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_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "-4"};
40 static int dlightdivtable[32768];
42 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
44 int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
46 float dist, impact[3], local[3];
50 smax = (surf->extents[0] >> 4) + 1;
51 tmax = (surf->extents[1] >> 4) + 1;
54 for (lnum = 0; lnum < r_numdlights; lnum++)
56 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
57 continue; // not lit by this light
59 Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
60 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
62 // for comparisons to minimum acceptable light
63 // compensate for LIGHTOFFSET
64 maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
71 if (surf->plane->type < 3)
73 VectorCopy(local, impact);
74 impact[surf->plane->type] -= dist;
78 impact[0] = local[0] - surf->plane->normal[0] * dist;
79 impact[1] = local[1] - surf->plane->normal[1] * dist;
80 impact[2] = local[2] - surf->plane->normal[2] * dist;
83 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
84 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
86 s = bound(0, impacts, smax * 16) - impacts;
87 t = bound(0, impactt, tmax * 16) - impactt;
88 i = s * s + t * t + dist2;
92 // reduce calculations
93 for (s = 0, i = impacts; s < smax; s++, i -= 16)
94 sdtable[s] = i * i + dist2;
96 maxdist3 = maxdist - dist2;
98 // convert to 8.8 blocklights format
99 red = r_dlight[lnum].light[0] * (1.0f / 128.0f);
100 green = r_dlight[lnum].light[1] * (1.0f / 128.0f);
101 blue = r_dlight[lnum].light[2] * (1.0f / 128.0f);
102 subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
106 for (t = 0;t < tmax;t++, i -= 16)
109 // make sure some part of it is visible on this line
112 maxdist2 = maxdist - td;
113 for (s = 0;s < smax;s++)
115 if (sdtable[s] < maxdist2)
117 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
121 bl[1] += (green * k);
136 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
138 int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
139 float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
143 smax = (surf->extents[0] >> 4) + 1;
144 tmax = (surf->extents[1] >> 4) + 1;
147 for (lnum = 0; lnum < r_numdlights; lnum++)
149 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
150 continue; // not lit by this light
152 Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
153 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
155 // for comparisons to minimum acceptable light
156 // compensate for LIGHTOFFSET
157 maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
160 dist2 += LIGHTOFFSET;
161 if (dist2 >= maxdist)
164 if (surf->plane->type < 3)
166 VectorCopy(local, impact);
167 impact[surf->plane->type] -= dist;
171 impact[0] = local[0] - surf->plane->normal[0] * dist;
172 impact[1] = local[1] - surf->plane->normal[1] * dist;
173 impact[2] = local[2] - surf->plane->normal[2] * dist;
176 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
177 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
179 td = bound(0, impacts, smax * 16) - impacts;
180 td1 = bound(0, impactt, tmax * 16) - impactt;
181 td = td * td + td1 * td1 + dist2;
185 // reduce calculations
186 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
187 sdtable[s] = td1 * td1 + dist2;
189 maxdist3 = maxdist - dist2;
191 // convert to 8.8 blocklights format
192 red = r_dlight[lnum].light[0];
193 green = r_dlight[lnum].light[1];
194 blue = r_dlight[lnum].light[2];
195 subtract = r_dlight[lnum].subtract * 32768.0f;
196 bl = floatblocklights;
199 for (t = 0;t < tmax;t++, td1 -= 16.0f)
202 // make sure some part of it is visible on this line
205 maxdist2 = maxdist - td;
206 for (s = 0;s < smax;s++)
208 if (sdtable[s] < maxdist2)
210 k = (32768.0f / (sdtable[s] + td)) - subtract;
230 Combine and scale multiple lightmaps into the 8.8 format in blocklights
233 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
235 if (!r_floatbuildlightmap.integer)
237 int smax, tmax, i, j, size, size3, shift, maps, stride, l;
238 unsigned int *bl, scale;
239 qbyte *lightmap, *out, *stain;
241 // update cached lighting info
242 surf->cached_dlight = 0;
244 smax = (surf->extents[0]>>4)+1;
245 tmax = (surf->extents[1]>>4)+1;
248 lightmap = surf->samples;
250 // set to full bright if no light data
252 if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
254 for (i = 0;i < size3;i++)
260 j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
263 for (i = 0;i < size3;i++)
267 memset(bl, 0, size*3*sizeof(unsigned int));
269 if (surf->dlightframe == r_framecount)
271 surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
272 if (surf->cached_dlight)
276 // add all the lightmaps
280 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
281 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
282 bl[i] += lightmap[i] * scale;
286 stain = surf->stainsamples;
289 // deal with lightmap brightness scale
290 shift = 7 + r_lightmapscalebit + 8;
291 if (ent->model->brushq1.lightmaprgba)
293 stride = (surf->lightmaptexturestride - smax) * 4;
294 for (i = 0;i < tmax;i++, out += stride)
296 for (j = 0;j < smax;j++)
298 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
299 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
300 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
307 stride = (surf->lightmaptexturestride - smax) * 3;
308 for (i = 0;i < tmax;i++, out += stride)
310 for (j = 0;j < smax;j++)
312 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
313 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
314 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
319 R_UpdateTexture(surf->lightmaptexture, templight);
323 int smax, tmax, i, j, size, size3, maps, stride, l;
325 qbyte *lightmap, *out, *stain;
327 // update cached lighting info
328 surf->cached_dlight = 0;
330 smax = (surf->extents[0]>>4)+1;
331 tmax = (surf->extents[1]>>4)+1;
334 lightmap = surf->samples;
336 // set to full bright if no light data
337 bl = floatblocklights;
338 if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
341 j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
346 for (i = 0;i < size3;i++)
350 memset(bl, 0, size*3*sizeof(float));
352 if (surf->dlightframe == r_framecount)
354 surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
355 if (surf->cached_dlight)
359 // add all the lightmaps
362 bl = floatblocklights;
363 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
364 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
365 bl[i] += lightmap[i] * scale;
368 stain = surf->stainsamples;
369 bl = floatblocklights;
371 // deal with lightmap brightness scale
372 scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8));
373 if (ent->model->brushq1.lightmaprgba)
375 stride = (surf->lightmaptexturestride - smax) * 4;
376 for (i = 0;i < tmax;i++, out += stride)
378 for (j = 0;j < smax;j++)
380 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
381 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
382 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
389 stride = (surf->lightmaptexturestride - smax) * 3;
390 for (i = 0;i < tmax;i++, out += stride)
392 for (j = 0;j < smax;j++)
394 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
395 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
396 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
401 R_UpdateTexture(surf->lightmaptexture, templight);
405 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
407 float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
408 msurface_t *surf, *endsurf;
409 int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
413 maxdist = radius * radius;
414 invradius = 1.0f / radius;
417 if (node->contents < 0)
419 ndist = PlaneDiff(origin, node->plane);
422 node = node->children[0];
427 node = node->children[1];
431 dist2 = ndist * ndist;
432 maxdist3 = maxdist - dist2;
434 if (node->plane->type < 3)
436 VectorCopy(origin, impact);
437 impact[node->plane->type] -= ndist;
441 impact[0] = origin[0] - node->plane->normal[0] * ndist;
442 impact[1] = origin[1] - node->plane->normal[1] * ndist;
443 impact[2] = origin[2] - node->plane->normal[2] * ndist;
446 for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
448 if (surf->stainsamples)
450 smax = (surf->extents[0] >> 4) + 1;
451 tmax = (surf->extents[1] >> 4) + 1;
453 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
454 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
456 s = bound(0, impacts, smax * 16) - impacts;
457 t = bound(0, impactt, tmax * 16) - impactt;
458 i = s * s + t * t + dist2;
462 // reduce calculations
463 for (s = 0, i = impacts; s < smax; s++, i -= 16)
464 sdtable[s] = i * i + dist2;
466 bl = surf->stainsamples;
471 for (t = 0;t < tmax;t++, i -= 16)
474 // make sure some part of it is visible on this line
477 maxdist2 = maxdist - td;
478 for (s = 0;s < smax;s++)
480 if (sdtable[s] < maxdist2)
482 ratio = lhrandom(0.0f, 1.0f);
483 a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
484 if (a >= (1.0f / 64.0f))
488 bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
489 bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
490 bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
500 // force lightmap upload
502 surf->cached_dlight = true;
506 if (node->children[0]->contents >= 0)
508 if (node->children[1]->contents >= 0)
510 R_StainNode(node->children[0], model, origin, radius, fcolor);
511 node = node->children[1];
516 node = node->children[0];
520 else if (node->children[1]->contents >= 0)
522 node = node->children[1];
527 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)
531 entity_render_t *ent;
534 if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
539 fcolor[3] = ca1 * (1.0f / 64.0f);
540 fcolor[4] = cr2 - cr1;
541 fcolor[5] = cg2 - cg1;
542 fcolor[6] = cb2 - cb1;
543 fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
545 R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
547 // look for embedded bmodels
548 for (n = 0;n < cl_num_brushmodel_entities;n++)
550 ent = cl_brushmodel_entities[n];
552 if (model && model->name[0] == '*')
554 Mod_CheckLoaded(model);
555 if (model->brushq1.nodes)
557 Matrix4x4_Transform(&ent->inversematrix, origin, org);
558 R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
566 =============================================================
570 =============================================================
573 static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
578 if (styles[0] != 255)
580 for (i = 0;i < numverts;i++, c += 4)
582 lm = samples + lightmapoffsets[i];
583 scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
584 VectorMA(c, scale, lm, c);
585 if (styles[1] != 255)
588 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
589 VectorMA(c, scale, lm, c);
590 if (styles[2] != 255)
593 scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
594 VectorMA(c, scale, lm, c);
595 if (styles[3] != 255)
598 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
599 VectorMA(c, scale, lm, c);
607 static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
613 for (i = 0;i < numverts;i++, v += 3, c += 4)
615 VectorSubtract(v, modelorg, diff);
616 f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
617 VectorScale(c, f, c);
620 else if (colorscale != 1)
621 for (i = 0;i < numverts;i++, c += 4)
622 VectorScale(c, colorscale, c);
625 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)
634 for (i = 0;i < numverts;i++, v += 3, c += 4)
636 VectorSubtract(v, modelorg, diff);
637 f = 1 - exp(fogdensity/DotProduct(diff, diff));
646 for (i = 0;i < numverts;i++, c += 4)
656 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)
663 for (i = 0;i < numverts;i++, v += 3, c += 4)
665 VectorSubtract(v, modelorg, diff);
666 f = exp(fogdensity/DotProduct(diff, diff));
674 static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
679 int i, l, lit = false;
682 for (l = 0;l < r_numdlights;l++)
684 if (dlightbits[l >> 5] & (1 << (l & 31)))
687 Matrix4x4_Transform(matrix, rd->origin, lightorigin);
688 for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
690 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
691 if (f < rd->cullradius2)
693 f = ((1.0f / f) - rd->subtract) * scale;
694 VectorMA(c, f, rd->light, c);
703 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
705 const msurface_t *surf;
706 const surfmesh_t *mesh;
709 // LordHavoc: HalfLife maps have freaky skypolys...
710 if (ent->model->brush.ishlbsp)
715 skyrendernow = false;
720 R_Mesh_Matrix(&ent->matrix);
722 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
725 // depth-only (masking)
726 qglColorMask(0,0,0,0);
727 // just to make sure that braindead drivers don't draw anything
728 // despite that colormask...
729 GL_BlendFunc(GL_ZERO, GL_ONE);
734 GL_BlendFunc(GL_ONE, GL_ZERO);
739 memset(&m, 0, sizeof(m));
740 R_Mesh_State_Texture(&m);
742 while((surf = *surfchain++) != NULL)
744 if (surf->visframe == r_framecount)
746 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
748 GL_VertexPointer(mesh->vertex3f);
749 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
753 qglColorMask(1,1,1,1);
756 static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
758 const entity_render_t *ent = calldata1;
759 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
761 const surfmesh_t *mesh;
766 matrix4x4_t tempmatrix;
767 float args[4] = {0.05f,0,0,0.04f};
769 if (r_waterscroll.value)
771 // scrolling in texture matrix
772 Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
773 if (gl_textureshader && r_watershader.integer)
775 R_Mesh_TextureMatrix(1, &tempmatrix);
776 Matrix4x4_CreateTranslate(&tempmatrix, -sin(cl.time) * 0.025 * r_waterscroll.value, -sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
778 R_Mesh_TextureMatrix(0, &tempmatrix);
781 R_Mesh_Matrix(&ent->matrix);
782 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
784 memset(&m, 0, sizeof(m));
785 texture = surf->texinfo->texture->currentframe;
786 alpha = texture->currentalpha;
787 if (texture->rendertype == SURFRENDER_ADD)
789 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
792 else if (texture->rendertype == SURFRENDER_ALPHA)
794 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
799 GL_BlendFunc(GL_ONE, GL_ZERO);
802 if (gl_textureshader && r_watershader.integer)
804 m.tex[0] = R_GetTexture(mod_shared_distorttexture);
805 m.tex[1] = R_GetTexture(texture->skin.base);
808 m.tex[0] = R_GetTexture(texture->skin.base);
810 if (gl_combine.integer)
812 m.texrgbscale[0] = 4;
817 GL_ColorPointer(varray_color4f);
819 GL_Color(1, 1, 1, alpha);
820 if (gl_textureshader && r_watershader.integer)
822 GL_ActiveTexture (0);
823 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
824 GL_ActiveTexture (1);
825 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
826 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
827 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
828 qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
829 qglEnable (GL_TEXTURE_SHADER_NV);
831 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
833 GL_VertexPointer(mesh->vertex3f);
834 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
835 m.pointer_texcoord[1] = mesh->texcoordtexture2f;
836 m.texcombinergb[1] = GL_REPLACE;
837 R_Mesh_State_Texture(&m);
840 R_FillColors(varray_color4f, mesh->numverts, 1, 1, 1, alpha);
841 RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
843 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
845 if (gl_textureshader && r_watershader.integer)
847 qglDisable (GL_TEXTURE_SHADER_NV);
848 GL_ActiveTexture (0);
853 memset(&m, 0, sizeof(m));
854 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
857 m.tex[0] = R_GetTexture(texture->skin.fog);
858 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
860 GL_VertexPointer(mesh->vertex3f);
861 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
862 GL_ColorPointer(varray_color4f);
863 R_Mesh_State_Texture(&m);
864 RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, mesh->numverts, modelorg);
865 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
869 if (r_waterscroll.value)
871 Matrix4x4_CreateIdentity(&tempmatrix);
872 R_Mesh_TextureMatrix(0, &tempmatrix);
873 R_Mesh_TextureMatrix(1, &tempmatrix);
877 static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
879 const msurface_t *surf;
882 if (texture->rendertype != SURFRENDER_OPAQUE)
884 for (chain = surfchain;(surf = *chain) != NULL;chain++)
886 if (surf->visframe == r_framecount)
888 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
889 R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
894 for (chain = surfchain;(surf = *chain) != NULL;chain++)
895 if (surf->visframe == r_framecount)
896 RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
899 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
901 float base, colorscale;
902 const surfmesh_t *mesh;
905 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
906 memset(&m, 0, sizeof(m));
907 if (rendertype == SURFRENDER_ADD)
909 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
912 else if (rendertype == SURFRENDER_ALPHA)
914 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
919 GL_BlendFunc(GL_ONE, GL_ZERO);
922 m.tex[0] = R_GetTexture(texture->skin.base);
924 if (gl_combine.integer)
926 m.texrgbscale[0] = 4;
929 base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
931 GL_ColorPointer(varray_color4f);
932 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
934 GL_VertexPointer(mesh->vertex3f);
935 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
936 R_Mesh_State_Texture(&m);
937 R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha);
938 if (!(ent->effects & EF_FULLBRIGHT))
940 if (surf->dlightframe == r_framecount)
941 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
942 if (surf->flags & SURF_LIGHTMAP)
943 RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
945 RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
946 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
950 static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
952 const surfmesh_t *mesh;
955 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
956 memset(&m, 0, sizeof(m));
957 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
960 m.tex[0] = R_GetTexture(texture->skin.glow);
961 GL_ColorPointer(varray_color4f);
962 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
964 GL_VertexPointer(mesh->vertex3f);
966 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
967 R_Mesh_State_Texture(&m);
968 RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, mesh->numverts, modelorg);
969 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
973 static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
975 const surfmesh_t *mesh;
978 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
979 memset(&m, 0, sizeof(m));
980 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
983 m.tex[0] = R_GetTexture(texture->skin.fog);
984 GL_ColorPointer(varray_color4f);
985 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
987 GL_VertexPointer(mesh->vertex3f);
989 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
990 R_Mesh_State_Texture(&m);
991 RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, mesh->numverts, modelorg);
992 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
996 static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
998 const msurface_t *surf;
999 const surfmesh_t *mesh;
1001 int lightmaptexturenum;
1003 memset(&m, 0, sizeof(m));
1004 GL_BlendFunc(GL_ONE, GL_ZERO);
1007 m.tex[0] = R_GetTexture(texture->skin.base);
1008 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1009 m.tex[2] = R_GetTexture(texture->skin.detail);
1010 m.texrgbscale[0] = 1;
1011 m.texrgbscale[1] = 4;
1012 m.texrgbscale[2] = 2;
1013 cl = (float) (1 << r_lightmapscalebit);
1014 GL_Color(cl, cl, cl, 1);
1016 while((surf = *surfchain++) != NULL)
1018 if (surf->visframe == r_framecount)
1020 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1021 //if (m.tex[1] != lightmaptexturenum)
1023 m.tex[1] = lightmaptexturenum;
1024 // R_Mesh_State_Texture(&m);
1026 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1028 GL_VertexPointer(mesh->vertex3f);
1029 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1030 m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
1031 m.pointer_texcoord[2] = mesh->texcoorddetail2f;
1032 R_Mesh_State_Texture(&m);
1033 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1039 static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1041 const msurface_t *surf;
1042 const surfmesh_t *mesh;
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 if (gl_combine.integer)
1052 m.texrgbscale[1] = 4;
1053 GL_Color(1, 1, 1, 1);
1054 while((surf = *surfchain++) != NULL)
1056 if (surf->visframe == r_framecount)
1058 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1059 //if (m.tex[1] != lightmaptexturenum)
1061 m.tex[1] = lightmaptexturenum;
1062 // R_Mesh_State_Texture(&m);
1064 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1066 GL_VertexPointer(mesh->vertex3f);
1067 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1068 m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
1069 R_Mesh_State_Texture(&m);
1070 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1076 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1078 const msurface_t *surf;
1079 const surfmesh_t *mesh;
1081 memset(&m, 0, sizeof(m));
1084 GL_BlendFunc(GL_ONE, GL_ZERO);
1085 m.tex[0] = R_GetTexture(texture->skin.base);
1086 GL_Color(1, 1, 1, 1);
1087 while((surf = *surfchain++) != NULL)
1089 if (surf->visframe == r_framecount)
1091 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1093 GL_VertexPointer(mesh->vertex3f);
1094 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1095 R_Mesh_State_Texture(&m);
1096 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1102 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1104 const msurface_t *surf;
1105 const surfmesh_t *mesh;
1107 int lightmaptexturenum;
1108 memset(&m, 0, sizeof(m));
1109 GL_BlendFunc(GL_ZERO, GL_SRC_COLOR);
1110 GL_DepthMask(false);
1112 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1113 if (gl_combine.integer)
1114 m.texrgbscale[0] = 4;
1115 GL_Color(1, 1, 1, 1);
1116 while((surf = *surfchain++) != NULL)
1118 if (surf->visframe == r_framecount)
1120 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1121 //if (m.tex[0] != lightmaptexturenum)
1123 m.tex[0] = lightmaptexturenum;
1124 // R_Mesh_State_Texture(&m);
1126 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1128 GL_VertexPointer(mesh->vertex3f);
1129 m.pointer_texcoord[0] = mesh->texcoordlightmap2f;
1130 R_Mesh_State_Texture(&m);
1131 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1137 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1139 const msurface_t *surf;
1140 const surfmesh_t *mesh;
1143 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1144 memset(&m, 0, sizeof(m));
1145 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1146 GL_DepthMask(false);
1148 GL_ColorPointer(varray_color4f);
1149 while((surf = *surfchain++) != NULL)
1151 if (surf->visframe == r_framecount)
1153 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1155 GL_VertexPointer(mesh->vertex3f);
1157 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1158 R_Mesh_State_Texture(&m);
1159 RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, mesh->numverts, modelorg);
1160 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1166 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1168 const msurface_t *surf;
1169 const surfmesh_t *mesh;
1171 memset(&m, 0, sizeof(m));
1172 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1173 GL_DepthMask(false);
1175 m.tex[0] = R_GetTexture(texture->skin.detail);
1176 GL_Color(1, 1, 1, 1);
1177 while((surf = *surfchain++) != NULL)
1179 if (surf->visframe == r_framecount)
1181 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1183 GL_VertexPointer(mesh->vertex3f);
1184 m.pointer_texcoord[0] = mesh->texcoorddetail2f;
1185 R_Mesh_State_Texture(&m);
1186 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1192 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1194 const msurface_t *surf;
1195 const surfmesh_t *mesh;
1197 memset(&m, 0, sizeof(m));
1198 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1199 GL_DepthMask(false);
1201 m.tex[0] = R_GetTexture(texture->skin.glow);
1202 GL_Color(1, 1, 1, 1);
1203 while((surf = *surfchain++) != NULL)
1205 if (surf->visframe == r_framecount)
1207 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1209 GL_VertexPointer(mesh->vertex3f);
1210 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1211 R_Mesh_State_Texture(&m);
1212 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1218 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1220 const msurface_t *surf;
1221 const surfmesh_t *mesh;
1223 memset(&m, 0, sizeof(m));
1224 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1226 m.tex[0] = R_GetTexture(texture->skin.glow);
1228 GL_Color(1, 1, 1, 1);
1230 GL_Color(0, 0, 0, 1);
1231 while((surf = *surfchain++) != NULL)
1233 if (surf->visframe == r_framecount)
1235 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1237 GL_VertexPointer(mesh->vertex3f);
1238 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1239 R_Mesh_State_Texture(&m);
1240 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1246 static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
1248 const entity_render_t *ent = calldata1;
1249 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
1253 R_Mesh_Matrix(&ent->matrix);
1255 texture = surf->texinfo->texture;
1256 if (texture->animated)
1257 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];
1259 currentalpha = ent->alpha;
1260 if (ent->effects & EF_ADDITIVE)
1261 rendertype = SURFRENDER_ADD;
1262 else if (currentalpha < 1 || texture->skin.fog != NULL)
1263 rendertype = SURFRENDER_ALPHA;
1265 rendertype = SURFRENDER_OPAQUE;
1267 RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
1268 if (texture->skin.glow)
1269 RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
1271 RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
1274 static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1276 const msurface_t *surf;
1279 if (texture->rendertype != SURFRENDER_OPAQUE)
1281 // transparent vertex shaded from lightmap
1282 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1284 if (surf->visframe == r_framecount)
1286 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1287 R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
1291 else if (r_shadow_realtime_world.integer)
1293 // opaque base lighting
1294 RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
1296 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1300 // opaque lightmapped
1301 if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
1302 RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
1303 else if (r_textureunits.integer >= 2)
1305 RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
1306 if (r_detailtextures.integer)
1307 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1311 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1312 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1313 if (r_detailtextures.integer)
1314 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1316 if (texture->skin.glow)
1317 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1319 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1323 Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
1324 Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
1325 Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
1327 int Cshader_count = 3;
1328 Cshader_t *Cshaders[3] =
1330 &Cshader_wall_lightmap,
1335 void R_UpdateTextureInfo(entity_render_t *ent)
1337 int i, texframe, alttextures;
1343 alttextures = ent->frame != 0;
1344 texframe = (int)(cl.time * 5.0f);
1345 for (i = 0;i < ent->model->brushq1.numtextures;i++)
1347 t = ent->model->brushq1.textures + i;
1348 t->currentalpha = ent->alpha;
1349 if (t->flags & SURF_WATERALPHA)
1350 t->currentalpha *= r_wateralpha.value;
1351 if (ent->effects & EF_ADDITIVE)
1352 t->rendertype = SURFRENDER_ADD;
1353 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1354 t->rendertype = SURFRENDER_ALPHA;
1356 t->rendertype = SURFRENDER_OPAQUE;
1357 // we don't need to set currentframe if t->animated is false because
1358 // it was already set up by the texture loader for non-animating
1360 t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1364 void R_PrepareSurfaces(entity_render_t *ent)
1366 int i, numsurfaces, *surfacevisframes;
1368 msurface_t *surf, *surfaces, **surfchain;
1375 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1376 numsurfaces = model->brushq1.nummodelsurfaces;
1377 surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1378 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1380 R_UpdateTextureInfo(ent);
1382 if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
1385 if (model->brushq1.light_ambient != r_ambient.value || model->brushq1.light_scalebit != r_lightmapscalebit)
1387 model->brushq1.light_ambient = r_ambient.value;
1388 model->brushq1.light_scalebit = r_lightmapscalebit;
1389 for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
1390 model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
1394 for (i = 0;i < model->brushq1.light_styles;i++)
1396 if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1398 model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1399 for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++)
1400 (**surfchain).cached_dlight = true;
1405 for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1407 if (surfacevisframes[i] == r_framecount)
1409 #if !WORLDNODECULLBACKFACES
1410 // mark any backface surfaces as not visible
1411 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1413 if (!(surf->flags & SURF_PLANEBACK))
1414 surfacevisframes[i] = -1;
1418 if ((surf->flags & SURF_PLANEBACK))
1419 surfacevisframes[i] = -1;
1421 if (surfacevisframes[i] == r_framecount)
1425 surf->visframe = r_framecount;
1426 if (surf->cached_dlight && surf->lightmaptexture != NULL)
1427 R_BuildLightMap(ent, surf);
1433 void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
1437 if (ent->model == NULL)
1439 R_Mesh_Matrix(&ent->matrix);
1440 for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
1441 if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
1442 t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
1445 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1450 const entity_render_t *ent = calldata1;
1451 const mportal_t *portal = ent->model->brushq1.portals + calldata2;
1452 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1453 GL_DepthMask(false);
1455 R_Mesh_Matrix(&ent->matrix);
1456 GL_VertexPointer(varray_vertex3f);
1458 memset(&m, 0, sizeof(m));
1459 R_Mesh_State_Texture(&m);
1461 i = portal - ent->model->brushq1.portals;
1462 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
1463 ((i & 0x0038) >> 3) * (1.0f / 7.0f),
1464 ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
1466 if (PlaneDiff(r_origin, (&portal->plane)) < 0)
1468 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1469 VectorCopy(portal->points[i].position, v);
1472 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1473 VectorCopy(portal->points[i].position, v);
1474 R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1477 // LordHavoc: this is just a nice debugging tool, very slow
1478 static void R_DrawPortals(entity_render_t *ent)
1481 mportal_t *portal, *endportal;
1482 float temp[3], center[3], f;
1483 if (ent->model == NULL)
1485 for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
1487 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1490 for (i = 0;i < portal->numpoints;i++)
1491 VectorAdd(temp, portal->points[i].position, temp);
1492 f = ixtable[portal->numpoints];
1493 VectorScale(temp, f, temp);
1494 Matrix4x4_Transform(&ent->matrix, temp, center);
1495 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
1500 void R_PrepareBrushModel(entity_render_t *ent)
1502 int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1505 #if WORLDNODECULLBACKFACES
1509 // because bmodels can be reused, we have to decide which things to render
1510 // from scratch every time
1514 #if WORLDNODECULLBACKFACES
1515 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1517 numsurfaces = model->brushq1.nummodelsurfaces;
1518 surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1519 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1520 surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1521 for (i = 0;i < numsurfaces;i++, surf++)
1523 #if WORLDNODECULLBACKFACES
1524 // mark any backface surfaces as not visible
1525 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1527 if ((surf->flags & SURF_PLANEBACK))
1528 surfacevisframes[i] = r_framecount;
1530 else if (!(surf->flags & SURF_PLANEBACK))
1531 surfacevisframes[i] = r_framecount;
1533 surfacevisframes[i] = r_framecount;
1535 surf->dlightframe = -1;
1537 R_PrepareSurfaces(ent);
1540 void R_SurfaceWorldNode (entity_render_t *ent)
1542 int i, *surfacevisframes, *surfacepvsframes, surfnum;
1548 // equivilant to quake's RecursiveWorldNode but faster and more effective
1552 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1553 surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1554 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1556 for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
1558 if (!R_CullBox (leaf->mins, leaf->maxs))
1561 leaf->visframe = r_framecount;
1565 for (i = 0;i < model->brushq1.pvssurflistlength;i++)
1567 surfnum = model->brushq1.pvssurflist[i];
1568 surf = model->brushq1.surfaces + surfnum;
1569 #if WORLDNODECULLBACKFACES
1570 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1572 if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1573 surfacevisframes[surfnum] = r_framecount;
1577 if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1578 surfacevisframes[surfnum] = r_framecount;
1581 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1582 surfacevisframes[surfnum] = r_framecount;
1587 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1589 int c, leafstackpos, *mark, *surfacevisframes, bitnum;
1590 #if WORLDNODECULLBACKFACES
1594 mleaf_t *leaf, *leafstack[8192];
1597 msurface_t *surfaces;
1598 if (ent->model == NULL)
1600 // LordHavoc: portal-passage worldnode with PVS;
1601 // follows portals leading outward from viewleaf, does not venture
1602 // offscreen or into leafs that are not visible, faster than Quake's
1603 // RecursiveWorldNode
1604 surfaces = ent->model->brushq1.surfaces;
1605 surfacevisframes = ent->model->brushq1.surfacevisframes;
1606 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1607 viewleaf->worldnodeframe = r_framecount;
1608 leafstack[0] = viewleaf;
1610 while (leafstackpos)
1613 leaf = leafstack[--leafstackpos];
1614 leaf->visframe = r_framecount;
1615 // draw any surfaces bounding this leaf
1616 if (leaf->nummarksurfaces)
1618 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1620 #if WORLDNODECULLBACKFACES
1622 if (surfacevisframes[n] != r_framecount)
1624 surf = surfaces + n;
1625 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1627 if ((surf->flags & SURF_PLANEBACK))
1628 surfacevisframes[n] = r_framecount;
1632 if (!(surf->flags & SURF_PLANEBACK))
1633 surfacevisframes[n] = r_framecount;
1637 surfacevisframes[*mark++] = r_framecount;
1641 // follow portals into other leafs
1642 for (p = leaf->portals;p;p = p->next)
1644 // LordHavoc: this DotProduct hurts less than a cache miss
1645 // (which is more likely to happen if backflowing through leafs)
1646 if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1649 if (leaf->worldnodeframe != r_framecount)
1651 leaf->worldnodeframe = r_framecount;
1652 // FIXME: R_CullBox is absolute, should be done relative
1653 bitnum = (leaf - ent->model->brushq1.leafs) - 1;
1654 if ((r_pvsbits[bitnum >> 3] & (1 << (bitnum & 7))) && !R_CullBox(leaf->mins, leaf->maxs))
1655 leafstack[leafstackpos++] = leaf;
1662 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1664 int j, c, *surfacepvsframes, *mark;
1669 if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
1671 model->brushq1.pvsframecount++;
1672 model->brushq1.pvsviewleaf = viewleaf;
1673 model->brushq1.pvsviewleafnovis = r_novis.integer;
1674 model->brushq1.pvsleafchain = NULL;
1675 model->brushq1.pvssurflistlength = 0;
1678 surfacepvsframes = model->brushq1.surfacepvsframes;
1679 for (j = 0;j < model->brushq1.visleafs;j++)
1681 if (r_pvsbits[j >> 3] & (1 << (j & 7)))
1683 leaf = model->brushq1.leafs + j + 1;
1684 leaf->pvsframe = model->brushq1.pvsframecount;
1685 leaf->pvschain = model->brushq1.pvsleafchain;
1686 model->brushq1.pvsleafchain = leaf;
1687 // mark surfaces bounding this leaf as visible
1688 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1689 surfacepvsframes[*mark] = model->brushq1.pvsframecount;
1692 model->brushq1.BuildPVSTextureChains(model);
1697 void R_WorldVisibility(entity_render_t *ent)
1702 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1703 viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
1704 R_PVSUpdate(ent, viewleaf);
1709 if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1710 R_SurfaceWorldNode (ent);
1712 R_PortalWorldNode (ent, viewleaf);
1715 void R_DrawWorld(entity_render_t *ent)
1717 if (ent->model == NULL)
1719 if (!ent->model->brushq1.numleafs && ent->model->Draw)
1720 ent->model->Draw(ent);
1723 R_PrepareSurfaces(ent);
1724 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1725 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1726 if (r_drawportals.integer)
1731 void R_Model_Brush_DrawSky(entity_render_t *ent)
1733 if (ent->model == NULL)
1735 if (ent != &cl_entities[0].render)
1736 R_PrepareBrushModel(ent);
1737 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1740 void R_Model_Brush_Draw(entity_render_t *ent)
1742 if (ent->model == NULL)
1745 if (ent != &cl_entities[0].render)
1746 R_PrepareBrushModel(ent);
1747 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1750 void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
1754 float projectdistance, f, temp[3], lightradius2;
1756 if (ent->model == NULL)
1758 R_Mesh_Matrix(&ent->matrix);
1759 lightradius2 = lightradius * lightradius;
1760 R_UpdateTextureInfo(ent);
1761 projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1762 for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
1764 if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
1766 f = PlaneDiff(relativelightorigin, surf->plane);
1767 if (surf->flags & SURF_PLANEBACK)
1769 // draw shadows only for frontfaces and only if they are close
1770 if (f >= 0.1 && f < lightradius)
1772 temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
1773 temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
1774 temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
1775 if (DotProduct(temp, temp) < lightradius2)
1776 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1777 R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance);
1783 void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
1789 if (ent->model == NULL)
1791 R_Mesh_Matrix(&ent->matrix);
1792 R_UpdateTextureInfo(ent);
1793 for (surfnum = 0;surfnum < numsurfaces;surfnum++)
1795 surf = surflist[surfnum];
1796 if (surf->visframe == r_framecount)
1798 t = surf->texinfo->texture->currentframe;
1799 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
1801 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1803 R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
1804 R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
1811 void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
1816 float f, lightmins[3], lightmaxs[3];
1818 if (ent->model == NULL)
1820 R_Mesh_Matrix(&ent->matrix);
1821 lightmins[0] = relativelightorigin[0] - lightradius;
1822 lightmins[1] = relativelightorigin[1] - lightradius;
1823 lightmins[2] = relativelightorigin[2] - lightradius;
1824 lightmaxs[0] = relativelightorigin[0] + lightradius;
1825 lightmaxs[1] = relativelightorigin[1] + lightradius;
1826 lightmaxs[2] = relativelightorigin[2] + lightradius;
1827 R_UpdateTextureInfo(ent);
1828 for (surfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;surfnum < ent->model->brushq1.nummodelsurfaces;surfnum++, surf++)
1830 if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
1832 f = PlaneDiff(relativelightorigin, surf->plane);
1833 if (surf->flags & SURF_PLANEBACK)
1835 if (f >= -0.1 && f < lightradius)
1837 t = surf->texinfo->texture->currentframe;
1838 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
1840 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1842 R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
1843 R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
1851 void R_DrawCollisionBrush(colbrushf_t *brush)
1854 i = ((int)brush) / sizeof(colbrushf_t);
1855 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
1856 GL_VertexPointer(brush->points->v);
1857 R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
1860 void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
1863 if (!face->numtriangles)
1865 if (face->texture->renderflags)
1867 if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY)
1871 skyrendernow = false;
1872 if (skyrendermasked)
1876 R_Mesh_Matrix(&ent->matrix);
1878 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
1879 if (skyrendermasked)
1881 // depth-only (masking)
1882 qglColorMask(0,0,0,0);
1883 // just to make sure that braindead drivers don't draw anything
1884 // despite that colormask...
1885 GL_BlendFunc(GL_ZERO, GL_ONE);
1890 GL_BlendFunc(GL_ONE, GL_ZERO);
1895 memset(&m, 0, sizeof(m));
1896 R_Mesh_State_Texture(&m);
1898 GL_VertexPointer(face->data_vertex3f);
1899 R_Mesh_Draw(face->numvertices, face->numtriangles, face->data_element3i);
1900 qglColorMask(1,1,1,1);
1903 if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW)
1906 R_Mesh_Matrix(&ent->matrix);
1907 face->visframe = r_framecount;
1908 memset(&m, 0, sizeof(m));
1909 GL_BlendFunc(GL_ONE, GL_ZERO);
1912 m.tex[0] = R_GetTexture(face->texture->skin.base);
1913 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
1914 if (face->lightmaptexture)
1916 m.tex[1] = R_GetTexture(face->lightmaptexture);
1917 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
1918 m.texrgbscale[1] = 2;
1919 GL_Color(1, 1, 1, 1);
1923 m.texrgbscale[0] = 2;
1924 GL_ColorPointer(face->data_color4f);
1926 R_Mesh_State_Texture(&m);
1927 GL_VertexPointer(face->data_vertex3f);
1928 R_Mesh_Draw(face->numvertices, face->numtriangles, face->data_element3i);
1932 void R_Q3BSP_DrawSky(entity_render_t *ent)
1937 void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
1942 while (node->isnode)
1944 if (R_CullBox(node->mins, node->maxs))
1946 R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
1947 node = node->children[1];
1949 if (R_CullBox(node->mins, node->maxs))
1951 leaf = (q3mleaf_t *)node;
1952 if (pvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7)))
1954 for (i = 0;i < leaf->numleaffaces;i++)
1956 face = leaf->firstleafface[i];
1957 if (face->markframe != markframe)
1959 face->markframe = markframe;
1960 if (!R_CullBox(face->mins, face->maxs))
1961 R_Q3BSP_DrawFace(ent, face);
1969 void R_Q3BSP_Draw(entity_render_t *ent)
1976 static int markframe = 0;
1977 R_Mesh_Matrix(&ent->matrix);
1979 if (r_drawcollisionbrushes.integer < 2)
1981 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1982 if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
1983 R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
1985 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
1986 R_Q3BSP_DrawFace(ent, face);
1988 if (r_drawcollisionbrushes.integer >= 1)
1991 memset(&m, 0, sizeof(m));
1992 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1993 GL_DepthMask(false);
1995 R_Mesh_State_Texture(&m);
1996 for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
1997 if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
1998 R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
2002 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
2006 vec3_t modelorg, lightmins, lightmaxs;
2008 float projectdistance;
2009 projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
2010 if (r_drawcollisionbrushes.integer < 2)
2013 R_Mesh_Matrix(&ent->matrix);
2014 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
2015 lightmins[0] = relativelightorigin[0] - lightradius;
2016 lightmins[1] = relativelightorigin[1] - lightradius;
2017 lightmins[2] = relativelightorigin[2] - lightradius;
2018 lightmaxs[0] = relativelightorigin[0] + lightradius;
2019 lightmaxs[1] = relativelightorigin[1] + lightradius;
2020 lightmaxs[2] = relativelightorigin[2] + lightradius;
2021 //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2022 // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
2024 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2025 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2026 R_Shadow_Volume(face->numvertices, face->numtriangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
2030 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_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
2032 if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->numtriangles)
2034 R_Shadow_DiffuseLighting(face->numvertices, face->numtriangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, NULL);
2035 R_Shadow_SpecularLighting(face->numvertices, face->numtriangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, NULL);
2038 void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
2042 vec3_t modelorg, lightmins, lightmaxs;
2045 //static int markframe = 0;
2046 if (r_drawcollisionbrushes.integer < 2)
2049 R_Mesh_Matrix(&ent->matrix);
2050 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
2051 lightmins[0] = relativelightorigin[0] - lightradius;
2052 lightmins[1] = relativelightorigin[1] - lightradius;
2053 lightmins[2] = relativelightorigin[2] - lightradius;
2054 lightmaxs[0] = relativelightorigin[0] + lightradius;
2055 lightmaxs[1] = relativelightorigin[1] + lightradius;
2056 lightmaxs[2] = relativelightorigin[2] + lightradius;
2057 //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2058 // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
2060 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2061 if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2062 R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz);
2066 static void gl_surf_start(void)
2070 static void gl_surf_shutdown(void)
2074 static void gl_surf_newmap(void)
2078 void GL_Surf_Init(void)
2081 dlightdivtable[0] = 4194304;
2082 for (i = 1;i < 32768;i++)
2083 dlightdivtable[i] = 4194304 / (i << 7);
2085 Cvar_RegisterVariable(&r_ambient);
2086 Cvar_RegisterVariable(&r_drawportals);
2087 Cvar_RegisterVariable(&r_testvis);
2088 Cvar_RegisterVariable(&r_floatbuildlightmap);
2089 Cvar_RegisterVariable(&r_detailtextures);
2090 Cvar_RegisterVariable(&r_surfaceworldnode);
2091 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2093 R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);