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 static mempool_t *r_surf_mempool = NULL;
33 static int r_surf_surfacevisiblelimit = 0;
34 static qbyte *r_surf_surfacevisible = NULL;
36 cvar_t r_ambient = {0, "r_ambient", "0"};
37 cvar_t r_drawportals = {0, "r_drawportals", "0"};
38 cvar_t r_testvis = {0, "r_testvis", "0"};
39 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
40 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
41 cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
42 cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
43 cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
44 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
45 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
48 // FIXME: these arrays are huge!
49 int r_q1bsp_maxmarkleafs;
50 int r_q1bsp_nummarkleafs;
51 mleaf_t *r_q1bsp_maxleaflist[65536];
52 int r_q1bsp_maxmarksurfaces;
53 int r_q1bsp_nummarksurfaces;
54 msurface_t *r_q1bsp_maxsurfacelist[65536];
56 // FIXME: these arrays are huge!
57 int r_q3bsp_maxmarkleafs;
58 int r_q3bsp_nummarkleafs;
59 q3mleaf_t *r_q3bsp_maxleaflist[65536];
60 int r_q3bsp_maxmarksurfaces;
61 int r_q3bsp_nummarksurfaces;
62 q3msurface_t *r_q3bsp_maxsurfacelist[65536];
65 void R_Surf_ClearSurfaceVisible(int num)
67 if (r_surf_surfacevisiblelimit < num)
69 Mem_Free(r_surf_surfacevisible);
70 r_surf_surfacevisiblelimit = num;
71 r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit);
73 memset(r_surf_surfacevisible, 0, num);
76 static int dlightdivtable[32768];
78 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
80 int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
82 float dist, impact[3], local[3];
87 smax = (surf->extents[0] >> 4) + 1;
88 tmax = (surf->extents[1] >> 4) + 1;
91 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
93 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
94 continue; // not lit by this light
96 Matrix4x4_Transform(matrix, light->origin, local);
97 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
99 // for comparisons to minimum acceptable light
100 // compensate for LIGHTOFFSET
101 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
104 dist2 += LIGHTOFFSET;
105 if (dist2 >= maxdist)
108 if (surf->plane->type < 3)
110 VectorCopy(local, impact);
111 impact[surf->plane->type] -= dist;
115 impact[0] = local[0] - surf->plane->normal[0] * dist;
116 impact[1] = local[1] - surf->plane->normal[1] * dist;
117 impact[2] = local[2] - surf->plane->normal[2] * dist;
120 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
121 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
123 s = bound(0, impacts, smax * 16) - impacts;
124 t = bound(0, impactt, tmax * 16) - impactt;
125 i = s * s + t * t + dist2;
129 // reduce calculations
130 for (s = 0, i = impacts; s < smax; s++, i -= 16)
131 sdtable[s] = i * i + dist2;
133 maxdist3 = maxdist - dist2;
135 // convert to 8.8 blocklights format
136 red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
137 green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
138 blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
139 subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
143 for (t = 0;t < tmax;t++, i -= 16)
146 // make sure some part of it is visible on this line
149 maxdist2 = maxdist - td;
150 for (s = 0;s < smax;s++)
152 if (sdtable[s] < maxdist2)
154 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
158 bl[1] += (green * k);
173 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
175 int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
176 float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
181 smax = (surf->extents[0] >> 4) + 1;
182 tmax = (surf->extents[1] >> 4) + 1;
185 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
187 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
188 continue; // not lit by this light
190 Matrix4x4_Transform(matrix, light->origin, local);
191 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
193 // for comparisons to minimum acceptable light
194 // compensate for LIGHTOFFSET
195 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
198 dist2 += LIGHTOFFSET;
199 if (dist2 >= maxdist)
202 if (surf->plane->type < 3)
204 VectorCopy(local, impact);
205 impact[surf->plane->type] -= dist;
209 impact[0] = local[0] - surf->plane->normal[0] * dist;
210 impact[1] = local[1] - surf->plane->normal[1] * dist;
211 impact[2] = local[2] - surf->plane->normal[2] * dist;
214 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
215 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
217 td = bound(0, impacts, smax * 16) - impacts;
218 td1 = bound(0, impactt, tmax * 16) - impactt;
219 td = td * td + td1 * td1 + dist2;
223 // reduce calculations
224 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
225 sdtable[s] = td1 * td1 + dist2;
227 maxdist3 = maxdist - dist2;
229 // convert to 8.8 blocklights format
230 red = light->rtlight.lightmap_light[0];
231 green = light->rtlight.lightmap_light[1];
232 blue = light->rtlight.lightmap_light[2];
233 subtract = light->rtlight.lightmap_subtract * 32768.0f;
234 bl = floatblocklights;
237 for (t = 0;t < tmax;t++, td1 -= 16.0f)
240 // make sure some part of it is visible on this line
243 maxdist2 = maxdist - td;
244 for (s = 0;s < smax;s++)
246 if (sdtable[s] < maxdist2)
248 k = (32768.0f / (sdtable[s] + td)) - subtract;
268 Combine and scale multiple lightmaps into the 8.8 format in blocklights
271 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
273 if (!r_floatbuildlightmap.integer)
275 int smax, tmax, i, j, size, size3, maps, stride, l;
276 unsigned int *bl, scale;
277 qbyte *lightmap, *out, *stain;
279 // update cached lighting info
280 surf->cached_dlight = 0;
282 smax = (surf->extents[0]>>4)+1;
283 tmax = (surf->extents[1]>>4)+1;
286 lightmap = surf->samples;
288 // set to full bright if no light data
290 if (!ent->model->brushq1.lightdata)
292 for (i = 0;i < size3;i++)
298 memset(bl, 0, size*3*sizeof(unsigned int));
300 if (surf->dlightframe == r_framecount)
302 surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
303 if (surf->cached_dlight)
307 // add all the lightmaps
311 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
312 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
313 bl[i] += lightmap[i] * scale;
317 stain = surf->stainsamples;
320 // the >> 16 shift adjusts down 8 bits to account for the stainmap
321 // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
322 // be doubled during rendering to achieve 2x overbright
323 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
324 if (ent->model->brushq1.lightmaprgba)
326 stride = (surf->lightmaptexturestride - smax) * 4;
327 for (i = 0;i < tmax;i++, out += stride)
329 for (j = 0;j < smax;j++)
331 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
332 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
333 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
340 stride = (surf->lightmaptexturestride - smax) * 3;
341 for (i = 0;i < tmax;i++, out += stride)
343 for (j = 0;j < smax;j++)
345 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
346 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
347 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
352 R_UpdateTexture(surf->lightmaptexture, templight);
356 int smax, tmax, i, j, size, size3, maps, stride, l;
358 qbyte *lightmap, *out, *stain;
360 // update cached lighting info
361 surf->cached_dlight = 0;
363 smax = (surf->extents[0]>>4)+1;
364 tmax = (surf->extents[1]>>4)+1;
367 lightmap = surf->samples;
369 // set to full bright if no light data
370 bl = floatblocklights;
371 if (!ent->model->brushq1.lightdata)
373 for (i = 0;i < size3;i++)
378 memset(bl, 0, size*3*sizeof(float));
380 if (surf->dlightframe == r_framecount)
382 surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
383 if (surf->cached_dlight)
387 // add all the lightmaps
390 bl = floatblocklights;
391 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
392 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
393 bl[i] += lightmap[i] * scale;
397 stain = surf->stainsamples;
398 bl = floatblocklights;
400 // this scaling adjusts down 8 bits to account for the stainmap
401 // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will
402 // be doubled during rendering to achieve 2x overbright
403 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
404 scale = 1.0f / (1 << 16);
405 if (ent->model->brushq1.lightmaprgba)
407 stride = (surf->lightmaptexturestride - smax) * 4;
408 for (i = 0;i < tmax;i++, out += stride)
410 for (j = 0;j < smax;j++)
412 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
413 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
414 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
421 stride = (surf->lightmaptexturestride - smax) * 3;
422 for (i = 0;i < tmax;i++, out += stride)
424 for (j = 0;j < smax;j++)
426 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
427 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
428 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
433 R_UpdateTexture(surf->lightmaptexture, templight);
437 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
439 float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
440 msurface_t *surf, *endsurf;
441 int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
445 maxdist = radius * radius;
446 invradius = 1.0f / radius;
449 if (node->contents < 0)
451 ndist = PlaneDiff(origin, node->plane);
454 node = node->children[0];
459 node = node->children[1];
463 dist2 = ndist * ndist;
464 maxdist3 = maxdist - dist2;
466 if (node->plane->type < 3)
468 VectorCopy(origin, impact);
469 impact[node->plane->type] -= ndist;
473 impact[0] = origin[0] - node->plane->normal[0] * ndist;
474 impact[1] = origin[1] - node->plane->normal[1] * ndist;
475 impact[2] = origin[2] - node->plane->normal[2] * ndist;
478 for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
480 if (surf->stainsamples)
482 smax = (surf->extents[0] >> 4) + 1;
483 tmax = (surf->extents[1] >> 4) + 1;
485 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
486 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
488 s = bound(0, impacts, smax * 16) - impacts;
489 t = bound(0, impactt, tmax * 16) - impactt;
490 i = s * s + t * t + dist2;
494 // reduce calculations
495 for (s = 0, i = impacts; s < smax; s++, i -= 16)
496 sdtable[s] = i * i + dist2;
498 bl = surf->stainsamples;
503 for (t = 0;t < tmax;t++, i -= 16)
506 // make sure some part of it is visible on this line
509 maxdist2 = maxdist - td;
510 for (s = 0;s < smax;s++)
512 if (sdtable[s] < maxdist2)
514 ratio = lhrandom(0.0f, 1.0f);
515 a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
516 if (a >= (1.0f / 64.0f))
520 bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
521 bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
522 bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
532 // force lightmap upload
534 surf->cached_dlight = true;
538 if (node->children[0]->contents >= 0)
540 if (node->children[1]->contents >= 0)
542 R_StainNode(node->children[0], model, origin, radius, fcolor);
543 node = node->children[1];
548 node = node->children[0];
552 else if (node->children[1]->contents >= 0)
554 node = node->children[1];
559 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)
563 entity_render_t *ent;
566 if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
571 fcolor[3] = ca1 * (1.0f / 64.0f);
572 fcolor[4] = cr2 - cr1;
573 fcolor[5] = cg2 - cg1;
574 fcolor[6] = cb2 - cb1;
575 fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
577 R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
579 // look for embedded bmodels
580 for (n = 0;n < cl_num_brushmodel_entities;n++)
582 ent = cl_brushmodel_entities[n];
584 if (model && model->name[0] == '*')
586 Mod_CheckLoaded(model);
587 if (model->brushq1.nodes)
589 Matrix4x4_Transform(&ent->inversematrix, origin, org);
590 R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
598 =============================================================
602 =============================================================
605 static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
610 if (styles[0] != 255)
612 for (i = 0;i < numverts;i++, c += 4)
614 lm = samples + lightmapoffsets[i];
615 scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
616 VectorMA(c, scale, lm, c);
617 if (styles[1] != 255)
620 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
621 VectorMA(c, scale, lm, c);
622 if (styles[2] != 255)
625 scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
626 VectorMA(c, scale, lm, c);
627 if (styles[3] != 255)
630 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
631 VectorMA(c, scale, lm, c);
639 static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
645 for (i = 0;i < numverts;i++, v += 3, c += 4)
647 VectorSubtract(v, modelorg, diff);
648 f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
649 VectorScale(c, f, c);
652 else if (colorscale != 1)
653 for (i = 0;i < numverts;i++, c += 4)
654 VectorScale(c, colorscale, c);
657 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)
666 for (i = 0;i < numverts;i++, v += 3, c += 4)
668 VectorSubtract(v, modelorg, diff);
669 f = 1 - exp(fogdensity/DotProduct(diff, diff));
678 for (i = 0;i < numverts;i++, c += 4)
688 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)
695 for (i = 0;i < numverts;i++, v += 3, c += 4)
697 VectorSubtract(v, modelorg, diff);
698 f = exp(fogdensity/DotProduct(diff, diff));
706 static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
711 int i, l, lit = false;
712 const dlight_t *light;
714 for (l = 0;l < r_numdlights;l++)
716 if (dlightbits[l >> 5] & (1 << (l & 31)))
718 light = &r_dlight[l];
719 Matrix4x4_Transform(matrix, light->origin, lightorigin);
720 for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
722 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
723 if (f < light->rtlight.lightmap_cullradius2)
725 f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
726 VectorMA(c, f, light->rtlight.lightmap_light, c);
735 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
737 const msurface_t *surf;
740 // sky rendering transparently would be too difficult
741 if (ent->flags & RENDER_TRANSPARENT)
746 skyrendernow = false;
751 // LordHavoc: HalfLife maps have freaky skypolys...
752 if (ent->model->brush.ishlbsp)
754 R_Mesh_Matrix(&ent->matrix);
756 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
759 // depth-only (masking)
760 GL_ColorMask(0,0,0,0);
761 // just to make sure that braindead drivers don't draw anything
762 // despite that colormask...
763 GL_BlendFunc(GL_ZERO, GL_ONE);
768 GL_BlendFunc(GL_ONE, GL_ZERO);
773 memset(&m, 0, sizeof(m));
774 while((surf = *surfchain++) != NULL)
776 if (surf->visframe == r_framecount)
778 m.pointer_vertex = surf->mesh.data_vertex3f;
780 GL_LockArrays(0, surf->mesh.num_vertices);
781 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
785 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
788 static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
790 const entity_render_t *ent = calldata1;
791 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
794 float base, colorscale;
797 float args[4] = {0.05f,0,0,0.04f};
798 int rendertype, turb, fullbright;
800 R_Mesh_Matrix(&ent->matrix);
801 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
803 texture = surf->texinfo->texture;
804 if (texture->animated)
805 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];
806 currentalpha = ent->alpha;
807 if (surf->flags & SURF_WATERALPHA)
808 currentalpha *= r_wateralpha.value;
810 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
811 if (ent->effects & EF_ADDITIVE)
813 rendertype = SURFRENDER_ADD;
814 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
817 else if (currentalpha < 1 || texture->skin.fog != NULL)
819 rendertype = SURFRENDER_ALPHA;
820 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
825 rendertype = SURFRENDER_OPAQUE;
826 GL_BlendFunc(GL_ONE, GL_ZERO);
827 GL_DepthMask(!(ent->effects & EF_NODEPTHTEST));
830 turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value;
831 fullbright = !(ent->flags & RENDER_LIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples;
832 base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
833 if (surf->flags & SURF_DRAWTURB)
835 if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled && fullbright)
837 // NVIDIA Geforce3 distortion texture shader on water
838 GL_Color(1, 1, 1, currentalpha);
839 memset(&m, 0, sizeof(m));
840 m.pointer_vertex = surf->mesh.data_vertex3f;
841 m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
842 m.tex[1] = R_GetTexture(texture->skin.base);
843 m.texcombinergb[0] = GL_REPLACE;
844 m.texcombinergb[1] = GL_REPLACE;
845 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
846 m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
847 Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
848 Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
852 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
854 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
855 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
856 qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
857 qglEnable(GL_TEXTURE_SHADER_NV);
859 GL_LockArrays(0, surf->mesh.num_vertices);
860 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
863 qglDisable(GL_TEXTURE_SHADER_NV);
864 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
869 memset(&m, 0, sizeof(m));
870 m.pointer_vertex = surf->mesh.data_vertex3f;
871 m.pointer_color = varray_color4f;
872 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
873 m.tex[0] = R_GetTexture(texture->skin.base);
876 // scrolling in texture matrix
877 Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
880 if (gl_combine.integer)
882 m.texrgbscale[0] = 4;
885 R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
888 if (surf->dlightframe == r_framecount)
889 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
891 RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
893 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
895 GL_LockArrays(0, surf->mesh.num_vertices);
896 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
898 if (texture->skin.glow)
900 memset(&m, 0, sizeof(m));
901 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
903 m.pointer_color = varray_color4f;
904 m.tex[0] = R_GetTexture(texture->skin.glow);
905 m.pointer_vertex = surf->mesh.data_vertex3f;
908 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
911 // scrolling in texture matrix
912 Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
916 RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
917 GL_LockArrays(0, surf->mesh.num_vertices);
918 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
921 if (fogenabled && rendertype != SURFRENDER_ADD)
923 memset(&m, 0, sizeof(m));
924 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
926 m.pointer_color = varray_color4f;
927 m.tex[0] = R_GetTexture(texture->skin.fog);
928 m.pointer_vertex = surf->mesh.data_vertex3f;
931 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
934 // scrolling in texture matrix
935 Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
939 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
940 GL_LockArrays(0, surf->mesh.num_vertices);
941 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
947 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
949 const msurface_t *surf;
951 int lightmaptexturenum;
952 memset(&m, 0, sizeof(m));
953 GL_BlendFunc(GL_ONE, GL_ZERO);
956 m.tex[0] = R_GetTexture(texture->skin.base);
957 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
958 m.texrgbscale[1] = 2;
959 m.tex[2] = R_GetTexture(texture->skin.detail);
960 m.texrgbscale[2] = 2;
961 if (texture->skin.glow)
963 m.tex[3] = R_GetTexture(texture->skin.glow);
964 m.texcombinergb[3] = GL_ADD;
966 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
968 while((surf = *surfchain++) != NULL)
970 if (surf->visframe == r_framecount)
972 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
973 m.tex[1] = lightmaptexturenum;
974 m.pointer_vertex = surf->mesh.data_vertex3f;
975 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
976 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
977 m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
978 m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
980 GL_LockArrays(0, surf->mesh.num_vertices);
981 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
987 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
989 const msurface_t *surf;
991 int lightmaptexturenum;
992 memset(&m, 0, sizeof(m));
993 GL_BlendFunc(GL_ONE, GL_ZERO);
996 m.tex[0] = R_GetTexture(texture->skin.base);
997 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
998 m.texrgbscale[1] = 2;
999 m.tex[2] = R_GetTexture(texture->skin.detail);
1000 m.texrgbscale[2] = 2;
1001 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
1003 while((surf = *surfchain++) != NULL)
1005 if (surf->visframe == r_framecount)
1007 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1008 m.tex[1] = lightmaptexturenum;
1009 m.pointer_vertex = surf->mesh.data_vertex3f;
1010 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1011 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1012 m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
1014 GL_LockArrays(0, surf->mesh.num_vertices);
1015 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1016 GL_LockArrays(0, 0);
1021 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1023 const msurface_t *surf;
1025 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.texrgbscale[1] = 2;
1033 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
1034 while((surf = *surfchain++) != NULL)
1036 if (surf->visframe == r_framecount)
1038 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1039 m.tex[1] = lightmaptexturenum;
1040 m.pointer_vertex = surf->mesh.data_vertex3f;
1041 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1042 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1044 GL_LockArrays(0, surf->mesh.num_vertices);
1045 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1046 GL_LockArrays(0, 0);
1051 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1053 const msurface_t *surf;
1055 memset(&m, 0, sizeof(m));
1058 GL_BlendFunc(GL_ONE, GL_ZERO);
1059 m.tex[0] = R_GetTexture(texture->skin.base);
1060 if (ent->flags & RENDER_LIGHT)
1061 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
1063 GL_Color(1, 1, 1, 1);
1064 while((surf = *surfchain++) != NULL)
1066 if (surf->visframe == r_framecount)
1068 m.pointer_vertex = surf->mesh.data_vertex3f;
1069 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1071 GL_LockArrays(0, surf->mesh.num_vertices);
1072 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1073 GL_LockArrays(0, 0);
1078 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1080 const msurface_t *surf;
1082 int lightmaptexturenum;
1083 memset(&m, 0, sizeof(m));
1084 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1085 GL_DepthMask(false);
1087 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1088 GL_Color(1, 1, 1, 1);
1089 while((surf = *surfchain++) != NULL)
1091 if (surf->visframe == r_framecount)
1093 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1094 m.tex[0] = lightmaptexturenum;
1095 m.pointer_vertex = surf->mesh.data_vertex3f;
1096 m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1098 GL_LockArrays(0, surf->mesh.num_vertices);
1099 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1100 GL_LockArrays(0, 0);
1105 static void RSurfShader_OpaqueWall_Pass_BaseAmbient(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1107 const msurface_t *surf;
1109 memset(&m, 0, sizeof(m));
1110 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1111 GL_DepthMask(false);
1113 m.tex[0] = R_GetTexture(texture->skin.base);
1114 GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
1115 while((surf = *surfchain++) != NULL)
1117 if (surf->visframe == r_framecount)
1119 m.pointer_vertex = surf->mesh.data_vertex3f;
1120 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1122 GL_LockArrays(0, surf->mesh.num_vertices);
1123 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1124 GL_LockArrays(0, 0);
1129 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1131 const msurface_t *surf;
1134 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1135 memset(&m, 0, sizeof(m));
1136 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1137 GL_DepthMask(false);
1139 m.pointer_color = varray_color4f;
1140 while((surf = *surfchain++) != NULL)
1142 if (surf->visframe == r_framecount)
1144 m.pointer_vertex = surf->mesh.data_vertex3f;
1146 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1148 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
1149 GL_LockArrays(0, surf->mesh.num_vertices);
1150 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1151 GL_LockArrays(0, 0);
1156 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1158 const msurface_t *surf;
1160 memset(&m, 0, sizeof(m));
1161 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1162 GL_DepthMask(false);
1164 m.tex[0] = R_GetTexture(texture->skin.detail);
1165 GL_Color(1, 1, 1, 1);
1166 while((surf = *surfchain++) != NULL)
1168 if (surf->visframe == r_framecount)
1170 m.pointer_vertex = surf->mesh.data_vertex3f;
1171 m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
1173 GL_LockArrays(0, surf->mesh.num_vertices);
1174 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1175 GL_LockArrays(0, 0);
1180 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1182 const msurface_t *surf;
1184 memset(&m, 0, sizeof(m));
1185 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1186 GL_DepthMask(false);
1188 m.tex[0] = R_GetTexture(texture->skin.glow);
1189 GL_Color(1, 1, 1, 1);
1190 while((surf = *surfchain++) != NULL)
1192 if (surf->visframe == r_framecount)
1194 m.pointer_vertex = surf->mesh.data_vertex3f;
1195 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1197 GL_LockArrays(0, surf->mesh.num_vertices);
1198 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1199 GL_LockArrays(0, 0);
1205 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1207 const msurface_t *surf;
1209 memset(&m, 0, sizeof(m));
1210 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1212 m.tex[0] = R_GetTexture(texture->skin.glow);
1214 GL_Color(1, 1, 1, 1);
1216 GL_Color(0, 0, 0, 1);
1217 while((surf = *surfchain++) != NULL)
1219 if (surf->visframe == r_framecount)
1221 m.pointer_vertex = surf->mesh.data_vertex3f;
1222 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1224 GL_LockArrays(0, surf->mesh.num_vertices);
1225 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1226 GL_LockArrays(0, 0);
1232 static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1234 const msurface_t *surf;
1236 int lightmaptexturenum;
1237 memset(&m, 0, sizeof(m));
1238 GL_BlendFunc(GL_ONE, GL_ZERO);
1241 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1242 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
1243 while((surf = *surfchain++) != NULL)
1245 if (surf->visframe == r_framecount)
1247 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1248 m.tex[0] = lightmaptexturenum;
1249 m.pointer_vertex = surf->mesh.data_vertex3f;
1250 m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1252 GL_LockArrays(0, surf->mesh.num_vertices);
1253 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1254 GL_LockArrays(0, 0);
1259 void R_UpdateTextureInfo(entity_render_t *ent)
1261 int i, texframe, alttextures;
1267 alttextures = ent->frame != 0;
1268 texframe = (int)(cl.time * 5.0f);
1269 for (i = 0;i < ent->model->brushq1.numtextures;i++)
1271 t = ent->model->brushq1.textures + i;
1272 t->currentalpha = ent->alpha;
1273 if (t->flags & SURF_WATERALPHA)
1274 t->currentalpha *= r_wateralpha.value;
1275 if (ent->effects & EF_ADDITIVE)
1276 t->rendertype = SURFRENDER_ADD;
1277 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1278 t->rendertype = SURFRENDER_ALPHA;
1280 t->rendertype = SURFRENDER_OPAQUE;
1281 // we don't need to set currentframe if t->animated is false because
1282 // it was already set up by the texture loader for non-animating
1284 t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1288 void R_UpdateLightmapInfo(entity_render_t *ent)
1291 msurface_t *surface, **surfacechain;
1292 model_t *model = ent->model;
1295 if (r_dynamic.integer && !r_rtdlight)
1297 for (i = 0;i < model->brushq1.light_styles;i++)
1299 if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1301 model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1302 for (surfacechain = model->brushq1.light_styleupdatechains[i];(surface = *surfacechain);surfacechain++)
1303 surface->cached_dlight = true;
1308 void R_PrepareSurfaces(entity_render_t *ent)
1310 int i, numsurfaces, *surfacevisframes;
1312 msurface_t *surf, *surfaces;
1319 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1320 numsurfaces = model->nummodelsurfaces;
1321 surfaces = model->brushq1.surfaces + model->firstmodelsurface;
1322 surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
1323 for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1325 if (surfacevisframes[i] == r_framecount)
1327 #if !WORLDNODECULLBACKFACES
1328 // mark any backface surfaces as not visible
1329 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1331 if (!(surf->flags & SURF_PLANEBACK))
1332 surfacevisframes[i] = -1;
1336 if ((surf->flags & SURF_PLANEBACK))
1337 surfacevisframes[i] = -1;
1339 if (surfacevisframes[i] == r_framecount)
1343 surf->visframe = r_framecount;
1344 if (surf->cached_dlight && surf->lightmaptexture != NULL)
1345 R_BuildLightMap(ent, surf);
1351 void R_DrawSurfaces(entity_render_t *ent, int flagsmask)
1353 int texturenumber, f;
1355 msurface_t *surf, **chain, **surfchain;
1356 texture_t *t, *texture;
1357 model_t *model = ent->model;
1360 R_Mesh_Matrix(&ent->matrix);
1361 for (texturenumber = 0, t = model->brushq1.textures;texturenumber < model->brushq1.numtextures;texturenumber++, t++)
1363 if ((f = t->flags & flagsmask) && (texture = t->currentframe) && (surfchain = model->brushq1.pvstexturechains[texturenumber]) != NULL)
1365 if (texture->flags & SURF_LIGHTMAP)
1367 if (gl_lightmaps.integer)
1369 RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
1371 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1373 else if (texture->rendertype != SURFRENDER_OPAQUE)
1375 // transparent vertex shaded from lightmap
1376 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1378 if (surf->visframe == r_framecount)
1380 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1381 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
1387 if (!(ent->flags & RENDER_LIGHT))
1389 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1390 if (r_detailtextures.integer)
1391 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1392 if (texture->skin.glow)
1393 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1395 else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
1396 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
1399 if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
1400 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
1403 if (r_textureunits.integer >= 2 && gl_combine.integer)
1404 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
1407 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1408 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1410 if (r_ambient.value > 0)
1411 RSurfShader_OpaqueWall_Pass_BaseAmbient(ent, texture, surfchain);
1412 if (r_detailtextures.integer)
1413 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1415 if (texture->skin.glow)
1416 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1419 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1422 else if (texture->flags & SURF_DRAWTURB)
1424 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1426 if (surf->visframe == r_framecount)
1428 if (texture->rendertype == SURFRENDER_OPAQUE)
1429 RSurfShader_Transparent_Callback(ent, surf - ent->model->brushq1.surfaces);
1432 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1433 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
1438 else if (texture->flags & SURF_DRAWSKY)
1439 RSurfShader_Sky(ent, texture, surfchain);
1444 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1449 const entity_render_t *ent = calldata1;
1450 const mportal_t *portal = ent->model->brushq1.portals + calldata2;
1451 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1452 GL_DepthMask(false);
1454 R_Mesh_Matrix(&ent->matrix);
1456 memset(&m, 0, sizeof(m));
1457 m.pointer_vertex = varray_vertex3f;
1460 i = portal - ent->model->brushq1.portals;
1461 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
1462 ((i & 0x0038) >> 3) * (1.0f / 7.0f),
1463 ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
1465 if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
1467 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1468 VectorCopy(portal->points[i].position, v);
1471 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1472 VectorCopy(portal->points[i].position, v);
1473 GL_LockArrays(0, portal->numpoints);
1474 R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1475 GL_LockArrays(0, 0);
1478 // LordHavoc: this is just a nice debugging tool, very slow
1479 static void R_DrawPortals(entity_render_t *ent)
1482 mportal_t *portal, *endportal;
1483 float temp[3], center[3], f;
1484 if (ent->model == NULL)
1486 for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
1488 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1491 for (i = 0;i < portal->numpoints;i++)
1492 VectorAdd(temp, portal->points[i].position, temp);
1493 f = ixtable[portal->numpoints];
1494 VectorScale(temp, f, temp);
1495 Matrix4x4_Transform(&ent->matrix, temp, center);
1496 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
1501 void R_PrepareBrushModel(entity_render_t *ent)
1503 int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1506 #if WORLDNODECULLBACKFACES
1510 // because bmodels can be reused, we have to decide which things to render
1511 // from scratch every time
1515 #if WORLDNODECULLBACKFACES
1516 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1518 numsurfaces = model->nummodelsurfaces;
1519 surf = model->brushq1.surfaces + model->firstmodelsurface;
1520 surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
1521 surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
1522 for (i = 0;i < numsurfaces;i++, surf++)
1524 #if WORLDNODECULLBACKFACES
1525 // mark any backface surfaces as not visible
1526 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1528 if ((surf->flags & SURF_PLANEBACK))
1529 surfacevisframes[i] = r_framecount;
1531 else if (!(surf->flags & SURF_PLANEBACK))
1532 surfacevisframes[i] = r_framecount;
1534 surfacevisframes[i] = r_framecount;
1536 surf->dlightframe = -1;
1538 R_UpdateTextureInfo(ent);
1539 R_UpdateLightmapInfo(ent);
1542 void R_SurfaceWorldNode (entity_render_t *ent)
1544 int i, *surfacevisframes, *surfacepvsframes, surfnum;
1550 // equivilant to quake's RecursiveWorldNode but faster and more effective
1554 surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
1555 surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
1556 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1558 for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
1560 if (!R_CullBox (leaf->mins, leaf->maxs))
1563 leaf->visframe = r_framecount;
1567 for (i = 0;i < model->brushq1.pvssurflistlength;i++)
1569 surfnum = model->brushq1.pvssurflist[i];
1570 surf = model->brushq1.surfaces + surfnum;
1571 #if WORLDNODECULLBACKFACES
1572 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1574 if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1575 surfacevisframes[surfnum] = r_framecount;
1579 if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1580 surfacevisframes[surfnum] = r_framecount;
1583 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1584 surfacevisframes[surfnum] = r_framecount;
1589 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1591 int c, leafstackpos, *mark, *surfacevisframes;
1592 #if WORLDNODECULLBACKFACES
1596 mleaf_t *leaf, *leafstack[8192];
1599 msurface_t *surfaces;
1600 if (ent->model == NULL)
1602 // LordHavoc: portal-passage worldnode with PVS;
1603 // follows portals leading outward from viewleaf, does not venture
1604 // offscreen or into leafs that are not visible, faster than Quake's
1605 // RecursiveWorldNode
1606 surfaces = ent->model->brushq1.surfaces;
1607 surfacevisframes = ent->model->brushq1.surfacevisframes;
1608 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1609 viewleaf->worldnodeframe = r_framecount;
1610 leafstack[0] = viewleaf;
1612 while (leafstackpos)
1615 leaf = leafstack[--leafstackpos];
1616 leaf->visframe = r_framecount;
1617 // draw any surfaces bounding this leaf
1618 if (leaf->nummarksurfaces)
1620 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1622 #if WORLDNODECULLBACKFACES
1624 if (surfacevisframes[n] != r_framecount)
1626 surf = surfaces + n;
1627 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1629 if ((surf->flags & SURF_PLANEBACK))
1630 surfacevisframes[n] = r_framecount;
1634 if (!(surf->flags & SURF_PLANEBACK))
1635 surfacevisframes[n] = r_framecount;
1639 surfacevisframes[*mark++] = r_framecount;
1643 // follow portals into other leafs
1644 for (p = leaf->portals;p;p = p->next)
1646 // LordHavoc: this DotProduct hurts less than a cache miss
1647 // (which is more likely to happen if backflowing through leafs)
1648 if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1651 if (leaf->worldnodeframe != r_framecount)
1653 leaf->worldnodeframe = r_framecount;
1654 // FIXME: R_CullBox is absolute, should be done relative
1655 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
1656 leafstack[leafstackpos++] = leaf;
1663 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1665 int j, c, *surfacepvsframes, *mark;
1670 if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
1672 model->brushq1.pvsframecount++;
1673 model->brushq1.pvsviewleaf = viewleaf;
1674 model->brushq1.pvsviewleafnovis = r_novis.integer;
1675 model->brushq1.pvsleafchain = NULL;
1676 model->brushq1.pvssurflistlength = 0;
1679 surfacepvsframes = model->brushq1.surfacepvsframes;
1680 for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
1682 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
1684 leaf->pvsframe = model->brushq1.pvsframecount;
1685 leaf->pvschain = model->brushq1.pvsleafchain;
1686 model->brushq1.pvsleafchain = leaf;
1687 // mark surfaces bounding this leaf as visible
1688 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1689 surfacepvsframes[*mark] = model->brushq1.pvsframecount;
1692 model->brushq1.BuildPVSTextureChains(model);
1697 void R_WorldVisibility(entity_render_t *ent)
1702 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1703 viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
1704 R_PVSUpdate(ent, viewleaf);
1709 if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1710 R_SurfaceWorldNode (ent);
1712 R_PortalWorldNode (ent, viewleaf);
1714 if (r_drawportals.integer)
1718 void R_Q1BSP_DrawSky(entity_render_t *ent)
1720 if (ent->model == NULL)
1722 if (ent != &cl_entities[0].render)
1723 R_PrepareBrushModel(ent);
1724 R_PrepareSurfaces(ent);
1725 R_DrawSurfaces(ent, SURF_DRAWSKY);
1728 void R_Q1BSP_Draw(entity_render_t *ent)
1730 if (ent->model == NULL)
1733 if (ent != &cl_entities[0].render)
1734 R_PrepareBrushModel(ent);
1735 R_PrepareSurfaces(ent);
1736 R_UpdateTextureInfo(ent);
1737 R_UpdateLightmapInfo(ent);
1738 R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
1741 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)
1743 model_t *model = ent->model;
1744 vec3_t lightmins, lightmaxs;
1745 int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
1748 msurface_t *surface;
1751 lightmins[0] = relativelightorigin[0] - lightradius;
1752 lightmins[1] = relativelightorigin[1] - lightradius;
1753 lightmins[2] = relativelightorigin[2] - lightradius;
1754 lightmaxs[0] = relativelightorigin[0] + lightradius;
1755 lightmaxs[1] = relativelightorigin[1] + lightradius;
1756 lightmaxs[2] = relativelightorigin[2] + lightradius;
1757 *outnumclusterspointer = 0;
1758 *outnumsurfacespointer = 0;
1759 memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
1760 memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
1763 VectorCopy(lightmins, outmins);
1764 VectorCopy(lightmaxs, outmaxs);
1767 VectorCopy(relativelightorigin, outmins);
1768 VectorCopy(relativelightorigin, outmaxs);
1769 if (model->brush.GetPVS)
1770 pvs = model->brush.GetPVS(model, relativelightorigin);
1773 // FIXME: use BSP recursion as lights are often small
1774 for (leafindex = 0, leaf = model->brushq1.data_leafs;leafindex < model->brushq1.num_leafs;leafindex++, leaf++)
1776 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
1778 outmins[0] = min(outmins[0], leaf->mins[0]);
1779 outmins[1] = min(outmins[1], leaf->mins[1]);
1780 outmins[2] = min(outmins[2], leaf->mins[2]);
1781 outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
1782 outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
1783 outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
1786 if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
1788 SETPVSBIT(outclusterpvs, leaf->clusterindex);
1789 outclusterlist[outnumclusters++] = leaf->clusterindex;
1794 for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++)
1796 surfaceindex = leaf->firstmarksurface[marksurfaceindex];
1797 if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
1799 surface = model->brushq1.surfaces + surfaceindex;
1800 if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog)
1802 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
1804 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
1805 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
1806 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
1807 if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1809 SETPVSBIT(outsurfacepvs, surfaceindex);
1810 outsurfacelist[outnumsurfaces++] = surfaceindex;
1821 // limit combined leaf box to light boundaries
1822 outmins[0] = max(outmins[0], lightmins[0]);
1823 outmins[1] = max(outmins[1], lightmins[1]);
1824 outmins[2] = max(outmins[2], lightmins[2]);
1825 outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
1826 outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
1827 outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
1829 *outnumclusterspointer = outnumclusters;
1830 *outnumsurfacespointer = outnumsurfaces;
1833 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
1835 model_t *model = ent->model;
1836 vec3_t lightmins, lightmaxs;
1837 msurface_t *surface;
1838 int surfacelistindex;
1839 if (r_drawcollisionbrushes.integer < 2)
1841 lightmins[0] = relativelightorigin[0] - lightradius;
1842 lightmins[1] = relativelightorigin[1] - lightradius;
1843 lightmins[2] = relativelightorigin[2] - lightradius;
1844 lightmaxs[0] = relativelightorigin[0] + lightradius;
1845 lightmaxs[1] = relativelightorigin[1] + lightradius;
1846 lightmaxs[2] = relativelightorigin[2] + lightradius;
1847 R_Mesh_Matrix(&ent->matrix);
1848 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1849 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1851 surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
1852 R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs);
1854 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
1858 void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist)
1860 model_t *model = ent->model;
1861 vec3_t lightmins, lightmaxs, modelorg;
1862 msurface_t *surface;
1864 int surfacelistindex;
1865 if (r_drawcollisionbrushes.integer < 2)
1867 lightmins[0] = relativelightorigin[0] - lightradius;
1868 lightmins[1] = relativelightorigin[1] - lightradius;
1869 lightmins[2] = relativelightorigin[2] - lightradius;
1870 lightmaxs[0] = relativelightorigin[0] + lightradius;
1871 lightmaxs[1] = relativelightorigin[1] + lightradius;
1872 lightmaxs[2] = relativelightorigin[2] + lightradius;
1873 R_Mesh_Matrix(&ent->matrix);
1874 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1875 R_UpdateTextureInfo(ent);
1876 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1878 surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
1879 if (r_shadow_compilingrtlight)
1881 // if compiling an rtlight, capture the mesh
1882 t = surface->texinfo->texture;
1883 if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL)
1884 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texinfo->texture->skin.base, surface->texinfo->texture->skin.gloss, surface->texinfo->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);
1886 else if (ent != &cl_entities[0].render || surface->visframe == r_framecount)
1888 t = surface->texinfo->texture->currentframe;
1889 // FIXME: transparent surfaces need to be lit later
1890 if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE)
1891 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, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
1897 void R_DrawCollisionBrush(colbrushf_t *brush)
1901 memset(&m, 0, sizeof(m));
1902 m.pointer_vertex = brush->points->v;
1904 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
1905 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
1906 GL_LockArrays(0, brush->numpoints);
1907 R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
1908 GL_LockArrays(0, 0);
1911 void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face)
1915 if (!face->num_collisiontriangles)
1917 memset(&m, 0, sizeof(m));
1918 m.pointer_vertex = face->data_collisionvertex3f;
1920 i = (int)(((size_t)face) / sizeof(q3msurface_t));
1921 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
1922 GL_LockArrays(0, face->num_collisionvertices);
1923 R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
1924 GL_LockArrays(0, 0);
1927 void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
1929 const entity_render_t *ent = voident;
1930 q3msurface_t *face = ent->model->brushq3.data_faces + facenumber;
1932 R_Mesh_Matrix(&ent->matrix);
1933 memset(&m, 0, sizeof(m));
1934 if (ent->effects & EF_ADDITIVE)
1935 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1937 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1938 GL_DepthMask(false);
1939 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
1940 m.tex[0] = R_GetTexture(face->texture->skin.base);
1941 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
1942 // LordHavoc: quake3 was not able to do this; lit transparent surfaces
1943 if (gl_combine.integer)
1945 m.texrgbscale[0] = 2;
1946 if (r_textureunits.integer >= 2)
1948 m.tex[1] = R_GetTexture(face->lightmaptexture);
1949 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
1950 GL_Color(1, 1, 1, ent->alpha);
1954 if (ent->alpha == 1)
1955 m.pointer_color = face->data_color4f;
1959 for (i = 0;i < face->num_vertices;i++)
1961 varray_color4f[i*4+0] = face->data_color4f[i*4+0];
1962 varray_color4f[i*4+1] = face->data_color4f[i*4+1];
1963 varray_color4f[i*4+2] = face->data_color4f[i*4+2];
1964 varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
1966 m.pointer_color = varray_color4f;
1973 for (i = 0;i < face->num_vertices;i++)
1975 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
1976 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
1977 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
1978 varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
1980 m.pointer_color = varray_color4f;
1982 m.pointer_vertex = face->data_vertex3f;
1984 qglDisable(GL_CULL_FACE);
1985 GL_LockArrays(0, face->num_vertices);
1986 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
1987 GL_LockArrays(0, 0);
1988 qglEnable(GL_CULL_FACE);
1991 void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumfaces, q3msurface_t **texturefacelist)
1993 int i, texturefaceindex;
1995 if (!texturenumfaces)
1997 c_faces += texturenumfaces;
1998 // transparent surfaces get sorted for later drawing
1999 if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
2001 vec3_t facecenter, center;
2002 // drawing sky transparently would be too difficult
2003 if (t->surfaceparms & Q3SURFACEPARM_SKY)
2005 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2007 q3msurface_t *face = texturefacelist[texturefaceindex];
2008 facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
2009 facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
2010 facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
2011 Matrix4x4_Transform(&ent->matrix, facecenter, center);
2012 R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
2016 // sky surfaces draw sky if needed and render themselves as a depth mask
2017 if (t->surfaceparms & Q3SURFACEPARM_SKY)
2021 skyrendernow = false;
2022 if (skyrendermasked)
2025 if (!r_q3bsp_renderskydepth.integer)
2028 R_Mesh_Matrix(&ent->matrix);
2030 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
2031 if (skyrendermasked)
2033 // depth-only (masking)
2034 GL_ColorMask(0,0,0,0);
2035 // just to make sure that braindead drivers don't draw anything
2036 // despite that colormask...
2037 GL_BlendFunc(GL_ZERO, GL_ONE);
2042 GL_BlendFunc(GL_ONE, GL_ZERO);
2047 memset(&m, 0, sizeof(m));
2048 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2050 q3msurface_t *face = texturefacelist[texturefaceindex];
2051 m.pointer_vertex = face->data_vertex3f;
2053 GL_LockArrays(0, face->num_vertices);
2054 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2055 GL_LockArrays(0, 0);
2057 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
2060 // gl_lightmaps debugging mode skips normal texturing
2061 if (gl_lightmaps.integer)
2065 GL_BlendFunc(GL_ONE, GL_ZERO);
2066 memset(&m, 0, sizeof(m));
2067 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2069 q3msurface_t *face = texturefacelist[texturefaceindex];
2070 m.tex[0] = R_GetTexture(face->lightmaptexture);
2071 m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2072 if (face->lightmaptexture)
2074 GL_Color(1, 1, 1, 1);
2075 m.pointer_color = NULL;
2078 m.pointer_color = face->data_color4f;
2079 m.pointer_vertex = face->data_vertex3f;
2081 GL_LockArrays(0, face->num_vertices);
2082 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2083 GL_LockArrays(0, 0);
2087 // anything else is a typical wall, lightmap * texture + glow
2088 if (!(ent->flags & RENDER_LIGHT))
2092 GL_BlendFunc(GL_ONE, GL_ZERO);
2093 GL_Color(1, 1, 1, 1);
2094 memset(&m, 0, sizeof(m));
2095 m.tex[0] = R_GetTexture(t->skin.base);
2096 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2098 q3msurface_t *face = texturefacelist[texturefaceindex];
2099 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2100 m.pointer_vertex = face->data_vertex3f;
2102 GL_LockArrays(0, face->num_vertices);
2103 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2104 GL_LockArrays(0, 0);
2108 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2109 GL_DepthMask(false);
2110 m.tex[0] = R_GetTexture(t->skin.glow);
2111 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2113 q3msurface_t *face = texturefacelist[texturefaceindex];
2114 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2115 m.pointer_vertex = face->data_vertex3f;
2117 GL_LockArrays(0, face->num_vertices);
2118 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2119 GL_LockArrays(0, 0);
2124 if (r_lightmapintensity <= 0)
2128 GL_BlendFunc(GL_ONE, GL_ZERO);
2129 GL_Color(0, 0, 0, 1);
2130 memset(&m, 0, sizeof(m));
2131 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2133 q3msurface_t *face = texturefacelist[texturefaceindex];
2134 m.pointer_vertex = face->data_vertex3f;
2136 GL_LockArrays(0, face->num_vertices);
2137 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2138 GL_LockArrays(0, 0);
2141 else if (r_textureunits.integer >= 2 && gl_combine.integer)
2143 // dualtexture combine
2146 GL_BlendFunc(GL_ONE, GL_ZERO);
2147 memset(&m, 0, sizeof(m));
2148 m.tex[0] = R_GetTexture(t->skin.base);
2149 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2151 q3msurface_t *face = texturefacelist[texturefaceindex];
2152 m.tex[1] = R_GetTexture(face->lightmaptexture);
2153 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2154 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
2155 m.texrgbscale[1] = 2;
2156 if (face->lightmaptexture)
2158 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
2159 m.pointer_color = NULL;
2161 else if (r_lightmapintensity == 1)
2162 m.pointer_color = face->data_color4f;
2165 m.pointer_color = varray_color4f;
2166 for (i = 0;i < face->num_vertices;i++)
2168 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * r_lightmapintensity;
2169 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * r_lightmapintensity;
2170 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * r_lightmapintensity;
2171 varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2174 m.pointer_vertex = face->data_vertex3f;
2176 GL_LockArrays(0, face->num_vertices);
2177 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2178 GL_LockArrays(0, 0);
2186 GL_BlendFunc(GL_ONE, GL_ZERO);
2187 memset(&m, 0, sizeof(m));
2188 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2190 q3msurface_t *face = texturefacelist[texturefaceindex];
2191 m.tex[0] = R_GetTexture(face->lightmaptexture);
2192 m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2193 if (face->lightmaptexture)
2194 m.pointer_color = NULL;
2196 m.pointer_color = face->data_color4f;
2197 m.pointer_vertex = face->data_vertex3f;
2199 GL_LockArrays(0, face->num_vertices);
2200 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2201 GL_LockArrays(0, 0);
2203 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2204 GL_DepthMask(false);
2205 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
2206 memset(&m, 0, sizeof(m));
2207 m.tex[0] = R_GetTexture(t->skin.base);
2208 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2210 q3msurface_t *face = texturefacelist[texturefaceindex];
2211 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2212 m.pointer_vertex = face->data_vertex3f;
2214 GL_LockArrays(0, face->num_vertices);
2215 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2216 GL_LockArrays(0, 0);
2219 if (r_ambient.value)
2221 GL_BlendFunc(GL_ONE, GL_ONE);
2222 GL_DepthMask(false);
2223 GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
2224 memset(&m, 0, sizeof(m));
2225 m.tex[0] = R_GetTexture(t->skin.base);
2226 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2228 q3msurface_t *face = texturefacelist[texturefaceindex];
2229 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2230 m.pointer_vertex = face->data_vertex3f;
2232 GL_LockArrays(0, face->num_vertices);
2233 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2234 GL_LockArrays(0, 0);
2239 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2240 GL_DepthMask(false);
2241 GL_Color(1, 1, 1, 1);
2242 memset(&m, 0, sizeof(m));
2243 m.tex[0] = R_GetTexture(t->skin.glow);
2244 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2246 q3msurface_t *face = texturefacelist[texturefaceindex];
2247 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2248 m.pointer_vertex = face->data_vertex3f;
2250 GL_LockArrays(0, face->num_vertices);
2251 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2252 GL_LockArrays(0, 0);
2257 void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces)
2259 int i, ti, flagsmask, flags;
2263 const int maxfaces = 1024;
2265 q3msurface_t *facelist[1024];
2266 R_Mesh_Matrix(&ent->matrix);
2268 flagsmask = Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY;
2270 flags = Q3SURFACEFLAG_SKY;
2273 if (ent == &cl_entities[0].render)
2277 R_Surf_ClearSurfaceVisible(cl.worldmodel->brushq3.num_faces);
2278 for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++)
2280 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
2283 for (i = 0;i < leaf->numleaffaces;i++)
2284 r_surf_surfacevisible[leaf->firstleaffacenum[i]] = 1;
2287 for (ti = 0, t = model->brushq3.data_textures;ti < model->brushq3.num_textures;ti++, t++)
2289 if ((t->surfaceflags & flagsmask) == flags)
2292 for (i = 0;i < t->numfaces;i++)
2294 if (r_surf_surfacevisible[t->facenumlist[i]])
2296 face = t->facelist[i];
2297 if (!R_CullBox(face->mins, face->maxs))
2299 if (numfaces >= maxfaces)
2302 R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
2305 facelist[numfaces++] = face;
2310 R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
2318 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2320 if ((face->texture->surfaceflags & flagsmask) == flags)
2322 if (t != face->texture || numfaces >= maxfaces)
2325 R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
2329 facelist[numfaces++] = face;
2333 R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
2337 void R_Q3BSP_DrawSky(entity_render_t *ent)
2339 if (r_drawcollisionbrushes.integer < 2)
2340 R_Q3BSP_DrawFaces(ent, true);
2343 void R_Q3BSP_Draw(entity_render_t *ent)
2345 if (r_drawcollisionbrushes.integer < 2)
2346 R_Q3BSP_DrawFaces(ent, false);
2347 if (r_drawcollisionbrushes.integer >= 1)
2350 model_t *model = ent->model;
2352 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2353 GL_DepthMask(false);
2355 qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
2356 for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
2357 if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
2358 R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
2359 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2360 if (face->num_collisiontriangles)
2361 R_Q3BSP_DrawCollisionFace(ent, face);
2362 qglPolygonOffset(0, 0);
2366 void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
2368 model_t *model = ent->model;
2369 vec3_t lightmins, lightmaxs;
2370 int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
2373 q3msurface_t *surface;
2376 lightmins[0] = relativelightorigin[0] - lightradius;
2377 lightmins[1] = relativelightorigin[1] - lightradius;
2378 lightmins[2] = relativelightorigin[2] - lightradius;
2379 lightmaxs[0] = relativelightorigin[0] + lightradius;
2380 lightmaxs[1] = relativelightorigin[1] + lightradius;
2381 lightmaxs[2] = relativelightorigin[2] + lightradius;
2382 *outnumclusterspointer = 0;
2383 *outnumsurfacespointer = 0;
2384 memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
2385 memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
2388 VectorCopy(lightmins, outmins);
2389 VectorCopy(lightmaxs, outmaxs);
2392 VectorCopy(relativelightorigin, outmins);
2393 VectorCopy(relativelightorigin, outmaxs);
2394 if (model->brush.GetPVS)
2395 pvs = model->brush.GetPVS(model, relativelightorigin);
2398 // FIXME: use BSP recursion as lights are often small
2399 for (leafindex = 0, leaf = model->brushq3.data_leafs;leafindex < model->brushq3.num_leafs;leafindex++, leaf++)
2401 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
2403 outmins[0] = min(outmins[0], leaf->mins[0]);
2404 outmins[1] = min(outmins[1], leaf->mins[1]);
2405 outmins[2] = min(outmins[2], leaf->mins[2]);
2406 outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
2407 outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
2408 outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
2411 if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
2413 SETPVSBIT(outclusterpvs, leaf->clusterindex);
2414 outclusterlist[outnumclusters++] = leaf->clusterindex;
2419 for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++)
2421 surface = leaf->firstleafface[marksurfaceindex];
2422 surfaceindex = surface - model->brushq3.data_faces;
2423 if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
2425 if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
2427 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
2429 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2430 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2431 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2432 if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
2434 SETPVSBIT(outsurfacepvs, surfaceindex);
2435 outsurfacelist[outnumsurfaces++] = surfaceindex;
2446 // limit combined leaf box to light boundaries
2447 outmins[0] = max(outmins[0], lightmins[0]);
2448 outmins[1] = max(outmins[1], lightmins[1]);
2449 outmins[2] = max(outmins[2], lightmins[2]);
2450 outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
2451 outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
2452 outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
2454 *outnumclusterspointer = outnumclusters;
2455 *outnumsurfacespointer = outnumsurfaces;
2458 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
2460 model_t *model = ent->model;
2461 vec3_t lightmins, lightmaxs;
2462 q3msurface_t *surface;
2463 int surfacelistindex;
2464 if (r_drawcollisionbrushes.integer < 2)
2466 lightmins[0] = relativelightorigin[0] - lightradius;
2467 lightmins[1] = relativelightorigin[1] - lightradius;
2468 lightmins[2] = relativelightorigin[2] - lightradius;
2469 lightmaxs[0] = relativelightorigin[0] + lightradius;
2470 lightmaxs[1] = relativelightorigin[1] + lightradius;
2471 lightmaxs[2] = relativelightorigin[2] + lightradius;
2472 R_Mesh_Matrix(&ent->matrix);
2473 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
2474 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2476 surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
2477 // FIXME: check some manner of face->rendermode here?
2478 if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS))
2479 R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
2481 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
2485 void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist)
2487 model_t *model = ent->model;
2488 vec3_t lightmins, lightmaxs, modelorg;
2489 q3msurface_t *surface;
2490 int surfacelistindex;
2491 if (r_drawcollisionbrushes.integer < 2)
2493 lightmins[0] = relativelightorigin[0] - lightradius;
2494 lightmins[1] = relativelightorigin[1] - lightradius;
2495 lightmins[2] = relativelightorigin[2] - lightradius;
2496 lightmaxs[0] = relativelightorigin[0] + lightradius;
2497 lightmaxs[1] = relativelightorigin[1] + lightradius;
2498 lightmaxs[2] = relativelightorigin[2] + lightradius;
2499 R_Mesh_Matrix(&ent->matrix);
2500 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2501 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2503 surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
2504 if (r_shadow_compilingrtlight)
2506 // if compiling an rtlight, capture the mesh
2507 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->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, surface->num_triangles, surface->data_element3i);
2509 else if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles)
2510 R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
2515 static void gl_surf_start(void)
2517 r_surf_mempool = Mem_AllocPool("gl_rsurf", 0, NULL);
2518 r_surf_surfacevisiblelimit = 65536;
2519 r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit);
2522 static void gl_surf_shutdown(void)
2524 r_surf_surfacevisiblelimit = 0;
2525 r_surf_surfacevisible = NULL;
2526 Mem_FreePool(&r_surf_mempool);
2529 static void gl_surf_newmap(void)
2533 void GL_Surf_Init(void)
2536 dlightdivtable[0] = 4194304;
2537 for (i = 1;i < 32768;i++)
2538 dlightdivtable[i] = 4194304 / (i << 7);
2540 Cvar_RegisterVariable(&r_ambient);
2541 Cvar_RegisterVariable(&r_drawportals);
2542 Cvar_RegisterVariable(&r_testvis);
2543 Cvar_RegisterVariable(&r_floatbuildlightmap);
2544 Cvar_RegisterVariable(&r_detailtextures);
2545 Cvar_RegisterVariable(&r_surfaceworldnode);
2546 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
2547 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2548 Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
2549 Cvar_RegisterVariable(&gl_lightmaps);
2551 R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);