mirror of
https://github.com/Shpoike/Quakespasm.git
synced 2024-11-10 15:31:39 +00:00
68fc38c3a6
cvar.h, draw.h, gl_draw.c, gl_fog.c, gl_mesh.c, gl_model.c, gl_model.h, gl_rmain.c, gl_rmisc.c, gl_screen.c, gl_sky.c, gl_texmgr.c, glquake.h, host.c, keys.c, keys.h, main.c, menu.c, menu.h, pr_cmds.c, quakedef.h, r_alias.c, r_brush.c, r_part.c, r_sprite.c, r_world.c, sbar.c, sbar.h, screen.h, snd_dma.c, snd_mem.c, snd_mix.c, sv_main.c, sys_sdl.c, vid.h, view.h, world.c, world.h: Loads of warning fixes about missing function prototypes, missing parens around &, missing braces leading to ambiguous else statements and unused and uninitialized variables. There are still a couple of unitialised variables here and there, but not much. The warnings about strict aliasing violations need taking care of. git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@21 af15c1b1-3010-417e-b628-4374ebc0bcbd
747 lines
No EOL
17 KiB
C
747 lines
No EOL
17 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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Copyright (C) 2007-2008 Kristian Duske
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_world.c: world model rendering
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#include "quakedef.h"
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extern cvar_t gl_fullbrights, r_drawflat, gl_overbright, r_oldwater, r_oldskyleaf, r_showtris; //johnfitz
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extern glpoly_t *lightmap_polys[MAX_LIGHTMAPS];
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byte *SV_FatPVS (vec3_t org, model_t *worldmodel);
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extern byte mod_novis[MAX_MAP_LEAFS/8];
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int vis_changed; //if true, force pvs to be refreshed
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//==============================================================================
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//
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// SETUP CHAINS
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//
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//==============================================================================
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/*
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===============
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R_MarkSurfaces -- johnfitz -- mark surfaces based on PVS and rebuild texture chains
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===============
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*/
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void R_MarkSurfaces (void)
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{
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byte *vis;
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mleaf_t *leaf;
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mnode_t *node;
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msurface_t *surf, **mark;
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int i, j;
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qboolean nearwaterportal;
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// clear lightmap chains
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memset (lightmap_polys, 0, sizeof(lightmap_polys));
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// check this leaf for water portals
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// TODO: loop through all water surfs and use distance to leaf cullbox
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nearwaterportal = false;
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for (i=0, mark = r_viewleaf->firstmarksurface; i < r_viewleaf->nummarksurfaces; i++, mark++)
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if ((*mark)->flags & SURF_DRAWTURB)
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nearwaterportal = true;
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// choose vis data
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if (r_novis.value || r_viewleaf->contents == CONTENTS_SOLID || r_viewleaf->contents == CONTENTS_SKY)
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vis = &mod_novis[0];
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else if (nearwaterportal)
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vis = SV_FatPVS (r_origin, cl.worldmodel);
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else
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vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
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// if surface chains don't need regenerating, just add static entities and return
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if (r_oldviewleaf == r_viewleaf && !vis_changed && !nearwaterportal)
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{
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leaf = &cl.worldmodel->leafs[1];
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for (i=0 ; i<cl.worldmodel->numleafs ; i++, leaf++)
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if (vis[i>>3] & (1<<(i&7)))
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if (leaf->efrags)
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R_StoreEfrags (&leaf->efrags);
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return;
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}
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r_visframecount++;
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r_oldviewleaf = r_viewleaf;
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// iterate through leaves, marking surfaces
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leaf = &cl.worldmodel->leafs[1];
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for (i=0 ; i<cl.worldmodel->numleafs ; i++, leaf++)
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{
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if (vis[i>>3] & (1<<(i&7)))
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{
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if (r_oldskyleaf.value || leaf->contents != CONTENTS_SKY)
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for (j=0, mark = leaf->firstmarksurface; j<leaf->nummarksurfaces; j++, mark++)
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(*mark)->visframe = r_visframecount;
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// add static models
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if (leaf->efrags)
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R_StoreEfrags (&leaf->efrags);
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}
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}
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// set all chains to null
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for (i=0 ; i<cl.worldmodel->numtextures ; i++)
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if (cl.worldmodel->textures[i])
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cl.worldmodel->textures[i]->texturechain = NULL;
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// rebuild chains
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#if 1
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//iterate through surfaces one node at a time to rebuild chains
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//need to do it this way if we want to work with tyrann's skip removal tool
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//becuase his tool doesn't actually remove the surfaces from the bsp surfaces lump
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//nor does it remove references to them in each leaf's marksurfaces list
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for (i=0, node = cl.worldmodel->nodes ; i<cl.worldmodel->numnodes ; i++, node++)
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for (j=0, surf=&cl.worldmodel->surfaces[node->firstsurface] ; j<node->numsurfaces ; j++, surf++)
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if (surf->visframe == r_visframecount)
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{
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surf->texturechain = surf->texinfo->texture->texturechain;
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surf->texinfo->texture->texturechain = surf;
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}
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#else
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//the old way
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surf = &cl.worldmodel->surfaces[cl.worldmodel->firstmodelsurface];
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for (i=0 ; i<cl.worldmodel->nummodelsurfaces ; i++, surf++)
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{
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if (surf->visframe == r_visframecount)
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{
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surf->texturechain = surf->texinfo->texture->texturechain;
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surf->texinfo->texture->texturechain = surf;
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}
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}
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#endif
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}
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/*
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================
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R_BackFaceCull -- johnfitz -- returns true if the surface is facing away from vieworg
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================
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*/
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qboolean R_BackFaceCull (msurface_t *surf)
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{
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double dot;
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switch (surf->plane->type)
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{
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case PLANE_X:
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dot = r_refdef.vieworg[0] - surf->plane->dist;
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break;
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case PLANE_Y:
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dot = r_refdef.vieworg[1] - surf->plane->dist;
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break;
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case PLANE_Z:
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dot = r_refdef.vieworg[2] - surf->plane->dist;
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break;
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default:
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dot = DotProduct (r_refdef.vieworg, surf->plane->normal) - surf->plane->dist;
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break;
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}
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if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
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return true;
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return false;
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}
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/*
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================
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R_CullSurfaces -- johnfitz
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================
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*/
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void R_CullSurfaces (void)
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{
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msurface_t *s;
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int i;
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if (!r_drawworld_cheatsafe)
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return;
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s = &cl.worldmodel->surfaces[cl.worldmodel->firstmodelsurface];
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for (i=0 ; i<cl.worldmodel->nummodelsurfaces ; i++, s++)
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{
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if (s->visframe == r_visframecount)
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{
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if (R_CullBox(s->mins, s->maxs) || R_BackFaceCull (s))
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s->culled = true;
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else
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{
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s->culled = false;
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rs_brushpolys++; //count wpolys here
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if (s->texinfo->texture->warpimage)
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s->texinfo->texture->update_warp = true;
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}
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}
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}
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}
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/*
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================
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R_BuildLightmapChains -- johnfitz -- used for r_lightmap 1
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================
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*/
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void R_BuildLightmapChains (void)
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{
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msurface_t *s;
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int i;
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// clear lightmap chains (already done in r_marksurfaces, but clearing them here to be safe becuase of r_stereo)
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memset (lightmap_polys, 0, sizeof(lightmap_polys));
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// now rebuild them
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s = &cl.worldmodel->surfaces[cl.worldmodel->firstmodelsurface];
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for (i=0 ; i<cl.worldmodel->nummodelsurfaces ; i++, s++)
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if (s->visframe == r_visframecount && !R_CullBox(s->mins, s->maxs) && !R_BackFaceCull (s))
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R_RenderDynamicLightmaps (s);
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}
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//==============================================================================
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//
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// DRAW CHAINS
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//
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//==============================================================================
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/*
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================
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R_DrawTextureChains_ShowTris -- johnfitz
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================
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*/
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void R_DrawTextureChains_ShowTris (void)
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{
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int i;
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msurface_t *s;
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texture_t *t;
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glpoly_t *p;
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for (i=0 ; i<cl.worldmodel->numtextures ; i++)
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{
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t = cl.worldmodel->textures[i];
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if (!t)
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continue;
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if (r_oldwater.value && t->texturechain && (t->texturechain->flags & SURF_DRAWTURB))
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{
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for (s = t->texturechain; s; s = s->texturechain)
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if (!s->culled)
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for (p = s->polys->next; p; p = p->next)
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{
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DrawGLTriangleFan (p);
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}
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}
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else
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{
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for (s = t->texturechain; s; s = s->texturechain)
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if (!s->culled)
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{
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DrawGLTriangleFan (s->polys);
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}
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}
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}
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}
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/*
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================
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R_DrawTextureChains_Drawflat -- johnfitz
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================
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*/
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void R_DrawTextureChains_Drawflat (void)
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{
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int i;
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msurface_t *s;
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texture_t *t;
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glpoly_t *p;
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for (i=0 ; i<cl.worldmodel->numtextures ; i++)
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{
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t = cl.worldmodel->textures[i];
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if (!t)
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continue;
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if (r_oldwater.value && t->texturechain && (t->texturechain->flags & SURF_DRAWTURB))
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{
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for (s = t->texturechain; s; s = s->texturechain)
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if (!s->culled)
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for (p = s->polys->next; p; p = p->next)
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{
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srand((unsigned int) p);
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glColor3f (rand()%256/255.0, rand()%256/255.0, rand()%256/255.0);
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DrawGLPoly (p);
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rs_brushpasses++;
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}
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}
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else
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{
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for (s = t->texturechain; s; s = s->texturechain)
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if (!s->culled)
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{
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srand((unsigned int) s->polys);
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glColor3f (rand()%256/255.0, rand()%256/255.0, rand()%256/255.0);
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DrawGLPoly (s->polys);
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rs_brushpasses++;
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}
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}
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}
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glColor3f (1,1,1);
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srand ((int) (cl.time * 1000));
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}
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/*
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================
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R_DrawTextureChains_Glow -- johnfitz
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================
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*/
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void R_DrawTextureChains_Glow (void)
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{
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int i;
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msurface_t *s;
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texture_t *t;
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gltexture_t *glt;
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qboolean bound;
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for (i=0 ; i<cl.worldmodel->numtextures ; i++)
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{
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t = cl.worldmodel->textures[i];
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if (!t || !t->texturechain || !(glt = R_TextureAnimation(t,0)->fullbright))
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continue;
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bound = false;
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for (s = t->texturechain; s; s = s->texturechain)
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if (!s->culled)
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{
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if (!bound) //only bind once we are sure we need this texture
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{
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GL_Bind (glt);
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bound = true;
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}
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DrawGLPoly (s->polys);
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rs_brushpasses++;
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}
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}
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}
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/*
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================
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R_DrawTextureChains_Multitexture -- johnfitz
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================
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*/
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void R_DrawTextureChains_Multitexture (void)
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{
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int i, j;
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msurface_t *s;
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texture_t *t;
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float *v;
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qboolean bound;
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for (i=0 ; i<cl.worldmodel->numtextures ; i++)
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{
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t = cl.worldmodel->textures[i];
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if (!t || !t->texturechain || t->texturechain->flags & (SURF_DRAWTILED | SURF_NOTEXTURE))
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continue;
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bound = false;
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for (s = t->texturechain; s; s = s->texturechain)
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if (!s->culled)
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{
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if (!bound) //only bind once we are sure we need this texture
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{
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GL_Bind ((R_TextureAnimation(t,0))->gltexture);
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GL_EnableMultitexture(); // selects TEXTURE1
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bound = true;
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}
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R_RenderDynamicLightmaps (s);
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GL_Bind (lightmap_textures[s->lightmaptexturenum]);
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R_UploadLightmap(s->lightmaptexturenum);
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glBegin(GL_POLYGON);
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v = s->polys->verts[0];
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for (j=0 ; j<s->polys->numverts ; j++, v+= VERTEXSIZE)
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{
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GL_MTexCoord2fFunc (TEXTURE0, v[3], v[4]);
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GL_MTexCoord2fFunc (TEXTURE1, v[5], v[6]);
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glVertex3fv (v);
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}
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glEnd ();
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rs_brushpasses++;
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}
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GL_DisableMultitexture(); // selects TEXTURE0
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}
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}
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/*
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================
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R_DrawTextureChains_NoTexture -- johnfitz
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draws surfs whose textures were missing from the BSP
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================
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*/
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void R_DrawTextureChains_NoTexture (void)
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{
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int i;
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msurface_t *s;
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texture_t *t;
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qboolean bound;
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for (i=0 ; i<cl.worldmodel->numtextures ; i++)
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{
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t = cl.worldmodel->textures[i];
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if (!t || !t->texturechain || !(t->texturechain->flags & SURF_NOTEXTURE))
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continue;
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bound = false;
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for (s = t->texturechain; s; s = s->texturechain)
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if (!s->culled)
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{
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if (!bound) //only bind once we are sure we need this texture
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{
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GL_Bind (t->gltexture);
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bound = true;
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}
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DrawGLPoly (s->polys);
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rs_brushpasses++;
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}
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}
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}
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/*
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================
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R_DrawTextureChains_TextureOnly -- johnfitz
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================
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*/
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void R_DrawTextureChains_TextureOnly (void)
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{
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int i;
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msurface_t *s;
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texture_t *t;
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qboolean bound;
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for (i=0 ; i<cl.worldmodel->numtextures ; i++)
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{
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t = cl.worldmodel->textures[i];
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if (!t || !t->texturechain || t->texturechain->flags & (SURF_DRAWTURB | SURF_DRAWSKY))
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continue;
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bound = false;
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for (s = t->texturechain; s; s = s->texturechain)
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if (!s->culled)
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{
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if (!bound) //only bind once we are sure we need this texture
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{
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GL_Bind ((R_TextureAnimation(t,0))->gltexture);
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bound = true;
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}
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R_RenderDynamicLightmaps (s); //adds to lightmap chain
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DrawGLPoly (s->polys);
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rs_brushpasses++;
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}
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}
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}
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|
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/*
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================
|
|
R_DrawTextureChains_Water -- johnfitz
|
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================
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*/
|
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void R_DrawTextureChains_Water (void)
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{
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int i;
|
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msurface_t *s;
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texture_t *t;
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glpoly_t *p;
|
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qboolean bound;
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|
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if (r_drawflat_cheatsafe || r_lightmap_cheatsafe || !r_drawworld_cheatsafe)
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return;
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|
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if (r_wateralpha.value < 1.0)
|
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{
|
|
glDepthMask(GL_FALSE);
|
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glEnable (GL_BLEND);
|
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
glColor4f (1,1,1,r_wateralpha.value);
|
|
}
|
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|
|
if (r_oldwater.value)
|
|
{
|
|
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
|
|
{
|
|
t = cl.worldmodel->textures[i];
|
|
if (!t || !t->texturechain || !(t->texturechain->flags & SURF_DRAWTURB))
|
|
continue;
|
|
bound = false;
|
|
for (s = t->texturechain; s; s = s->texturechain)
|
|
if (!s->culled)
|
|
{
|
|
if (!bound) //only bind once we are sure we need this texture
|
|
{
|
|
GL_Bind (t->gltexture);
|
|
bound = true;
|
|
}
|
|
for (p = s->polys->next; p; p = p->next)
|
|
{
|
|
DrawWaterPoly (p);
|
|
rs_brushpasses++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
|
|
{
|
|
t = cl.worldmodel->textures[i];
|
|
if (!t || !t->texturechain || !(t->texturechain->flags & SURF_DRAWTURB))
|
|
continue;
|
|
bound = false;
|
|
for (s = t->texturechain; s; s = s->texturechain)
|
|
if (!s->culled)
|
|
{
|
|
if (!bound) //only bind once we are sure we need this texture
|
|
{
|
|
GL_Bind (t->warpimage);
|
|
bound = true;
|
|
}
|
|
DrawGLPoly (s->polys);
|
|
rs_brushpasses++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (r_wateralpha.value < 1.0)
|
|
{
|
|
glDepthMask(GL_TRUE);
|
|
glDisable (GL_BLEND);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
glColor3f (1,1,1);
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_DrawTextureChains_White -- johnfitz -- draw sky and water as white polys when r_lightmap is 1
|
|
================
|
|
*/
|
|
void R_DrawTextureChains_White (void)
|
|
{
|
|
int i;
|
|
msurface_t *s;
|
|
texture_t *t;
|
|
|
|
glDisable (GL_TEXTURE_2D);
|
|
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
|
|
{
|
|
t = cl.worldmodel->textures[i];
|
|
|
|
if (!t || !t->texturechain || !(t->texturechain->flags & SURF_DRAWTILED))
|
|
continue;
|
|
|
|
for (s = t->texturechain; s; s = s->texturechain)
|
|
if (!s->culled)
|
|
{
|
|
DrawGLPoly (s->polys);
|
|
rs_brushpasses++;
|
|
}
|
|
}
|
|
glEnable (GL_TEXTURE_2D);
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_DrawLightmapChains -- johnfitz -- R_BlendLightmaps stripped down to almost nothing
|
|
================
|
|
*/
|
|
void R_DrawLightmapChains (void)
|
|
{
|
|
int i, j;
|
|
glpoly_t *p;
|
|
float *v;
|
|
|
|
for (i=0 ; i<MAX_LIGHTMAPS ; i++)
|
|
{
|
|
if (!lightmap_polys[i])
|
|
continue;
|
|
|
|
GL_Bind (lightmap_textures[i]);
|
|
R_UploadLightmap(i);
|
|
for (p = lightmap_polys[i]; p; p=p->chain)
|
|
{
|
|
glBegin (GL_POLYGON);
|
|
v = p->verts[0];
|
|
for (j=0 ; j<p->numverts ; j++, v+= VERTEXSIZE)
|
|
{
|
|
glTexCoord2f (v[5], v[6]);
|
|
glVertex3fv (v);
|
|
}
|
|
glEnd ();
|
|
rs_brushpasses++;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_DrawWorld -- johnfitz -- rewritten
|
|
=============
|
|
*/
|
|
void R_DrawWorld (void)
|
|
{
|
|
if (!r_drawworld_cheatsafe)
|
|
return;
|
|
|
|
if (r_drawflat_cheatsafe)
|
|
{
|
|
glDisable (GL_TEXTURE_2D);
|
|
R_DrawTextureChains_Drawflat ();
|
|
glEnable (GL_TEXTURE_2D);
|
|
return;
|
|
}
|
|
|
|
if (r_fullbright_cheatsafe)
|
|
{
|
|
R_DrawTextureChains_TextureOnly ();
|
|
goto fullbrights;
|
|
}
|
|
|
|
if (r_lightmap_cheatsafe)
|
|
{
|
|
R_BuildLightmapChains ();
|
|
if (!gl_overbright.value)
|
|
{
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
glColor3f(0.5, 0.5, 0.5);
|
|
}
|
|
R_DrawLightmapChains ();
|
|
if (!gl_overbright.value)
|
|
{
|
|
glColor3f(1,1,1);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
}
|
|
R_DrawTextureChains_White ();
|
|
return;
|
|
}
|
|
|
|
R_DrawTextureChains_NoTexture ();
|
|
|
|
if (gl_overbright.value)
|
|
{
|
|
if (gl_texture_env_combine && gl_mtexable)
|
|
{
|
|
GL_EnableMultitexture ();
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PREVIOUS_EXT);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);
|
|
GL_DisableMultitexture ();
|
|
R_DrawTextureChains_Multitexture ();
|
|
GL_EnableMultitexture ();
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 1.0f);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
GL_DisableMultitexture ();
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
}
|
|
else
|
|
{
|
|
//to make fog work with multipass lightmapping, need to do one pass
|
|
//with no fog, one modulate pass with black fog, and one additive
|
|
//pass with black geometry and normal fog
|
|
Fog_DisableGFog ();
|
|
R_DrawTextureChains_TextureOnly ();
|
|
Fog_EnableGFog ();
|
|
glDepthMask (GL_FALSE);
|
|
glEnable (GL_BLEND);
|
|
glBlendFunc (GL_DST_COLOR, GL_SRC_COLOR); //2x modulate
|
|
Fog_StartAdditive ();
|
|
R_DrawLightmapChains ();
|
|
Fog_StopAdditive ();
|
|
if (Fog_GetDensity() > 0)
|
|
{
|
|
glBlendFunc(GL_ONE, GL_ONE); //add
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
glColor3f(0,0,0);
|
|
R_DrawTextureChains_TextureOnly ();
|
|
glColor3f(1,1,1);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
}
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDisable (GL_BLEND);
|
|
glDepthMask (GL_TRUE);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (gl_mtexable)
|
|
{
|
|
GL_EnableMultitexture ();
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
GL_DisableMultitexture ();
|
|
R_DrawTextureChains_Multitexture ();
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
}
|
|
else
|
|
{
|
|
//to make fog work with multipass lightmapping, need to do one pass
|
|
//with no fog, one modulate pass with black fog, and one additive
|
|
//pass with black geometry and normal fog
|
|
Fog_DisableGFog ();
|
|
R_DrawTextureChains_TextureOnly ();
|
|
Fog_EnableGFog ();
|
|
glDepthMask (GL_FALSE);
|
|
glEnable (GL_BLEND);
|
|
glBlendFunc(GL_ZERO, GL_SRC_COLOR); //modulate
|
|
Fog_StartAdditive ();
|
|
R_DrawLightmapChains ();
|
|
Fog_StopAdditive ();
|
|
if (Fog_GetDensity() > 0)
|
|
{
|
|
glBlendFunc(GL_ONE, GL_ONE); //add
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
glColor3f(0,0,0);
|
|
R_DrawTextureChains_TextureOnly ();
|
|
glColor3f(1,1,1);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
}
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDisable (GL_BLEND);
|
|
glDepthMask (GL_TRUE);
|
|
}
|
|
}
|
|
|
|
fullbrights:
|
|
if (gl_fullbrights.value)
|
|
{
|
|
glDepthMask (GL_FALSE);
|
|
glEnable (GL_BLEND);
|
|
glBlendFunc (GL_ONE, GL_ONE);
|
|
Fog_StartAdditive ();
|
|
R_DrawTextureChains_Glow ();
|
|
Fog_StopAdditive ();
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDisable (GL_BLEND);
|
|
glDepthMask (GL_TRUE);
|
|
}
|
|
} |