#include "quakedef.h" #include "glquake.h" #include "shader.h" #ifdef RGLQUAKE #define MAX_TEXTURE_UNITS 8 typedef struct { GLenum currenttextures[MAX_TEXTURE_UNITS]; GLenum texenvmode[MAX_TEXTURE_UNITS]; int currenttmu; qboolean in2d; } gl_state_t; gl_state_t gl_state; void GL_SetShaderState2D(qboolean is2d) { gl_state.in2d = is2d; } extern int *lightmap_textures; extern int *deluxmap_textures; void GL_SelectTexture (GLenum target) { gl_state.currenttmu = target - mtexid0; if (qglClientActiveTextureARB) { qglClientActiveTextureARB(target); qglActiveTextureARB(target); } else qglSelectTextureSGIS(target); } void GL_CheckTMUIs0(void) { if (gl_state.currenttmu != 0) { Con_Printf("TMU is not 0\n"); GL_SelectTexture(mtexid0); } } void GL_MBind( GLenum target, int texnum ) { GL_SelectTexture( target ); if ( gl_state.currenttextures[gl_state.currenttmu] == texnum ) return; gl_state.currenttextures[gl_state.currenttmu] = texnum; bindTexFunc (GL_TEXTURE_2D, texnum); } void GL_Bind (int texnum) { if (gl_state.currenttextures[gl_state.currenttmu] == texnum) return; gl_state.currenttextures[gl_state.currenttmu] = texnum; bindTexFunc (GL_TEXTURE_2D, texnum); } void GL_BindType (int type, int texnum) { if (gl_state.currenttextures[gl_state.currenttmu] == texnum) return; gl_state.currenttextures[gl_state.currenttmu] = texnum; bindTexFunc (type, texnum); } void GL_TexEnv( GLenum mode ) { if ( mode != gl_state.texenvmode[gl_state.currenttmu] ) { qglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode ); gl_state.texenvmode[gl_state.currenttmu] = mode; } } //vid restarted. void GL_FlushBackEnd(void) { int i; for (i = 0; i < MAX_TEXTURE_UNITS; i++) { gl_state.currenttextures[i] = -1; gl_state.texenvmode[i] = -1; } } typedef vec3_t mat3_t[3]; #ifndef Q3SHADERS qboolean varrayactive; void R_IBrokeTheArrays(void) { } void R_BackendInit(void) { } #else /* Copyright (C) 2002-2003 Victor Luchits This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #define MAX_ARRAY_VERTS 8192 #define MAX_ARRAY_INDEXES 8192 #define MAX_ARRAY_NEIGHBORS 8192 #define MAX_ARRAY_TRIANGLES (8192/3) #define M_TWO_PI (M_PI*2) cvar_t r_detailtextures = SCVAR("r_detailtextures", "1"); cvar_t r_showtris = SCVAR("r_showtris", "1"); cvar_t r_shownormals = SCVAR("r_shownormals", "1"); float Q_rsqrt( float number ) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; // evil floating point bit level hacking i = 0x5f3759df - ( i >> 1 ); // what the fuck? y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration // y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed return y; } void VectorNormalizeFast( vec3_t v ) { float ilength; ilength = Q_rsqrt( DotProduct( v, v ) ); v[0] *= ilength; v[1] *= ilength; v[2] *= ilength; } mat3_t axisDefault={{1, 0, 0}, {0, 1, 0}, {0, 0, 1}}; void Matrix3_Transpose (mat3_t in, mat3_t out) { out[0][0] = in[0][0]; out[1][1] = in[1][1]; out[2][2] = in[2][2]; out[0][1] = in[1][0]; out[0][2] = in[2][0]; out[1][0] = in[0][1]; out[1][2] = in[2][1]; out[2][0] = in[0][2]; out[2][1] = in[1][2]; } void Matrix3_Multiply_Vec3 (mat3_t a, vec3_t b, vec3_t product) { product[0] = a[0][0]*b[0] + a[0][1]*b[1] + a[0][2]*b[2]; product[1] = a[1][0]*b[0] + a[1][1]*b[1] + a[1][2]*b[2]; product[2] = a[2][0]*b[0] + a[2][1]*b[1] + a[2][2]*b[2]; } int Matrix3_Compare(mat3_t in, mat3_t out) { return memcmp(in, out, sizeof(mat3_t)); } extern model_t *currentmodel; #define clamp(v,min,max) (v) = (((v)<(min))?(min):(((v)>(max))?(max):(v))) extern qbyte FloatToByte( float x ); #define FTABLE_SIZE 1024 #define FTABLE_CLAMP(x) (((int)((x)*FTABLE_SIZE) & (FTABLE_SIZE-1))) #define FTABLE_EVALUATE(table,x) (table ? table[FTABLE_CLAMP(x)] : frand()*((x)-floor(x))) static float r_sintable[FTABLE_SIZE]; static float r_triangletable[FTABLE_SIZE]; static float r_squaretable[FTABLE_SIZE]; static float r_sawtoothtable[FTABLE_SIZE]; static float r_inversesawtoothtable[FTABLE_SIZE]; index_t *indexesArray; int *neighborsArray; vec3_t *trNormalsArray; vec2_t *coordsArray; vec2_t *lightmapCoordsArray; vec3_t vertexArray[MAX_ARRAY_VERTS*2]; vec3_t normalsArray[MAX_ARRAY_VERTS]; vec3_t tempVertexArray[MAX_ARRAY_VERTS]; vec3_t tempNormalsArray[MAX_ARRAY_VERTS]; index_t tempIndexesArray[MAX_ARRAY_INDEXES]; index_t inIndexesArray[MAX_ARRAY_INDEXES]; int inNeighborsArray[MAX_ARRAY_NEIGHBORS]; vec3_t inTrNormalsArray[MAX_ARRAY_TRIANGLES]; vec2_t inCoordsArray[MAX_ARRAY_VERTS]; vec2_t inLightmapCoordsArray[MAX_ARRAY_VERTS]; byte_vec4_t inColorsArray[MAX_ARRAY_VERTS]; static vec2_t tUnitCoordsArray[MAX_TEXTURE_UNITS][MAX_ARRAY_VERTS]; static byte_vec4_t colorArray[MAX_ARRAY_VERTS]; int numVerts, numIndexes, numColors; qboolean r_arrays_locked; qboolean r_blocked; int r_features; static int r_lmtex; static int r_texNums[SHADER_PASS_MAX]; static int r_numUnits; index_t *currentIndex; int *currentTrNeighbor; float *currentTrNormal; float *currentVertex; float *currentNormal; float *currentCoords; float *currentLightmapCoords; qbyte *currentColor; static int r_identityLighting; static float r_localShaderTime; unsigned int r_numverts; unsigned int r_numtris; unsigned int r_numflushes; int r_backendStart; int r_dlighttexture; extern qbyte *host_basepal; extern qboolean gammaworks; extern qbyte gammatable[256]; void R_FetchTopColour(int *retred, int *retgreen, int *retblue) { int i; if (currententity->scoreboard) { i = currententity->scoreboard->topcolor; //colour forcing if (cl.splitclients<2 && !(cl.fpd & FPD_NO_FORCE_COLOR)) //no colour/skin forcing in splitscreen. { if (cl.teamplay && !strcmp(currententity->scoreboard->team, cl.players[cl.playernum[0]].team)) { if (cl_teamtopcolor>=0) i = cl_teamtopcolor; } else { if (cl_enemytopcolor>=0) i = cl_enemytopcolor; } } } else i = TOP_RANGE>>4; if (i > 8) { i<<=4; } else { i<<=4; i+=15; } i*=3; *retred = host_basepal[i+0]; *retgreen = host_basepal[i+1]; *retblue = host_basepal[i+2]; if (!gammaworks) { *retred = gammatable[*retred]; *retgreen = gammatable[*retgreen]; *retblue = gammatable[*retblue]; } } void R_FetchBottomColour(int *retred, int *retgreen, int *retblue) { int i; if (currententity->scoreboard) { i = currententity->scoreboard->bottomcolor; //colour forcing if (cl.splitclients<2 && !(cl.fpd & FPD_NO_FORCE_COLOR)) //no colour/skin forcing in splitscreen. { if (cl.teamplay && !strcmp(currententity->scoreboard->team, cl.players[cl.playernum[0]].team)) { if (cl_teambottomcolor>=0) i = cl_teambottomcolor; } else { if (cl_enemybottomcolor>=0) i = cl_enemybottomcolor; } } } else i = BOTTOM_RANGE>>4; if (i > 8) { i<<=4; } else { i<<=4; i+=15; } i*=3; *retred = host_basepal[i+0]; *retgreen = host_basepal[i+1]; *retblue = host_basepal[i+2]; if (!gammaworks) { *retred = gammatable[*retred]; *retgreen = gammatable[*retgreen]; *retblue = gammatable[*retblue]; } } void R_InitDynamicLightTexture (void) { int x, y; int dx2, dy, d; qbyte data[64*64*4]; // // dynamic light texture // for (x = 0; x < 64; x++) { dx2 = x - 32; dx2 = dx2 * dx2 + 8; for (y = 0; y < 64; y++) { dy = y - 32; d = (int)(65536.0f * ((1.0f / (dx2 + dy * dy + 32.0f)) - 0.0005) + 0.5f); if ( d < 50 ) d = 0; else if ( d > 255 ) d = 255; data[(y*64 + x) * 4 + 0] = d; data[(y*64 + x) * 4 + 1] = d; data[(y*64 + x) * 4 + 2] = d; data[(y*64 + x) * 4 + 3] = 255; } } r_dlighttexture = GL_LoadTexture32("", 64, 64, (unsigned int*)data, true, false); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); } void R_ResetTexState (void) { coordsArray = inCoordsArray; lightmapCoordsArray = inLightmapCoordsArray; currentCoords = coordsArray[0]; currentLightmapCoords = lightmapCoordsArray[0]; numColors = 0; currentColor = inColorsArray[0]; } void R_PushIndexes ( index_t *indexes, int *neighbors, vec3_t *trnormals, int numindexes, int features ) { int i; int numTris; // this is a fast path for non-batched geometry, use carefully // used on pics, sprites, .dpm, .md3 and .md2 models if ( features & MF_NONBATCHED ) { if ( numindexes > MAX_ARRAY_INDEXES ) { numindexes = MAX_ARRAY_INDEXES; } // simply change indexesArray to point at indexes numIndexes = numindexes; indexesArray = indexes; currentIndex = indexesArray + numIndexes; if ( neighbors ) { neighborsArray = neighbors; currentTrNeighbor = neighborsArray + numIndexes; } if ( trnormals && (features & MF_TRNORMALS) ) { numTris = numIndexes / 3; trNormalsArray = trnormals; currentTrNormal = trNormalsArray[0] + numTris; } } else { // clamp if ( numIndexes + numindexes > MAX_ARRAY_INDEXES ) { numindexes = MAX_ARRAY_INDEXES - numIndexes; } numTris = numindexes / 3; numIndexes += numindexes; // the following code assumes that R_PushIndexes is fed with triangles... for ( i=0; iindexes || !mesh->xyz_array ) { return; } r_features = features; R_PushIndexes ( mesh->indexes, mesh->trneighbors, mesh->trnormals, mesh->numindexes, features ); numverts = mesh->numvertexes; if ( numVerts + numverts > MAX_ARRAY_VERTS ) { numverts = MAX_ARRAY_VERTS - numVerts; } memcpy ( currentVertex, mesh->xyz_array, numverts * sizeof(vec3_t) ); currentVertex += numverts * 3; if ( mesh->normals_array && (features & MF_NORMALS) ) { memcpy ( currentNormal, mesh->normals_array, numverts * sizeof(vec3_t) ); currentNormal += numverts * 3; } if ( mesh->st_array && (features & MF_STCOORDS) ) { if ( features & MF_NONBATCHED ) { coordsArray = mesh->st_array; currentCoords = coordsArray[0]; } else { memcpy ( currentCoords, mesh->st_array, numverts * sizeof(vec2_t) ); } currentCoords += numverts * 2; } if ( mesh->lmst_array && (features & MF_LMCOORDS) ) { if ( features & MF_NONBATCHED ) { lightmapCoordsArray = mesh->lmst_array; currentLightmapCoords = lightmapCoordsArray[0]; } else { memcpy ( currentLightmapCoords, mesh->lmst_array, numverts * sizeof(vec2_t) ); } currentLightmapCoords += numverts * 2; } if ( mesh->colors_array && (features & MF_COLORS) ) { memcpy ( currentColor, mesh->colors_array, numverts * sizeof(byte_vec4_t) ); currentColor += numverts * 4; } numVerts += numverts; r_numverts += numverts; } qboolean R_MeshWillExceed(mesh_t *mesh) { if (numVerts + mesh->numvertexes > MAX_ARRAY_VERTS) return true; if (numIndexes + mesh->numindexes > MAX_ARRAY_INDEXES) return true; return false; } extern index_t r_quad_indexes[6];// = { 0, 1, 2, 0, 2, 3 }; void R_FinishMeshBuffer ( meshbuffer_t *mb ); static float frand(void) { return (rand()&32767)* (1.0/32767); } //static float crand(void) //{ // return (rand()&32767)* (2.0/32767) - 1; //} /* ============== R_BackendInit ============== */ void R_IBrokeTheArrays(void); void R_BackendInit (void) { int i; double t; numVerts = 0; numIndexes = 0; numColors = 0; indexesArray = inIndexesArray; currentIndex = indexesArray; neighborsArray = inNeighborsArray; trNormalsArray = inTrNormalsArray; coordsArray = inCoordsArray; lightmapCoordsArray = inLightmapCoordsArray; currentTrNeighbor = neighborsArray; currentTrNormal = trNormalsArray[0]; currentVertex = vertexArray[0]; currentNormal = normalsArray[0]; currentCoords = coordsArray[0]; currentLightmapCoords = lightmapCoordsArray[0]; currentColor = inColorsArray[0]; r_arrays_locked = false; r_blocked = false; R_IBrokeTheArrays(); //FIZME: FTE already has some stuff along these lines, surly... // if ( !r_ignorehwgamma->value ) // r_identityLighting = (int)(255.0f / pow(2, max(0, floor(r_overbrightbits->value)))); // else r_identityLighting = 255; for ( i = 0; i < FTABLE_SIZE; i++ ) { t = (double)i / (double)FTABLE_SIZE; r_sintable[i] = sin ( t * M_TWO_PI ); if (t < 0.25) r_triangletable[i] = t * 4.0; else if (t < 0.75) r_triangletable[i] = 2 - 4.0 * t; else r_triangletable[i] = (t - 0.75) * 4.0 - 1.0; if (t < 0.5) r_squaretable[i] = 1.0f; else r_squaretable[i] = -1.0f; r_sawtoothtable[i] = t; r_inversesawtoothtable[i] = 1.0 - t; } R_InitDynamicLightTexture(); } qboolean varrayactive; void R_IBrokeTheArrays(void) { varrayactive = true; qglVertexPointer( 3, GL_FLOAT, 0, vertexArray ); qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray ); qglEnableClientState( GL_VERTEX_ARRAY ); } /* ============== R_BackendShutdown ============== */ void R_BackendShutdown (void) { } /* ============== R_FastSin ============== */ float R_FastSin ( float t ) { return r_sintable[FTABLE_CLAMP(t)]; } /* ============== R_TableForFunc ============== */ static float *R_TableForFunc ( unsigned int func ) { switch (func) { case SHADER_FUNC_SIN: return r_sintable; case SHADER_FUNC_TRIANGLE: return r_triangletable; case SHADER_FUNC_SQUARE: return r_squaretable; case SHADER_FUNC_SAWTOOTH: return r_sawtoothtable; case SHADER_FUNC_INVERSESAWTOOTH: return r_inversesawtoothtable; } // assume noise return NULL; } /* ============== R_BackendStartFrame ============== */ void R_BackendStartFrame (void) { r_numverts = 0; r_numtris = 0; r_numflushes = 0; // r_backendStart = Sys_Milliseconds(); } /* ============== R_BackendEndFrame ============== */ void R_BackendEndFrame (void) { if (r_speeds.value) { Con_Printf( "%4i wpoly %4i leafs %4i verts %4i tris %4i flushes\n", c_brush_polys, 0/*c_world_leafs*/, r_numverts, r_numtris, r_numflushes ); } // time_backend = Sys_Milliseconds() - r_backendStart; // r_backendStart = 0; } /* ============== R_LockArrays ============== */ void R_LockArrays ( int numverts ) { if ( r_arrays_locked ) return; if ( qglLockArraysEXT != 0 ) { qglLockArraysEXT( 0, numverts ); r_arrays_locked = true; } } /* ============== R_UnlockArrays ============== */ void R_UnlockArrays (void) { if ( !r_arrays_locked ) return; if ( qglUnlockArraysEXT != 0 ) { qglUnlockArraysEXT(); r_arrays_locked = false; } } /* ============== R_DrawTriangleStrips This function looks for and sends tristrips. Original code by Stephen C. Taylor (Aftershock 3D rendering engine) ============== */ void R_DrawTriangleStrips (index_t *indexes, int numindexes) { int toggle; index_t a, b, c, *index; c = 0; index = indexes; while ( c < numindexes ) { toggle = 1; qglBegin( GL_TRIANGLE_STRIP ); qglArrayElement( index[0] ); qglArrayElement( b = index[1] ); qglArrayElement( a = index[2] ); c += 3; index += 3; while ( c < numindexes ) { if ( a != index[0] || b != index[1] ) { break; } if ( toggle ) { qglArrayElement( b = index[2] ); } else { qglArrayElement( a = index[2] ); } c += 3; index += 3; toggle = !toggle; } qglEnd(); } } /* ============== R_ClearArrays ============== */ void R_ClearArrays (void) { numVerts = 0; numIndexes = 0; indexesArray = inIndexesArray; currentIndex = indexesArray; neighborsArray = inNeighborsArray; trNormalsArray = inTrNormalsArray; currentTrNeighbor = neighborsArray; currentTrNormal = trNormalsArray[0]; currentVertex = vertexArray[0]; currentNormal = normalsArray[0]; R_ResetTexState (); r_blocked = false; } /* ============== R_FlushArrays ============== */ void R_FlushArrays (void) { if ( !numVerts || !numIndexes ) { return; } if ( numColors > 1 ) { qglEnableClientState( GL_COLOR_ARRAY ); } else if ( numColors == 1 ) { qglColor4ubv ( colorArray[0] ); } qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); if ( !r_arrays_locked ) { R_DrawTriangleStrips ( indexesArray, numIndexes ); } else { qglDrawElements( GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, indexesArray ); } r_numtris += numIndexes / 3; qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); if ( numColors > 1 ) { qglDisableClientState( GL_COLOR_ARRAY ); } r_numflushes++; } /* ============== R_FlushArraysMtex ============== */ void R_FlushArraysMtex (void) { int i; if ( !numVerts || !numIndexes ) { return; } if ( numColors > 1 ) { qglEnableClientState( GL_COLOR_ARRAY ); } else if ( numColors == 1 ) { qglColor4ubv ( colorArray[0] ); } GL_MBind( mtexid0, r_texNums[0] ); qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); for ( i = 1; i < r_numUnits; i++ ) { GL_MBind( mtexid0 + i, r_texNums[i] ); qglEnable ( GL_TEXTURE_2D ); qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); } if ( !r_arrays_locked ) { R_DrawTriangleStrips ( indexesArray, numIndexes ); } else { qglDrawElements( GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, indexesArray ); } r_numtris += numIndexes / 3; for ( i = r_numUnits - 1; i >= 0; i-- ) { GL_SelectTexture ( mtexid0 + i ); if ( i ) { qglDisable ( GL_TEXTURE_2D ); } qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); } if ( numColors > 1 ) { qglDisableClientState( GL_COLOR_ARRAY ); } r_numflushes++; } /* ================ R_DeformVertices ================ */ void R_DeformVertices ( meshbuffer_t *mb ) { int i, j, k, pw, ph, p; float args[4], deflect; float *quad[4], *table; shader_t *shader; deformv_t *deformv; vec3_t tv, rot_centre; shader = mb->shader; deformv = &shader->deforms[0]; for (i = 0; i < shader->numdeforms; i++, deformv++) { switch (deformv->type) { case DEFORMV_NONE: break; case DEFORMV_WAVE: args[0] = deformv->func.args[0]; args[1] = deformv->func.args[1]; args[3] = deformv->func.args[2] + deformv->func.args[3] * r_localShaderTime; table = R_TableForFunc ( deformv->func.type ); for ( j = 0; j < numVerts; j++ ) { deflect = deformv->args[0] * (vertexArray[j][0]+vertexArray[j][1]+vertexArray[j][2]) + args[3]; deflect = FTABLE_EVALUATE ( table, deflect ) * args[1] + args[0]; // Deflect vertex along its normal by wave amount VectorMA ( vertexArray[j], deflect, normalsArray[j], vertexArray[j] ); } break; case DEFORMV_NORMAL: args[0] = deformv->args[1] * r_localShaderTime; for ( j = 0; j < numVerts; j++ ) { args[1] = normalsArray[j][2] * args[0]; deflect = deformv->args[0] * R_FastSin ( args[1] ); normalsArray[j][0] *= deflect; deflect = deformv->args[0] * R_FastSin ( args[1] + 0.25 ); normalsArray[j][1] *= deflect; VectorNormalizeFast ( normalsArray[j] ); } break; case DEFORMV_MOVE: table = R_TableForFunc ( deformv->func.type ); deflect = deformv->func.args[2] + r_localShaderTime * deformv->func.args[3]; deflect = FTABLE_EVALUATE (table, deflect) * deformv->func.args[1] + deformv->func.args[0]; for ( j = 0; j < numVerts; j++ ) VectorMA ( vertexArray[j], deflect, deformv->args, vertexArray[j] ); break; case DEFORMV_BULGE: pw = mb->mesh->patchWidth; ph = mb->mesh->patchHeight; args[0] = deformv->args[0] / (float)ph; args[1] = deformv->args[1]; args[2] = r_localShaderTime / (deformv->args[2]*pw); for ( k = 0, p = 0; k < ph; k++ ) { deflect = R_FastSin ( (float)k * args[0] + args[2] ) * args[1]; for ( j = 0; j < pw; j++, p++ ) VectorMA ( vertexArray[p], deflect, normalsArray[p], vertexArray[p] ); } break; case DEFORMV_AUTOSPRITE: if ( numIndexes < 6 ) break; for ( k = 0; k < numIndexes; k += 6 ) { mat3_t m0, m1, result; quad[0] = (float *)(vertexArray + indexesArray[k+0]); quad[1] = (float *)(vertexArray + indexesArray[k+1]); quad[2] = (float *)(vertexArray + indexesArray[k+2]); for ( j = 2; j >= 0; j-- ) { quad[3] = (float *)(vertexArray + indexesArray[k+3+j]); if ( !VectorCompare (quad[3], quad[0]) && !VectorCompare (quad[3], quad[1]) && !VectorCompare (quad[3], quad[2]) ) { break; } } VectorSubtract ( quad[0], quad[1], m0[0] ); VectorSubtract ( quad[2], quad[1], m0[1] ); CrossProduct ( m0[0], m0[1], m0[2] ); VectorNormalizeFast ( m0[2] ); VectorVectors ( m0[2], m0[1], m0[0] ); VectorCopy ( (&r_view_matrix[0]), m1[0] ); VectorCopy ( (&r_view_matrix[4]), m1[1] ); VectorCopy ( (&r_view_matrix[8]), m1[2] ); Matrix3_Multiply ( m1, m0, result ); for ( j = 0; j < 3; j++ ) rot_centre[j] = (quad[0][j] + quad[1][j] + quad[2][j] + quad[3][j]) * 0.25 + currententity->origin[j]; for ( j = 0; j < 4; j++ ) { VectorSubtract ( quad[j], rot_centre, tv ); Matrix3_Multiply_Vec3 ( result, tv, quad[j] ); VectorAdd ( rot_centre, quad[j], quad[j] ); } } break; case DEFORMV_AUTOSPRITE2: if ( numIndexes < 6 ) break; for ( k = 0; k < numIndexes; k += 6 ) { int long_axis, short_axis; vec3_t axis; float len[3]; mat3_t m0, m1, m2, result; quad[0] = (float *)(vertexArray + indexesArray[k+0]); quad[1] = (float *)(vertexArray + indexesArray[k+1]); quad[2] = (float *)(vertexArray + indexesArray[k+2]); for ( j = 2; j >= 0; j-- ) { quad[3] = (float *)(vertexArray + indexesArray[k+3+j]); if ( !VectorCompare (quad[3], quad[0]) && !VectorCompare (quad[3], quad[1]) && !VectorCompare (quad[3], quad[2]) ) { break; } } // build a matrix were the longest axis of the billboard is the Y-Axis VectorSubtract ( quad[1], quad[0], m0[0] ); VectorSubtract ( quad[2], quad[0], m0[1] ); VectorSubtract ( quad[2], quad[1], m0[2] ); len[0] = DotProduct ( m0[0], m0[0] ); len[1] = DotProduct ( m0[1], m0[1] ); len[2] = DotProduct ( m0[2], m0[2] ); if ( (len[2] > len[1]) && (len[2] > len[0]) ) { if ( len[1] > len[0] ) { long_axis = 1; short_axis = 0; } else { long_axis = 0; short_axis = 1; } } else if ( (len[1] > len[2]) && (len[1] > len[0]) ) { if ( len[2] > len[0] ) { long_axis = 2; short_axis = 0; } else { long_axis = 0; short_axis = 2; } } else //if ( (len[0] > len[1]) && (len[0] > len[2]) ) { if ( len[2] > len[1] ) { long_axis = 2; short_axis = 1; } else { long_axis = 1; short_axis = 2; } } if ( DotProduct (m0[long_axis], m0[short_axis]) ) { VectorNormalize2 ( m0[long_axis], axis ); VectorCopy ( axis, m0[1] ); if ( axis[0] || axis[1] ) { VectorVectors ( m0[1], m0[2], m0[0] ); } else { VectorVectors ( m0[1], m0[0], m0[2] ); } } else { VectorNormalize2 ( m0[long_axis], axis ); VectorNormalize2 ( m0[short_axis], m0[0] ); VectorCopy ( axis, m0[1] ); CrossProduct ( m0[0], m0[1], m0[2] ); } for ( j = 0; j < 3; j++ ) rot_centre[j] = (quad[0][j] + quad[1][j] + quad[2][j] + quad[3][j]) * 0.25; if ( currententity ) { VectorAdd ( currententity->origin, rot_centre, tv ); } else { VectorCopy ( rot_centre, tv ); } VectorSubtract ( r_origin, tv, tv ); // filter any longest-axis-parts off the camera-direction deflect = -DotProduct ( tv, axis ); VectorMA ( tv, deflect, axis, m1[2] ); VectorNormalizeFast ( m1[2] ); VectorCopy ( axis, m1[1] ); CrossProduct ( m1[1], m1[2], m1[0] ); Matrix3_Transpose ( m1, m2 ); Matrix3_Multiply ( m2, m0, result ); for ( j = 0; j < 4; j++ ) { VectorSubtract ( quad[j], rot_centre, tv ); Matrix3_Multiply_Vec3 ( result, tv, quad[j] ); VectorAdd ( rot_centre, quad[j], quad[j] ); } } break; case DEFORMV_PROJECTION_SHADOW: break; default: break; } } } void RB_CalcEnvironmentTexCoords( float *st ) { int i; float *v, *normal; vec3_t viewer, reflected; float d; vec3_t rorg; v = vertexArray[0]; normal = normalsArray[0]; RotateLightVector(currententity->axis, currententity->origin, r_origin, rorg); for (i = 0 ; i < numVerts ; i++, v += 3, normal += 3, st += 2 ) { VectorSubtract (rorg, v, viewer); VectorNormalizeFast (viewer); d = DotProduct (normal, viewer); reflected[0] = normal[0]*2*d - viewer[0]; reflected[1] = normal[1]*2*d - viewer[1]; reflected[2] = normal[2]*2*d - viewer[2]; st[0] = 0.5 + reflected[1] * 0.5; st[1] = 0.5 - reflected[2] * 0.5; } } /* ============== R_VertexTCBase ============== */ float *R_VertexTCBase ( int tcgen, int unit ) { int i; // vec3_t t, n; float *outCoords; // vec3_t transform; // mat3_t inverse_axis; // mat3_t axis; outCoords = tUnitCoordsArray[unit][0]; if ( tcgen == TC_GEN_BASE ) { memcpy ( outCoords, coordsArray[0], sizeof(float) * 2 * numVerts ); } else if ( tcgen == TC_GEN_LIGHTMAP ) { memcpy ( outCoords, lightmapCoordsArray[0], sizeof(float) * 2 * numVerts ); } else if ( tcgen == TC_GEN_ENVIRONMENT ) { RB_CalcEnvironmentTexCoords(outCoords); //use genuine q3 code, to get it totally identical (for cell shading effects) //plus, it looks like less overhead too //I guess it depends on the size of the mesh /* //the old qfusion code if ( !currentmodel ) { VectorSubtract ( vec3_origin, currententity->origin, transform ); AngleVectors(currententity->angles, axis[0], axis[1], axis[2]); Matrix3_Transpose ( axis, inverse_axis ); } else if ( currentmodel == cl.worldmodel ) { VectorSubtract ( vec3_origin, r_origin, transform ); } else if ( currentmodel->type == mod_brush ) { VectorNegate ( currententity->origin, t ); VectorSubtract ( t, r_origin, transform ); AngleVectors(currententity->angles, axis[0], axis[1], axis[2]); Matrix3_Transpose ( axis, inverse_axis ); } else { VectorSubtract ( vec3_origin, currententity->origin, transform ); AngleVectors(currententity->angles, axis[0], axis[1], axis[2]); Matrix3_Transpose ( axis, inverse_axis ); } for ( i = 0; i < numVerts; i++, outCoords += 2 ) { VectorAdd ( vertexArray[i], transform, t ); // project vector if ( currentmodel && (currentmodel == cl.worldmodel) ) { n[0] = normalsArray[i][0]; n[1] = normalsArray[i][1]; n[2] = Q_rsqrt ( DotProduct(t,t) ); } else { n[0] = DotProduct ( normalsArray[i], inverse_axis[0] ); n[1] = DotProduct ( normalsArray[i], inverse_axis[1] ); n[2] = Q_rsqrt ( DotProduct(t,t) ); } outCoords[0] = t[0]*n[2] - n[0]; outCoords[1] = t[1]*n[2] - n[1]; } */ } else if ( tcgen == TC_GEN_VECTOR ) { for ( i = 0; i < numVerts; i++, outCoords += 2 ) { static vec3_t tc_gen_s = { 1.0f, 0.0f, 0.0f }; static vec3_t tc_gen_t = { 0.0f, 1.0f, 0.0f }; outCoords[0] = DotProduct ( tc_gen_s, vertexArray[i] ); outCoords[1] = DotProduct ( tc_gen_t, vertexArray[i] ); } } return tUnitCoordsArray[unit][0]; } /* ============== R_ShaderpassTex ============== */ int R_ShaderpassTex ( shaderpass_t *pass ) { if (pass->flags & (SHADER_PASS_ANIMMAP|SHADER_PASS_LIGHTMAP|SHADER_PASS_VIDEOMAP|SHADER_PASS_DELUXMAP)) { if ( pass->flags & SHADER_PASS_ANIMMAP ) { return pass->anim_frames[(int)(pass->anim_fps * r_localShaderTime) % pass->anim_numframes]; } else if ( (pass->flags & SHADER_PASS_LIGHTMAP) && r_lmtex >= 0 ) { return lightmap_textures[r_lmtex]; } else if ( (pass->flags & SHADER_PASS_DELUXMAP) && r_lmtex >= 0 ) { return lightmap_textures[r_lmtex+1]; } else if ( (pass->flags & SHADER_PASS_VIDEOMAP)) { return Media_UpdateForShader(pass->anim_frames[0], pass->cin); } } return pass->anim_frames[0] ? pass->anim_frames[0] : 0; } /* ================ R_ModifyTextureCoords ================ */ void R_ModifyTextureCoords ( shaderpass_t *pass, int unit ) { int i, j; float *table; float t1, t2, sint, cost; float *tcArray; tcmod_t *tcmod; r_texNums[unit] = R_ShaderpassTex ( pass ); // we're smart enough not to copy data and simply switch the pointer if ( !pass->numtcmods ) { if ( pass->tcgen == TC_GEN_BASE ) { qglTexCoordPointer( 2, GL_FLOAT, 0, coordsArray ); } else if ( pass->tcgen == TC_GEN_LIGHTMAP ) { qglTexCoordPointer( 2, GL_FLOAT, 0, lightmapCoordsArray ); } else { qglTexCoordPointer( 2, GL_FLOAT, 0, R_VertexTCBase (pass->tcgen, unit)); } return; } R_VertexTCBase ( pass->tcgen, unit ); for (i = 0, tcmod = pass->tcmods; i < pass->numtcmods; i++, tcmod++) { tcArray = tUnitCoordsArray[unit][0]; switch (tcmod->type) { case SHADER_TCMOD_ROTATE: cost = tcmod->args[0] * r_localShaderTime; sint = R_FastSin( cost ); cost = R_FastSin( cost + 0.25 ); for ( j = 0; j < numVerts; j++, tcArray += 2 ) { t1 = cost * (tcArray[0] - 0.5f) - sint * (tcArray[1] - 0.5f) + 0.5f; t2 = cost * (tcArray[1] - 0.5f) + sint * (tcArray[0] - 0.5f) + 0.5f; tcArray[0] = t1; tcArray[1] = t2; } break; case SHADER_TCMOD_SCALE: t1 = tcmod->args[0]; t2 = tcmod->args[1]; for ( j = 0; j < numVerts; j++, tcArray += 2 ) { tcArray[0] = tcArray[0] * t1; tcArray[1] = tcArray[1] * t2; } break; case SHADER_TCMOD_TURB: t1 = tcmod->args[2] + r_localShaderTime * tcmod->args[3]; t2 = tcmod->args[1]; for ( j = 0; j < numVerts; j++, tcArray += 2 ) { tcArray[0] = tcArray[0] + R_FastSin (tcArray[0]*t2+t1) * t2; tcArray[1] = tcArray[1] + R_FastSin (tcArray[1]*t2+t1) * t2; } break; case SHADER_TCMOD_STRETCH: table = R_TableForFunc ( tcmod->args[0] ); t2 = tcmod->args[3] + r_localShaderTime * tcmod->args[4]; t1 = FTABLE_EVALUATE ( table, t2 ) * tcmod->args[2] + tcmod->args[1]; t1 = t1 ? 1.0f / t1 : 1.0f; t2 = 0.5f - 0.5f * t1; for ( j = 0; j < numVerts; j++, tcArray += 2 ) { tcArray[0] = tcArray[0] * t1 + t2; tcArray[1] = tcArray[1] * t1 + t2; } break; case SHADER_TCMOD_SCROLL: t1 = tcmod->args[0] * r_localShaderTime; t2 = tcmod->args[1] * r_localShaderTime; for ( j = 0; j < numVerts; j++, tcArray += 2 ) { tcArray[0] = tcArray[0] + t1; tcArray[1] = tcArray[1] + t2; } break; case SHADER_TCMOD_TRANSFORM: for ( j = 0; j < numVerts; j++, tcArray += 2 ) { t1 = tcArray[0]; t2 = tcArray[1]; tcArray[0] = t1 * tcmod->args[0] + t2 * tcmod->args[2] + tcmod->args[4]; tcArray[1] = t2 * tcmod->args[1] + t1 * tcmod->args[3] + tcmod->args[5]; } break; default: break; } } } #define PlaneDiff(point,plane) (((plane)->type < 3 ? (point)[(plane)->type] : DotProduct((point), (plane)->normal)) - (plane)->dist) #define VectorScalef(a, b, c) c[0]=a[0]*b;c[1]=a[1]*b;c[2]=a[2]*b /* ================ R_ModifyColor ================ */ void R_ModifyColor ( meshbuffer_t *mb, shaderpass_t *pass ) { int i, b; float *table, c, a; vec3_t t, v; shader_t *shader; qbyte *bArray, *vArray; qboolean fogged, noArray; shaderfunc_t *rgbgenfunc, *alphagenfunc; shader = mb->shader; fogged = mb->fog && (shader->sort >= SHADER_SORT_UNDERWATER) && !(pass->flags & SHADER_PASS_DEPTHWRITE) && !shader->fog_dist; noArray = (pass->flags & SHADER_PASS_NOCOLORARRAY) && !fogged; rgbgenfunc = &pass->rgbgen_func; alphagenfunc = &pass->alphagen_func; if ( noArray ) { numColors = 1; } else { numColors = numVerts; } bArray = colorArray[0]; vArray = inColorsArray[0]; switch (pass->rgbgen) { case RGB_GEN_IDENTITY: memset ( bArray, 255, sizeof(byte_vec4_t)*numColors ); break; case RGB_GEN_IDENTITY_LIGHTING: memset ( bArray, r_identityLighting, sizeof(byte_vec4_t)*numColors ); break; case RGB_GEN_CONST: for ( i = 0; i < numColors; i++, bArray += 4 ) { bArray[0] = FloatToByte (rgbgenfunc->args[0]); bArray[1] = FloatToByte (rgbgenfunc->args[1]); bArray[2] = FloatToByte (rgbgenfunc->args[2]); } break; case RGB_GEN_WAVE: table = R_TableForFunc ( rgbgenfunc->type ); c = rgbgenfunc->args[2] + r_localShaderTime * rgbgenfunc->args[3]; c = FTABLE_EVALUATE ( table, c ) * rgbgenfunc->args[1] + rgbgenfunc->args[0]; clamp ( c, 0.0f, 1.0f ); memset ( bArray, FloatToByte (c), sizeof(byte_vec4_t)*numColors ); break; case RGB_GEN_ENTITY: ((qbyte*)&b)[0] = currententity->shaderRGBAf[0]; ((qbyte*)&b)[1] = currententity->shaderRGBAf[1]; ((qbyte*)&b)[2] = currententity->shaderRGBAf[2]; ((qbyte*)&b)[3] = currententity->shaderRGBAf[3]; for ( i = 0; i < numColors; i++, bArray += 4 ) { *(int *)bArray = b; } break; case RGB_GEN_ONE_MINUS_ENTITY: ((qbyte*)&b)[0] = 255-currententity->shaderRGBAf[0]; ((qbyte*)&b)[1] = 255-currententity->shaderRGBAf[1]; ((qbyte*)&b)[2] = 255-currententity->shaderRGBAf[2]; ((qbyte*)&b)[3] = 255-currententity->shaderRGBAf[3]; for ( i = 0; i < numColors; i++, bArray += 4 ) { *(int *)bArray = b; } break; case RGB_GEN_VERTEX: case RGB_GEN_EXACT_VERTEX: memcpy ( bArray, vArray, sizeof(byte_vec4_t)*numColors ); break; case RGB_GEN_TOPCOLOR: //multiply vertex by topcolor (for player models) { int rc, gc, bc; R_FetchTopColour(&rc, &gc, &bc); for ( i = 0; i < numColors; i++, bArray += 4, vArray += 4 ) { bArray[0] = (vArray[0]*rc)>>8; bArray[1] = (vArray[1]*gc)>>8; bArray[2] = (vArray[2]*bc)>>8; } break; } case RGB_GEN_BOTTOMCOLOR: //multiply vertex by bottomcolor (for player models) { int rc, gc, bc; R_FetchBottomColour(&rc, &gc, &bc); for ( i = 0; i < numColors; i++, bArray += 4, vArray += 4 ) { bArray[0] = (vArray[0]*rc)>>8; bArray[1] = (vArray[1]*gc)>>8; bArray[2] = (vArray[2]*bc)>>8; } break; } case RGB_GEN_ONE_MINUS_VERTEX: for ( i = 0; i < numColors; i++, bArray += 4, vArray += 4 ) { bArray[0] = 255 - vArray[0]; bArray[1] = 255 - vArray[1]; bArray[2] = 255 - vArray[2]; } break; case RGB_GEN_LIGHTING_DIFFUSE: if ( !currententity ) { memset ( bArray, 255, sizeof(byte_vec4_t)*numColors ); } else { R_LightArrays((byte_vec4_t*)bArray, numColors, normalsArray); } break; default: break; } bArray = colorArray[0]; vArray = inColorsArray[0]; switch (pass->alphagen) { case ALPHA_GEN_IDENTITY: for ( i = 0; i < numColors; i++, bArray += 4 ) { bArray[3] = 255; } break; case ALPHA_GEN_CONST: b = FloatToByte ( alphagenfunc->args[0] ); for ( i = 0; i < numColors; i++, bArray += 4 ) { bArray[3] = b; } break; case ALPHA_GEN_WAVE: table = R_TableForFunc ( alphagenfunc->type ); a = alphagenfunc->args[2] + r_localShaderTime * alphagenfunc->args[3]; a = FTABLE_EVALUATE ( table, a ) * alphagenfunc->args[1] + alphagenfunc->args[0]; b = FloatToByte ( bound (0.0f, a, 1.0f) ); for ( i = 0; i < numColors; i++, bArray += 4 ) { bArray[3] = b; } break; case ALPHA_GEN_PORTAL: VectorAdd ( vertexArray[0], currententity->origin, v ); VectorSubtract ( r_origin, v, t ); a = VectorLength ( t ) * (1.0 / 255.0); clamp ( a, 0.0f, 1.0f ); b = FloatToByte ( a ); for ( i = 0; i < numColors; i++, bArray += 4 ) { bArray[3] = b; } break; case ALPHA_GEN_VERTEX: for ( i = 0; i < numColors; i++, bArray += 4, vArray += 4 ) { bArray[3] = vArray[3]; } break; case ALPHA_GEN_ENTITY: if (pass->rgbgen != RGB_GEN_ENTITY) {//rgbgenentity copies across ints rather than chars. it comes padded with the alpha too. unsigned char value = bound(0, currententity->shaderRGBAf[3]*255, 255); for ( i = 0; i < numColors; i++, bArray += 4 ) { bArray[3] = value; } } break; case ALPHA_GEN_SPECULAR: { mat3_t axis; AngleVectors(currententity->angles, axis[0], axis[1], axis[2]); VectorSubtract ( r_origin, currententity->origin, t ); if ( !Matrix3_Compare (axis, axisDefault) ) { Matrix3_Multiply_Vec3 ( axis, t, v ); } else { VectorCopy ( t, v ); } for ( i = 0; i < numColors; i++, bArray += 4 ) { VectorSubtract ( v, vertexArray[i], t ); a = DotProduct( t, normalsArray[i] ) * Q_rsqrt ( DotProduct(t,t) ); a = a * a * a * a * a; bArray[3] = FloatToByte ( bound (0.0f, a, 1.0f) ); } } break; } if ( fogged ) { float dist, vdist; mplane_t *fogplane; vec3_t diff, viewtofog, fog_vpn; fogplane = mb->fog->visibleplane; if (!fogplane) return; dist = PlaneDiff ( r_origin, fogplane ); if ( shader->flags & SHADER_SKY ) { if ( dist > 0 ) VectorScale( fogplane->normal, -dist, viewtofog ); else VectorClear( viewtofog ); } else { VectorCopy ( currententity->origin, viewtofog ); } VectorScalef ( vpn, mb->fog->shader->fog_dist, fog_vpn ); bArray = colorArray[0]; for ( i = 0; i < numColors; i++, bArray += 4 ) { VectorAdd ( vertexArray[i], viewtofog, diff ); // camera is inside the fog if ( dist < 0 ) { VectorSubtract ( diff, r_origin, diff ); c = DotProduct ( diff, fog_vpn ); a = (1.0f - bound ( 0, c, 1.0f )) * (1.0 / 255.0); } else { vdist = PlaneDiff ( diff, fogplane ); if ( vdist < 0 ) { VectorSubtract ( diff, r_origin, diff ); c = vdist / ( vdist - dist ); c *= DotProduct ( diff, fog_vpn ); a = (1.0f - bound ( 0, c, 1.0f )) * (1.0 / 255.0); } else { a = 1.0 / 255.0; } } if ( pass->blendmode == GL_ADD || ((pass->blendsrc == GL_ZERO) && (pass->blenddst == GL_ONE_MINUS_SRC_COLOR)) ) { bArray[0] = FloatToByte ( (float)bArray[0]*a ); bArray[1] = FloatToByte ( (float)bArray[1]*a ); bArray[2] = FloatToByte ( (float)bArray[2]*a ); } else { bArray[3] = FloatToByte ( (float)bArray[3]*a ); } } } } /* ================ R_SetShaderState ================ */ void R_SetShaderState ( shader_t *shader ) { // Face culling if ( !gl_cull.value || (r_features & MF_NOCULL) ) { qglDisable ( GL_CULL_FACE ); } else { if ( shader->flags & SHADER_CULL_FRONT ) { qglEnable ( GL_CULL_FACE ); qglCullFace ( GL_FRONT ); } else if ( shader->flags & SHADER_CULL_BACK ) { qglEnable ( GL_CULL_FACE ); qglCullFace ( GL_BACK ); } else { qglDisable ( GL_CULL_FACE ); } } if ( shader->flags & SHADER_POLYGONOFFSET ) { qglEnable ( GL_POLYGON_OFFSET_FILL ); } else { qglDisable ( GL_POLYGON_OFFSET_FILL ); } } /* ================ R_SetShaderpassState ================ */ void R_SetShaderpassState ( shaderpass_t *pass, qboolean mtex ) { if ( (mtex && (pass->blendmode != GL_REPLACE)) || (pass->flags & SHADER_PASS_BLEND) ) { qglEnable ( GL_BLEND ); qglBlendFunc ( pass->blendsrc, pass->blenddst ); } else { qglDisable ( GL_BLEND ); } if ( pass->flags & SHADER_PASS_ALPHAFUNC ) { qglEnable ( GL_ALPHA_TEST ); if ( pass->alphafunc == SHADER_ALPHA_GT0 ) { qglAlphaFunc ( GL_GREATER, 0 ); } else if ( pass->alphafunc == SHADER_ALPHA_LT128 ) { qglAlphaFunc ( GL_LESS, 0.5f ); } else if ( pass->alphafunc == SHADER_ALPHA_GE128 ) { qglAlphaFunc ( GL_GEQUAL, 0.5f ); } } else { qglDisable ( GL_ALPHA_TEST ); } // nasty hack!!! if ( !gl_state.in2d ) { extern int gldepthfunc; if (gldepthfunc == GL_LEQUAL) qglDepthFunc ( pass->depthfunc ); else { switch(pass->depthfunc) { case GL_LESS: qglDepthFunc ( GL_GREATER ); break; case GL_LEQUAL: qglDepthFunc ( GL_GEQUAL ); break; case GL_GREATER: qglDepthFunc ( GL_LESS ); break; case GL_GEQUAL: qglDepthFunc ( GL_LEQUAL ); break; case GL_NEVER: case GL_EQUAL: case GL_ALWAYS: case GL_NOTEQUAL: default: qglDepthFunc ( pass->depthfunc ); } } if ( pass->flags & SHADER_PASS_DEPTHWRITE ) { qglDepthMask ( GL_TRUE ); } else { qglDepthMask ( GL_FALSE ); } } else { qglDepthFunc ( GL_ALWAYS ); qglDepthMask ( GL_FALSE ); } } /* ================ R_RenderMeshGeneric ================ */ void R_RenderMeshGeneric ( meshbuffer_t *mb, shaderpass_t *pass ) { R_SetShaderpassState ( pass, false ); R_ModifyTextureCoords ( pass, 0 ); R_ModifyColor ( mb, pass ); if ( pass->blendmode == GL_REPLACE ) GL_TexEnv( GL_REPLACE ); else GL_TexEnv ( GL_MODULATE ); GL_Bind ( r_texNums[0] ); R_FlushArrays (); } /* ================ R_RenderMeshMultitextured ================ */ void R_RenderMeshMultitextured ( meshbuffer_t *mb, shaderpass_t *pass ) { int i; r_numUnits = pass->numMergedPasses; GL_SelectTexture( mtexid0 ); GL_TexEnv( pass->blendmode ); R_SetShaderpassState ( pass, true ); R_ModifyTextureCoords ( pass, 0 ); R_ModifyColor ( mb, pass ); for ( i = 1, pass++; i < r_numUnits; i++, pass++ ) { GL_SelectTexture( mtexid0 + i ); GL_TexEnv( pass->blendmode ); R_ModifyTextureCoords ( pass, i ); } R_FlushArraysMtex (); } /* ================ R_RenderMeshCombined ================ */ void R_RenderMeshCombined ( meshbuffer_t *mb, shaderpass_t *pass ) { int i; r_numUnits = pass->numMergedPasses; R_SetShaderpassState ( pass, true ); R_ModifyColor ( mb, pass ); GL_SelectTexture( mtexid0 ); if ( pass->blendmode == GL_REPLACE ) GL_TexEnv( GL_REPLACE ); else GL_TexEnv( GL_MODULATE ); R_ModifyTextureCoords ( pass, 0 ); for ( i = 1, pass++; i < r_numUnits; i++, pass++ ) { GL_SelectTexture( mtexid0 + i ); if ( pass->blendmode ) { switch ( pass->blendmode ) { case GL_DOT3_RGB_ARB: GL_TexEnv (GL_COMBINE_EXT); qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, pass->blendmode); break; case GL_REPLACE: case GL_MODULATE: case GL_ADD: // these modes are best set with TexEnv, Combine4 would need much more setup GL_TexEnv (pass->blendmode); break; case GL_DECAL: // mimics Alpha-Blending in upper texture stage, but instead of multiplying the alpha-channel, theyre added // this way it can be possible to use GL_DECAL in both texture-units, while still looking good // normal mutlitexturing would multiply the alpha-channel which looks ugly GL_TexEnv (GL_COMBINE_EXT); qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_INTERPOLATE_EXT); qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_ADD); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, GL_SRC_ALPHA); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_PREVIOUS_EXT); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_SRC_ALPHA); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_ALPHA); break; } } else { GL_TexEnv (GL_COMBINE4_NV); qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD); qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_ADD); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, GL_SRC_ALPHA); switch ( pass->blendsrc ) { case GL_ONE: qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_ZERO); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_ONE_MINUS_SRC_COLOR); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_ZERO); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_ONE_MINUS_SRC_ALPHA); break; case GL_ZERO: qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_ZERO); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_ZERO); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_SRC_ALPHA); break; case GL_DST_COLOR: qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_PREVIOUS_EXT); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_SRC_ALPHA); break; case GL_ONE_MINUS_DST_COLOR: qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_ONE_MINUS_SRC_COLOR); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_PREVIOUS_EXT); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_ONE_MINUS_SRC_ALPHA); break; case GL_SRC_ALPHA: qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_ALPHA); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_SRC_ALPHA); break; case GL_ONE_MINUS_SRC_ALPHA: qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_ONE_MINUS_SRC_ALPHA); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_ONE_MINUS_SRC_ALPHA); break; case GL_DST_ALPHA: qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_PREVIOUS_EXT); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_ALPHA); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_SRC_ALPHA); break; case GL_ONE_MINUS_DST_ALPHA: qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_PREVIOUS_EXT); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_ONE_MINUS_SRC_ALPHA); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_ONE_MINUS_SRC_ALPHA); break; } qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_PREVIOUS_EXT); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_COLOR); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT, GL_PREVIOUS_EXT); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT, GL_SRC_ALPHA); switch (pass->blenddst) { case GL_ONE: qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_ZERO); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_ONE_MINUS_SRC_COLOR); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_ZERO); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_ONE_MINUS_SRC_ALPHA); break; case GL_ZERO: qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_ZERO); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_SRC_COLOR); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_ZERO); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_SRC_ALPHA); break; case GL_SRC_COLOR: qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_SRC_COLOR); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_SRC_ALPHA); break; case GL_ONE_MINUS_SRC_COLOR: qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_ONE_MINUS_SRC_COLOR); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_ONE_MINUS_SRC_ALPHA); break; case GL_SRC_ALPHA: qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_SRC_ALPHA); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_SRC_ALPHA); break; case GL_ONE_MINUS_SRC_ALPHA: qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_ONE_MINUS_SRC_ALPHA); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_ONE_MINUS_SRC_ALPHA); break; case GL_DST_ALPHA: qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_PREVIOUS_EXT); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_SRC_ALPHA); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_PREVIOUS_EXT); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_SRC_ALPHA); break; case GL_ONE_MINUS_DST_ALPHA: qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_PREVIOUS_EXT); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_ONE_MINUS_SRC_ALPHA); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_PREVIOUS_EXT); qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_ONE_MINUS_SRC_ALPHA); break; } } R_ModifyTextureCoords ( pass, i ); } R_FlushArraysMtex (); } void R_RenderMeshProgram ( meshbuffer_t *mb, shaderpass_t *pass ) { shader_t *s; int i; vec3_t param3; int r, g, b; r_numUnits = pass->numMergedPasses; R_SetShaderpassState ( pass, true ); R_ModifyColor ( mb, pass ); GL_SelectTexture( mtexid0 ); if ( pass->blendmode == GL_REPLACE ) GL_TexEnv( GL_REPLACE ); else GL_TexEnv( GL_MODULATE ); R_ModifyTextureCoords ( pass, 0 ); for ( i = 1, pass++; i < r_numUnits; i++, pass++ ) { GL_SelectTexture( mtexid0 + i ); R_ModifyTextureCoords ( pass, i ); } s = mb->shader; GLSlang_UseProgram(s->programhandle); for (i = 0; i < s->numprogparams; i++) { switch(s->progparm[i].type) { case SP_TIME: qglUniform1fARB(s->progparm[i].handle, r_localShaderTime); break; case SP_ENTCOLOURS: qglUniform4fvARB(s->progparm[i].handle, 1, currententity->shaderRGBAf); break; case SP_TOPCOLOURS: R_FetchTopColour(&r, &g, &b); param3[0] = r/255; param3[1] = g/255; param3[2] = b/255; qglUniform3fvARB(s->progparm[i].handle, 1, param3); break; case SP_BOTTOMCOLOURS: R_FetchBottomColour(&r, &g, &b); param3[0] = r/255; param3[1] = g/255; param3[2] = b/255; qglUniform3fvARB(s->progparm[i].handle, 1, param3); break; default: Host_EndGame("Bad shader program parameter type (%i)", s->progparm[i].type); break; } } R_FlushArraysMtex (); GLSlang_UseProgram(0); } /* ================ R_RenderMeshBuffer ================ */ void R_RenderMeshBuffer ( meshbuffer_t *mb, qboolean shadowpass ) { int i; shader_t *shader; shaderpass_t *pass; if ( !numVerts ) { return; } // R_IBrokeTheArrays(); // qglVertexPointer( 3, GL_FLOAT, 16, vertexArray ); // padded for SIMD // qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray ); // qglEnableClientState( GL_VERTEX_ARRAY ); shader = mb->shader; r_lmtex = mb->infokey; if ( currententity && !gl_state.in2d ) { r_localShaderTime = r_refdef.time - currententity->shaderTime; } else { r_localShaderTime = realtime; } R_SetShaderState ( shader ); if ( shader->numdeforms ) { R_DeformVertices ( mb ); } if ( !numIndexes || shadowpass ) { return; } R_LockArrays ( numVerts ); for ( i = 0, pass = shader->passes; i < shader->numpasses; ) { if ( !(pass->flags & SHADER_PASS_DETAIL) || r_detailtextures.value ) { pass->flush ( mb, pass ); } i += pass->numMergedPasses; pass += pass->numMergedPasses; } R_FinishMeshBuffer ( mb ); } /* ================ R_RenderFogOnMesh ================ */ int r_fogtexture; #define PlaneDiff(point,plane) (((plane)->type < 3 ? (point)[(plane)->type] : DotProduct((point), (plane)->normal)) - (plane)->dist) void R_RenderFogOnMesh ( shader_t *shader, struct mfog_s *fog ) { #define FOG_TEXTURE_HEIGHT 32 int i; vec3_t diff, viewtofog, fog_vpn; float dist, vdist; shader_t *fogshader; mplane_t *fogplane; if ( !fog->numplanes || !fog->shader || !fog->visibleplane ) { return; } R_ResetTexState (); fogshader = fog->shader; fogplane = fog->visibleplane; GL_Bind( r_fogtexture ); qglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); GL_TexEnv(GL_MODULATE); if ( !shader || !shader->numpasses || shader->fog_dist || (shader->flags & SHADER_SKY) ) { extern int gldepthfunc; qglDepthFunc ( gldepthfunc ); } else { qglDepthFunc ( GL_EQUAL ); } qglColor4ubv ( fogshader->fog_color ); // distance to fog dist = PlaneDiff ( r_origin, fogplane ); if ( shader && shader->flags & SHADER_SKY ) { if ( dist > 0 ) VectorMA( r_origin, -dist, fogplane->normal, viewtofog ); else VectorCopy( r_origin, viewtofog ); } else { VectorCopy( currententity->origin, viewtofog ); } VectorScale ( vpn, fogshader->fog_dist, fog_vpn ); for ( i = 0; i < numVerts; i++, currentCoords += 2 ) { VectorAdd ( viewtofog, vertexArray[i], diff ); vdist = PlaneDiff ( diff, fogplane ); VectorSubtract ( diff, r_origin, diff ); if ( dist < 0 ) { // camera is inside the fog brush currentCoords[0] = DotProduct ( diff, fog_vpn ); } else { if ( vdist < 0 ) { currentCoords[0] = vdist / ( vdist - dist ); currentCoords[0] *= DotProduct ( diff, fog_vpn ); } else { currentCoords[0] = 0.0f; } } currentCoords[1] = -vdist * fogshader->fog_dist + 1.5f/(float)FOG_TEXTURE_HEIGHT; } if ( shader && !shader->numpasses ) { R_LockArrays ( numVerts ); } R_FlushArrays (); } /* ================ R_DrawTriangleOutlines ================ */ void R_DrawTriangleOutlines (void) { R_ResetTexState (); qglDisable( GL_TEXTURE_2D ); qglDisable( GL_DEPTH_TEST ); qglColor4f( 1, 1, 1, 1 ); qglDisable ( GL_BLEND ); qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE); R_FlushArrays (); qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL); qglEnable( GL_DEPTH_TEST ); qglEnable( GL_TEXTURE_2D ); } /* ================ R_DrawNormals ================ */ void R_DrawNormals (void) { int i; R_ResetTexState (); qglDisable( GL_TEXTURE_2D ); qglColor4f( 1, 1, 1, 1 ); qglDisable( GL_BLEND ); if ( gl_state.in2d ) { qglBegin ( GL_POINTS ); for ( i = 0; i < numVerts; i++ ) { qglVertex3fv ( vertexArray[i] ); } qglEnd (); } else { qglDisable( GL_DEPTH_TEST ); qglBegin ( GL_LINES ); for ( i = 0; i < numVerts; i++ ) { qglVertex3fv ( vertexArray[i] ); qglVertex3f ( vertexArray[i][0] + normalsArray[i][0], vertexArray[i][1] + normalsArray[i][1], vertexArray[i][2] + normalsArray[i][2] ); } qglEnd (); qglEnable( GL_DEPTH_TEST ); } qglEnable( GL_TEXTURE_2D ); } /* ================= R_AddDynamicLights ================= */ void R_AddDynamicLights ( meshbuffer_t *mb ) { dlight_t *light; int i, j, lnum; vec3_t point, tvec, dlorigin; vec3_t vright, vup; vec3_t dir1, dir2, normal, right, up, oldnormal; float *v[3], dist, scale; index_t *oldIndexesArray, index[3]; int dlightNumIndexes, oldNumIndexes; oldNumIndexes = numIndexes; oldIndexesArray = indexesArray; VectorClear ( oldnormal ); GL_Bind ( r_dlighttexture ); qglDepthFunc ( GL_EQUAL ); qglBlendFunc ( GL_DST_COLOR, GL_ONE ); GL_TexEnv(GL_MODULATE); light = cl_dlights; for ( lnum = 0; lnum < 32; lnum++, light++ ) { if ( !(mb->dlightbits & (1<radius) continue; //urm VectorSubtract ( light->origin, currententity->origin, dlorigin ); if ( !Matrix3_Compare (currententity->axis, axisDefault) ) { VectorCopy ( dlorigin, point ); Matrix3_Multiply_Vec3 ( currententity->axis, point, dlorigin ); } qglColor4f (light->color[0]*2, light->color[1]*2, light->color[2]*2, 1);//light->color[3]); R_ResetTexState (); dlightNumIndexes = 0; for ( i = 0; i < oldNumIndexes; i += 3 ) { index[0] = oldIndexesArray[i+0]; index[1] = oldIndexesArray[i+1]; index[2] = oldIndexesArray[i+2]; v[0] = (float *)(vertexArray + index[0]); v[1] = (float *)(vertexArray + index[1]); v[2] = (float *)(vertexArray + index[2]); // calculate two mostly perpendicular edge directions VectorSubtract ( v[0], v[1], dir1 ); VectorSubtract ( v[2], v[1], dir2 ); // we have two edge directions, we can calculate a third vector from // them, which is the direction of the surface normal CrossProduct ( dir1, dir2, normal ); VectorNormalize ( normal ); VectorSubtract ( v[0], dlorigin, tvec ); dist = DotProduct ( tvec, normal ); if ( dist < 0 ) dist = -dist; if ( dist >= light->radius ) { continue; } VectorMA ( dlorigin, -dist, normal, point ); scale = 1 / (light->radius - dist); if ( !VectorCompare (normal, oldnormal) ) { MakeNormalVectors ( normal, right, up ); VectorCopy ( normal, oldnormal ); } VectorScale ( right, scale, vright ); VectorScale ( up, scale, vup ); for ( j = 0; j < 3; j++ ) { // Get our texture coordinates // Project the light image onto the face VectorSubtract( v[j], point, tvec ); coordsArray[index[j]][0] = DotProduct( tvec, vright ) + 0.5f; coordsArray[index[j]][1] = DotProduct( tvec, vup ) + 0.5f; } tempIndexesArray[dlightNumIndexes++] = index[0]; tempIndexesArray[dlightNumIndexes++] = index[1]; tempIndexesArray[dlightNumIndexes++] = index[2]; } if ( dlightNumIndexes ) { R_PushIndexes ( tempIndexesArray, NULL, NULL, dlightNumIndexes, MF_NONBATCHED ); R_FlushArrays (); dlightNumIndexes = 0; } } numIndexes = oldNumIndexes; indexesArray = oldIndexesArray; } /* ================ R_FinishMeshBuffer Render dynamic lights, fog, triangle outlines, normals and clear arrays ================ */ void R_FinishMeshBuffer ( meshbuffer_t *mb ) { shader_t *shader; qboolean fogged; qboolean dlight; shader = mb->shader; if ((mb->dlightbits != 0) && !(shader->flags & SHADER_FLARE)) dlight = (currententity->model->type == mod_brush && currententity->model->fromgame == fg_quake3); else dlight = false; fogged = mb->fog && ((shader->sort < SHADER_SORT_UNDERWATER && (shader->flags & (SHADER_DEPTHWRITE|SHADER_SKY))) || shader->fog_dist); if ( dlight || fogged ) { GL_DisableMultitexture ( ); qglTexCoordPointer( 2, GL_FLOAT, 0, inCoordsArray[0] ); qglEnable ( GL_BLEND ); qglDisable ( GL_ALPHA_TEST ); qglDepthMask ( GL_FALSE ); if (dlight) //HACK: the extra check is because we play with the lightmaps in q1/q2 { R_AddDynamicLights ( mb ); } if (fogged) { R_RenderFogOnMesh ( shader, mb->fog ); } qglDepthMask ( GL_TRUE ); } if ( r_showtris.value || r_shownormals.value ) { GL_DisableMultitexture ( ); if ( r_showtris.value ) { R_DrawTriangleOutlines (); } if ( r_shownormals.value ) { R_DrawNormals (); } } R_UnlockArrays (); R_ClearArrays (); } #endif #endif