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 r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
41 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
44 // FIXME: these arrays are huge!
45 int r_q1bsp_maxmarkleafs;
46 int r_q1bsp_nummarkleafs;
47 mleaf_t *r_q1bsp_maxleaflist[65536];
48 int r_q1bsp_maxmarksurfaces;
49 int r_q1bsp_nummarksurfaces;
50 msurface_t *r_q1bsp_maxsurfacelist[65536];
52 // FIXME: these arrays are huge!
53 int r_q3bsp_maxmarkleafs;
54 int r_q3bsp_nummarkleafs;
55 q3mleaf_t *r_q3bsp_maxleaflist[65536];
56 int r_q3bsp_maxmarksurfaces;
57 int r_q3bsp_nummarksurfaces;
58 q3msurface_t *r_q3bsp_maxsurfacelist[65536];
61 static int dlightdivtable[32768];
63 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
65 int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
67 float dist, impact[3], local[3];
72 smax = (surf->extents[0] >> 4) + 1;
73 tmax = (surf->extents[1] >> 4) + 1;
76 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
78 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
79 continue; // not lit by this light
81 Matrix4x4_Transform(matrix, light->origin, local);
82 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
84 // for comparisons to minimum acceptable light
85 // compensate for LIGHTOFFSET
86 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
93 if (surf->plane->type < 3)
95 VectorCopy(local, impact);
96 impact[surf->plane->type] -= dist;
100 impact[0] = local[0] - surf->plane->normal[0] * dist;
101 impact[1] = local[1] - surf->plane->normal[1] * dist;
102 impact[2] = local[2] - surf->plane->normal[2] * dist;
105 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
106 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
108 s = bound(0, impacts, smax * 16) - impacts;
109 t = bound(0, impactt, tmax * 16) - impactt;
110 i = s * s + t * t + dist2;
114 // reduce calculations
115 for (s = 0, i = impacts; s < smax; s++, i -= 16)
116 sdtable[s] = i * i + dist2;
118 maxdist3 = maxdist - dist2;
120 // convert to 8.8 blocklights format
121 red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
122 green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
123 blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
124 subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
128 for (t = 0;t < tmax;t++, i -= 16)
131 // make sure some part of it is visible on this line
134 maxdist2 = maxdist - td;
135 for (s = 0;s < smax;s++)
137 if (sdtable[s] < maxdist2)
139 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
143 bl[1] += (green * k);
158 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
160 int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
161 float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
166 smax = (surf->extents[0] >> 4) + 1;
167 tmax = (surf->extents[1] >> 4) + 1;
170 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
172 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
173 continue; // not lit by this light
175 Matrix4x4_Transform(matrix, light->origin, local);
176 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
178 // for comparisons to minimum acceptable light
179 // compensate for LIGHTOFFSET
180 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
183 dist2 += LIGHTOFFSET;
184 if (dist2 >= maxdist)
187 if (surf->plane->type < 3)
189 VectorCopy(local, impact);
190 impact[surf->plane->type] -= dist;
194 impact[0] = local[0] - surf->plane->normal[0] * dist;
195 impact[1] = local[1] - surf->plane->normal[1] * dist;
196 impact[2] = local[2] - surf->plane->normal[2] * dist;
199 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
200 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
202 td = bound(0, impacts, smax * 16) - impacts;
203 td1 = bound(0, impactt, tmax * 16) - impactt;
204 td = td * td + td1 * td1 + dist2;
208 // reduce calculations
209 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
210 sdtable[s] = td1 * td1 + dist2;
212 maxdist3 = maxdist - dist2;
214 // convert to 8.8 blocklights format
215 red = light->rtlight.lightmap_light[0];
216 green = light->rtlight.lightmap_light[1];
217 blue = light->rtlight.lightmap_light[2];
218 subtract = light->rtlight.lightmap_subtract * 32768.0f;
219 bl = floatblocklights;
222 for (t = 0;t < tmax;t++, td1 -= 16.0f)
225 // make sure some part of it is visible on this line
228 maxdist2 = maxdist - td;
229 for (s = 0;s < smax;s++)
231 if (sdtable[s] < maxdist2)
233 k = (32768.0f / (sdtable[s] + td)) - subtract;
253 Combine and scale multiple lightmaps into the 8.8 format in blocklights
256 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
258 if (!r_floatbuildlightmap.integer)
260 int smax, tmax, i, j, size, size3, maps, stride, l;
261 unsigned int *bl, scale;
262 qbyte *lightmap, *out, *stain;
264 // update cached lighting info
265 surf->cached_dlight = 0;
267 smax = (surf->extents[0]>>4)+1;
268 tmax = (surf->extents[1]>>4)+1;
271 lightmap = surf->samples;
273 // set to full bright if no light data
275 if (!ent->model->brushq1.lightdata)
277 for (i = 0;i < size3;i++)
283 memset(bl, 0, size*3*sizeof(unsigned int));
285 if (surf->dlightframe == r_framecount)
287 surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
288 if (surf->cached_dlight)
292 // add all the lightmaps
296 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
297 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
298 bl[i] += lightmap[i] * scale;
302 stain = surf->stainsamples;
305 // the >> 16 shift adjusts down 8 bits to account for the stainmap
306 // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
307 // be doubled during rendering to achieve 2x overbright
308 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
309 if (ent->model->brushq1.lightmaprgba)
311 stride = (surf->lightmaptexturestride - smax) * 4;
312 for (i = 0;i < tmax;i++, out += stride)
314 for (j = 0;j < smax;j++)
316 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
317 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
318 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
325 stride = (surf->lightmaptexturestride - smax) * 3;
326 for (i = 0;i < tmax;i++, out += stride)
328 for (j = 0;j < smax;j++)
330 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
331 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
332 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
337 R_UpdateTexture(surf->lightmaptexture, templight);
341 int smax, tmax, i, j, size, size3, maps, stride, l;
343 qbyte *lightmap, *out, *stain;
345 // update cached lighting info
346 surf->cached_dlight = 0;
348 smax = (surf->extents[0]>>4)+1;
349 tmax = (surf->extents[1]>>4)+1;
352 lightmap = surf->samples;
354 // set to full bright if no light data
355 bl = floatblocklights;
356 if (!ent->model->brushq1.lightdata)
358 for (i = 0;i < size3;i++)
363 memset(bl, 0, size*3*sizeof(float));
365 if (surf->dlightframe == r_framecount)
367 surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
368 if (surf->cached_dlight)
372 // add all the lightmaps
375 bl = floatblocklights;
376 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
377 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
378 bl[i] += lightmap[i] * scale;
382 stain = surf->stainsamples;
383 bl = floatblocklights;
385 // this scaling adjusts down 8 bits to account for the stainmap
386 // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will
387 // be doubled during rendering to achieve 2x overbright
388 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
389 scale = 1.0f / (1 << 16);
390 if (ent->model->brushq1.lightmaprgba)
392 stride = (surf->lightmaptexturestride - smax) * 4;
393 for (i = 0;i < tmax;i++, out += stride)
395 for (j = 0;j < smax;j++)
397 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
398 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
399 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
406 stride = (surf->lightmaptexturestride - smax) * 3;
407 for (i = 0;i < tmax;i++, out += stride)
409 for (j = 0;j < smax;j++)
411 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
412 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
413 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
418 R_UpdateTexture(surf->lightmaptexture, templight);
422 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
424 float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
425 msurface_t *surf, *endsurf;
426 int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
430 maxdist = radius * radius;
431 invradius = 1.0f / radius;
434 if (node->contents < 0)
436 ndist = PlaneDiff(origin, node->plane);
439 node = node->children[0];
444 node = node->children[1];
448 dist2 = ndist * ndist;
449 maxdist3 = maxdist - dist2;
451 if (node->plane->type < 3)
453 VectorCopy(origin, impact);
454 impact[node->plane->type] -= ndist;
458 impact[0] = origin[0] - node->plane->normal[0] * ndist;
459 impact[1] = origin[1] - node->plane->normal[1] * ndist;
460 impact[2] = origin[2] - node->plane->normal[2] * ndist;
463 for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
465 if (surf->stainsamples)
467 smax = (surf->extents[0] >> 4) + 1;
468 tmax = (surf->extents[1] >> 4) + 1;
470 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
471 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
473 s = bound(0, impacts, smax * 16) - impacts;
474 t = bound(0, impactt, tmax * 16) - impactt;
475 i = s * s + t * t + dist2;
479 // reduce calculations
480 for (s = 0, i = impacts; s < smax; s++, i -= 16)
481 sdtable[s] = i * i + dist2;
483 bl = surf->stainsamples;
488 for (t = 0;t < tmax;t++, i -= 16)
491 // make sure some part of it is visible on this line
494 maxdist2 = maxdist - td;
495 for (s = 0;s < smax;s++)
497 if (sdtable[s] < maxdist2)
499 ratio = lhrandom(0.0f, 1.0f);
500 a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
501 if (a >= (1.0f / 64.0f))
505 bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
506 bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
507 bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
517 // force lightmap upload
519 surf->cached_dlight = true;
523 if (node->children[0]->contents >= 0)
525 if (node->children[1]->contents >= 0)
527 R_StainNode(node->children[0], model, origin, radius, fcolor);
528 node = node->children[1];
533 node = node->children[0];
537 else if (node->children[1]->contents >= 0)
539 node = node->children[1];
544 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)
548 entity_render_t *ent;
551 if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
556 fcolor[3] = ca1 * (1.0f / 64.0f);
557 fcolor[4] = cr2 - cr1;
558 fcolor[5] = cg2 - cg1;
559 fcolor[6] = cb2 - cb1;
560 fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
562 R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
564 // look for embedded bmodels
565 for (n = 0;n < cl_num_brushmodel_entities;n++)
567 ent = cl_brushmodel_entities[n];
569 if (model && model->name[0] == '*')
571 Mod_CheckLoaded(model);
572 if (model->brushq1.nodes)
574 Matrix4x4_Transform(&ent->inversematrix, origin, org);
575 R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
583 =============================================================
587 =============================================================
590 static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
595 if (styles[0] != 255)
597 for (i = 0;i < numverts;i++, c += 4)
599 lm = samples + lightmapoffsets[i];
600 scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
601 VectorMA(c, scale, lm, c);
602 if (styles[1] != 255)
605 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
606 VectorMA(c, scale, lm, c);
607 if (styles[2] != 255)
610 scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
611 VectorMA(c, scale, lm, c);
612 if (styles[3] != 255)
615 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
616 VectorMA(c, scale, lm, c);
624 static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
630 for (i = 0;i < numverts;i++, v += 3, c += 4)
632 VectorSubtract(v, modelorg, diff);
633 f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
634 VectorScale(c, f, c);
637 else if (colorscale != 1)
638 for (i = 0;i < numverts;i++, c += 4)
639 VectorScale(c, colorscale, c);
642 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)
651 for (i = 0;i < numverts;i++, v += 3, c += 4)
653 VectorSubtract(v, modelorg, diff);
654 f = 1 - exp(fogdensity/DotProduct(diff, diff));
663 for (i = 0;i < numverts;i++, c += 4)
673 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)
680 for (i = 0;i < numverts;i++, v += 3, c += 4)
682 VectorSubtract(v, modelorg, diff);
683 f = exp(fogdensity/DotProduct(diff, diff));
691 static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
696 int i, l, lit = false;
697 const dlight_t *light;
699 for (l = 0;l < r_numdlights;l++)
701 if (dlightbits[l >> 5] & (1 << (l & 31)))
703 light = &r_dlight[l];
704 Matrix4x4_Transform(matrix, light->origin, lightorigin);
705 for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
707 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
708 if (f < light->rtlight.lightmap_cullradius2)
710 f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
711 VectorMA(c, f, light->rtlight.lightmap_light, c);
720 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
722 const msurface_t *surf;
725 // LordHavoc: HalfLife maps have freaky skypolys...
726 if (ent->model->brush.ishlbsp)
731 skyrendernow = false;
736 R_Mesh_Matrix(&ent->matrix);
738 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
741 // depth-only (masking)
742 GL_ColorMask(0,0,0,0);
743 // just to make sure that braindead drivers don't draw anything
744 // despite that colormask...
745 GL_BlendFunc(GL_ZERO, GL_ONE);
750 GL_BlendFunc(GL_ONE, GL_ZERO);
755 memset(&m, 0, sizeof(m));
756 while((surf = *surfchain++) != NULL)
758 if (surf->visframe == r_framecount)
760 m.pointer_vertex = surf->mesh.data_vertex3f;
762 GL_LockArrays(0, surf->mesh.num_vertices);
763 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
767 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
770 static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
772 const entity_render_t *ent = calldata1;
773 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
776 float base, colorscale;
779 float args[4] = {0.05f,0,0,0.04f};
780 int rendertype, turb, fullbright;
782 R_Mesh_Matrix(&ent->matrix);
783 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
785 texture = surf->texinfo->texture;
786 if (texture->animated)
787 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];
788 currentalpha = ent->alpha;
789 if (surf->flags & SURF_WATERALPHA)
790 currentalpha *= r_wateralpha.value;
793 if (ent->effects & EF_ADDITIVE)
795 rendertype = SURFRENDER_ADD;
796 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
799 else if (currentalpha < 1 || texture->skin.fog != NULL)
801 rendertype = SURFRENDER_ALPHA;
802 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
807 rendertype = SURFRENDER_OPAQUE;
808 GL_BlendFunc(GL_ONE, GL_ZERO);
812 turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value;
813 fullbright = !(ent->flags & RENDER_LIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples;
814 base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
815 if (surf->flags & SURF_DRAWTURB)
817 if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled)
819 // NVIDIA Geforce3 distortion texture shader on water
820 GL_Color(1, 1, 1, currentalpha);
821 memset(&m, 0, sizeof(m));
822 m.pointer_vertex = surf->mesh.data_vertex3f;
823 m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
824 m.tex[1] = R_GetTexture(texture->skin.base);
825 m.texcombinergb[0] = GL_REPLACE;
826 m.texcombinergb[1] = GL_REPLACE;
827 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
828 m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
829 Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
830 Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
834 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
836 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
837 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
838 qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
839 qglEnable(GL_TEXTURE_SHADER_NV);
841 GL_LockArrays(0, surf->mesh.num_vertices);
842 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
845 qglDisable(GL_TEXTURE_SHADER_NV);
846 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
851 memset(&m, 0, sizeof(m));
852 m.pointer_vertex = surf->mesh.data_vertex3f;
853 m.pointer_color = varray_color4f;
854 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
855 m.tex[0] = R_GetTexture(texture->skin.base);
858 // scrolling in texture matrix
859 Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
862 if (gl_combine.integer)
864 m.texrgbscale[0] = 4;
867 R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
870 if (surf->dlightframe == r_framecount)
871 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
873 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);
875 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
877 GL_LockArrays(0, surf->mesh.num_vertices);
878 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
880 if (texture->skin.glow)
882 memset(&m, 0, sizeof(m));
883 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
885 m.pointer_color = varray_color4f;
886 m.tex[0] = R_GetTexture(texture->skin.glow);
887 m.pointer_vertex = surf->mesh.data_vertex3f;
890 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
893 // scrolling in texture matrix
894 Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
898 RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
899 GL_LockArrays(0, surf->mesh.num_vertices);
900 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
903 if (fogenabled && rendertype != SURFRENDER_ADD)
905 memset(&m, 0, sizeof(m));
906 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
908 m.pointer_color = varray_color4f;
909 m.tex[0] = R_GetTexture(texture->skin.fog);
910 m.pointer_vertex = surf->mesh.data_vertex3f;
913 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
916 // scrolling in texture matrix
917 Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
921 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
922 GL_LockArrays(0, surf->mesh.num_vertices);
923 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
929 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
931 const msurface_t *surf;
933 int lightmaptexturenum;
934 memset(&m, 0, sizeof(m));
935 GL_BlendFunc(GL_ONE, GL_ZERO);
938 m.tex[0] = R_GetTexture(texture->skin.base);
939 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
940 m.texrgbscale[1] = 2;
941 m.tex[2] = R_GetTexture(texture->skin.detail);
942 m.texrgbscale[2] = 2;
943 if (texture->skin.glow)
945 m.tex[3] = R_GetTexture(texture->skin.glow);
946 m.texcombinergb[3] = GL_ADD;
948 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
950 while((surf = *surfchain++) != NULL)
952 if (surf->visframe == r_framecount)
954 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
955 m.tex[1] = lightmaptexturenum;
956 m.pointer_vertex = surf->mesh.data_vertex3f;
957 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
958 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
959 m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
960 m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
962 GL_LockArrays(0, surf->mesh.num_vertices);
963 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
969 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
971 const msurface_t *surf;
973 int lightmaptexturenum;
974 memset(&m, 0, sizeof(m));
975 GL_BlendFunc(GL_ONE, GL_ZERO);
978 m.tex[0] = R_GetTexture(texture->skin.base);
979 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
980 m.texrgbscale[1] = 2;
981 m.tex[2] = R_GetTexture(texture->skin.detail);
982 m.texrgbscale[2] = 2;
983 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
985 while((surf = *surfchain++) != NULL)
987 if (surf->visframe == r_framecount)
989 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
990 m.tex[1] = lightmaptexturenum;
991 m.pointer_vertex = surf->mesh.data_vertex3f;
992 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
993 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
994 m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
996 GL_LockArrays(0, surf->mesh.num_vertices);
997 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1003 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1005 const msurface_t *surf;
1007 int lightmaptexturenum;
1008 memset(&m, 0, sizeof(m));
1009 GL_BlendFunc(GL_ONE, GL_ZERO);
1012 m.tex[0] = R_GetTexture(texture->skin.base);
1013 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1014 m.texrgbscale[1] = 2;
1015 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
1016 while((surf = *surfchain++) != NULL)
1018 if (surf->visframe == r_framecount)
1020 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1021 m.tex[1] = lightmaptexturenum;
1022 m.pointer_vertex = surf->mesh.data_vertex3f;
1023 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1024 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1026 GL_LockArrays(0, surf->mesh.num_vertices);
1027 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1028 GL_LockArrays(0, 0);
1033 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1035 const msurface_t *surf;
1037 memset(&m, 0, sizeof(m));
1040 GL_BlendFunc(GL_ONE, GL_ZERO);
1041 m.tex[0] = R_GetTexture(texture->skin.base);
1042 if (ent->flags & RENDER_LIGHT)
1043 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
1045 GL_Color(1, 1, 1, 1);
1046 while((surf = *surfchain++) != NULL)
1048 if (surf->visframe == r_framecount)
1050 m.pointer_vertex = surf->mesh.data_vertex3f;
1051 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1053 GL_LockArrays(0, surf->mesh.num_vertices);
1054 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1055 GL_LockArrays(0, 0);
1060 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1062 const msurface_t *surf;
1064 int lightmaptexturenum;
1065 memset(&m, 0, sizeof(m));
1066 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1067 GL_DepthMask(false);
1069 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1070 GL_Color(1, 1, 1, 1);
1071 while((surf = *surfchain++) != NULL)
1073 if (surf->visframe == r_framecount)
1075 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1076 m.tex[0] = lightmaptexturenum;
1077 m.pointer_vertex = surf->mesh.data_vertex3f;
1078 m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1080 GL_LockArrays(0, surf->mesh.num_vertices);
1081 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1082 GL_LockArrays(0, 0);
1087 static void RSurfShader_OpaqueWall_Pass_BaseAmbient(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1089 const msurface_t *surf;
1091 memset(&m, 0, sizeof(m));
1092 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1093 GL_DepthMask(false);
1095 m.tex[0] = R_GetTexture(texture->skin.base);
1096 GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
1097 while((surf = *surfchain++) != NULL)
1099 if (surf->visframe == r_framecount)
1101 m.pointer_vertex = surf->mesh.data_vertex3f;
1102 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1104 GL_LockArrays(0, surf->mesh.num_vertices);
1105 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1106 GL_LockArrays(0, 0);
1111 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1113 const msurface_t *surf;
1116 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1117 memset(&m, 0, sizeof(m));
1118 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1119 GL_DepthMask(false);
1121 m.pointer_color = varray_color4f;
1122 while((surf = *surfchain++) != NULL)
1124 if (surf->visframe == r_framecount)
1126 m.pointer_vertex = surf->mesh.data_vertex3f;
1128 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1130 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
1131 GL_LockArrays(0, surf->mesh.num_vertices);
1132 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1133 GL_LockArrays(0, 0);
1138 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1140 const msurface_t *surf;
1142 memset(&m, 0, sizeof(m));
1143 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1144 GL_DepthMask(false);
1146 m.tex[0] = R_GetTexture(texture->skin.detail);
1147 GL_Color(1, 1, 1, 1);
1148 while((surf = *surfchain++) != NULL)
1150 if (surf->visframe == r_framecount)
1152 m.pointer_vertex = surf->mesh.data_vertex3f;
1153 m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
1155 GL_LockArrays(0, surf->mesh.num_vertices);
1156 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1157 GL_LockArrays(0, 0);
1162 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1164 const msurface_t *surf;
1166 memset(&m, 0, sizeof(m));
1167 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1168 GL_DepthMask(false);
1170 m.tex[0] = R_GetTexture(texture->skin.glow);
1171 GL_Color(1, 1, 1, 1);
1172 while((surf = *surfchain++) != NULL)
1174 if (surf->visframe == r_framecount)
1176 m.pointer_vertex = surf->mesh.data_vertex3f;
1177 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1179 GL_LockArrays(0, surf->mesh.num_vertices);
1180 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1181 GL_LockArrays(0, 0);
1187 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1189 const msurface_t *surf;
1191 memset(&m, 0, sizeof(m));
1192 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1194 m.tex[0] = R_GetTexture(texture->skin.glow);
1196 GL_Color(1, 1, 1, 1);
1198 GL_Color(0, 0, 0, 1);
1199 while((surf = *surfchain++) != NULL)
1201 if (surf->visframe == r_framecount)
1203 m.pointer_vertex = surf->mesh.data_vertex3f;
1204 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1206 GL_LockArrays(0, surf->mesh.num_vertices);
1207 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1208 GL_LockArrays(0, 0);
1214 static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1216 const msurface_t *surf;
1218 int lightmaptexturenum;
1219 memset(&m, 0, sizeof(m));
1220 GL_BlendFunc(GL_ONE, GL_ZERO);
1223 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1224 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
1225 while((surf = *surfchain++) != NULL)
1227 if (surf->visframe == r_framecount)
1229 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1230 m.tex[0] = lightmaptexturenum;
1231 m.pointer_vertex = surf->mesh.data_vertex3f;
1232 m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1234 GL_LockArrays(0, surf->mesh.num_vertices);
1235 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1236 GL_LockArrays(0, 0);
1241 void R_UpdateTextureInfo(entity_render_t *ent)
1243 int i, texframe, alttextures;
1249 alttextures = ent->frame != 0;
1250 texframe = (int)(cl.time * 5.0f);
1251 for (i = 0;i < ent->model->brushq1.numtextures;i++)
1253 t = ent->model->brushq1.textures + i;
1254 t->currentalpha = ent->alpha;
1255 if (t->flags & SURF_WATERALPHA)
1256 t->currentalpha *= r_wateralpha.value;
1257 if (ent->effects & EF_ADDITIVE)
1258 t->rendertype = SURFRENDER_ADD;
1259 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1260 t->rendertype = SURFRENDER_ALPHA;
1262 t->rendertype = SURFRENDER_OPAQUE;
1263 // we don't need to set currentframe if t->animated is false because
1264 // it was already set up by the texture loader for non-animating
1266 t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1270 void R_UpdateLightmapInfo(entity_render_t *ent)
1273 msurface_t *surface, **surfacechain;
1274 model_t *model = ent->model;
1277 if (r_dynamic.integer && !r_rtdlight)
1279 for (i = 0;i < model->brushq1.light_styles;i++)
1281 if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1283 model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1284 for (surfacechain = model->brushq1.light_styleupdatechains[i];(surface = *surfacechain);surfacechain++)
1285 surface->cached_dlight = true;
1290 void R_PrepareSurfaces(entity_render_t *ent)
1292 int i, numsurfaces, *surfacevisframes;
1294 msurface_t *surf, *surfaces;
1301 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1302 numsurfaces = model->nummodelsurfaces;
1303 surfaces = model->brushq1.surfaces + model->firstmodelsurface;
1304 surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
1305 for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1307 if (surfacevisframes[i] == r_framecount)
1309 #if !WORLDNODECULLBACKFACES
1310 // mark any backface surfaces as not visible
1311 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1313 if (!(surf->flags & SURF_PLANEBACK))
1314 surfacevisframes[i] = -1;
1318 if ((surf->flags & SURF_PLANEBACK))
1319 surfacevisframes[i] = -1;
1321 if (surfacevisframes[i] == r_framecount)
1325 surf->visframe = r_framecount;
1326 if (surf->cached_dlight && surf->lightmaptexture != NULL)
1327 R_BuildLightMap(ent, surf);
1333 void R_DrawSurfaces(entity_render_t *ent, int flagsmask)
1335 int texturenumber, f;
1337 msurface_t *surf, **chain, **surfchain;
1338 texture_t *t, *texture;
1339 model_t *model = ent->model;
1342 R_Mesh_Matrix(&ent->matrix);
1343 for (texturenumber = 0, t = model->brushq1.textures;texturenumber < model->brushq1.numtextures;texturenumber++, t++)
1345 if ((f = t->flags & flagsmask) && (texture = t->currentframe) && (surfchain = model->brushq1.pvstexturechains[texturenumber]) != NULL)
1347 if (texture->flags & SURF_LIGHTMAP)
1349 if (gl_lightmaps.integer)
1351 RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
1353 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1355 else if (texture->rendertype != SURFRENDER_OPAQUE)
1357 // transparent vertex shaded from lightmap
1358 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1360 if (surf->visframe == r_framecount)
1362 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1363 R_MeshQueue_AddTransparent(center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
1369 if (!(ent->flags & RENDER_LIGHT))
1371 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1372 if (r_detailtextures.integer)
1373 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1374 if (texture->skin.glow)
1375 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1377 else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
1378 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
1381 if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
1382 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
1385 if (r_textureunits.integer >= 2 && gl_combine.integer)
1386 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
1389 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1390 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1392 if (r_ambient.value > 0)
1393 RSurfShader_OpaqueWall_Pass_BaseAmbient(ent, texture, surfchain);
1394 if (r_detailtextures.integer)
1395 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1397 if (texture->skin.glow)
1398 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1401 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1404 else if (texture->flags & SURF_DRAWTURB)
1406 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1408 if (surf->visframe == r_framecount)
1410 if (texture->rendertype == SURFRENDER_OPAQUE)
1411 RSurfShader_Transparent_Callback(ent, surf - ent->model->brushq1.surfaces);
1414 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1415 R_MeshQueue_AddTransparent(center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
1420 else if (texture->flags & SURF_DRAWSKY)
1421 RSurfShader_Sky(ent, texture, surfchain);
1426 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1431 const entity_render_t *ent = calldata1;
1432 const mportal_t *portal = ent->model->brushq1.portals + calldata2;
1433 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1434 GL_DepthMask(false);
1436 R_Mesh_Matrix(&ent->matrix);
1438 memset(&m, 0, sizeof(m));
1439 m.pointer_vertex = varray_vertex3f;
1442 i = portal - ent->model->brushq1.portals;
1443 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
1444 ((i & 0x0038) >> 3) * (1.0f / 7.0f),
1445 ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
1447 if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
1449 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1450 VectorCopy(portal->points[i].position, v);
1453 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1454 VectorCopy(portal->points[i].position, v);
1455 GL_LockArrays(0, portal->numpoints);
1456 R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1457 GL_LockArrays(0, 0);
1460 // LordHavoc: this is just a nice debugging tool, very slow
1461 static void R_DrawPortals(entity_render_t *ent)
1464 mportal_t *portal, *endportal;
1465 float temp[3], center[3], f;
1466 if (ent->model == NULL)
1468 for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
1470 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1473 for (i = 0;i < portal->numpoints;i++)
1474 VectorAdd(temp, portal->points[i].position, temp);
1475 f = ixtable[portal->numpoints];
1476 VectorScale(temp, f, temp);
1477 Matrix4x4_Transform(&ent->matrix, temp, center);
1478 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
1483 void R_PrepareBrushModel(entity_render_t *ent)
1485 int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1488 #if WORLDNODECULLBACKFACES
1492 // because bmodels can be reused, we have to decide which things to render
1493 // from scratch every time
1497 #if WORLDNODECULLBACKFACES
1498 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1500 numsurfaces = model->nummodelsurfaces;
1501 surf = model->brushq1.surfaces + model->firstmodelsurface;
1502 surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
1503 surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
1504 for (i = 0;i < numsurfaces;i++, surf++)
1506 #if WORLDNODECULLBACKFACES
1507 // mark any backface surfaces as not visible
1508 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1510 if ((surf->flags & SURF_PLANEBACK))
1511 surfacevisframes[i] = r_framecount;
1513 else if (!(surf->flags & SURF_PLANEBACK))
1514 surfacevisframes[i] = r_framecount;
1516 surfacevisframes[i] = r_framecount;
1518 surf->dlightframe = -1;
1520 R_UpdateTextureInfo(ent);
1521 R_UpdateLightmapInfo(ent);
1524 void R_SurfaceWorldNode (entity_render_t *ent)
1526 int i, *surfacevisframes, *surfacepvsframes, surfnum;
1532 // equivilant to quake's RecursiveWorldNode but faster and more effective
1536 surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
1537 surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
1538 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1540 for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
1542 if (!R_CullBox (leaf->mins, leaf->maxs))
1545 leaf->visframe = r_framecount;
1549 for (i = 0;i < model->brushq1.pvssurflistlength;i++)
1551 surfnum = model->brushq1.pvssurflist[i];
1552 surf = model->brushq1.surfaces + surfnum;
1553 #if WORLDNODECULLBACKFACES
1554 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1556 if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1557 surfacevisframes[surfnum] = r_framecount;
1561 if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1562 surfacevisframes[surfnum] = r_framecount;
1565 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1566 surfacevisframes[surfnum] = r_framecount;
1571 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1573 int c, leafstackpos, *mark, *surfacevisframes;
1574 #if WORLDNODECULLBACKFACES
1578 mleaf_t *leaf, *leafstack[8192];
1581 msurface_t *surfaces;
1582 if (ent->model == NULL)
1584 // LordHavoc: portal-passage worldnode with PVS;
1585 // follows portals leading outward from viewleaf, does not venture
1586 // offscreen or into leafs that are not visible, faster than Quake's
1587 // RecursiveWorldNode
1588 surfaces = ent->model->brushq1.surfaces;
1589 surfacevisframes = ent->model->brushq1.surfacevisframes;
1590 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1591 viewleaf->worldnodeframe = r_framecount;
1592 leafstack[0] = viewleaf;
1594 while (leafstackpos)
1597 leaf = leafstack[--leafstackpos];
1598 leaf->visframe = r_framecount;
1599 // draw any surfaces bounding this leaf
1600 if (leaf->nummarksurfaces)
1602 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1604 #if WORLDNODECULLBACKFACES
1606 if (surfacevisframes[n] != r_framecount)
1608 surf = surfaces + n;
1609 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1611 if ((surf->flags & SURF_PLANEBACK))
1612 surfacevisframes[n] = r_framecount;
1616 if (!(surf->flags & SURF_PLANEBACK))
1617 surfacevisframes[n] = r_framecount;
1621 surfacevisframes[*mark++] = r_framecount;
1625 // follow portals into other leafs
1626 for (p = leaf->portals;p;p = p->next)
1628 // LordHavoc: this DotProduct hurts less than a cache miss
1629 // (which is more likely to happen if backflowing through leafs)
1630 if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1633 if (leaf->worldnodeframe != r_framecount)
1635 leaf->worldnodeframe = r_framecount;
1636 // FIXME: R_CullBox is absolute, should be done relative
1637 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
1638 leafstack[leafstackpos++] = leaf;
1645 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1647 int j, c, *surfacepvsframes, *mark;
1652 if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
1654 model->brushq1.pvsframecount++;
1655 model->brushq1.pvsviewleaf = viewleaf;
1656 model->brushq1.pvsviewleafnovis = r_novis.integer;
1657 model->brushq1.pvsleafchain = NULL;
1658 model->brushq1.pvssurflistlength = 0;
1661 surfacepvsframes = model->brushq1.surfacepvsframes;
1662 for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
1664 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
1666 leaf->pvsframe = model->brushq1.pvsframecount;
1667 leaf->pvschain = model->brushq1.pvsleafchain;
1668 model->brushq1.pvsleafchain = leaf;
1669 // mark surfaces bounding this leaf as visible
1670 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1671 surfacepvsframes[*mark] = model->brushq1.pvsframecount;
1674 model->brushq1.BuildPVSTextureChains(model);
1679 void R_WorldVisibility(entity_render_t *ent)
1684 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1685 viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
1686 R_PVSUpdate(ent, viewleaf);
1691 if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1692 R_SurfaceWorldNode (ent);
1694 R_PortalWorldNode (ent, viewleaf);
1696 if (r_drawportals.integer)
1700 void R_Q1BSP_DrawSky(entity_render_t *ent)
1702 if (ent->model == NULL)
1704 if (ent != &cl_entities[0].render)
1705 R_PrepareBrushModel(ent);
1706 R_PrepareSurfaces(ent);
1707 R_DrawSurfaces(ent, SURF_DRAWSKY);
1710 void R_Q1BSP_Draw(entity_render_t *ent)
1712 if (ent->model == NULL)
1715 if (ent != &cl_entities[0].render)
1716 R_PrepareBrushModel(ent);
1717 R_PrepareSurfaces(ent);
1718 R_UpdateTextureInfo(ent);
1719 R_UpdateLightmapInfo(ent);
1720 R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
1723 void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
1725 model_t *model = ent->model;
1726 vec3_t lightmins, lightmaxs;
1727 int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
1730 msurface_t *surface;
1733 lightmins[0] = relativelightorigin[0] - lightradius;
1734 lightmins[1] = relativelightorigin[1] - lightradius;
1735 lightmins[2] = relativelightorigin[2] - lightradius;
1736 lightmaxs[0] = relativelightorigin[0] + lightradius;
1737 lightmaxs[1] = relativelightorigin[1] + lightradius;
1738 lightmaxs[2] = relativelightorigin[2] + lightradius;
1739 *outnumclusterspointer = 0;
1740 *outnumsurfacespointer = 0;
1741 memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
1742 memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
1745 VectorCopy(lightmins, outmins);
1746 VectorCopy(lightmaxs, outmaxs);
1749 VectorCopy(relativelightorigin, outmins);
1750 VectorCopy(relativelightorigin, outmaxs);
1751 if (model->brush.GetPVS)
1752 pvs = model->brush.GetPVS(model, relativelightorigin);
1755 // FIXME: use BSP recursion as lights are often small
1756 for (leafindex = 0, leaf = model->brushq1.data_leafs;leafindex < model->brushq1.num_leafs;leafindex++, leaf++)
1758 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
1760 outmins[0] = min(outmins[0], leaf->mins[0]);
1761 outmins[1] = min(outmins[1], leaf->mins[1]);
1762 outmins[2] = min(outmins[2], leaf->mins[2]);
1763 outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
1764 outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
1765 outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
1768 if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
1770 SETPVSBIT(outclusterpvs, leaf->clusterindex);
1771 outclusterlist[outnumclusters++] = leaf->clusterindex;
1776 for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++)
1778 surfaceindex = leaf->firstmarksurface[marksurfaceindex];
1779 if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
1781 surface = model->brushq1.surfaces + surfaceindex;
1782 if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog)
1784 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
1786 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
1787 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
1788 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
1789 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])))
1791 SETPVSBIT(outsurfacepvs, surfaceindex);
1792 outsurfacelist[outnumsurfaces++] = surfaceindex;
1803 // limit combined leaf box to light boundaries
1804 outmins[0] = max(outmins[0], lightmins[0]);
1805 outmins[1] = max(outmins[1], lightmins[1]);
1806 outmins[2] = max(outmins[2], lightmins[2]);
1807 outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
1808 outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
1809 outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
1811 *outnumclusterspointer = outnumclusters;
1812 *outnumsurfacespointer = outnumsurfaces;
1815 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
1817 model_t *model = ent->model;
1818 vec3_t lightmins, lightmaxs;
1819 msurface_t *surface;
1820 int surfacelistindex, j, t;
1823 if (r_drawcollisionbrushes.integer < 2)
1825 lightmins[0] = relativelightorigin[0] - lightradius;
1826 lightmins[1] = relativelightorigin[1] - lightradius;
1827 lightmins[2] = relativelightorigin[2] - lightradius;
1828 lightmaxs[0] = relativelightorigin[0] + lightradius;
1829 lightmaxs[1] = relativelightorigin[1] + lightradius;
1830 lightmaxs[2] = relativelightorigin[2] + lightradius;
1831 R_Mesh_Matrix(&ent->matrix);
1832 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1833 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1835 surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
1836 for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->mesh.num_triangles;j++, t++, e += 3)
1838 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
1839 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
1840 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
1841 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])))
1842 shadowmarklist[numshadowmark++] = t;
1845 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
1849 void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist)
1851 model_t *model = ent->model;
1852 vec3_t lightmins, lightmaxs, modelorg;
1853 msurface_t *surface;
1855 int surfacelistindex;
1856 if (r_drawcollisionbrushes.integer < 2)
1858 lightmins[0] = relativelightorigin[0] - lightradius;
1859 lightmins[1] = relativelightorigin[1] - lightradius;
1860 lightmins[2] = relativelightorigin[2] - lightradius;
1861 lightmaxs[0] = relativelightorigin[0] + lightradius;
1862 lightmaxs[1] = relativelightorigin[1] + lightradius;
1863 lightmaxs[2] = relativelightorigin[2] + lightradius;
1864 R_Mesh_Matrix(&ent->matrix);
1865 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1866 R_UpdateTextureInfo(ent);
1867 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1869 surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
1870 if (r_shadow_compilingrtlight)
1872 // if compiling an rtlight, capture the mesh
1873 t = surface->texinfo->texture;
1874 if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL)
1875 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texinfo->texture->skin.base, surface->texinfo->texture->skin.gloss, surface->texinfo->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
1877 else if (ent != &cl_entities[0].render || surface->visframe == r_framecount)
1879 t = surface->texinfo->texture->currentframe;
1880 if (t->flags & SURF_LIGHTMAP)
1881 R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
1887 void R_DrawCollisionBrush(colbrushf_t *brush)
1891 memset(&m, 0, sizeof(m));
1892 m.pointer_vertex = brush->points->v;
1894 i = ((int)brush) / sizeof(colbrushf_t);
1895 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
1896 GL_LockArrays(0, brush->numpoints);
1897 R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
1898 GL_LockArrays(0, 0);
1901 void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face)
1905 if (!face->num_collisiontriangles)
1907 memset(&m, 0, sizeof(m));
1908 m.pointer_vertex = face->data_collisionvertex3f;
1910 i = ((int)face) / sizeof(q3msurface_t);
1911 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
1912 GL_LockArrays(0, face->num_collisionvertices);
1913 R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
1914 GL_LockArrays(0, 0);
1917 void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3msurface_t *face)
1920 if (!face->num_triangles)
1925 skyrendernow = false;
1926 if (skyrendermasked)
1929 if (!r_q3bsp_renderskydepth.integer)
1932 R_Mesh_Matrix(&ent->matrix);
1934 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
1935 if (skyrendermasked)
1937 // depth-only (masking)
1938 GL_ColorMask(0,0,0,0);
1939 // just to make sure that braindead drivers don't draw anything
1940 // despite that colormask...
1941 GL_BlendFunc(GL_ZERO, GL_ONE);
1946 GL_BlendFunc(GL_ONE, GL_ZERO);
1951 memset(&m, 0, sizeof(m));
1952 m.pointer_vertex = face->data_vertex3f;
1955 GL_LockArrays(0, face->num_vertices);
1956 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
1957 GL_LockArrays(0, 0);
1958 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1961 void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3msurface_t *face)
1964 memset(&m, 0, sizeof(m));
1965 GL_BlendFunc(GL_ONE, GL_ZERO);
1968 if (face->texture->skin.glow)
1970 m.tex[0] = R_GetTexture(face->texture->skin.glow);
1971 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
1972 GL_Color(1, 1, 1, 1);
1975 GL_Color(0, 0, 0, 1);
1976 m.pointer_vertex = face->data_vertex3f;
1978 GL_LockArrays(0, face->num_vertices);
1979 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
1980 GL_LockArrays(0, 0);
1983 void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3msurface_t *face)
1986 memset(&m, 0, sizeof(m));
1987 GL_BlendFunc(GL_ONE, GL_ZERO);
1990 m.tex[0] = R_GetTexture(face->texture->skin.base);
1991 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
1992 m.tex[1] = R_GetTexture(face->lightmaptexture);
1993 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
1994 m.texrgbscale[1] = 2;
1995 GL_Color(1, 1, 1, 1);
1996 m.pointer_vertex = face->data_vertex3f;
1998 GL_LockArrays(0, face->num_vertices);
1999 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2000 GL_LockArrays(0, 0);
2003 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3msurface_t *face)
2006 memset(&m, 0, sizeof(m));
2007 GL_BlendFunc(GL_ONE, GL_ZERO);
2010 m.tex[0] = R_GetTexture(face->texture->skin.base);
2011 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2012 GL_Color(1, 1, 1, 1);
2013 m.pointer_vertex = face->data_vertex3f;
2015 GL_LockArrays(0, face->num_vertices);
2016 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2017 GL_LockArrays(0, 0);
2020 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3msurface_t *face)
2023 memset(&m, 0, sizeof(m));
2024 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2025 GL_DepthMask(false);
2027 m.tex[0] = R_GetTexture(face->lightmaptexture);
2028 m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2029 GL_Color(1, 1, 1, 1);
2030 m.pointer_vertex = face->data_vertex3f;
2032 GL_LockArrays(0, face->num_vertices);
2033 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2034 GL_LockArrays(0, 0);
2037 void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3msurface_t *face)
2040 memset(&m, 0, sizeof(m));
2041 GL_BlendFunc(GL_ONE, GL_ZERO);
2044 m.tex[0] = R_GetTexture(face->lightmaptexture);
2045 m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2046 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
2047 m.pointer_vertex = face->data_vertex3f;
2049 GL_LockArrays(0, face->num_vertices);
2050 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2051 GL_LockArrays(0, 0);
2054 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3msurface_t *face)
2057 memset(&m, 0, sizeof(m));
2058 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2059 GL_DepthMask(false);
2061 if (face->texture->skin.glow)
2063 m.tex[0] = R_GetTexture(face->texture->skin.glow);
2064 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2065 GL_Color(1, 1, 1, 1);
2068 GL_Color(0, 0, 0, 1);
2069 m.pointer_vertex = face->data_vertex3f;
2071 GL_LockArrays(0, face->num_vertices);
2072 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2073 GL_LockArrays(0, 0);
2076 void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3msurface_t *face)
2081 memset(&m, 0, sizeof(m));
2082 GL_BlendFunc(GL_ONE, GL_ZERO);
2085 m.tex[0] = R_GetTexture(face->texture->skin.base);
2086 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2087 mul = 2.0f * r_lightmapintensity;
2088 if (mul == 2 && gl_combine.integer)
2090 m.texrgbscale[0] = 2;
2091 m.pointer_color = face->data_color4f;
2094 m.pointer_color = face->data_color4f;
2097 for (i = 0;i < face->num_vertices;i++)
2099 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul;
2100 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul;
2101 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul;
2102 varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2104 m.pointer_color = varray_color4f;
2106 m.pointer_vertex = face->data_vertex3f;
2108 GL_LockArrays(0, face->num_vertices);
2109 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2110 GL_LockArrays(0, 0);
2113 void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3msurface_t *face)
2118 memset(&m, 0, sizeof(m));
2119 GL_BlendFunc(GL_ONE, GL_ZERO);
2122 mul = 2.0f * r_lightmapintensity;
2124 m.pointer_color = face->data_color4f;
2127 for (i = 0;i < face->num_vertices;i++)
2129 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
2130 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
2131 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
2132 varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2134 m.pointer_color = varray_color4f;
2136 m.pointer_vertex = face->data_vertex3f;
2138 GL_LockArrays(0, face->num_vertices);
2139 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2140 GL_LockArrays(0, 0);
2143 void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3msurface_t *face)
2146 memset(&m, 0, sizeof(m));
2147 GL_BlendFunc(GL_ONE, GL_ONE);
2150 m.tex[0] = R_GetTexture(face->texture->skin.base);
2151 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2152 GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
2153 m.pointer_vertex = face->data_vertex3f;
2155 GL_LockArrays(0, face->num_vertices);
2156 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2157 GL_LockArrays(0, 0);
2160 void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
2164 const entity_render_t *ent = voident;
2165 q3msurface_t *face = ent->model->brushq3.data_faces + facenumber;
2167 R_Mesh_Matrix(&ent->matrix);
2168 memset(&m, 0, sizeof(m));
2169 if (ent->effects & EF_ADDITIVE)
2170 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2172 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2173 GL_DepthMask(false);
2175 m.tex[0] = R_GetTexture(face->texture->skin.base);
2176 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2177 colorscale = r_lightmapintensity;
2178 if (gl_combine.integer)
2179 m.texrgbscale[0] = 2;
2182 for (i = 0;i < face->num_vertices;i++)
2184 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * colorscale;
2185 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * colorscale;
2186 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * colorscale;
2187 varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
2189 m.pointer_color = varray_color4f;
2190 m.pointer_vertex = face->data_vertex3f;
2192 qglDisable(GL_CULL_FACE);
2193 GL_LockArrays(0, face->num_vertices);
2194 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2195 GL_LockArrays(0, 0);
2196 qglEnable(GL_CULL_FACE);
2199 void R_Q3BSP_DrawFace(entity_render_t *ent, q3msurface_t *face)
2201 if (!face->num_triangles)
2203 if (face->texture->surfaceflags && (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
2206 if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
2208 vec3_t facecenter, center;
2209 facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
2210 facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
2211 facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
2212 Matrix4x4_Transform(&ent->matrix, facecenter, center);
2213 R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
2216 R_Mesh_Matrix(&ent->matrix);
2217 if (r_lightmapintensity <= 0)
2218 R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
2219 else if (!(ent->flags & RENDER_LIGHT))
2221 R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
2222 if (face->texture->skin.glow)
2223 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2225 else if (face->lightmaptexture)
2227 if (gl_lightmaps.integer)
2228 R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face);
2231 if (r_textureunits.integer >= 2 && gl_combine.integer)
2232 R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face);
2235 R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
2236 R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
2238 if (face->texture->skin.glow)
2239 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2244 if (gl_lightmaps.integer)
2245 R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face);
2248 R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
2249 if (face->texture->skin.glow)
2250 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2253 if (r_ambient.value)
2254 R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
2257 void R_Q3BSP_RecursiveWorldNode(q3mnode_t *node)
2263 if (R_CullBox(node->mins, node->maxs))
2268 R_Q3BSP_RecursiveWorldNode(node->children[0]);
2269 node = node->children[1];
2271 leaf = (q3mleaf_t *)node;
2272 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
2275 for (i = 0;i < leaf->numleaffaces;i++)
2276 leaf->firstleafface[i]->visframe = r_framecount;
2280 // FIXME: num_leafs needs to be recalculated at load time to include only
2281 // node-referenced leafs, as some maps are incorrectly compiled with leafs for
2282 // the submodels (which would render the submodels occasionally, as part of
2283 // the world - not good)
2284 void R_Q3BSP_MarkLeafPVS(void)
2288 for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++)
2290 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
2293 for (i = 0;i < leaf->numleaffaces;i++)
2294 leaf->firstleafface[i]->visframe = r_framecount;
2299 static int r_q3bsp_framecount = -1;
2301 void R_Q3BSP_DrawSky(entity_render_t *ent)
2307 R_Mesh_Matrix(&ent->matrix);
2309 if (r_drawcollisionbrushes.integer < 2)
2311 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2312 if (ent == &cl_entities[0].render)
2314 if (r_q3bsp_framecount != r_framecount)
2316 r_q3bsp_framecount = r_framecount;
2317 R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes);
2318 //R_Q3BSP_MarkLeafPVS();
2320 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2321 if (face->visframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
2322 R_Q3BSP_DrawSkyFace(ent, face);
2325 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2326 if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
2327 R_Q3BSP_DrawSkyFace(ent, face);
2331 void R_Q3BSP_Draw(entity_render_t *ent)
2338 R_Mesh_Matrix(&ent->matrix);
2340 if (r_drawcollisionbrushes.integer < 2)
2342 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2343 if (ent == &cl_entities[0].render)
2345 if (model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2346 if (r_q3bsp_framecount != r_framecount)
2348 r_q3bsp_framecount = r_framecount;
2349 R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes);
2350 //R_Q3BSP_MarkLeafPVS();
2352 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2353 if (face->visframe == r_framecount && !R_CullBox(face->mins, face->maxs))
2354 R_Q3BSP_DrawFace(ent, face);
2357 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2358 R_Q3BSP_DrawFace(ent, face);
2360 if (r_drawcollisionbrushes.integer >= 1)
2362 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2363 GL_DepthMask(false);
2365 qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
2366 for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
2367 if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
2368 R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
2369 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2370 if (face->num_collisiontriangles)
2371 R_Q3BSP_DrawCollisionFace(ent, face);
2372 qglPolygonOffset(0, 0);
2376 void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
2378 model_t *model = ent->model;
2379 vec3_t lightmins, lightmaxs;
2380 int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
2383 q3msurface_t *surface;
2386 lightmins[0] = relativelightorigin[0] - lightradius;
2387 lightmins[1] = relativelightorigin[1] - lightradius;
2388 lightmins[2] = relativelightorigin[2] - lightradius;
2389 lightmaxs[0] = relativelightorigin[0] + lightradius;
2390 lightmaxs[1] = relativelightorigin[1] + lightradius;
2391 lightmaxs[2] = relativelightorigin[2] + lightradius;
2392 *outnumclusterspointer = 0;
2393 *outnumsurfacespointer = 0;
2394 memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
2395 memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
2398 VectorCopy(lightmins, outmins);
2399 VectorCopy(lightmaxs, outmaxs);
2402 VectorCopy(relativelightorigin, outmins);
2403 VectorCopy(relativelightorigin, outmaxs);
2404 if (model->brush.GetPVS)
2405 pvs = model->brush.GetPVS(model, relativelightorigin);
2408 // FIXME: use BSP recursion as lights are often small
2409 for (leafindex = 0, leaf = model->brushq3.data_leafs;leafindex < model->brushq3.num_leafs;leafindex++, leaf++)
2411 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
2413 outmins[0] = min(outmins[0], leaf->mins[0]);
2414 outmins[1] = min(outmins[1], leaf->mins[1]);
2415 outmins[2] = min(outmins[2], leaf->mins[2]);
2416 outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
2417 outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
2418 outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
2421 if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
2423 SETPVSBIT(outclusterpvs, leaf->clusterindex);
2424 outclusterlist[outnumclusters++] = leaf->clusterindex;
2429 for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++)
2431 surface = leaf->firstleafface[marksurfaceindex];
2432 surfaceindex = surface - model->brushq3.data_faces;
2433 if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
2435 if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
2437 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
2439 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2440 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2441 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2442 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])))
2444 SETPVSBIT(outsurfacepvs, surfaceindex);
2445 outsurfacelist[outnumsurfaces++] = surfaceindex;
2456 // limit combined leaf box to light boundaries
2457 outmins[0] = max(outmins[0], lightmins[0]);
2458 outmins[1] = max(outmins[1], lightmins[1]);
2459 outmins[2] = max(outmins[2], lightmins[2]);
2460 outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
2461 outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
2462 outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
2464 *outnumclusterspointer = outnumclusters;
2465 *outnumsurfacespointer = outnumsurfaces;
2468 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
2470 model_t *model = ent->model;
2471 vec3_t lightmins, lightmaxs;
2472 q3msurface_t *surface;
2473 int surfacelistindex, j, t;
2476 if (r_drawcollisionbrushes.integer < 2)
2478 lightmins[0] = relativelightorigin[0] - lightradius;
2479 lightmins[1] = relativelightorigin[1] - lightradius;
2480 lightmins[2] = relativelightorigin[2] - lightradius;
2481 lightmaxs[0] = relativelightorigin[0] + lightradius;
2482 lightmaxs[1] = relativelightorigin[1] + lightradius;
2483 lightmaxs[2] = relativelightorigin[2] + lightradius;
2484 R_Mesh_Matrix(&ent->matrix);
2485 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
2486 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2488 surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
2489 // FIXME: check some manner of face->rendermode here?
2490 if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles && !surface->texture->skin.fog)
2492 for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->num_triangles;j++, t++, e += 3)
2494 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2495 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2496 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2497 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])))
2498 shadowmarklist[numshadowmark++] = t;
2502 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
2506 void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist)
2508 model_t *model = ent->model;
2509 vec3_t lightmins, lightmaxs, modelorg;
2510 q3msurface_t *surface;
2511 int surfacelistindex;
2512 if (r_drawcollisionbrushes.integer < 2)
2514 lightmins[0] = relativelightorigin[0] - lightradius;
2515 lightmins[1] = relativelightorigin[1] - lightradius;
2516 lightmins[2] = relativelightorigin[2] - lightradius;
2517 lightmaxs[0] = relativelightorigin[0] + lightradius;
2518 lightmaxs[1] = relativelightorigin[1] + lightradius;
2519 lightmaxs[2] = relativelightorigin[2] + lightradius;
2520 R_Mesh_Matrix(&ent->matrix);
2521 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2522 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2524 surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
2525 if (r_shadow_compilingrtlight)
2527 // if compiling an rtlight, capture the mesh
2528 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, surface->num_triangles, surface->data_element3i);
2530 else if ((ent != &cl_entities[0].render || surface->visframe == r_framecount) && !(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles)
2531 R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
2536 static void gl_surf_start(void)
2540 static void gl_surf_shutdown(void)
2544 static void gl_surf_newmap(void)
2548 void GL_Surf_Init(void)
2551 dlightdivtable[0] = 4194304;
2552 for (i = 1;i < 32768;i++)
2553 dlightdivtable[i] = 4194304 / (i << 7);
2555 Cvar_RegisterVariable(&r_ambient);
2556 Cvar_RegisterVariable(&r_drawportals);
2557 Cvar_RegisterVariable(&r_testvis);
2558 Cvar_RegisterVariable(&r_floatbuildlightmap);
2559 Cvar_RegisterVariable(&r_detailtextures);
2560 Cvar_RegisterVariable(&r_surfaceworldnode);
2561 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
2562 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2563 Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
2564 Cvar_RegisterVariable(&gl_lightmaps);
2566 R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);