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 while((surf = *surfchain++) != NULL)
768 if (surf->visframe == r_framecount)
770 m.pointer_vertex = surf->mesh.data_vertex3f;
772 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
775 GL_ColorMask(1,1,1,1);
778 static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
780 const entity_render_t *ent = calldata1;
781 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
786 matrix4x4_t tempmatrix;
787 float args[4] = {0.05f,0,0,0.04f};
789 if (gl_textureshader && r_watershader.value && !fogenabled)
791 Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
792 R_Mesh_TextureMatrix(1, &tempmatrix);
793 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, 0, 0, 0, 0, 0, 0, r_watershader.value);
794 R_Mesh_TextureMatrix(0, &tempmatrix);
796 else if (r_waterscroll.value)
798 // scrolling in texture matrix
799 Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
800 R_Mesh_TextureMatrix(0, &tempmatrix);
803 R_Mesh_Matrix(&ent->matrix);
804 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
806 memset(&m, 0, sizeof(m));
807 texture = surf->texinfo->texture->currentframe;
808 alpha = texture->currentalpha;
809 if (texture->rendertype == SURFRENDER_ADD)
811 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
814 else if (texture->rendertype == SURFRENDER_ALPHA)
816 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
821 GL_BlendFunc(GL_ONE, GL_ZERO);
824 if (gl_textureshader && r_watershader.value && !fogenabled)
826 m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
827 m.tex[1] = R_GetTexture(texture->skin.base);
830 m.tex[0] = R_GetTexture(texture->skin.base);
833 m.pointer_color = varray_color4f;
835 GL_Color(1, 1, 1, alpha);
836 if (gl_textureshader && r_watershader.value && !fogenabled)
838 GL_ActiveTexture (0);
839 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
840 GL_ActiveTexture (1);
841 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
842 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
843 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
844 qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
845 qglEnable (GL_TEXTURE_SHADER_NV);
850 R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
851 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg);
853 m.pointer_vertex = surf->mesh.data_vertex3f;
854 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
855 m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
856 m.texcombinergb[1] = GL_REPLACE;
858 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
860 if (gl_textureshader && r_watershader.value && !fogenabled)
862 qglDisable (GL_TEXTURE_SHADER_NV);
863 GL_ActiveTexture (0);
868 memset(&m, 0, sizeof(m));
869 m.pointer_vertex = surf->mesh.data_vertex3f;
870 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
873 m.tex[0] = R_GetTexture(texture->skin.fog);
874 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
875 m.pointer_color = varray_color4f;
877 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
878 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
881 if ((gl_textureshader && r_watershader.value && !fogenabled) || r_waterscroll.value)
883 Matrix4x4_CreateIdentity(&tempmatrix);
884 R_Mesh_TextureMatrix(0, &tempmatrix);
885 R_Mesh_TextureMatrix(1, &tempmatrix);
889 static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
891 const msurface_t *surf;
894 if (texture->rendertype != SURFRENDER_OPAQUE)
896 for (chain = surfchain;(surf = *chain) != NULL;chain++)
898 if (surf->visframe == r_framecount)
900 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
901 R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
906 for (chain = surfchain;(surf = *chain) != NULL;chain++)
907 if (surf->visframe == r_framecount)
908 RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
911 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
913 float base, colorscale;
916 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
917 memset(&m, 0, sizeof(m));
918 if (rendertype == SURFRENDER_ADD)
920 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
923 else if (rendertype == SURFRENDER_ALPHA)
925 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
930 GL_BlendFunc(GL_ONE, GL_ZERO);
933 m.tex[0] = R_GetTexture(texture->skin.base);
935 if (gl_combine.integer)
937 m.texrgbscale[0] = 4;
940 base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
943 m.pointer_color = varray_color4f;
944 m.pointer_vertex = surf->mesh.data_vertex3f;
945 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
947 R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
948 if (!(ent->effects & EF_FULLBRIGHT))
950 if (surf->dlightframe == r_framecount)
951 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
952 if (surf->flags & SURF_LIGHTMAP)
953 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);
955 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
956 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
959 static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
963 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
964 memset(&m, 0, sizeof(m));
965 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
968 m.pointer_color = varray_color4f;
969 m.tex[0] = R_GetTexture(texture->skin.glow);
971 m.pointer_vertex = surf->mesh.data_vertex3f;
973 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
975 RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
976 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
979 static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
983 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
984 memset(&m, 0, sizeof(m));
985 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
988 m.pointer_color = varray_color4f;
989 m.tex[0] = R_GetTexture(texture->skin.fog);
991 m.pointer_vertex = surf->mesh.data_vertex3f;
993 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
995 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
996 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
999 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1001 const msurface_t *surf;
1003 int lightmaptexturenum;
1004 memset(&m, 0, sizeof(m));
1005 GL_BlendFunc(GL_ONE, GL_ZERO);
1008 m.tex[0] = R_GetTexture(texture->skin.base);
1009 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1010 m.texrgbscale[1] = 2;
1011 m.tex[2] = R_GetTexture(texture->skin.detail);
1012 m.texrgbscale[2] = 2;
1013 if (texture->skin.glow)
1015 m.tex[3] = R_GetTexture(texture->skin.glow);
1016 m.texcombinergb[3] = GL_ADD;
1018 if (r_shadow_realtime_world.integer)
1019 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1021 GL_Color(1, 1, 1, 1);
1023 while((surf = *surfchain++) != NULL)
1025 if (surf->visframe == r_framecount)
1027 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1028 m.tex[1] = lightmaptexturenum;
1029 m.pointer_vertex = surf->mesh.data_vertex3f;
1030 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1031 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1032 m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
1033 m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
1035 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1040 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1042 const msurface_t *surf;
1044 int lightmaptexturenum;
1045 memset(&m, 0, sizeof(m));
1046 GL_BlendFunc(GL_ONE, GL_ZERO);
1049 m.tex[0] = R_GetTexture(texture->skin.base);
1050 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1051 m.texrgbscale[1] = 2;
1052 m.tex[2] = R_GetTexture(texture->skin.detail);
1053 m.texrgbscale[2] = 2;
1054 if (r_shadow_realtime_world.integer)
1055 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1057 GL_Color(1, 1, 1, 1);
1059 while((surf = *surfchain++) != NULL)
1061 if (surf->visframe == r_framecount)
1063 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1064 m.tex[1] = lightmaptexturenum;
1065 m.pointer_vertex = surf->mesh.data_vertex3f;
1066 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1067 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1068 m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
1070 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1075 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1077 const msurface_t *surf;
1079 int lightmaptexturenum;
1080 memset(&m, 0, sizeof(m));
1081 GL_BlendFunc(GL_ONE, GL_ZERO);
1084 m.tex[0] = R_GetTexture(texture->skin.base);
1085 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1086 m.texrgbscale[1] = 2;
1087 if (r_shadow_realtime_world.integer)
1088 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1090 GL_Color(1, 1, 1, 1);
1091 while((surf = *surfchain++) != NULL)
1093 if (surf->visframe == r_framecount)
1095 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1096 m.tex[1] = lightmaptexturenum;
1097 m.pointer_vertex = surf->mesh.data_vertex3f;
1098 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1099 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1101 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1106 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1108 const msurface_t *surf;
1110 memset(&m, 0, sizeof(m));
1113 GL_BlendFunc(GL_ONE, GL_ZERO);
1114 m.tex[0] = R_GetTexture(texture->skin.base);
1115 if (r_shadow_realtime_world.integer)
1116 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1118 GL_Color(1, 1, 1, 1);
1119 while((surf = *surfchain++) != NULL)
1121 if (surf->visframe == r_framecount)
1123 m.pointer_vertex = surf->mesh.data_vertex3f;
1124 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1126 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1131 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1133 const msurface_t *surf;
1135 int lightmaptexturenum;
1136 memset(&m, 0, sizeof(m));
1137 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1138 GL_DepthMask(false);
1140 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1141 GL_Color(1, 1, 1, 1);
1142 while((surf = *surfchain++) != NULL)
1144 if (surf->visframe == r_framecount)
1146 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1147 m.tex[0] = lightmaptexturenum;
1148 m.pointer_vertex = surf->mesh.data_vertex3f;
1149 m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1151 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1156 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1158 const msurface_t *surf;
1161 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1162 memset(&m, 0, sizeof(m));
1163 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1164 GL_DepthMask(false);
1166 m.pointer_color = varray_color4f;
1167 while((surf = *surfchain++) != NULL)
1169 if (surf->visframe == r_framecount)
1171 m.pointer_vertex = surf->mesh.data_vertex3f;
1173 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1175 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
1176 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1181 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1183 const msurface_t *surf;
1185 memset(&m, 0, sizeof(m));
1186 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1187 GL_DepthMask(false);
1189 m.tex[0] = R_GetTexture(texture->skin.detail);
1190 GL_Color(1, 1, 1, 1);
1191 while((surf = *surfchain++) != NULL)
1193 if (surf->visframe == r_framecount)
1195 m.pointer_vertex = surf->mesh.data_vertex3f;
1196 m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
1198 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1203 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1205 const msurface_t *surf;
1207 memset(&m, 0, sizeof(m));
1208 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1209 GL_DepthMask(false);
1211 m.tex[0] = R_GetTexture(texture->skin.glow);
1212 GL_Color(1, 1, 1, 1);
1213 while((surf = *surfchain++) != NULL)
1215 if (surf->visframe == r_framecount)
1217 m.pointer_vertex = surf->mesh.data_vertex3f;
1218 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1220 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1226 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1228 const msurface_t *surf;
1230 memset(&m, 0, sizeof(m));
1231 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1233 m.tex[0] = R_GetTexture(texture->skin.glow);
1235 GL_Color(1, 1, 1, 1);
1237 GL_Color(0, 0, 0, 1);
1238 while((surf = *surfchain++) != NULL)
1240 if (surf->visframe == r_framecount)
1242 m.pointer_vertex = surf->mesh.data_vertex3f;
1243 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1245 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1251 static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1253 const msurface_t *surf;
1255 int lightmaptexturenum;
1256 memset(&m, 0, sizeof(m));
1257 GL_BlendFunc(GL_ONE, GL_ZERO);
1260 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1261 if (r_shadow_realtime_world.integer)
1262 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1264 GL_Color(1, 1, 1, 1);
1265 while((surf = *surfchain++) != NULL)
1267 if (surf->visframe == r_framecount)
1269 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1270 m.tex[0] = lightmaptexturenum;
1271 m.pointer_vertex = surf->mesh.data_vertex3f;
1272 m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1274 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1279 static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
1281 const entity_render_t *ent = calldata1;
1282 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
1286 R_Mesh_Matrix(&ent->matrix);
1288 texture = surf->texinfo->texture;
1289 if (texture->animated)
1290 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];
1292 currentalpha = ent->alpha;
1293 if (ent->effects & EF_ADDITIVE)
1294 rendertype = SURFRENDER_ADD;
1295 else if (currentalpha < 1 || texture->skin.fog != NULL)
1296 rendertype = SURFRENDER_ALPHA;
1298 rendertype = SURFRENDER_OPAQUE;
1300 RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
1301 if (texture->skin.glow)
1302 RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
1304 RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
1307 static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1309 const msurface_t *surf;
1312 if (texture->rendertype != SURFRENDER_OPAQUE)
1314 // transparent vertex shaded from lightmap
1315 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1317 if (surf->visframe == r_framecount)
1319 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1320 R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
1324 else if (ent->effects & EF_FULLBRIGHT)
1326 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1327 if (r_detailtextures.integer)
1328 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1329 if (texture->skin.glow)
1330 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1332 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1335 // opaque base lighting
1336 else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
1338 if (r_ambient.value > 0)
1342 RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
1344 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1347 // opaque lightmapped
1348 else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
1350 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
1352 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1354 else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
1356 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
1357 if (texture->skin.glow)
1358 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1360 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1362 else if (r_textureunits.integer >= 2 && gl_combine.integer && !gl_lightmaps.integer)
1364 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
1365 if (r_detailtextures.integer)
1366 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1367 if (texture->skin.glow)
1368 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1370 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1372 else if (!gl_lightmaps.integer)
1374 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1375 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1376 if (r_detailtextures.integer)
1377 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1378 if (texture->skin.glow)
1379 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1381 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1385 RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
1387 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1391 Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
1392 Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
1393 Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
1395 int Cshader_count = 3;
1396 Cshader_t *Cshaders[3] =
1398 &Cshader_wall_lightmap,
1403 void R_UpdateTextureInfo(entity_render_t *ent)
1405 int i, texframe, alttextures;
1411 alttextures = ent->frame != 0;
1412 texframe = (int)(cl.time * 5.0f);
1413 for (i = 0;i < ent->model->brushq1.numtextures;i++)
1415 t = ent->model->brushq1.textures + i;
1416 t->currentalpha = ent->alpha;
1417 if (t->flags & SURF_WATERALPHA)
1418 t->currentalpha *= r_wateralpha.value;
1419 if (ent->effects & EF_ADDITIVE)
1420 t->rendertype = SURFRENDER_ADD;
1421 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1422 t->rendertype = SURFRENDER_ALPHA;
1424 t->rendertype = SURFRENDER_OPAQUE;
1425 // we don't need to set currentframe if t->animated is false because
1426 // it was already set up by the texture loader for non-animating
1428 t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1432 void R_PrepareSurfaces(entity_render_t *ent)
1434 int i, numsurfaces, *surfacevisframes;
1436 msurface_t *surf, *surfaces, **surfchain;
1443 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1444 numsurfaces = model->brushq1.nummodelsurfaces;
1445 surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1446 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1448 R_UpdateTextureInfo(ent);
1450 if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
1453 if (model->brushq1.light_ambient != r_ambient.value)
1455 model->brushq1.light_ambient = r_ambient.value;
1456 for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
1457 model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
1461 for (i = 0;i < model->brushq1.light_styles;i++)
1463 if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1465 model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1466 for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++)
1467 (**surfchain).cached_dlight = true;
1472 for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1474 if (surfacevisframes[i] == r_framecount)
1476 #if !WORLDNODECULLBACKFACES
1477 // mark any backface surfaces as not visible
1478 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1480 if (!(surf->flags & SURF_PLANEBACK))
1481 surfacevisframes[i] = -1;
1485 if ((surf->flags & SURF_PLANEBACK))
1486 surfacevisframes[i] = -1;
1488 if (surfacevisframes[i] == r_framecount)
1492 surf->visframe = r_framecount;
1493 if (surf->cached_dlight && surf->lightmaptexture != NULL)
1494 R_BuildLightMap(ent, surf);
1500 void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
1504 if (ent->model == NULL)
1506 R_Mesh_Matrix(&ent->matrix);
1507 for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
1508 if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
1509 t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
1512 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1517 const entity_render_t *ent = calldata1;
1518 const mportal_t *portal = ent->model->brushq1.portals + calldata2;
1519 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1520 GL_DepthMask(false);
1522 R_Mesh_Matrix(&ent->matrix);
1524 memset(&m, 0, sizeof(m));
1525 m.pointer_vertex = varray_vertex3f;
1528 i = portal - ent->model->brushq1.portals;
1529 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
1530 ((i & 0x0038) >> 3) * (1.0f / 7.0f),
1531 ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
1533 if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
1535 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1536 VectorCopy(portal->points[i].position, v);
1539 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1540 VectorCopy(portal->points[i].position, v);
1541 R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1544 // LordHavoc: this is just a nice debugging tool, very slow
1545 static void R_DrawPortals(entity_render_t *ent)
1548 mportal_t *portal, *endportal;
1549 float temp[3], center[3], f;
1550 if (ent->model == NULL)
1552 for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
1554 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1557 for (i = 0;i < portal->numpoints;i++)
1558 VectorAdd(temp, portal->points[i].position, temp);
1559 f = ixtable[portal->numpoints];
1560 VectorScale(temp, f, temp);
1561 Matrix4x4_Transform(&ent->matrix, temp, center);
1562 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
1567 void R_PrepareBrushModel(entity_render_t *ent)
1569 int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1572 #if WORLDNODECULLBACKFACES
1576 // because bmodels can be reused, we have to decide which things to render
1577 // from scratch every time
1581 #if WORLDNODECULLBACKFACES
1582 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1584 numsurfaces = model->brushq1.nummodelsurfaces;
1585 surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1586 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1587 surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1588 for (i = 0;i < numsurfaces;i++, surf++)
1590 #if WORLDNODECULLBACKFACES
1591 // mark any backface surfaces as not visible
1592 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1594 if ((surf->flags & SURF_PLANEBACK))
1595 surfacevisframes[i] = r_framecount;
1597 else if (!(surf->flags & SURF_PLANEBACK))
1598 surfacevisframes[i] = r_framecount;
1600 surfacevisframes[i] = r_framecount;
1602 surf->dlightframe = -1;
1604 R_PrepareSurfaces(ent);
1607 void R_SurfaceWorldNode (entity_render_t *ent)
1609 int i, *surfacevisframes, *surfacepvsframes, surfnum;
1615 // equivilant to quake's RecursiveWorldNode but faster and more effective
1619 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1620 surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1621 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1623 for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
1625 if (!R_CullBox (leaf->mins, leaf->maxs))
1628 leaf->visframe = r_framecount;
1632 for (i = 0;i < model->brushq1.pvssurflistlength;i++)
1634 surfnum = model->brushq1.pvssurflist[i];
1635 surf = model->brushq1.surfaces + surfnum;
1636 #if WORLDNODECULLBACKFACES
1637 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1639 if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1640 surfacevisframes[surfnum] = r_framecount;
1644 if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1645 surfacevisframes[surfnum] = r_framecount;
1648 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1649 surfacevisframes[surfnum] = r_framecount;
1654 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1656 int c, leafstackpos, *mark, *surfacevisframes;
1657 #if WORLDNODECULLBACKFACES
1661 mleaf_t *leaf, *leafstack[8192];
1664 msurface_t *surfaces;
1665 if (ent->model == NULL)
1667 // LordHavoc: portal-passage worldnode with PVS;
1668 // follows portals leading outward from viewleaf, does not venture
1669 // offscreen or into leafs that are not visible, faster than Quake's
1670 // RecursiveWorldNode
1671 surfaces = ent->model->brushq1.surfaces;
1672 surfacevisframes = ent->model->brushq1.surfacevisframes;
1673 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1674 viewleaf->worldnodeframe = r_framecount;
1675 leafstack[0] = viewleaf;
1677 while (leafstackpos)
1680 leaf = leafstack[--leafstackpos];
1681 leaf->visframe = r_framecount;
1682 // draw any surfaces bounding this leaf
1683 if (leaf->nummarksurfaces)
1685 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1687 #if WORLDNODECULLBACKFACES
1689 if (surfacevisframes[n] != r_framecount)
1691 surf = surfaces + n;
1692 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1694 if ((surf->flags & SURF_PLANEBACK))
1695 surfacevisframes[n] = r_framecount;
1699 if (!(surf->flags & SURF_PLANEBACK))
1700 surfacevisframes[n] = r_framecount;
1704 surfacevisframes[*mark++] = r_framecount;
1708 // follow portals into other leafs
1709 for (p = leaf->portals;p;p = p->next)
1711 // LordHavoc: this DotProduct hurts less than a cache miss
1712 // (which is more likely to happen if backflowing through leafs)
1713 if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1716 if (leaf->worldnodeframe != r_framecount)
1718 leaf->worldnodeframe = r_framecount;
1719 // FIXME: R_CullBox is absolute, should be done relative
1720 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
1721 leafstack[leafstackpos++] = leaf;
1728 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1730 int j, c, *surfacepvsframes, *mark;
1735 if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
1737 model->brushq1.pvsframecount++;
1738 model->brushq1.pvsviewleaf = viewleaf;
1739 model->brushq1.pvsviewleafnovis = r_novis.integer;
1740 model->brushq1.pvsleafchain = NULL;
1741 model->brushq1.pvssurflistlength = 0;
1744 surfacepvsframes = model->brushq1.surfacepvsframes;
1745 for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
1747 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
1749 leaf->pvsframe = model->brushq1.pvsframecount;
1750 leaf->pvschain = model->brushq1.pvsleafchain;
1751 model->brushq1.pvsleafchain = leaf;
1752 // mark surfaces bounding this leaf as visible
1753 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1754 surfacepvsframes[*mark] = model->brushq1.pvsframecount;
1757 model->brushq1.BuildPVSTextureChains(model);
1762 void R_WorldVisibility(entity_render_t *ent)
1767 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1768 viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
1769 R_PVSUpdate(ent, viewleaf);
1774 if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1775 R_SurfaceWorldNode (ent);
1777 R_PortalWorldNode (ent, viewleaf);
1780 void R_DrawWorld(entity_render_t *ent)
1782 if (ent->model == NULL)
1784 if (!ent->model->brushq1.num_leafs)
1786 if (ent->model->DrawSky)
1787 ent->model->DrawSky(ent);
1788 if (ent->model->Draw)
1789 ent->model->Draw(ent);
1793 R_PrepareSurfaces(ent);
1794 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1795 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1796 if (r_drawportals.integer)
1801 void R_Model_Brush_DrawSky(entity_render_t *ent)
1803 if (ent->model == NULL)
1805 if (ent != &cl_entities[0].render)
1806 R_PrepareBrushModel(ent);
1807 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1810 void R_Model_Brush_Draw(entity_render_t *ent)
1812 if (ent->model == NULL)
1815 if (ent != &cl_entities[0].render)
1816 R_PrepareBrushModel(ent);
1817 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1820 void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
1825 float projectdistance, f, temp[3], lightradius2;
1826 if (ent->model == NULL)
1828 R_Mesh_Matrix(&ent->matrix);
1829 lightradius2 = lightradius * lightradius;
1830 R_UpdateTextureInfo(ent);
1831 projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1832 //projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1833 for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
1835 if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
1837 f = PlaneDiff(relativelightorigin, surf->plane);
1838 if (surf->flags & SURF_PLANEBACK)
1840 // draw shadows only for frontfaces and only if they are close
1841 if (f >= 0.1 && f < lightradius)
1843 temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
1844 temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
1845 temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
1846 if (DotProduct(temp, temp) < lightradius2)
1847 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);
1852 int t, leafnum, marksurfnum, trianglenum;
1857 float projectdistance;
1859 vec3_t lightmins, lightmaxs;
1860 if (ent->model == NULL)
1862 R_Mesh_Matrix(&ent->matrix);
1863 R_UpdateTextureInfo(ent);
1864 projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1865 lightmins[0] = relativelightorigin[0] - lightradius;
1866 lightmins[1] = relativelightorigin[1] - lightradius;
1867 lightmins[2] = relativelightorigin[2] - lightradius;
1868 lightmaxs[0] = relativelightorigin[0] + lightradius;
1869 lightmaxs[1] = relativelightorigin[1] + lightradius;
1870 lightmaxs[2] = relativelightorigin[2] + lightradius;
1872 R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
1873 maxmarksurfaces = sizeof(surfacelist) / sizeof(surfacelist[0]);
1874 ent->model->brushq1.GetVisible(ent->model, relativelightorigin, lightmins, lightmaxs, 0, NULL, NULL, maxmarkleafs, markleaf, &nummarkleafs);
1875 for (marksurfacenum = 0;marksurfacenum < nummarksurfaces;marksurfacenum++)
1877 surf = marksurface[marksurfacenum];
1878 if (surf->shadowmark != shadowmarkcount)
1880 surf->shadowmark = shadowmarkcount;
1881 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
1883 for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
1885 v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
1886 v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
1887 v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
1888 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])))
1889 shadowmarklist[numshadowmark++] = t;
1895 R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
1896 if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
1898 pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
1899 // FIXME: use BSP recursion in q1bsp as dlights are often small
1900 for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
1902 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
1904 for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
1906 surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
1907 if (surf->shadowmark != shadowmarkcount)
1909 surf->shadowmark = shadowmarkcount;
1910 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
1912 for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
1914 v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
1915 v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
1916 v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
1917 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])))
1918 shadowmarklist[numshadowmark++] = t;
1928 for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++)
1930 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
1932 for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
1934 v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
1935 v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
1936 v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
1937 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])))
1938 shadowmarklist[numshadowmark++] = t;
1943 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);
1947 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)
1949 int leafnum, marksurfnum;
1954 float lightmins[3], lightmaxs[3];
1955 if (ent->model == NULL)
1957 R_Mesh_Matrix(&ent->matrix);
1958 lightmins[0] = relativelightorigin[0] - lightradius;
1959 lightmins[1] = relativelightorigin[1] - lightradius;
1960 lightmins[2] = relativelightorigin[2] - lightradius;
1961 lightmaxs[0] = relativelightorigin[0] + lightradius;
1962 lightmaxs[1] = relativelightorigin[1] + lightradius;
1963 lightmaxs[2] = relativelightorigin[2] + lightradius;
1964 R_UpdateTextureInfo(ent);
1966 if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
1968 pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
1969 for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
1971 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
1973 for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
1975 surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
1976 if (surf->shadowmark != shadowmarkcount)
1978 surf->shadowmark = shadowmarkcount;
1979 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount))
1981 t = surf->texinfo->texture->currentframe;
1982 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
1984 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);
1985 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);
1995 for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++)
1997 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount))
1999 t = surf->texinfo->texture->currentframe;
2000 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
2002 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);
2003 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);
2010 void R_DrawCollisionBrush(colbrushf_t *brush)
2014 memset(&m, 0, sizeof(m));
2015 m.pointer_vertex = brush->points->v;
2017 i = ((int)brush) / sizeof(colbrushf_t);
2018 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
2019 R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
2022 void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3mface_t *face)
2026 if (!face->num_collisiontriangles)
2028 memset(&m, 0, sizeof(m));
2029 m.pointer_vertex = face->data_collisionvertex3f;
2031 i = ((int)face) / sizeof(q3mface_t);
2032 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
2033 R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
2036 void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
2039 if (!face->num_triangles)
2044 skyrendernow = false;
2045 if (skyrendermasked)
2049 R_Mesh_Matrix(&ent->matrix);
2051 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
2052 if (skyrendermasked)
2054 // depth-only (masking)
2055 GL_ColorMask(0,0,0,0);
2056 // just to make sure that braindead drivers don't draw anything
2057 // despite that colormask...
2058 GL_BlendFunc(GL_ZERO, GL_ONE);
2063 GL_BlendFunc(GL_ONE, GL_ZERO);
2068 memset(&m, 0, sizeof(m));
2069 m.pointer_vertex = face->data_vertex3f;
2072 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2073 GL_ColorMask(1,1,1,1);
2076 void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face)
2079 memset(&m, 0, sizeof(m));
2080 GL_BlendFunc(GL_ONE, GL_ZERO);
2083 if (face->texture->skin.glow)
2085 m.tex[0] = R_GetTexture(face->texture->skin.glow);
2086 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2087 GL_Color(1, 1, 1, 1);
2090 GL_Color(0, 0, 0, 1);
2091 m.pointer_vertex = face->data_vertex3f;
2093 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2096 void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face)
2099 memset(&m, 0, sizeof(m));
2100 GL_BlendFunc(GL_ONE, GL_ZERO);
2103 m.tex[0] = R_GetTexture(face->texture->skin.base);
2104 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2105 m.tex[1] = R_GetTexture(face->lightmaptexture);
2106 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
2107 m.texrgbscale[1] = 2;
2108 GL_Color(1, 1, 1, 1);
2109 m.pointer_vertex = face->data_vertex3f;
2111 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2114 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face)
2117 memset(&m, 0, sizeof(m));
2118 GL_BlendFunc(GL_ONE, GL_ZERO);
2121 m.tex[0] = R_GetTexture(face->texture->skin.base);
2122 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2123 GL_Color(1, 1, 1, 1);
2124 m.pointer_vertex = face->data_vertex3f;
2126 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2129 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face)
2132 memset(&m, 0, sizeof(m));
2133 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2134 GL_DepthMask(false);
2136 m.tex[0] = R_GetTexture(face->lightmaptexture);
2137 m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2138 GL_Color(1, 1, 1, 1);
2139 m.pointer_vertex = face->data_vertex3f;
2141 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2144 void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face)
2147 memset(&m, 0, sizeof(m));
2148 GL_BlendFunc(GL_ONE, GL_ZERO);
2151 m.tex[0] = R_GetTexture(face->lightmaptexture);
2152 m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2153 if (r_shadow_realtime_world.integer)
2154 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
2156 GL_Color(1, 1, 1, 1);
2157 m.pointer_vertex = face->data_vertex3f;
2159 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2162 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face)
2165 memset(&m, 0, sizeof(m));
2166 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2167 GL_DepthMask(false);
2169 if (face->texture->skin.glow)
2171 m.tex[0] = R_GetTexture(face->texture->skin.glow);
2172 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2173 GL_Color(1, 1, 1, 1);
2176 GL_Color(0, 0, 0, 1);
2177 m.pointer_vertex = face->data_vertex3f;
2179 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2182 void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face)
2187 memset(&m, 0, sizeof(m));
2188 GL_BlendFunc(GL_ONE, GL_ZERO);
2191 m.tex[0] = R_GetTexture(face->texture->skin.base);
2192 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2194 if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
2195 mul *= r_shadow_realtime_world_lightmaps.value;
2196 if (mul == 2 && gl_combine.integer)
2198 m.texrgbscale[0] = 2;
2199 m.pointer_color = face->data_color4f;
2202 m.pointer_color = face->data_color4f;
2205 for (i = 0;i < face->num_vertices;i++)
2207 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul;
2208 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul;
2209 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul;
2210 varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2212 m.pointer_color = varray_color4f;
2214 m.pointer_vertex = face->data_vertex3f;
2216 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2219 void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face)
2224 memset(&m, 0, sizeof(m));
2225 GL_BlendFunc(GL_ONE, GL_ZERO);
2229 if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
2230 mul *= r_shadow_realtime_world_lightmaps.value;
2232 m.pointer_color = face->data_color4f;
2235 for (i = 0;i < face->num_vertices;i++)
2237 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
2238 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
2239 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
2240 varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2242 m.pointer_color = varray_color4f;
2244 m.pointer_vertex = face->data_vertex3f;
2246 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2249 void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face)
2252 memset(&m, 0, sizeof(m));
2253 GL_BlendFunc(GL_ONE, GL_ONE);
2256 m.tex[0] = R_GetTexture(face->texture->skin.base);
2257 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2258 GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
2259 m.pointer_vertex = face->data_vertex3f;
2261 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2264 void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
2266 const entity_render_t *ent = voident;
2267 q3mface_t *face = ent->model->brushq3.data_faces + facenumber;
2269 R_Mesh_Matrix(&ent->matrix);
2270 memset(&m, 0, sizeof(m));
2271 if (ent->effects & EF_ADDITIVE)
2272 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2274 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2275 GL_DepthMask(false);
2277 m.tex[0] = R_GetTexture(face->texture->skin.base);
2278 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2279 // LordHavoc: quake3 was not able to do this; lit transparent surfaces
2280 if (gl_combine.integer)
2282 m.texrgbscale[0] = 2;
2283 if (r_textureunits.integer >= 2)
2285 m.tex[1] = R_GetTexture(face->lightmaptexture);
2286 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
2287 GL_Color(1, 1, 1, ent->alpha);
2291 if (ent->alpha == 1)
2292 m.pointer_color = face->data_color4f;
2296 for (i = 0;i < face->num_vertices;i++)
2298 varray_color4f[i*4+0] = face->data_color4f[i*4+0];
2299 varray_color4f[i*4+1] = face->data_color4f[i*4+1];
2300 varray_color4f[i*4+2] = face->data_color4f[i*4+2];
2301 varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
2303 m.pointer_color = varray_color4f;
2310 for (i = 0;i < face->num_vertices;i++)
2312 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
2313 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
2314 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
2315 varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
2317 m.pointer_color = varray_color4f;
2319 m.pointer_vertex = face->data_vertex3f;
2321 qglDisable(GL_CULL_FACE);
2322 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2323 qglEnable(GL_CULL_FACE);
2326 void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
2328 if (!face->num_triangles)
2330 if (face->texture->surfaceparms)
2332 if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))
2336 face->visframe = r_framecount;
2337 if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
2339 vec3_t facecenter, center;
2340 facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
2341 facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
2342 facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
2343 Matrix4x4_Transform(&ent->matrix, facecenter, center);
2344 R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
2347 R_Mesh_Matrix(&ent->matrix);
2348 if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
2349 R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
2350 else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer)
2352 R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
2353 if (face->texture->skin.glow)
2354 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2356 else if (face->lightmaptexture)
2358 if (gl_lightmaps.integer)
2359 R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face);
2362 if (r_textureunits.integer >= 2 && gl_combine.integer)
2363 R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face);
2366 R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
2367 R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
2369 if (face->texture->skin.glow)
2370 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2375 if (gl_lightmaps.integer)
2376 R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face);
2379 R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
2380 if (face->texture->skin.glow)
2381 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2384 if (r_ambient.value)
2385 R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
2388 void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
2394 if (R_CullBox(node->mins, node->maxs))
2399 R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
2400 node = node->children[1];
2402 leaf = (q3mleaf_t *)node;
2403 if (CHECKPVSBIT(pvs, leaf->clusterindex))
2406 for (i = 0;i < leaf->numleaffaces;i++)
2407 leaf->firstleafface[i]->markframe = markframe;
2411 // FIXME: num_leafs needs to be recalculated at load time to include only
2412 // node-referenced leafs, as some maps are incorrectly compiled with leafs for
2413 // the submodels (which would render the submodels occasionally, as part of
2414 // the world - not good)
2415 void R_Q3BSP_MarkLeafPVS(entity_render_t *ent, qbyte *pvs, int markframe)
2419 for (j = 0, leaf = ent->model->brushq3.data_leafs;j < ent->model->brushq3.num_leafs;j++, leaf++)
2421 if (CHECKPVSBIT(pvs, leaf->clusterindex))
2424 for (i = 0;i < leaf->numleaffaces;i++)
2425 leaf->firstleafface[i]->markframe = markframe;
2430 static int r_q3bsp_framecount = -1;
2432 void R_Q3BSP_DrawSky(entity_render_t *ent)
2439 R_Mesh_Matrix(&ent->matrix);
2441 if (r_drawcollisionbrushes.integer < 2)
2443 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2444 if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2446 if (r_q3bsp_framecount != r_framecount)
2448 r_q3bsp_framecount = r_framecount;
2449 R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
2450 //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
2452 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2453 if (face->markframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
2454 R_Q3BSP_DrawSkyFace(ent, face);
2457 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2458 if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
2459 R_Q3BSP_DrawSkyFace(ent, face);
2463 void R_Q3BSP_Draw(entity_render_t *ent)
2470 R_Mesh_Matrix(&ent->matrix);
2472 if (r_drawcollisionbrushes.integer < 2)
2474 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2475 if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2477 if (r_q3bsp_framecount != r_framecount)
2479 r_q3bsp_framecount = r_framecount;
2480 R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
2481 //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
2483 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2484 if (face->markframe == r_framecount && !R_CullBox(face->mins, face->maxs))
2485 R_Q3BSP_DrawFace(ent, face);
2488 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2489 R_Q3BSP_DrawFace(ent, face);
2491 if (r_drawcollisionbrushes.integer >= 1)
2493 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2494 GL_DepthMask(false);
2496 qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
2497 for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
2498 if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
2499 R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
2500 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2501 if (face->num_collisiontriangles)
2502 R_Q3BSP_DrawCollisionFace(ent, face);
2503 qglPolygonOffset(0, 0);
2507 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
2512 vec3_t modelorg, lightmins, lightmaxs;
2514 float projectdistance;
2515 projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
2516 if (r_drawcollisionbrushes.integer < 2)
2519 R_Mesh_Matrix(&ent->matrix);
2520 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2521 lightmins[0] = relativelightorigin[0] - lightradius;
2522 lightmins[1] = relativelightorigin[1] - lightradius;
2523 lightmins[2] = relativelightorigin[2] - lightradius;
2524 lightmaxs[0] = relativelightorigin[0] + lightradius;
2525 lightmaxs[1] = relativelightorigin[1] + lightradius;
2526 lightmaxs[2] = relativelightorigin[2] + lightradius;
2527 //if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2528 // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
2530 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2531 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2532 R_Shadow_VolumeFromSphere(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
2535 int j, t, leafnum, marksurfnum;
2541 vec3_t modelorg, lightmins, lightmaxs;
2543 float projectdistance;
2544 projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
2545 if (r_drawcollisionbrushes.integer < 2)
2548 R_Mesh_Matrix(&ent->matrix);
2549 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2550 lightmins[0] = relativelightorigin[0] - lightradius;
2551 lightmins[1] = relativelightorigin[1] - lightradius;
2552 lightmins[2] = relativelightorigin[2] - lightradius;
2553 lightmaxs[0] = relativelightorigin[0] + lightradius;
2554 lightmaxs[1] = relativelightorigin[1] + lightradius;
2555 lightmaxs[2] = relativelightorigin[2] + lightradius;
2556 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
2557 if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
2559 for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++)
2561 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
2563 for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++)
2565 face = leaf->firstleafface[marksurfnum];
2566 if (face->shadowmark != shadowmarkcount)
2568 face->shadowmark = shadowmarkcount;
2569 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2571 for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
2573 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2574 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2575 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2576 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])))
2577 shadowmarklist[numshadowmark++] = t;
2587 for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++)
2589 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2591 for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
2593 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2594 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2595 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2596 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])))
2597 shadowmarklist[numshadowmark++] = t;
2602 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);
2607 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)
2609 if ((face->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || !face->num_triangles)
2611 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);
2612 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);
2615 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)
2617 int leafnum, marksurfnum;
2621 vec3_t modelorg, lightmins, lightmaxs;
2624 //static int markframe = 0;
2625 if (r_drawcollisionbrushes.integer < 2)
2628 R_Mesh_Matrix(&ent->matrix);
2629 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2630 lightmins[0] = relativelightorigin[0] - lightradius;
2631 lightmins[1] = relativelightorigin[1] - lightradius;
2632 lightmins[2] = relativelightorigin[2] - lightradius;
2633 lightmaxs[0] = relativelightorigin[0] + lightradius;
2634 lightmaxs[1] = relativelightorigin[1] + lightradius;
2635 lightmaxs[2] = relativelightorigin[2] + lightradius;
2637 if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
2639 pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
2640 for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++)
2642 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
2644 for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++)
2646 face = leaf->firstleafface[marksurfnum];
2647 if (face->shadowmark != shadowmarkcount)
2649 face->shadowmark = shadowmarkcount;
2650 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount))
2651 R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
2659 for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++)
2660 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount))
2661 R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
2666 static void gl_surf_start(void)
2670 static void gl_surf_shutdown(void)
2674 static void gl_surf_newmap(void)
2678 void GL_Surf_Init(void)
2681 dlightdivtable[0] = 4194304;
2682 for (i = 1;i < 32768;i++)
2683 dlightdivtable[i] = 4194304 / (i << 7);
2685 Cvar_RegisterVariable(&r_ambient);
2686 Cvar_RegisterVariable(&r_drawportals);
2687 Cvar_RegisterVariable(&r_testvis);
2688 Cvar_RegisterVariable(&r_floatbuildlightmap);
2689 Cvar_RegisterVariable(&r_detailtextures);
2690 Cvar_RegisterVariable(&r_surfaceworldnode);
2691 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
2692 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2693 Cvar_RegisterVariable(&gl_lightmaps);
2695 R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);