2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // r_surf.c: surface-related refresh code
25 #define MAX_LIGHTMAP_SIZE 256
27 static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
28 static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
30 static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
32 cvar_t r_ambient = {0, "r_ambient", "0"};
33 cvar_t r_drawportals = {0, "r_drawportals", "0"};
34 cvar_t r_testvis = {0, "r_testvis", "0"};
35 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
36 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
37 cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
38 cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
39 cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
40 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
43 // FIXME: these arrays are huge!
44 int r_q1bsp_maxmarkleafs;
45 int r_q1bsp_nummarkleafs;
46 mleaf_t *r_q1bsp_maxleaflist[65536];
47 int r_q1bsp_maxmarksurfaces;
48 int r_q1bsp_nummarksurfaces;
49 msurface_t *r_q1bsp_maxsurfacelist[65536];
51 // FIXME: these arrays are huge!
52 int r_q3bsp_maxmarkleafs;
53 int r_q3bsp_nummarkleafs;
54 q3mleaf_t *r_q3bsp_maxleaflist[65536];
55 int r_q3bsp_maxmarksurfaces;
56 int r_q3bsp_nummarksurfaces;
57 q3mface_t *r_q3bsp_maxsurfacelist[65536];
60 static int dlightdivtable[32768];
62 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
64 int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
66 float dist, impact[3], local[3];
71 smax = (surf->extents[0] >> 4) + 1;
72 tmax = (surf->extents[1] >> 4) + 1;
75 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
77 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
78 continue; // not lit by this light
80 Matrix4x4_Transform(matrix, light->origin, local);
81 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
83 // for comparisons to minimum acceptable light
84 // compensate for LIGHTOFFSET
85 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
92 if (surf->plane->type < 3)
94 VectorCopy(local, impact);
95 impact[surf->plane->type] -= dist;
99 impact[0] = local[0] - surf->plane->normal[0] * dist;
100 impact[1] = local[1] - surf->plane->normal[1] * dist;
101 impact[2] = local[2] - surf->plane->normal[2] * dist;
104 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
105 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
107 s = bound(0, impacts, smax * 16) - impacts;
108 t = bound(0, impactt, tmax * 16) - impactt;
109 i = s * s + t * t + dist2;
113 // reduce calculations
114 for (s = 0, i = impacts; s < smax; s++, i -= 16)
115 sdtable[s] = i * i + dist2;
117 maxdist3 = maxdist - dist2;
119 // convert to 8.8 blocklights format
120 red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
121 green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
122 blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
123 subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
127 for (t = 0;t < tmax;t++, i -= 16)
130 // make sure some part of it is visible on this line
133 maxdist2 = maxdist - td;
134 for (s = 0;s < smax;s++)
136 if (sdtable[s] < maxdist2)
138 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
142 bl[1] += (green * k);
157 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
159 int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
160 float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
165 smax = (surf->extents[0] >> 4) + 1;
166 tmax = (surf->extents[1] >> 4) + 1;
169 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
171 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
172 continue; // not lit by this light
174 Matrix4x4_Transform(matrix, light->origin, local);
175 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
177 // for comparisons to minimum acceptable light
178 // compensate for LIGHTOFFSET
179 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
182 dist2 += LIGHTOFFSET;
183 if (dist2 >= maxdist)
186 if (surf->plane->type < 3)
188 VectorCopy(local, impact);
189 impact[surf->plane->type] -= dist;
193 impact[0] = local[0] - surf->plane->normal[0] * dist;
194 impact[1] = local[1] - surf->plane->normal[1] * dist;
195 impact[2] = local[2] - surf->plane->normal[2] * dist;
198 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
199 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
201 td = bound(0, impacts, smax * 16) - impacts;
202 td1 = bound(0, impactt, tmax * 16) - impactt;
203 td = td * td + td1 * td1 + dist2;
207 // reduce calculations
208 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
209 sdtable[s] = td1 * td1 + dist2;
211 maxdist3 = maxdist - dist2;
213 // convert to 8.8 blocklights format
214 red = light->rtlight.lightmap_light[0];
215 green = light->rtlight.lightmap_light[1];
216 blue = light->rtlight.lightmap_light[2];
217 subtract = light->rtlight.lightmap_subtract * 32768.0f;
218 bl = floatblocklights;
221 for (t = 0;t < tmax;t++, td1 -= 16.0f)
224 // make sure some part of it is visible on this line
227 maxdist2 = maxdist - td;
228 for (s = 0;s < smax;s++)
230 if (sdtable[s] < maxdist2)
232 k = (32768.0f / (sdtable[s] + td)) - subtract;
252 Combine and scale multiple lightmaps into the 8.8 format in blocklights
255 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
257 if (!r_floatbuildlightmap.integer)
259 int smax, tmax, i, j, size, size3, maps, stride, l;
260 unsigned int *bl, scale;
261 qbyte *lightmap, *out, *stain;
263 // update cached lighting info
264 surf->cached_dlight = 0;
266 smax = (surf->extents[0]>>4)+1;
267 tmax = (surf->extents[1]>>4)+1;
270 lightmap = surf->samples;
272 // set to full bright if no light data
274 if (!ent->model->brushq1.lightdata)
276 for (i = 0;i < size3;i++)
282 j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
285 for (i = 0;i < size3;i++)
289 memset(bl, 0, size*3*sizeof(unsigned int));
291 if (surf->dlightframe == r_framecount)
293 surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
294 if (surf->cached_dlight)
298 // add all the lightmaps
302 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
303 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
304 bl[i] += lightmap[i] * scale;
308 stain = surf->stainsamples;
311 // the >> 16 shift adjusts down 8 bits to account for the stainmap
312 // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
313 // be doubled during rendering to achieve 2x overbright
314 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
315 if (ent->model->brushq1.lightmaprgba)
317 stride = (surf->lightmaptexturestride - smax) * 4;
318 for (i = 0;i < tmax;i++, out += stride)
320 for (j = 0;j < smax;j++)
322 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
323 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
324 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
331 stride = (surf->lightmaptexturestride - smax) * 3;
332 for (i = 0;i < tmax;i++, out += stride)
334 for (j = 0;j < smax;j++)
336 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
337 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
338 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
343 R_UpdateTexture(surf->lightmaptexture, templight);
347 int smax, tmax, i, j, size, size3, maps, stride, l;
349 qbyte *lightmap, *out, *stain;
351 // update cached lighting info
352 surf->cached_dlight = 0;
354 smax = (surf->extents[0]>>4)+1;
355 tmax = (surf->extents[1]>>4)+1;
358 lightmap = surf->samples;
360 // set to full bright if no light data
361 bl = floatblocklights;
362 if (!ent->model->brushq1.lightdata)
365 j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
370 for (i = 0;i < size3;i++)
374 memset(bl, 0, size*3*sizeof(float));
376 if (surf->dlightframe == r_framecount)
378 surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
379 if (surf->cached_dlight)
383 // add all the lightmaps
386 bl = floatblocklights;
387 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
388 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
389 bl[i] += lightmap[i] * scale;
392 stain = surf->stainsamples;
393 bl = floatblocklights;
395 // this scaling adjusts down 8 bits to account for the stainmap
396 // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will
397 // be doubled during rendering to achieve 2x overbright
398 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
399 scale = 1.0f / (1 << 16);
400 if (ent->model->brushq1.lightmaprgba)
402 stride = (surf->lightmaptexturestride - smax) * 4;
403 for (i = 0;i < tmax;i++, out += stride)
405 for (j = 0;j < smax;j++)
407 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
408 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
409 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
416 stride = (surf->lightmaptexturestride - smax) * 3;
417 for (i = 0;i < tmax;i++, out += stride)
419 for (j = 0;j < smax;j++)
421 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
422 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
423 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
428 R_UpdateTexture(surf->lightmaptexture, templight);
432 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
434 float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
435 msurface_t *surf, *endsurf;
436 int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
440 maxdist = radius * radius;
441 invradius = 1.0f / radius;
444 if (node->contents < 0)
446 ndist = PlaneDiff(origin, node->plane);
449 node = node->children[0];
454 node = node->children[1];
458 dist2 = ndist * ndist;
459 maxdist3 = maxdist - dist2;
461 if (node->plane->type < 3)
463 VectorCopy(origin, impact);
464 impact[node->plane->type] -= ndist;
468 impact[0] = origin[0] - node->plane->normal[0] * ndist;
469 impact[1] = origin[1] - node->plane->normal[1] * ndist;
470 impact[2] = origin[2] - node->plane->normal[2] * ndist;
473 for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
475 if (surf->stainsamples)
477 smax = (surf->extents[0] >> 4) + 1;
478 tmax = (surf->extents[1] >> 4) + 1;
480 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
481 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
483 s = bound(0, impacts, smax * 16) - impacts;
484 t = bound(0, impactt, tmax * 16) - impactt;
485 i = s * s + t * t + dist2;
489 // reduce calculations
490 for (s = 0, i = impacts; s < smax; s++, i -= 16)
491 sdtable[s] = i * i + dist2;
493 bl = surf->stainsamples;
498 for (t = 0;t < tmax;t++, i -= 16)
501 // make sure some part of it is visible on this line
504 maxdist2 = maxdist - td;
505 for (s = 0;s < smax;s++)
507 if (sdtable[s] < maxdist2)
509 ratio = lhrandom(0.0f, 1.0f);
510 a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
511 if (a >= (1.0f / 64.0f))
515 bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
516 bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
517 bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
527 // force lightmap upload
529 surf->cached_dlight = true;
533 if (node->children[0]->contents >= 0)
535 if (node->children[1]->contents >= 0)
537 R_StainNode(node->children[0], model, origin, radius, fcolor);
538 node = node->children[1];
543 node = node->children[0];
547 else if (node->children[1]->contents >= 0)
549 node = node->children[1];
554 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)
558 entity_render_t *ent;
561 if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
566 fcolor[3] = ca1 * (1.0f / 64.0f);
567 fcolor[4] = cr2 - cr1;
568 fcolor[5] = cg2 - cg1;
569 fcolor[6] = cb2 - cb1;
570 fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
572 R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
574 // look for embedded bmodels
575 for (n = 0;n < cl_num_brushmodel_entities;n++)
577 ent = cl_brushmodel_entities[n];
579 if (model && model->name[0] == '*')
581 Mod_CheckLoaded(model);
582 if (model->brushq1.nodes)
584 Matrix4x4_Transform(&ent->inversematrix, origin, org);
585 R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
593 =============================================================
597 =============================================================
600 static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
605 if (styles[0] != 255)
607 for (i = 0;i < numverts;i++, c += 4)
609 lm = samples + lightmapoffsets[i];
610 scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
611 VectorMA(c, scale, lm, c);
612 if (styles[1] != 255)
615 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
616 VectorMA(c, scale, lm, c);
617 if (styles[2] != 255)
620 scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
621 VectorMA(c, scale, lm, c);
622 if (styles[3] != 255)
625 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
626 VectorMA(c, scale, lm, c);
634 static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
640 for (i = 0;i < numverts;i++, v += 3, c += 4)
642 VectorSubtract(v, modelorg, diff);
643 f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
644 VectorScale(c, f, c);
647 else if (colorscale != 1)
648 for (i = 0;i < numverts;i++, c += 4)
649 VectorScale(c, colorscale, c);
652 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)
661 for (i = 0;i < numverts;i++, v += 3, c += 4)
663 VectorSubtract(v, modelorg, diff);
664 f = 1 - exp(fogdensity/DotProduct(diff, diff));
673 for (i = 0;i < numverts;i++, c += 4)
683 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)
690 for (i = 0;i < numverts;i++, v += 3, c += 4)
692 VectorSubtract(v, modelorg, diff);
693 f = exp(fogdensity/DotProduct(diff, diff));
701 static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
706 int i, l, lit = false;
707 const dlight_t *light;
709 for (l = 0;l < r_numdlights;l++)
711 if (dlightbits[l >> 5] & (1 << (l & 31)))
713 light = &r_dlight[l];
714 Matrix4x4_Transform(matrix, light->origin, lightorigin);
715 for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
717 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
718 if (f < light->rtlight.lightmap_cullradius2)
720 f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
721 VectorMA(c, f, light->rtlight.lightmap_light, c);
730 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
732 const msurface_t *surf;
735 // LordHavoc: HalfLife maps have freaky skypolys...
736 if (ent->model->brush.ishlbsp)
741 skyrendernow = false;
746 R_Mesh_Matrix(&ent->matrix);
748 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
751 // depth-only (masking)
752 GL_ColorMask(0,0,0,0);
753 // just to make sure that braindead drivers don't draw anything
754 // despite that colormask...
755 GL_BlendFunc(GL_ZERO, GL_ONE);
760 GL_BlendFunc(GL_ONE, GL_ZERO);
765 memset(&m, 0, sizeof(m));
766 R_Mesh_State_Texture(&m);
768 while((surf = *surfchain++) != NULL)
770 if (surf->visframe == r_framecount)
772 GL_VertexPointer(surf->mesh.data_vertex3f);
773 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
776 GL_ColorMask(1,1,1,1);
779 static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
781 const entity_render_t *ent = calldata1;
782 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
787 matrix4x4_t tempmatrix;
788 float args[4] = {0.05f,0,0,0.04f};
790 if (gl_textureshader && r_watershader.value && !fogenabled)
792 Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
793 R_Mesh_TextureMatrix(1, &tempmatrix);
794 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, 0, 0, 0, 0, 0, 0, r_watershader.value);
795 R_Mesh_TextureMatrix(0, &tempmatrix);
797 else if (r_waterscroll.value)
799 // scrolling in texture matrix
800 Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
801 R_Mesh_TextureMatrix(0, &tempmatrix);
804 R_Mesh_Matrix(&ent->matrix);
805 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
807 memset(&m, 0, sizeof(m));
808 texture = surf->texinfo->texture->currentframe;
809 alpha = texture->currentalpha;
810 if (texture->rendertype == SURFRENDER_ADD)
812 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
815 else if (texture->rendertype == SURFRENDER_ALPHA)
817 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
822 GL_BlendFunc(GL_ONE, GL_ZERO);
825 if (gl_textureshader && r_watershader.value && !fogenabled)
827 m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
828 m.tex[1] = R_GetTexture(texture->skin.base);
831 m.tex[0] = R_GetTexture(texture->skin.base);
834 GL_ColorPointer(varray_color4f);
836 GL_Color(1, 1, 1, alpha);
837 if (gl_textureshader && r_watershader.value && !fogenabled)
839 GL_ActiveTexture (0);
840 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
841 GL_ActiveTexture (1);
842 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
843 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
844 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
845 qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
846 qglEnable (GL_TEXTURE_SHADER_NV);
849 GL_VertexPointer(surf->mesh.data_vertex3f);
850 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
851 m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
852 m.texcombinergb[1] = GL_REPLACE;
853 R_Mesh_State_Texture(&m);
856 R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
857 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg);
859 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
861 if (gl_textureshader && r_watershader.value && !fogenabled)
863 qglDisable (GL_TEXTURE_SHADER_NV);
864 GL_ActiveTexture (0);
869 memset(&m, 0, sizeof(m));
870 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
873 m.tex[0] = R_GetTexture(texture->skin.fog);
874 GL_VertexPointer(surf->mesh.data_vertex3f);
875 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
876 GL_ColorPointer(varray_color4f);
877 R_Mesh_State_Texture(&m);
878 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
879 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
882 if ((gl_textureshader && r_watershader.value && !fogenabled) || r_waterscroll.value)
884 Matrix4x4_CreateIdentity(&tempmatrix);
885 R_Mesh_TextureMatrix(0, &tempmatrix);
886 R_Mesh_TextureMatrix(1, &tempmatrix);
890 static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
892 const msurface_t *surf;
895 if (texture->rendertype != SURFRENDER_OPAQUE)
897 for (chain = surfchain;(surf = *chain) != NULL;chain++)
899 if (surf->visframe == r_framecount)
901 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
902 R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
907 for (chain = surfchain;(surf = *chain) != NULL;chain++)
908 if (surf->visframe == r_framecount)
909 RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
912 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
914 float base, colorscale;
917 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
918 memset(&m, 0, sizeof(m));
919 if (rendertype == SURFRENDER_ADD)
921 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
924 else if (rendertype == SURFRENDER_ALPHA)
926 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
931 GL_BlendFunc(GL_ONE, GL_ZERO);
934 m.tex[0] = R_GetTexture(texture->skin.base);
936 if (gl_combine.integer)
938 m.texrgbscale[0] = 4;
941 base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
943 GL_ColorPointer(varray_color4f);
945 GL_VertexPointer(surf->mesh.data_vertex3f);
946 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
947 R_Mesh_State_Texture(&m);
948 R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
949 if (!(ent->effects & EF_FULLBRIGHT))
951 if (surf->dlightframe == r_framecount)
952 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
953 if (surf->flags & SURF_LIGHTMAP)
954 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);
956 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
957 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
960 static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
964 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
965 memset(&m, 0, sizeof(m));
966 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
969 m.tex[0] = R_GetTexture(texture->skin.glow);
970 GL_ColorPointer(varray_color4f);
972 GL_VertexPointer(surf->mesh.data_vertex3f);
974 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
975 R_Mesh_State_Texture(&m);
976 RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
977 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
980 static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
984 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
985 memset(&m, 0, sizeof(m));
986 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
989 m.tex[0] = R_GetTexture(texture->skin.fog);
990 GL_ColorPointer(varray_color4f);
992 GL_VertexPointer(surf->mesh.data_vertex3f);
994 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
995 R_Mesh_State_Texture(&m);
996 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
997 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1000 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1002 const msurface_t *surf;
1004 int lightmaptexturenum;
1005 memset(&m, 0, sizeof(m));
1006 GL_BlendFunc(GL_ONE, GL_ZERO);
1009 m.tex[0] = R_GetTexture(texture->skin.base);
1010 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1011 m.texrgbscale[1] = 2;
1012 m.tex[2] = R_GetTexture(texture->skin.detail);
1013 m.texrgbscale[2] = 2;
1014 if (texture->skin.glow)
1016 m.tex[3] = R_GetTexture(texture->skin.glow);
1017 m.texcombinergb[3] = GL_ADD;
1019 if (r_shadow_realtime_world.integer)
1020 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1022 GL_Color(1, 1, 1, 1);
1024 while((surf = *surfchain++) != NULL)
1026 if (surf->visframe == r_framecount)
1028 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1029 //if (m.tex[1] != lightmaptexturenum)
1031 m.tex[1] = lightmaptexturenum;
1032 // R_Mesh_State_Texture(&m);
1034 GL_VertexPointer(surf->mesh.data_vertex3f);
1035 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1036 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1037 m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
1038 m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
1039 R_Mesh_State_Texture(&m);
1040 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1045 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1047 const msurface_t *surf;
1049 int lightmaptexturenum;
1050 memset(&m, 0, sizeof(m));
1051 GL_BlendFunc(GL_ONE, GL_ZERO);
1054 m.tex[0] = R_GetTexture(texture->skin.base);
1055 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1056 m.texrgbscale[1] = 2;
1057 m.tex[2] = R_GetTexture(texture->skin.detail);
1058 m.texrgbscale[2] = 2;
1059 if (r_shadow_realtime_world.integer)
1060 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1062 GL_Color(1, 1, 1, 1);
1064 while((surf = *surfchain++) != NULL)
1066 if (surf->visframe == r_framecount)
1068 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1069 //if (m.tex[1] != lightmaptexturenum)
1071 m.tex[1] = lightmaptexturenum;
1072 // R_Mesh_State_Texture(&m);
1074 GL_VertexPointer(surf->mesh.data_vertex3f);
1075 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1076 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1077 m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
1078 R_Mesh_State_Texture(&m);
1079 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1084 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1086 const msurface_t *surf;
1088 int lightmaptexturenum;
1089 memset(&m, 0, sizeof(m));
1090 GL_BlendFunc(GL_ONE, GL_ZERO);
1093 m.tex[0] = R_GetTexture(texture->skin.base);
1094 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1095 m.texrgbscale[1] = 2;
1096 if (r_shadow_realtime_world.integer)
1097 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1099 GL_Color(1, 1, 1, 1);
1100 while((surf = *surfchain++) != NULL)
1102 if (surf->visframe == r_framecount)
1104 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1105 //if (m.tex[1] != lightmaptexturenum)
1107 m.tex[1] = lightmaptexturenum;
1108 // R_Mesh_State_Texture(&m);
1110 GL_VertexPointer(surf->mesh.data_vertex3f);
1111 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1112 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1113 R_Mesh_State_Texture(&m);
1114 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1119 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1121 const msurface_t *surf;
1123 memset(&m, 0, sizeof(m));
1126 GL_BlendFunc(GL_ONE, GL_ZERO);
1127 m.tex[0] = R_GetTexture(texture->skin.base);
1128 if (r_shadow_realtime_world.integer)
1129 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1131 GL_Color(1, 1, 1, 1);
1132 while((surf = *surfchain++) != NULL)
1134 if (surf->visframe == r_framecount)
1136 GL_VertexPointer(surf->mesh.data_vertex3f);
1137 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1138 R_Mesh_State_Texture(&m);
1139 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1144 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1146 const msurface_t *surf;
1148 int lightmaptexturenum;
1149 memset(&m, 0, sizeof(m));
1150 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1151 GL_DepthMask(false);
1153 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1154 GL_Color(1, 1, 1, 1);
1155 while((surf = *surfchain++) != NULL)
1157 if (surf->visframe == r_framecount)
1159 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1160 //if (m.tex[0] != lightmaptexturenum)
1162 m.tex[0] = lightmaptexturenum;
1163 // R_Mesh_State_Texture(&m);
1165 GL_VertexPointer(surf->mesh.data_vertex3f);
1166 m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1167 R_Mesh_State_Texture(&m);
1168 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1173 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1175 const msurface_t *surf;
1178 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1179 memset(&m, 0, sizeof(m));
1180 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1181 GL_DepthMask(false);
1183 GL_ColorPointer(varray_color4f);
1184 while((surf = *surfchain++) != NULL)
1186 if (surf->visframe == r_framecount)
1188 GL_VertexPointer(surf->mesh.data_vertex3f);
1190 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1191 R_Mesh_State_Texture(&m);
1192 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
1193 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1198 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1200 const msurface_t *surf;
1202 memset(&m, 0, sizeof(m));
1203 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1204 GL_DepthMask(false);
1206 m.tex[0] = R_GetTexture(texture->skin.detail);
1207 GL_Color(1, 1, 1, 1);
1208 while((surf = *surfchain++) != NULL)
1210 if (surf->visframe == r_framecount)
1212 GL_VertexPointer(surf->mesh.data_vertex3f);
1213 m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
1214 R_Mesh_State_Texture(&m);
1215 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1220 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1222 const msurface_t *surf;
1224 memset(&m, 0, sizeof(m));
1225 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1226 GL_DepthMask(false);
1228 m.tex[0] = R_GetTexture(texture->skin.glow);
1229 GL_Color(1, 1, 1, 1);
1230 while((surf = *surfchain++) != NULL)
1232 if (surf->visframe == r_framecount)
1234 GL_VertexPointer(surf->mesh.data_vertex3f);
1235 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1236 R_Mesh_State_Texture(&m);
1237 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1243 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1245 const msurface_t *surf;
1247 memset(&m, 0, sizeof(m));
1248 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1250 m.tex[0] = R_GetTexture(texture->skin.glow);
1252 GL_Color(1, 1, 1, 1);
1254 GL_Color(0, 0, 0, 1);
1255 while((surf = *surfchain++) != NULL)
1257 if (surf->visframe == r_framecount)
1259 GL_VertexPointer(surf->mesh.data_vertex3f);
1260 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1261 R_Mesh_State_Texture(&m);
1262 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1268 static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1270 const msurface_t *surf;
1272 int lightmaptexturenum;
1273 memset(&m, 0, sizeof(m));
1274 GL_BlendFunc(GL_ONE, GL_ZERO);
1277 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1278 if (r_shadow_realtime_world.integer)
1279 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1281 GL_Color(1, 1, 1, 1);
1282 while((surf = *surfchain++) != NULL)
1284 if (surf->visframe == r_framecount)
1286 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1287 //if (m.tex[0] != lightmaptexturenum)
1289 m.tex[0] = lightmaptexturenum;
1290 // R_Mesh_State_Texture(&m);
1292 GL_VertexPointer(surf->mesh.data_vertex3f);
1293 m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1294 R_Mesh_State_Texture(&m);
1295 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1300 static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
1302 const entity_render_t *ent = calldata1;
1303 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
1307 R_Mesh_Matrix(&ent->matrix);
1309 texture = surf->texinfo->texture;
1310 if (texture->animated)
1311 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];
1313 currentalpha = ent->alpha;
1314 if (ent->effects & EF_ADDITIVE)
1315 rendertype = SURFRENDER_ADD;
1316 else if (currentalpha < 1 || texture->skin.fog != NULL)
1317 rendertype = SURFRENDER_ALPHA;
1319 rendertype = SURFRENDER_OPAQUE;
1321 RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
1322 if (texture->skin.glow)
1323 RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
1325 RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
1328 static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1330 const msurface_t *surf;
1333 if (texture->rendertype != SURFRENDER_OPAQUE)
1335 // transparent vertex shaded from lightmap
1336 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1338 if (surf->visframe == r_framecount)
1340 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1341 R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
1345 else if (ent->effects & EF_FULLBRIGHT)
1347 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1348 if (r_detailtextures.integer)
1349 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1350 if (texture->skin.glow)
1351 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1353 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1356 // opaque base lighting
1357 else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
1359 if (r_ambient.value > 0)
1363 RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
1365 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1368 // opaque lightmapped
1369 else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
1371 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
1373 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1375 else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
1377 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
1378 if (texture->skin.glow)
1379 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1381 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1383 else if (r_textureunits.integer >= 2 && gl_combine.integer && !gl_lightmaps.integer)
1385 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
1386 if (r_detailtextures.integer)
1387 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1388 if (texture->skin.glow)
1389 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1391 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1393 else if (!gl_lightmaps.integer)
1395 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1396 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1397 if (r_detailtextures.integer)
1398 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1399 if (texture->skin.glow)
1400 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1402 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1406 RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
1408 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1412 Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
1413 Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
1414 Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
1416 int Cshader_count = 3;
1417 Cshader_t *Cshaders[3] =
1419 &Cshader_wall_lightmap,
1424 void R_UpdateTextureInfo(entity_render_t *ent)
1426 int i, texframe, alttextures;
1432 alttextures = ent->frame != 0;
1433 texframe = (int)(cl.time * 5.0f);
1434 for (i = 0;i < ent->model->brushq1.numtextures;i++)
1436 t = ent->model->brushq1.textures + i;
1437 t->currentalpha = ent->alpha;
1438 if (t->flags & SURF_WATERALPHA)
1439 t->currentalpha *= r_wateralpha.value;
1440 if (ent->effects & EF_ADDITIVE)
1441 t->rendertype = SURFRENDER_ADD;
1442 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1443 t->rendertype = SURFRENDER_ALPHA;
1445 t->rendertype = SURFRENDER_OPAQUE;
1446 // we don't need to set currentframe if t->animated is false because
1447 // it was already set up by the texture loader for non-animating
1449 t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1453 void R_PrepareSurfaces(entity_render_t *ent)
1455 int i, numsurfaces, *surfacevisframes;
1457 msurface_t *surf, *surfaces, **surfchain;
1464 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1465 numsurfaces = model->brushq1.nummodelsurfaces;
1466 surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1467 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1469 R_UpdateTextureInfo(ent);
1471 if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
1474 if (model->brushq1.light_ambient != r_ambient.value)
1476 model->brushq1.light_ambient = r_ambient.value;
1477 for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
1478 model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
1482 for (i = 0;i < model->brushq1.light_styles;i++)
1484 if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1486 model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1487 for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++)
1488 (**surfchain).cached_dlight = true;
1493 for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1495 if (surfacevisframes[i] == r_framecount)
1497 #if !WORLDNODECULLBACKFACES
1498 // mark any backface surfaces as not visible
1499 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1501 if (!(surf->flags & SURF_PLANEBACK))
1502 surfacevisframes[i] = -1;
1506 if ((surf->flags & SURF_PLANEBACK))
1507 surfacevisframes[i] = -1;
1509 if (surfacevisframes[i] == r_framecount)
1513 surf->visframe = r_framecount;
1514 if (surf->cached_dlight && surf->lightmaptexture != NULL)
1515 R_BuildLightMap(ent, surf);
1521 void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
1525 if (ent->model == NULL)
1527 R_Mesh_Matrix(&ent->matrix);
1528 for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
1529 if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
1530 t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
1533 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1538 const entity_render_t *ent = calldata1;
1539 const mportal_t *portal = ent->model->brushq1.portals + calldata2;
1540 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1541 GL_DepthMask(false);
1543 R_Mesh_Matrix(&ent->matrix);
1544 GL_VertexPointer(varray_vertex3f);
1546 memset(&m, 0, sizeof(m));
1547 R_Mesh_State_Texture(&m);
1549 i = portal - ent->model->brushq1.portals;
1550 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
1551 ((i & 0x0038) >> 3) * (1.0f / 7.0f),
1552 ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
1554 if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
1556 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1557 VectorCopy(portal->points[i].position, v);
1560 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1561 VectorCopy(portal->points[i].position, v);
1562 R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1565 // LordHavoc: this is just a nice debugging tool, very slow
1566 static void R_DrawPortals(entity_render_t *ent)
1569 mportal_t *portal, *endportal;
1570 float temp[3], center[3], f;
1571 if (ent->model == NULL)
1573 for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
1575 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1578 for (i = 0;i < portal->numpoints;i++)
1579 VectorAdd(temp, portal->points[i].position, temp);
1580 f = ixtable[portal->numpoints];
1581 VectorScale(temp, f, temp);
1582 Matrix4x4_Transform(&ent->matrix, temp, center);
1583 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
1588 void R_PrepareBrushModel(entity_render_t *ent)
1590 int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1593 #if WORLDNODECULLBACKFACES
1597 // because bmodels can be reused, we have to decide which things to render
1598 // from scratch every time
1602 #if WORLDNODECULLBACKFACES
1603 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1605 numsurfaces = model->brushq1.nummodelsurfaces;
1606 surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1607 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1608 surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1609 for (i = 0;i < numsurfaces;i++, surf++)
1611 #if WORLDNODECULLBACKFACES
1612 // mark any backface surfaces as not visible
1613 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1615 if ((surf->flags & SURF_PLANEBACK))
1616 surfacevisframes[i] = r_framecount;
1618 else if (!(surf->flags & SURF_PLANEBACK))
1619 surfacevisframes[i] = r_framecount;
1621 surfacevisframes[i] = r_framecount;
1623 surf->dlightframe = -1;
1625 R_PrepareSurfaces(ent);
1628 void R_SurfaceWorldNode (entity_render_t *ent)
1630 int i, *surfacevisframes, *surfacepvsframes, surfnum;
1636 // equivilant to quake's RecursiveWorldNode but faster and more effective
1640 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1641 surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1642 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1644 for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
1646 if (!R_CullBox (leaf->mins, leaf->maxs))
1649 leaf->visframe = r_framecount;
1653 for (i = 0;i < model->brushq1.pvssurflistlength;i++)
1655 surfnum = model->brushq1.pvssurflist[i];
1656 surf = model->brushq1.surfaces + surfnum;
1657 #if WORLDNODECULLBACKFACES
1658 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1660 if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1661 surfacevisframes[surfnum] = r_framecount;
1665 if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1666 surfacevisframes[surfnum] = r_framecount;
1669 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1670 surfacevisframes[surfnum] = r_framecount;
1675 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1677 int c, leafstackpos, *mark, *surfacevisframes;
1678 #if WORLDNODECULLBACKFACES
1682 mleaf_t *leaf, *leafstack[8192];
1685 msurface_t *surfaces;
1686 if (ent->model == NULL)
1688 // LordHavoc: portal-passage worldnode with PVS;
1689 // follows portals leading outward from viewleaf, does not venture
1690 // offscreen or into leafs that are not visible, faster than Quake's
1691 // RecursiveWorldNode
1692 surfaces = ent->model->brushq1.surfaces;
1693 surfacevisframes = ent->model->brushq1.surfacevisframes;
1694 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1695 viewleaf->worldnodeframe = r_framecount;
1696 leafstack[0] = viewleaf;
1698 while (leafstackpos)
1701 leaf = leafstack[--leafstackpos];
1702 leaf->visframe = r_framecount;
1703 // draw any surfaces bounding this leaf
1704 if (leaf->nummarksurfaces)
1706 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1708 #if WORLDNODECULLBACKFACES
1710 if (surfacevisframes[n] != r_framecount)
1712 surf = surfaces + n;
1713 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1715 if ((surf->flags & SURF_PLANEBACK))
1716 surfacevisframes[n] = r_framecount;
1720 if (!(surf->flags & SURF_PLANEBACK))
1721 surfacevisframes[n] = r_framecount;
1725 surfacevisframes[*mark++] = r_framecount;
1729 // follow portals into other leafs
1730 for (p = leaf->portals;p;p = p->next)
1732 // LordHavoc: this DotProduct hurts less than a cache miss
1733 // (which is more likely to happen if backflowing through leafs)
1734 if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1737 if (leaf->worldnodeframe != r_framecount)
1739 leaf->worldnodeframe = r_framecount;
1740 // FIXME: R_CullBox is absolute, should be done relative
1741 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
1742 leafstack[leafstackpos++] = leaf;
1749 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1751 int j, c, *surfacepvsframes, *mark;
1756 if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
1758 model->brushq1.pvsframecount++;
1759 model->brushq1.pvsviewleaf = viewleaf;
1760 model->brushq1.pvsviewleafnovis = r_novis.integer;
1761 model->brushq1.pvsleafchain = NULL;
1762 model->brushq1.pvssurflistlength = 0;
1765 surfacepvsframes = model->brushq1.surfacepvsframes;
1766 for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
1768 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
1770 leaf->pvsframe = model->brushq1.pvsframecount;
1771 leaf->pvschain = model->brushq1.pvsleafchain;
1772 model->brushq1.pvsleafchain = leaf;
1773 // mark surfaces bounding this leaf as visible
1774 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1775 surfacepvsframes[*mark] = model->brushq1.pvsframecount;
1778 model->brushq1.BuildPVSTextureChains(model);
1783 void R_WorldVisibility(entity_render_t *ent)
1788 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1789 viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
1790 R_PVSUpdate(ent, viewleaf);
1795 if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1796 R_SurfaceWorldNode (ent);
1798 R_PortalWorldNode (ent, viewleaf);
1801 void R_DrawWorld(entity_render_t *ent)
1803 if (ent->model == NULL)
1805 if (!ent->model->brushq1.num_leafs)
1807 if (ent->model->DrawSky)
1808 ent->model->DrawSky(ent);
1809 if (ent->model->Draw)
1810 ent->model->Draw(ent);
1814 R_PrepareSurfaces(ent);
1815 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1816 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1817 if (r_drawportals.integer)
1822 void R_Model_Brush_DrawSky(entity_render_t *ent)
1824 if (ent->model == NULL)
1826 if (ent != &cl_entities[0].render)
1827 R_PrepareBrushModel(ent);
1828 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1831 void R_Model_Brush_Draw(entity_render_t *ent)
1833 if (ent->model == NULL)
1836 if (ent != &cl_entities[0].render)
1837 R_PrepareBrushModel(ent);
1838 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1841 void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
1846 float projectdistance, f, temp[3], lightradius2;
1847 if (ent->model == NULL)
1849 R_Mesh_Matrix(&ent->matrix);
1850 lightradius2 = lightradius * lightradius;
1851 R_UpdateTextureInfo(ent);
1852 projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1853 //projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1854 for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
1856 if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
1858 f = PlaneDiff(relativelightorigin, surf->plane);
1859 if (surf->flags & SURF_PLANEBACK)
1861 // draw shadows only for frontfaces and only if they are close
1862 if (f >= 0.1 && f < lightradius)
1864 temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
1865 temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
1866 temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
1867 if (DotProduct(temp, temp) < lightradius2)
1868 R_Shadow_VolumeFromSphere(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, projectdistance, lightradius);
1873 int t, leafnum, marksurfnum, trianglenum;
1878 float projectdistance;
1880 vec3_t lightmins, lightmaxs;
1881 if (ent->model == NULL)
1883 R_Mesh_Matrix(&ent->matrix);
1884 R_UpdateTextureInfo(ent);
1885 projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1886 lightmins[0] = relativelightorigin[0] - lightradius;
1887 lightmins[1] = relativelightorigin[1] - lightradius;
1888 lightmins[2] = relativelightorigin[2] - lightradius;
1889 lightmaxs[0] = relativelightorigin[0] + lightradius;
1890 lightmaxs[1] = relativelightorigin[1] + lightradius;
1891 lightmaxs[2] = relativelightorigin[2] + lightradius;
1893 R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
1894 maxmarksurfaces = sizeof(surfacelist) / sizeof(surfacelist[0]);
1895 ent->model->brushq1.GetVisible(ent->model, relativelightorigin, lightmins, lightmaxs, 0, NULL, NULL, maxmarkleafs, markleaf, &nummarkleafs);
1896 for (marksurfacenum = 0;marksurfacenum < nummarksurfaces;marksurfacenum++)
1898 surf = marksurface[marksurfacenum];
1899 if (surf->shadowmark != shadowmarkcount)
1901 surf->shadowmark = shadowmarkcount;
1902 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
1904 for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
1906 v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
1907 v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
1908 v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
1909 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])))
1910 shadowmarklist[numshadowmark++] = t;
1916 R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
1917 if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
1919 pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
1920 // FIXME: use BSP recursion in q1bsp as dlights are often small
1921 for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
1923 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
1925 for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
1927 surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
1928 if (surf->shadowmark != shadowmarkcount)
1930 surf->shadowmark = shadowmarkcount;
1931 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
1933 for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
1935 v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
1936 v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
1937 v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
1938 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])))
1939 shadowmarklist[numshadowmark++] = t;
1949 for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++)
1951 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
1953 for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
1955 v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
1956 v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
1957 v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
1958 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])))
1959 shadowmarklist[numshadowmark++] = t;
1964 R_Shadow_VolumeFromList(ent->model->brush.shadowmesh->numverts, ent->model->brush.shadowmesh->numtriangles, ent->model->brush.shadowmesh->vertex3f, ent->model->brush.shadowmesh->element3i, ent->model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
1968 void R_Model_Brush_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)
1970 int leafnum, marksurfnum;
1975 float lightmins[3], lightmaxs[3];
1976 if (ent->model == NULL)
1978 R_Mesh_Matrix(&ent->matrix);
1979 lightmins[0] = relativelightorigin[0] - lightradius;
1980 lightmins[1] = relativelightorigin[1] - lightradius;
1981 lightmins[2] = relativelightorigin[2] - lightradius;
1982 lightmaxs[0] = relativelightorigin[0] + lightradius;
1983 lightmaxs[1] = relativelightorigin[1] + lightradius;
1984 lightmaxs[2] = relativelightorigin[2] + lightradius;
1985 R_UpdateTextureInfo(ent);
1987 if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
1989 pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
1990 for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
1992 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
1994 for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
1996 surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
1997 if (surf->shadowmark != shadowmarkcount)
1999 surf->shadowmark = shadowmarkcount;
2000 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount))
2002 t = surf->texinfo->texture->currentframe;
2003 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
2005 R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
2006 R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
2016 for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++)
2018 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount))
2020 t = surf->texinfo->texture->currentframe;
2021 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
2023 R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
2024 R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
2031 void R_DrawCollisionBrush(colbrushf_t *brush)
2034 i = ((int)brush) / sizeof(colbrushf_t);
2035 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
2036 GL_VertexPointer(brush->points->v);
2037 R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
2040 void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3mface_t *face)
2043 if (!face->num_collisiontriangles)
2045 i = ((int)face) / sizeof(q3mface_t);
2046 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
2047 GL_VertexPointer(face->data_collisionvertex3f);
2048 R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
2051 void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
2054 if (!face->num_triangles)
2059 skyrendernow = false;
2060 if (skyrendermasked)
2064 R_Mesh_Matrix(&ent->matrix);
2066 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
2067 if (skyrendermasked)
2069 // depth-only (masking)
2070 GL_ColorMask(0,0,0,0);
2071 // just to make sure that braindead drivers don't draw anything
2072 // despite that colormask...
2073 GL_BlendFunc(GL_ZERO, GL_ONE);
2078 GL_BlendFunc(GL_ONE, GL_ZERO);
2083 memset(&m, 0, sizeof(m));
2084 R_Mesh_State_Texture(&m);
2086 GL_VertexPointer(face->data_vertex3f);
2087 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2088 GL_ColorMask(1,1,1,1);
2091 void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face)
2094 memset(&m, 0, sizeof(m));
2095 GL_BlendFunc(GL_ONE, GL_ZERO);
2098 if (face->texture->skin.glow)
2100 m.tex[0] = R_GetTexture(face->texture->skin.glow);
2101 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2102 GL_Color(1, 1, 1, 1);
2105 GL_Color(0, 0, 0, 1);
2106 R_Mesh_State_Texture(&m);
2107 GL_VertexPointer(face->data_vertex3f);
2108 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2111 void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face)
2114 memset(&m, 0, sizeof(m));
2115 GL_BlendFunc(GL_ONE, GL_ZERO);
2118 m.tex[0] = R_GetTexture(face->texture->skin.base);
2119 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2120 m.tex[1] = R_GetTexture(face->lightmaptexture);
2121 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
2122 m.texrgbscale[1] = 2;
2123 GL_Color(1, 1, 1, 1);
2124 R_Mesh_State_Texture(&m);
2125 GL_VertexPointer(face->data_vertex3f);
2126 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2129 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face)
2132 memset(&m, 0, sizeof(m));
2133 GL_BlendFunc(GL_ONE, GL_ZERO);
2136 m.tex[0] = R_GetTexture(face->texture->skin.base);
2137 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2138 GL_Color(1, 1, 1, 1);
2139 R_Mesh_State_Texture(&m);
2140 GL_VertexPointer(face->data_vertex3f);
2141 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2144 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face)
2147 memset(&m, 0, sizeof(m));
2148 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2149 GL_DepthMask(false);
2151 m.tex[0] = R_GetTexture(face->lightmaptexture);
2152 m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2153 GL_Color(1, 1, 1, 1);
2154 R_Mesh_State_Texture(&m);
2155 GL_VertexPointer(face->data_vertex3f);
2156 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2159 void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face)
2162 memset(&m, 0, sizeof(m));
2163 GL_BlendFunc(GL_ONE, GL_ZERO);
2166 m.tex[0] = R_GetTexture(face->lightmaptexture);
2167 m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2168 if (r_shadow_realtime_world.integer)
2169 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
2171 GL_Color(1, 1, 1, 1);
2172 R_Mesh_State_Texture(&m);
2173 GL_VertexPointer(face->data_vertex3f);
2174 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2177 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face)
2180 memset(&m, 0, sizeof(m));
2181 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2182 GL_DepthMask(false);
2184 if (face->texture->skin.glow)
2186 m.tex[0] = R_GetTexture(face->texture->skin.glow);
2187 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2188 GL_Color(1, 1, 1, 1);
2191 GL_Color(0, 0, 0, 1);
2192 R_Mesh_State_Texture(&m);
2193 GL_VertexPointer(face->data_vertex3f);
2194 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2197 void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face)
2202 memset(&m, 0, sizeof(m));
2203 GL_BlendFunc(GL_ONE, GL_ZERO);
2206 m.tex[0] = R_GetTexture(face->texture->skin.base);
2207 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2209 if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
2210 mul *= r_shadow_realtime_world_lightmaps.value;
2211 if (mul == 2 && gl_combine.integer)
2213 m.texrgbscale[0] = 2;
2214 GL_ColorPointer(face->data_color4f);
2217 GL_ColorPointer(face->data_color4f);
2220 for (i = 0;i < face->num_vertices;i++)
2222 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul;
2223 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul;
2224 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul;
2225 varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2227 GL_ColorPointer(varray_color4f);
2229 R_Mesh_State_Texture(&m);
2230 GL_VertexPointer(face->data_vertex3f);
2231 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2234 void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face)
2239 memset(&m, 0, sizeof(m));
2240 GL_BlendFunc(GL_ONE, GL_ZERO);
2243 R_Mesh_State_Texture(&m);
2245 if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
2246 mul *= r_shadow_realtime_world_lightmaps.value;
2248 GL_ColorPointer(face->data_color4f);
2251 for (i = 0;i < face->num_vertices;i++)
2253 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
2254 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
2255 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
2256 varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2258 GL_ColorPointer(varray_color4f);
2260 GL_VertexPointer(face->data_vertex3f);
2261 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2264 void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face)
2267 memset(&m, 0, sizeof(m));
2268 GL_BlendFunc(GL_ONE, GL_ONE);
2271 m.tex[0] = R_GetTexture(face->texture->skin.base);
2272 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2273 GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
2274 R_Mesh_State_Texture(&m);
2275 GL_VertexPointer(face->data_vertex3f);
2276 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2279 void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
2281 const entity_render_t *ent = voident;
2282 q3mface_t *face = ent->model->brushq3.data_faces + facenumber;
2284 R_Mesh_Matrix(&ent->matrix);
2285 memset(&m, 0, sizeof(m));
2286 if (ent->effects & EF_ADDITIVE)
2287 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2289 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2290 GL_DepthMask(false);
2292 m.tex[0] = R_GetTexture(face->texture->skin.base);
2293 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2294 // LordHavoc: quake3 was not able to do this; lit transparent surfaces
2295 if (gl_combine.integer)
2297 m.texrgbscale[0] = 2;
2298 if (r_textureunits.integer >= 2)
2300 m.tex[1] = R_GetTexture(face->lightmaptexture);
2301 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
2302 GL_Color(1, 1, 1, ent->alpha);
2306 if (ent->alpha == 1)
2307 GL_ColorPointer(face->data_color4f);
2311 for (i = 0;i < face->num_vertices;i++)
2313 varray_color4f[i*4+0] = face->data_color4f[i*4+0];
2314 varray_color4f[i*4+1] = face->data_color4f[i*4+1];
2315 varray_color4f[i*4+2] = face->data_color4f[i*4+2];
2316 varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
2318 GL_ColorPointer(varray_color4f);
2325 for (i = 0;i < face->num_vertices;i++)
2327 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
2328 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
2329 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
2330 varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
2332 GL_ColorPointer(varray_color4f);
2334 R_Mesh_State_Texture(&m);
2335 GL_VertexPointer(face->data_vertex3f);
2336 qglDisable(GL_CULL_FACE);
2337 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2338 qglEnable(GL_CULL_FACE);
2341 void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
2343 if (!face->num_triangles)
2345 if (face->texture->surfaceparms)
2347 if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))
2351 face->visframe = r_framecount;
2352 if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
2354 vec3_t facecenter, center;
2355 facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
2356 facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
2357 facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
2358 Matrix4x4_Transform(&ent->matrix, facecenter, center);
2359 R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
2362 R_Mesh_Matrix(&ent->matrix);
2363 if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
2364 R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
2365 else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer)
2367 R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
2368 if (face->texture->skin.glow)
2369 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2371 else if (face->lightmaptexture)
2373 if (gl_lightmaps.integer)
2374 R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face);
2377 if (r_textureunits.integer >= 2 && gl_combine.integer)
2378 R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face);
2381 R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
2382 R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
2384 if (face->texture->skin.glow)
2385 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2390 if (gl_lightmaps.integer)
2391 R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face);
2394 R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
2395 if (face->texture->skin.glow)
2396 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2399 if (r_ambient.value)
2400 R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
2403 void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
2409 if (R_CullBox(node->mins, node->maxs))
2414 R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
2415 node = node->children[1];
2417 leaf = (q3mleaf_t *)node;
2418 if (CHECKPVSBIT(pvs, leaf->clusterindex))
2421 for (i = 0;i < leaf->numleaffaces;i++)
2422 leaf->firstleafface[i]->markframe = markframe;
2426 // FIXME: num_leafs needs to be recalculated at load time to include only
2427 // node-referenced leafs, as some maps are incorrectly compiled with leafs for
2428 // the submodels (which would render the submodels occasionally, as part of
2429 // the world - not good)
2430 void R_Q3BSP_MarkLeafPVS(entity_render_t *ent, qbyte *pvs, int markframe)
2434 for (j = 0, leaf = ent->model->brushq3.data_leafs;j < ent->model->brushq3.num_leafs;j++, leaf++)
2436 if (CHECKPVSBIT(pvs, leaf->clusterindex))
2439 for (i = 0;i < leaf->numleaffaces;i++)
2440 leaf->firstleafface[i]->markframe = markframe;
2445 static int r_q3bsp_framecount = -1;
2447 void R_Q3BSP_DrawSky(entity_render_t *ent)
2454 R_Mesh_Matrix(&ent->matrix);
2456 if (r_drawcollisionbrushes.integer < 2)
2458 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2459 if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2461 if (r_q3bsp_framecount != r_framecount)
2463 r_q3bsp_framecount = r_framecount;
2464 R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
2465 //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
2467 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2468 if (face->markframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
2469 R_Q3BSP_DrawSkyFace(ent, face);
2472 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2473 if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
2474 R_Q3BSP_DrawSkyFace(ent, face);
2478 void R_Q3BSP_Draw(entity_render_t *ent)
2485 R_Mesh_Matrix(&ent->matrix);
2487 if (r_drawcollisionbrushes.integer < 2)
2489 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2490 if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2492 if (r_q3bsp_framecount != r_framecount)
2494 r_q3bsp_framecount = r_framecount;
2495 R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
2496 //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
2498 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2499 if (face->markframe == r_framecount && !R_CullBox(face->mins, face->maxs))
2500 R_Q3BSP_DrawFace(ent, face);
2503 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2504 R_Q3BSP_DrawFace(ent, face);
2506 if (r_drawcollisionbrushes.integer >= 1)
2509 memset(&m, 0, sizeof(m));
2510 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2511 GL_DepthMask(false);
2513 R_Mesh_State_Texture(&m);
2514 qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
2515 for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
2516 if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
2517 R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
2518 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2519 if (face->num_collisiontriangles)
2520 R_Q3BSP_DrawCollisionFace(ent, face);
2521 qglPolygonOffset(0, 0);
2525 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
2530 vec3_t modelorg, lightmins, lightmaxs;
2532 float projectdistance;
2533 projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
2534 if (r_drawcollisionbrushes.integer < 2)
2537 R_Mesh_Matrix(&ent->matrix);
2538 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2539 lightmins[0] = relativelightorigin[0] - lightradius;
2540 lightmins[1] = relativelightorigin[1] - lightradius;
2541 lightmins[2] = relativelightorigin[2] - lightradius;
2542 lightmaxs[0] = relativelightorigin[0] + lightradius;
2543 lightmaxs[1] = relativelightorigin[1] + lightradius;
2544 lightmaxs[2] = relativelightorigin[2] + lightradius;
2545 //if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2546 // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
2548 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2549 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2550 R_Shadow_VolumeFromSphere(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
2553 int j, t, leafnum, marksurfnum;
2559 vec3_t modelorg, lightmins, lightmaxs;
2561 float projectdistance;
2562 projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
2563 if (r_drawcollisionbrushes.integer < 2)
2566 R_Mesh_Matrix(&ent->matrix);
2567 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2568 lightmins[0] = relativelightorigin[0] - lightradius;
2569 lightmins[1] = relativelightorigin[1] - lightradius;
2570 lightmins[2] = relativelightorigin[2] - lightradius;
2571 lightmaxs[0] = relativelightorigin[0] + lightradius;
2572 lightmaxs[1] = relativelightorigin[1] + lightradius;
2573 lightmaxs[2] = relativelightorigin[2] + lightradius;
2574 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
2575 if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
2577 for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++)
2579 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
2581 for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++)
2583 face = leaf->firstleafface[marksurfnum];
2584 if (face->shadowmark != shadowmarkcount)
2586 face->shadowmark = shadowmarkcount;
2587 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2589 for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
2591 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2592 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2593 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2594 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])))
2595 shadowmarklist[numshadowmark++] = t;
2605 for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++)
2607 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2609 for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
2611 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2612 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2613 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2614 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])))
2615 shadowmarklist[numshadowmark++] = t;
2620 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
2625 void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
2627 if ((face->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || !face->num_triangles)
2629 R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap);
2630 R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap);
2633 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)
2635 int leafnum, marksurfnum;
2639 vec3_t modelorg, lightmins, lightmaxs;
2642 //static int markframe = 0;
2643 if (r_drawcollisionbrushes.integer < 2)
2646 R_Mesh_Matrix(&ent->matrix);
2647 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2648 lightmins[0] = relativelightorigin[0] - lightradius;
2649 lightmins[1] = relativelightorigin[1] - lightradius;
2650 lightmins[2] = relativelightorigin[2] - lightradius;
2651 lightmaxs[0] = relativelightorigin[0] + lightradius;
2652 lightmaxs[1] = relativelightorigin[1] + lightradius;
2653 lightmaxs[2] = relativelightorigin[2] + lightradius;
2655 if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
2657 pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
2658 for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++)
2660 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
2662 for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++)
2664 face = leaf->firstleafface[marksurfnum];
2665 if (face->shadowmark != shadowmarkcount)
2667 face->shadowmark = shadowmarkcount;
2668 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount))
2669 R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
2677 for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++)
2678 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount))
2679 R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
2684 static void gl_surf_start(void)
2688 static void gl_surf_shutdown(void)
2692 static void gl_surf_newmap(void)
2696 void GL_Surf_Init(void)
2699 dlightdivtable[0] = 4194304;
2700 for (i = 1;i < 32768;i++)
2701 dlightdivtable[i] = 4194304 / (i << 7);
2703 Cvar_RegisterVariable(&r_ambient);
2704 Cvar_RegisterVariable(&r_drawportals);
2705 Cvar_RegisterVariable(&r_testvis);
2706 Cvar_RegisterVariable(&r_floatbuildlightmap);
2707 Cvar_RegisterVariable(&r_detailtextures);
2708 Cvar_RegisterVariable(&r_surfaceworldnode);
2709 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
2710 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2711 Cvar_RegisterVariable(&gl_lightmaps);
2713 R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);