRAWTURB)
+       if (texture->currentmaterialflags & MATERIALFLAG_WATER)
        {
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
                        surface = texturesurfacelist[texturesurfaceindex];
                        RSurfShader_Transparent_Callback(ent, surface - ent->model->brush.data_surfaces);
                }
+               return;
        }
-       else if (texture->flags & SURF_DRAWSKY)
+       if (texture->currentmaterialflags & MATERIALFLAG_SKY)
        {
                if (skyrendernow)
                {
@@ -1205,6 +1191,7 @@ void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenums
                        }
                        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
                }
+               return;
        }
 }
 
@@ -1248,8 +1235,8 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                }
        }
 
-       R_UpdateTextureInfo(ent);
-       flagsmask = skysurfaces ? SURF_DRAWSKY : (SURF_DRAWTURB | SURF_LIGHTMAP);
+       R_UpdateAllTextureInfo(ent);
+       flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
        f = 0;
        t = NULL;
        numsurfacelist = 0;
@@ -1266,13 +1253,12 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                        numsurfacelist = 0;
                                }
                                t = surface->texture;
-                               f = t->flags & flagsmask;
+                               f = t->currentmaterialflags & flagsmask;
                                texture = t->currentframe;
                        }
                        if (f)
                        {
                                // add face to draw list and update lightmap if necessary
-                               c_faces++;
                                if (surface->cached_dlight && surface->lightmaptexture != NULL)
                                        R_BuildLightMap(ent, surface);
                                surfacelist[numsurfacelist++] = surface;
@@ -1427,7 +1413,8 @@ void R_Q1BSP_DrawSky(entity_render_t *ent)
 {
        if (ent->model == NULL)
                return;
-       R_DrawSurfaces(ent, true);
+       if (r_drawcollisionbrushes.integer < 2)
+               R_DrawSurfaces(ent, true);
 }
 
 void R_Q1BSP_Draw(entity_render_t *ent)
@@ -1435,7 +1422,8 @@ void R_Q1BSP_Draw(entity_render_t *ent)
        if (ent->model == NULL)
                return;
        c_bmodels++;
-       R_DrawSurfaces(ent, false);
+       if (r_drawcollisionbrushes.integer < 2)
+               R_DrawSurfaces(ent, false);
 }
 
 void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
@@ -1470,6 +1458,7 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
                pvs = model->brush.GetPVS(model, relativelightorigin);
        else
                pvs = NULL;
+       R_UpdateAllTextureInfo(ent);
        // FIXME: use BSP recursion as lights are often small
        for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++)
        {
@@ -1497,7 +1486,7 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
                                        if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
                                        {
                                                surface = model->brush.data_surfaces + surfaceindex;
-                                               if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && (surface->texture->flags & SURF_LIGHTMAP) && !surface->texture->skin.fog)
+                                               if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) && !surface->texture->skin.fog)
                                                {
                                                        for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
                                                        {
@@ -1557,7 +1546,8 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t
        if (r_drawcollisionbrushes.integer < 2)
        {
                R_Mesh_Matrix(&ent->matrix);
-               R_UpdateTextureInfo(ent);
+               if (!r_shadow_compilingrtlight)
+                       R_UpdateAllTextureInfo(ent);
                for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
                        surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
@@ -1565,14 +1555,14 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t
                        {
                                // if compiling an rtlight, capture the mesh
                                t = surface->texture;
-                               if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL)
+                               if ((t->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
                                        Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
                        }
                        else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]])
                        {
                                t = surface->texture->currentframe;
                                // FIXME: transparent surfaces need to be lit later
-                               if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE)
+                               if ((t->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
                                        R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
                        }
                }
@@ -1722,23 +1712,25 @@ void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int surfacenumber
 void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        int i, texturesurfaceindex;
+       vec3_t modelorg;
        msurface_t *surface;
        qboolean dolightmap;
        qboolean dobase;
        qboolean doambient;
+       qboolean dodetail;
        qboolean doglow;
        qboolean dofog;
        rmeshstate_t m;
-       if (!texturenumsurfaces)
-               return;
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
        c_faces += texturenumsurfaces;
        // gl_lightmaps debugging mode skips normal texturing
        if (gl_lightmaps.integer)
        {
+               GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_DepthMask(true);
                GL_DepthTest(true);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
                qglDisable(GL_CULL_FACE);
+               GL_Color(1, 1, 1, 1);
                memset(&m, 0, sizeof(m));
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
@@ -1827,6 +1819,7 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumsurf
        dolightmap = (ent->flags & RENDER_LIGHT);
        dobase = true;
        doambient = r_ambient.value > 0;
+       dodetail = t->skin.detail != NULL && r_detailtextures.integer;
        doglow = t->skin.glow != NULL;
        dofog = fogenabled;
        if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
index 56a02e5..9908844 100644 (file)
@@ -220,7 +220,7 @@ static void Mod_Q1BSP_FindNonSolidLocation_r_Leaf(findnonsolidlocationinfo_t *in
        for (surfacenum = 0, mark = leaf->firstleafsurface;surfacenum < leaf->numleafsurfaces;surfacenum++, mark++)
        {
                surface = info->model->brush.data_surfaces + *mark;
-               if (surface->flags & SURF_SOLIDCLIP)
+               if (surface->texture->supercontents & SUPERCONTENTS_SOLID)
                {
                        for (k = 0;k < surface->mesh.num_triangles;k++)
                        {
@@ -790,7 +790,7 @@ loc0:
                        surface = r_refdef.worldmodel->brush.data_surfaces + node->firstsurface;
                        for (i = 0;i < node->numsurfaces;i++, surface++)
                        {
-                               if (!(surface->texture->flags & SURF_LIGHTMAP) || !surface->samples)
+                               if (!(surface->texture->basematerialflags & MATERIALFLAG_WALL) || !surface->samples)
                                        continue;       // no lightmaps
 
                                ds = (int) (x * surface->texinfo->vecs[0][0] + y * surface->texinfo->vecs[0][1] + mid * surface->texinfo->vecs[0][2] + surface->texinfo->vecs[0][3]) - surface->texturemins[0];
@@ -1010,9 +1010,16 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                tx->height = 16;
                tx->skin.base = r_notexture;
                if (i == loadmodel->brush.num_textures - 1)
-                       tx->flags = SURF_DRAWTURB | SURF_LIGHTBOTHSIDES;
+               {
+                       tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES;
+                       tx->supercontents = SUPERCONTENTS_WATER;
+               }
                else
-                       tx->flags = SURF_LIGHTMAP | SURF_SOLIDCLIP;
+               {
+                       tx->basematerialflags |= MATERIALFLAG_WALL;
+                       tx->supercontents = SUPERCONTENTS_SOLID;
+               }
+               tx->basematerialflags = 0;
                tx->currentframe = tx;
        }
 
@@ -1131,22 +1138,37 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        tx->skin.base = r_notexture;
                }
 
+               tx->basematerialflags = 0;
                if (tx->name[0] == '*')
                {
                        // turb does not block movement
-                       tx->flags = SURF_DRAWTURB | SURF_LIGHTBOTHSIDES;
+                       tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES;
                        // LordHavoc: some turbulent textures should be fullbright and solid
                        if (!strncmp(tx->name,"*lava",5)
                         || !strncmp(tx->name,"*teleport",9)
                         || !strncmp(tx->name,"*rift",5)) // Scourge of Armagon texture
-                               tx->flags |= SURF_DRAWFULLBRIGHT | SURF_DRAWNOALPHA;
+                               tx->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
+                       else
+                               tx->basematerialflags |= MATERIALFLAG_WATERALPHA;
+                       if (!strncmp(tx->name, "*lava", 5))
+                               tx->supercontents = SUPERCONTENTS_LAVA;
+                       else if (!strncmp(tx->name, "*slime", 6))
+                               tx->supercontents = SUPERCONTENTS_SLIME;
                        else
-                               tx->flags |= SURF_WATERALPHA;
+                               tx->supercontents = SUPERCONTENTS_WATER;
                }
                else if (tx->name[0] == 's' && tx->name[1] == 'k' && tx->name[2] == 'y')
-                       tx->flags = SURF_DRAWSKY | SURF_SOLIDCLIP;
+               {
+                       tx->supercontents = SUPERCONTENTS_SKY;
+                       tx->basematerialflags |= MATERIALFLAG_SKY;
+               }
                else
-                       tx->flags = SURF_LIGHTMAP | SURF_SOLIDCLIP;
+               {
+                       tx->supercontents = SUPERCONTENTS_SOLID;
+                       tx->basematerialflags |= MATERIALFLAG_WALL;
+               }
+               if (tx->skin.fog)
+                       tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
 
                // start out with no animation
                tx->currentframe = tx;
@@ -1576,7 +1598,7 @@ static void Mod_Q1BSP_LoadTexinfo(lump_t *l)
                {
                        // if texture chosen is NULL or the shader needs a lightmap,
                        // force to notexture water shader
-                       if (out->texture == NULL || out->texture->flags & SURF_LIGHTMAP)
+                       if (out->texture == NULL || out->texture->basematerialflags & MATERIALFLAG_WALL)
                                out->texture = loadmodel->brush.data_textures + (loadmodel->brush.num_textures - 1);
                }
                else
@@ -1784,16 +1806,15 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
                        Host_Error("Mod_Q1BSP_LoadFaces: invalid texinfo index %i(model has %i texinfos)\n", i, loadmodel->brushq1.numtexinfo);
                surface->texinfo = loadmodel->brushq1.texinfo + i;
                surface->texture = surface->texinfo->texture;
-               surface->flags = surface->texture->flags;
 
                planenum = LittleShort(in->planenum);
                if ((unsigned int) planenum >= (unsigned int) loadmodel->brush.num_planes)
                        Host_Error("Mod_Q1BSP_LoadFaces: invalid plane index %i (model has %i planes)\n", planenum, loadmodel->brush.num_planes);
 
-               if (LittleShort(in->side))
-                       surface->flags |= SURF_PLANEBACK;
-
-               surface->plane = loadmodel->brush.data_planes + planenum;
+               //surface->flags = surface->texture->flags;
+               //if (LittleShort(in->side))
+               //      surface->flags |= SURF_PLANEBACK;
+               //surface->plane = loadmodel->brush.data_planes + planenum;
 
                surface->mesh.num_vertices = numedges;
                surface->mesh.num_triangles = numedges - 2;
@@ -1880,20 +1901,17 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
                else // LordHavoc: white lighting (bsp version 29)
                        surface->samples = loadmodel->brushq1.lightdata + (i * 3);
 
-               if (surface->texture->flags & SURF_LIGHTMAP)
+               if (surface->texture->basematerialflags & MATERIALFLAG_WALL)
                {
+                       int i, iu, iv;
+                       float u, v, ubase, vbase, uscale, vscale;
+
                        if (ssize > 256 || tsize > 256)
                                Host_Error("Bad surface extents");
                        // stainmap for permanent marks on walls
                        surface->stainsamples = Mem_Alloc(loadmodel->mempool, ssize * tsize * 3);
                        // clear to white
                        memset(surface->stainsamples, 255, ssize * tsize * 3);
-               }
-
-               if (surface->texture->flags & SURF_LIGHTMAP)
-               {
-                       int i, iu, iv;
-                       float u, v, ubase, vbase, uscale, vscale;
 
                        if (r_miplightmaps.integer)
                        {
@@ -3044,11 +3062,8 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer)
                        for (j = 0, surface = &mod->brush.data_surfaces[mod->firstmodelsurface];j < mod->nummodelsurfaces;j++, surface++)
                        {
                                // we only need to have a drawsky function if it is used(usually only on world model)
-                               if (surface->texture->flags & SURF_DRAWSKY)
+                               if (surface->texture->basematerialflags & MATERIALFLAG_SKY)
                                        mod->DrawSky = R_Q1BSP_DrawSky;
-                               // LordHavoc: submodels always clip, even if water
-                               if (i)
-                                       surface->flags |= SURF_SOLIDCLIP;
                                // calculate bounding shapes
                                for (k = 0, vec = surface->mesh.data_vertex3f;k < surface->mesh.num_vertices;k++, vec += 3)
                                {
@@ -3784,6 +3799,17 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
                                                        {
                                                                out->surfaceparms = flags;
                                                                out->textureflags = flags2;
+                                                               out->basematerialflags = 0;
+                                                               if (out->surfaceparms & Q3SURFACEPARM_NODRAW)
+                                                                       out->basematerialflags |= MATERIALFLAG_NODRAW;
+                                                               else if (out->surfaceparms & Q3SURFACEPARM_SKY)
+                                                                       out->basematerialflags |= MATERIALFLAG_SKY;
+                                                               else if (out->surfaceparms & (Q3SURFACEPARM_WATER | Q3SURFACEPARM_SLIME | Q3SURFACEPARM_LAVA))
+                                                                       out->basematerialflags |= MATERIALFLAG_WATER;
+                                                               else
+                                                                       out->basematerialflags |= MATERIALFLAG_WALL;
+                                                               if (out->surfaceparms & (Q3SURFACEPARM_SLIME | Q3SURFACEPARM_WATER))
+                                                                       out->basematerialflags |= MATERIALFLAG_WATERALPHA;
                                                                strlcpy(out->firstpasstexturename, firstpasstexturename, sizeof(out->firstpasstexturename));
                                                                if ((flags & Q3SURFACEPARM_SKY) && sky[0])
                                                                {
@@ -3813,6 +3839,12 @@ parseerror:
                        c++;
                        Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, out->name);
                        out->surfaceparms = 0;
+                       if (out->surfaceflags & Q3SURFACEFLAG_NODRAW)
+                               out->basematerialflags |= MATERIALFLAG_NODRAW;
+                       else if (out->surfaceflags & Q3SURFACEFLAG_SKY)
+                               out->basematerialflags |= MATERIALFLAG_SKY;
+                       else
+                               out->basematerialflags |= MATERIALFLAG_WALL;
                        // these are defaults
                        //if (!strncmp(out->name, "textures/skies/", 15))
                        //      out->surfaceparms |= Q3SURFACEPARM_SKY;
@@ -3825,6 +3857,8 @@ parseerror:
                if (!Mod_LoadSkinFrame(&out->skin, out->name, (((out->textureflags & Q3TEXTUREFLAG_NOMIPMAPS) || (out->surfaceparms & Q3SURFACEPARM_NOMIPMAPS)) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (out->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP), false, true, true))
                        if (!Mod_LoadSkinFrame(&out->skin, out->firstpasstexturename, (((out->textureflags & Q3TEXTUREFLAG_NOMIPMAPS) || (out->surfaceparms & Q3SURFACEPARM_NOMIPMAPS)) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (out->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP), false, true, true))
                                Con_Printf("%s: texture loading for shader \"%s\" failed (first layer \"%s\" not found either)\n", loadmodel->name, out->name, out->firstpasstexturename);
+               if (out->skin.fog)
+                       out->basematerialflags |= (MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT);
        }
        if (c)
                Con_DPrintf("%s: %i textures missing shaders\n", loadmodel->name, c);
index 011b44b..6484ccf 100644 (file)
@@ -61,19 +61,31 @@ mplane_t;
 #define SHADERSTAGE_NORMAL 1
 #define SHADERSTAGE_COUNT 2
 
-#define SURF_PLANEBACK 2
-#define SURF_DRAWSKY 4
-#define SURF_DRAWTURB 0x10
-#define SURF_LIGHTMAP 0x20
-#define SURF_DRAWNOALPHA 0x100
-#define SURF_DRAWFULLBRIGHT 0x200
-#define SURF_LIGHTBOTHSIDES 0x400
-#define SURF_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha
-#define SURF_SOLIDCLIP 0x8000 // this polygon blocks movement
-
-#define SURFRENDER_OPAQUE 0
-#define SURFRENDER_ALPHA 1
-#define SURFRENDER_ADD 2
+//#define SURF_PLANEBACK 2
+
+// set for anything to be transparent sorted
+#define MATERIALFLAG_TRANSPARENT 1
+// use alpha blend on this material
+#define MATERIALFLAG_ALPHA 2
+// use additive blend on this material
+#define MATERIALFLAG_ADD 4
+// turn off depth test on this material
+#define MATERIALFLAG_NODEPTHTEST 8
+// multiply alpha by r_wateralpha cvar
+#define MATERIALFLAG_WATERALPHA 16
+// draw with no lighting
+#define MATERIALFLAG_FULLBRIGHT 32
+// drawn as a normal lightmapped wall
+#define MATERIALFLAG_WALL 64
+// swirling water effect
+#define MATERIALFLAG_WATER 128
+// this surface shows the sky
+// skipped if transparent
+#define MATERIALFLAG_SKY 256
+// skips drawing the surface
+#define MATERIALFLAG_NODRAW 512
+// probably used only on q1bsp water
+#define MATERIALFLAG_LIGHTBOTHSIDES 1024
 
 struct entity_render_s;
 struct texture_s;
@@ -87,10 +99,12 @@ typedef struct texture_s
        // size
        unsigned int width, height;
        // SURF_ flags
-       unsigned int flags;
+       //unsigned int flags;
 
-       // type of rendering (SURFRENDER_ value)
-       int rendertype;
+       // base material flags
+       int basematerialflags;
+       // current material flags (updated each bmodel render)
+       int currentmaterialflags;
 
        // loaded the same as model skins
        skinframe_t skin;
@@ -150,13 +164,11 @@ typedef struct msurface_s
        int num_firstshadowmeshtriangle;
 
        // the node plane this is on, backwards if SURF_PLANEBACK flag set
-       mplane_t *plane; // q1bsp
+       //mplane_t *plane; // q1bsp
        // SURF_ flags
-       int flags; // q1bsp
+       //int flags; // q1bsp
        // texture mapping properties used by this surface
        mtexinfo_t *texinfo; // q1bsp
-       // if lightmap settings changed, this forces update
-       int cached_dlight; // q1bsp
        // index into d_lightstylevalue array, 255 means not used (black)
        qbyte styles[MAXLIGHTMAPS]; // q1bsp
        // RGB lighting data [numstyles][height][width][3]
@@ -167,6 +179,8 @@ typedef struct msurface_s
        int lightmaptexturestride; // q1bsp
        int texturemins[2]; // q1bsp
        int extents[2]; // q1bsp
+       // if lightmap settings changed, this forces update
+       int cached_dlight; // q1bsp
        // if this == r_framecount there are dynamic lights on the surface
        int dlightframe; // q1bsp
        // which dynamic lights are touching this surface
index 7b3ed2a..272eed2 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -203,7 +203,7 @@ static void R_RecursiveMarkLights(entity_render_t *ent, vec3_t lightorigin, dlig
        if (leaf->numleafsurfaces && (i >= pvsbits || CHECKPVSBIT(pvs, i)))
        {
                int d, impacts, impactt;
-               float sdist, maxdist, dist2, impact[3];
+               float sdist, maxdist, dist2, impact[3], planenormal[3], planedist;
                msurface_t *surface;
                // mark the polygons
                maxdist = light->rtlight.lightmap_cullradius2;
@@ -212,11 +212,11 @@ static void R_RecursiveMarkLights(entity_render_t *ent, vec3_t lightorigin, dlig
                        if (ent == r_refdef.worldentity && !r_worldsurfacevisible[leaf->firstleafsurface[i]])
                                continue;
                        surface = ent->model->brush.data_surfaces + leaf->firstleafsurface[i];
-                       dist = sdist = PlaneDiff(lightorigin, surface->plane);
-                       if (surface->flags & SURF_PLANEBACK)
-                               dist = -dist;
+                       VectorCopy(surface->mesh.data_normal3f, planenormal);
+                       planedist = DotProduct(surface->mesh.data_vertex3f, surface->mesh.data_normal3f);
+                       dist = sdist = DotProduct(lightorigin, planenormal) - planedist;
 
-                       if (dist < -0.25f && !(surface->texture->flags & SURF_LIGHTBOTHSIDES))
+                       if (dist < -0.25f && !(surface->texture->currentmaterialflags & MATERIALFLAG_LIGHTBOTHSIDES))
                                continue;
 
                        dist2 = dist * dist;
@@ -224,10 +224,7 @@ static void R_RecursiveMarkLights(entity_render_t *ent, vec3_t lightorigin, dlig
                                continue;
 
                        VectorCopy(lightorigin, impact);
-                       if (surface->plane->type >= 3)
-                               VectorMA(impact, -sdist, surface->plane->normal, impact);
-                       else
-                               impact[surface->plane->type] -= sdist;
+                       VectorMA(impact, -sdist, planenormal, impact);
 
                        impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0];