mirror of
https://github.com/nzp-team/quakespasm.git
synced 2024-11-22 20:01:11 +00:00
1344 lines
34 KiB
C
1344 lines
34 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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Copyright (C) 2010-2014 QuakeSpasm developers
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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, qmodel_t *worldmodel);
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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_ClearTextureChains -- ericw
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clears texture chains for all textures used by the given model, and also
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clears the lightmap chains
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================
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*/
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void R_ClearTextureChains (qmodel_t *mod, texchain_t chain)
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{
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int i;
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// set all chains to null
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for (i=0 ; i<mod->numtextures ; i++)
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if (mod->textures[i])
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mod->textures[i]->texturechains[chain] = NULL;
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// clear lightmap chains
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memset (lightmap_polys, 0, sizeof(lightmap_polys));
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}
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/*
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================
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R_ChainSurface -- ericw -- adds the given surface to its texture chain
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================
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*/
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void R_ChainSurface (msurface_t *surf, texchain_t chain)
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{
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surf->texturechain = surf->texinfo->texture->texturechains[chain];
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surf->texinfo->texture->texturechains[chain] = surf;
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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_NoVisPVS (cl.worldmodel);
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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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vis_changed = false;
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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]->texturechains[chain_world] = 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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R_ChainSurface(surf, chain_world);
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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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R_ChainSurface(surf, chain_world);
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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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texture_t *t;
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if (!r_drawworld_cheatsafe)
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return;
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// ericw -- instead of testing (s->visframe == r_visframecount) on all world
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// surfaces, use the chained surfaces, which is exactly the same set of sufaces
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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->texturechains[chain_world])
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continue;
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for (s = t->texturechains[chain_world]; s; s = s->texturechain)
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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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ericw -- now always used at the start of R_DrawTextureChains for the
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mh dynamic lighting speedup
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================
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*/
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void R_BuildLightmapChains (qmodel_t *model, texchain_t chain)
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{
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texture_t *t;
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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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for (i=0 ; i<model->numtextures ; i++)
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{
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t = model->textures[i];
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if (!t || !t->texturechains[chain])
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continue;
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for (s = t->texturechains[chain]; s; s = s->texturechain)
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if (!s->culled)
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R_RenderDynamicLightmaps (s);
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}
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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_BeginTransparentDrawing -- ericw
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=============
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*/
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static void R_BeginTransparentDrawing (float entalpha)
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{
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if (entalpha < 1.0f)
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{
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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);
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glColor4f (1,1,1,entalpha);
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}
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}
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/*
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=============
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R_EndTransparentDrawing -- ericw
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=============
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*/
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static void R_EndTransparentDrawing (float entalpha)
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{
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if (entalpha < 1.0f)
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{
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glDepthMask (GL_TRUE);
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glDisable (GL_BLEND);
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glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glColor3f (1, 1, 1);
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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 (qmodel_t *model, texchain_t chain)
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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<model->numtextures ; i++)
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{
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t = model->textures[i];
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if (!t)
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continue;
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if (r_oldwater.value && t->texturechains[chain] && (t->texturechains[chain]->flags & SURF_DRAWTURB))
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{
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for (s = t->texturechains[chain]; 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->texturechains[chain]; 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 (qmodel_t *model, texchain_t chain)
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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<model->numtextures ; i++)
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{
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t = model->textures[i];
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if (!t)
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continue;
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if (r_oldwater.value && t->texturechains[chain] && (t->texturechains[chain]->flags & SURF_DRAWTURB))
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{
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for (s = t->texturechains[chain]; 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) (uintptr_t) 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->texturechains[chain]; s; s = s->texturechain)
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if (!s->culled)
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{
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srand((unsigned int) (uintptr_t) 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 (qmodel_t *model, entity_t *ent, texchain_t chain)
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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<model->numtextures ; i++)
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{
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t = model->textures[i];
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if (!t || !t->texturechains[chain] || !(glt = R_TextureAnimation(t, ent != NULL ? ent->frame : 0)->fullbright))
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continue;
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bound = false;
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for (s = t->texturechains[chain]; 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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// VBO SUPPORT
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//
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//==============================================================================
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static unsigned int R_NumTriangleIndicesForSurf (msurface_t *s)
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{
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return 3 * (s->numedges - 2);
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}
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/*
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================
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R_TriangleIndicesForSurf
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Writes out the triangle indices needed to draw s as a triangle list.
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The number of indices it will write is given by R_NumTriangleIndicesForSurf.
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================
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*/
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static void R_TriangleIndicesForSurf (msurface_t *s, unsigned short *dest)
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{
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int i;
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for (i=2; i<s->numedges; i++)
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{
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*dest++ = s->vbo_firstvert;
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*dest++ = s->vbo_firstvert + i - 1;
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*dest++ = s->vbo_firstvert + i;
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}
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}
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#define MAX_BATCH_SIZE 4096
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static unsigned short vbo_indices[MAX_BATCH_SIZE];
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static unsigned int num_vbo_indices;
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/*
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================
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R_ClearBatch
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================
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*/
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static void R_ClearBatch ()
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{
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num_vbo_indices = 0;
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}
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/*
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================
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R_FlushBatch
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Draw the current batch if non-empty and clears it, ready for more R_BatchSurface calls.
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================
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*/
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static void R_FlushBatch ()
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{
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if (num_vbo_indices > 0)
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{
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glDrawElements (GL_TRIANGLES, num_vbo_indices, GL_UNSIGNED_SHORT, vbo_indices);
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num_vbo_indices = 0;
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}
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}
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/*
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================
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R_BatchSurface
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Add the surface to the current batch, or just draw it immediately if we're not
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using VBOs.
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================
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*/
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static void R_BatchSurface (msurface_t *s)
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{
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int num_surf_indices;
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num_surf_indices = R_NumTriangleIndicesForSurf (s);
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if (num_vbo_indices + num_surf_indices > MAX_BATCH_SIZE)
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R_FlushBatch();
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R_TriangleIndicesForSurf (s, &vbo_indices[num_vbo_indices]);
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num_vbo_indices += num_surf_indices;
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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 (qmodel_t *model, entity_t *ent, texchain_t chain)
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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<model->numtextures ; i++)
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{
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t = model->textures[i];
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if (!t || !t->texturechains[chain] || t->texturechains[chain]->flags & (SURF_DRAWTILED | SURF_NOTEXTURE))
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continue;
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bound = false;
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for (s = t->texturechains[chain]; 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, ent != NULL ? ent->frame : 0))->gltexture);
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if (t->texturechains[chain]->flags & SURF_DRAWFENCE)
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glEnable(GL_ALPHA_TEST); // Flip alpha test back on
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GL_EnableMultitexture(); // selects TEXTURE1
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bound = true;
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}
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GL_Bind (lightmap_textures[s->lightmaptexturenum]);
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#ifdef VITA
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glBegin(GL_TRIANGLE_FAN);
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#else
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glBegin(GL_POLYGON);
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#endif
|
|
v = s->polys->verts[0];
|
|
for (j=0 ; j<s->polys->numverts ; j++, v+= VERTEXSIZE)
|
|
{
|
|
GL_MTexCoord2fFunc (GL_TEXTURE0_ARB, v[3], v[4]);
|
|
GL_MTexCoord2fFunc (GL_TEXTURE1_ARB, v[5], v[6]);
|
|
glVertex3fv (v);
|
|
}
|
|
glEnd ();
|
|
rs_brushpasses++;
|
|
}
|
|
GL_DisableMultitexture(); // selects TEXTURE0
|
|
|
|
if (bound && t->texturechains[chain]->flags & SURF_DRAWFENCE)
|
|
glDisable (GL_ALPHA_TEST); // Flip alpha test back off
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_DrawTextureChains_NoTexture -- johnfitz
|
|
|
|
draws surfs whose textures were missing from the BSP
|
|
================
|
|
*/
|
|
void R_DrawTextureChains_NoTexture (qmodel_t *model, texchain_t chain)
|
|
{
|
|
int i;
|
|
msurface_t *s;
|
|
texture_t *t;
|
|
qboolean bound;
|
|
|
|
for (i=0 ; i<model->numtextures ; i++)
|
|
{
|
|
t = model->textures[i];
|
|
|
|
if (!t || !t->texturechains[chain] || !(t->texturechains[chain]->flags & SURF_NOTEXTURE))
|
|
continue;
|
|
|
|
bound = false;
|
|
|
|
for (s = t->texturechains[chain]; 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;
|
|
}
|
|
DrawGLPoly (s->polys);
|
|
rs_brushpasses++;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_DrawTextureChains_TextureOnly -- johnfitz
|
|
================
|
|
*/
|
|
void R_DrawTextureChains_TextureOnly (qmodel_t *model, entity_t *ent, texchain_t chain)
|
|
{
|
|
int i;
|
|
msurface_t *s;
|
|
texture_t *t;
|
|
qboolean bound;
|
|
|
|
for (i=0 ; i<model->numtextures ; i++)
|
|
{
|
|
t = model->textures[i];
|
|
|
|
if (!t || !t->texturechains[chain] || t->texturechains[chain]->flags & (SURF_DRAWTURB | SURF_DRAWSKY))
|
|
continue;
|
|
|
|
bound = false;
|
|
|
|
for (s = t->texturechains[chain]; s; s = s->texturechain)
|
|
if (!s->culled)
|
|
{
|
|
if (!bound) //only bind once we are sure we need this texture
|
|
{
|
|
GL_Bind ((R_TextureAnimation(t, ent != NULL ? ent->frame : 0))->gltexture);
|
|
|
|
if (t->texturechains[chain]->flags & SURF_DRAWFENCE)
|
|
glEnable(GL_ALPHA_TEST); // Flip alpha test back on
|
|
|
|
bound = true;
|
|
}
|
|
DrawGLPoly (s->polys);
|
|
rs_brushpasses++;
|
|
}
|
|
|
|
if (bound && t->texturechains[chain]->flags & SURF_DRAWFENCE)
|
|
glDisable (GL_ALPHA_TEST); // Flip alpha test back off
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_WaterAlphaForEntitySurface -- ericw
|
|
|
|
Returns the water alpha to use for the entity and surface combination.
|
|
================
|
|
*/
|
|
float GL_WaterAlphaForEntitySurface (entity_t *ent, msurface_t *s)
|
|
{
|
|
float entalpha;
|
|
if (ent == NULL || ent->alpha == ENTALPHA_DEFAULT)
|
|
entalpha = GL_WaterAlphaForSurface(s);
|
|
else
|
|
entalpha = ENTALPHA_DECODE(ent->alpha);
|
|
return entalpha;
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_DrawTextureChains_Water -- johnfitz
|
|
================
|
|
*/
|
|
void R_DrawTextureChains_Water (qmodel_t *model, entity_t *ent, texchain_t chain)
|
|
{
|
|
int i;
|
|
msurface_t *s;
|
|
texture_t *t;
|
|
glpoly_t *p;
|
|
qboolean bound;
|
|
float entalpha;
|
|
|
|
if (r_drawflat_cheatsafe || r_lightmap_cheatsafe) // ericw -- !r_drawworld_cheatsafe check moved to R_DrawWorld_Water ()
|
|
return;
|
|
|
|
if (r_oldwater.value)
|
|
{
|
|
for (i=0 ; i<model->numtextures ; i++)
|
|
{
|
|
t = model->textures[i];
|
|
if (!t || !t->texturechains[chain] || !(t->texturechains[chain]->flags & SURF_DRAWTURB))
|
|
continue;
|
|
bound = false;
|
|
entalpha = 1.0f;
|
|
for (s = t->texturechains[chain]; s; s = s->texturechain)
|
|
if (!s->culled)
|
|
{
|
|
if (!bound) //only bind once we are sure we need this texture
|
|
{
|
|
entalpha = GL_WaterAlphaForEntitySurface (ent, s);
|
|
R_BeginTransparentDrawing (entalpha);
|
|
GL_Bind (t->gltexture);
|
|
bound = true;
|
|
}
|
|
for (p = s->polys->next; p; p = p->next)
|
|
{
|
|
DrawWaterPoly (p);
|
|
rs_brushpasses++;
|
|
}
|
|
}
|
|
R_EndTransparentDrawing (entalpha);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i=0 ; i<model->numtextures ; i++)
|
|
{
|
|
t = model->textures[i];
|
|
if (!t || !t->texturechains[chain] || !(t->texturechains[chain]->flags & SURF_DRAWTURB))
|
|
continue;
|
|
bound = false;
|
|
entalpha = 1.0f;
|
|
for (s = t->texturechains[chain]; s; s = s->texturechain)
|
|
if (!s->culled)
|
|
{
|
|
if (!bound) //only bind once we are sure we need this texture
|
|
{
|
|
entalpha = GL_WaterAlphaForEntitySurface (ent, s);
|
|
R_BeginTransparentDrawing (entalpha);
|
|
GL_Bind (t->warpimage);
|
|
|
|
if (model != cl.worldmodel)
|
|
{
|
|
// ericw -- this is copied from R_DrawSequentialPoly.
|
|
// If the poly is not part of the world we have to
|
|
// set this flag
|
|
t->update_warp = true; // FIXME: one frame too late!
|
|
}
|
|
|
|
bound = true;
|
|
}
|
|
DrawGLPoly (s->polys);
|
|
rs_brushpasses++;
|
|
}
|
|
R_EndTransparentDrawing (entalpha);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_DrawTextureChains_White -- johnfitz -- draw sky and water as white polys when r_lightmap is 1
|
|
================
|
|
*/
|
|
void R_DrawTextureChains_White (qmodel_t *model, texchain_t chain)
|
|
{
|
|
int i;
|
|
msurface_t *s;
|
|
texture_t *t;
|
|
|
|
glDisable (GL_TEXTURE_2D);
|
|
for (i=0 ; i<model->numtextures ; i++)
|
|
{
|
|
t = model->textures[i];
|
|
|
|
if (!t || !t->texturechains[chain] || !(t->texturechains[chain]->flags & SURF_DRAWTILED))
|
|
continue;
|
|
|
|
for (s = t->texturechains[chain]; 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]);
|
|
for (p = lightmap_polys[i]; p; p=p->chain)
|
|
{
|
|
#ifdef VITA
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
#else
|
|
glBegin (GL_POLYGON);
|
|
#endif
|
|
v = p->verts[0];
|
|
for (j=0 ; j<p->numverts ; j++, v+= VERTEXSIZE)
|
|
{
|
|
glTexCoord2f (v[5], v[6]);
|
|
glVertex3fv (v);
|
|
}
|
|
glEnd ();
|
|
rs_brushpasses++;
|
|
}
|
|
}
|
|
}
|
|
|
|
static GLuint r_world_program;
|
|
|
|
// uniforms used in vert shader
|
|
|
|
// uniforms used in frag shader
|
|
static GLuint texLoc;
|
|
static GLuint LMTexLoc;
|
|
static GLuint fullbrightTexLoc;
|
|
static GLuint useFullbrightTexLoc;
|
|
static GLuint useOverbrightLoc;
|
|
static GLuint useAlphaTestLoc;
|
|
static GLuint alphaLoc;
|
|
static GLuint grayscale_enableLoc;
|
|
#ifdef VITA
|
|
static GLuint fogDensityLoc;
|
|
#endif
|
|
|
|
#define vertAttrIndex 0
|
|
#define texCoordsAttrIndex 1
|
|
#define LMCoordsAttrIndex 2
|
|
|
|
/*
|
|
=============
|
|
GLWorld_CreateShaders
|
|
=============
|
|
*/
|
|
void GLWorld_CreateShaders (void)
|
|
{
|
|
const glsl_attrib_binding_t bindings[] = {
|
|
{ "Vert", vertAttrIndex },
|
|
{ "TexCoords", texCoordsAttrIndex },
|
|
{ "LMCoords", LMCoordsAttrIndex }
|
|
};
|
|
#ifdef VITA
|
|
const GLchar *vertSource = \
|
|
"uniform float4x4 gl_ModelViewProjectionMatrix;\n"
|
|
"\n"
|
|
"void main(\n"
|
|
" float2 TexCoords,\n"
|
|
" float3 Vert,\n"
|
|
" float2 LMCoords,\n"
|
|
" float2 out gl_TexCoord : TEXCOORD0,\n"
|
|
" float2 out gl_TexCoord1 : TEXCOORD1,\n"
|
|
" float4 out gl_Position : POSITION\n"
|
|
") {\n"
|
|
" gl_TexCoord = TexCoords;\n"
|
|
" gl_TexCoord1 = LMCoords;\n"
|
|
" gl_Position = mul(gl_ModelViewProjectionMatrix, float4(Vert, 1.0));\n"
|
|
"}\n";
|
|
|
|
const GLchar *fragSource = \
|
|
"uniform sampler2D Tex;\n"
|
|
"uniform sampler2D LMTex;\n"
|
|
"uniform sampler2D FullbrightTex;\n"
|
|
"uniform int UseFullbrightTex;\n"
|
|
"uniform int UseOverbright;\n"
|
|
"uniform int UseAlphaTest;\n"
|
|
"uniform float Alpha;\n"
|
|
"uniform int gs_mod;\n"
|
|
"uniform float fog_density;\n"
|
|
"\n"
|
|
"float4 main(\n"
|
|
" float4 coords : WPOS,\n"
|
|
" float2 gl_TexCoord : TEXCOORD0,\n"
|
|
" float2 gl_TexCoord1 : TEXCOORD1\n"
|
|
") {\n"
|
|
" float4 result = tex2D(Tex, gl_TexCoord);\n"
|
|
" if (UseAlphaTest && (result.a < 0.666))\n"
|
|
" discard;\n"
|
|
" result *= tex2D(LMTex, gl_TexCoord1);\n"
|
|
" if (UseOverbright)\n"
|
|
" result.rgb *= 2.0;\n"
|
|
" if (UseFullbrightTex)\n"
|
|
" result += tex2D(FullbrightTex, gl_TexCoord);\n"
|
|
" result = clamp(result, 0.0, 1.0);\n"
|
|
" float FogFragCoord = coords.z / coords.w;\n"
|
|
" float fog = exp(-fog_density * fog_density * FogFragCoord * FogFragCoord);\n"
|
|
" fog = clamp(fog, 0.0, 1.0);\n"
|
|
" result = lerp(float4(0.3, 0.3, 0.3, 1.0), result, fog);\n"
|
|
" result.a = Alpha;\n" // FIXME: This will make almost transparent things cut holes though heavy fog
|
|
" if (gs_mod) {\n"
|
|
" float value = clamp((result.r * 0.33) + (result.g * 0.55) + (result.b * 0.11), 0.0, 1.0);\n"
|
|
" result.r = value;\n"
|
|
" result.g = value;\n"
|
|
" result.b = value;\n"
|
|
" }"
|
|
" return result;\n"
|
|
"}\n";
|
|
#else
|
|
const GLchar *vertSource = \
|
|
"#version 110\n"
|
|
"\n"
|
|
"attribute vec3 Vert;\n"
|
|
"attribute vec2 TexCoords;\n"
|
|
"attribute vec2 LMCoords;\n"
|
|
"\n"
|
|
"varying float FogFragCoord;\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" gl_TexCoord[0] = vec4(TexCoords, 0.0, 0.0);\n"
|
|
" gl_TexCoord[1] = vec4(LMCoords, 0.0, 0.0);\n"
|
|
" gl_Position = gl_ModelViewProjectionMatrix * vec4(Vert, 1.0);\n"
|
|
" FogFragCoord = gl_Position.w;\n"
|
|
"}\n";
|
|
|
|
const GLchar *fragSource = \
|
|
"#version 110\n"
|
|
"\n"
|
|
"uniform sampler2D Tex;\n"
|
|
"uniform sampler2D LMTex;\n"
|
|
"uniform sampler2D FullbrightTex;\n"
|
|
"uniform bool UseFullbrightTex;\n"
|
|
"uniform bool UseOverbright;\n"
|
|
"uniform bool UseAlphaTest;\n"
|
|
"uniform float Alpha;\n"
|
|
"uniform bool gs_mod;\n"
|
|
|
|
"\n"
|
|
"varying float FogFragCoord;\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" vec4 result = texture2D(Tex, gl_TexCoord[0].xy);\n"
|
|
" if (UseAlphaTest && (result.a < 0.666))\n"
|
|
" discard;\n"
|
|
" result *= texture2D(LMTex, gl_TexCoord[1].xy);\n"
|
|
" if (UseOverbright)\n"
|
|
" result.rgb *= 2.0;\n"
|
|
" if (UseFullbrightTex)\n"
|
|
" result += texture2D(FullbrightTex, gl_TexCoord[0].xy);\n"
|
|
" result = clamp(result, 0.0, 1.0);\n"
|
|
" float fog = exp(-gl_Fog.density * gl_Fog.density * FogFragCoord * FogFragCoord);\n"
|
|
" fog = clamp(fog, 0.0, 1.0);\n"
|
|
" result = mix(gl_Fog.color, result, fog);\n"
|
|
" result.a = Alpha;\n" // FIXME: This will make almost transparent things cut holes though heavy fog
|
|
" if (gs_mod) {\n"
|
|
" float value = clamp((result.r * 0.33) + (result.g * 0.55) + (result.b * 0.11), 0.0, 1.0);\n"
|
|
" result.r = value;\n"
|
|
" result.g = value;\n"
|
|
" result.b = value;\n"
|
|
" }"
|
|
" gl_FragColor = result;\n"
|
|
"}\n";
|
|
#endif
|
|
if (!gl_glsl_alias_able)
|
|
return;
|
|
|
|
r_world_program = GL_CreateProgram (vertSource, fragSource, sizeof(bindings)/sizeof(bindings[0]), bindings);
|
|
|
|
if (r_world_program != 0)
|
|
{
|
|
// get uniform locations
|
|
|
|
texLoc = GL_GetUniformLocation (&r_world_program, "Tex");
|
|
LMTexLoc = GL_GetUniformLocation (&r_world_program, "LMTex");
|
|
fullbrightTexLoc = GL_GetUniformLocation (&r_world_program, "FullbrightTex");
|
|
|
|
useFullbrightTexLoc = GL_GetUniformLocation (&r_world_program, "UseFullbrightTex");
|
|
useOverbrightLoc = GL_GetUniformLocation (&r_world_program, "UseOverbright");
|
|
useAlphaTestLoc = GL_GetUniformLocation (&r_world_program, "UseAlphaTest");
|
|
alphaLoc = GL_GetUniformLocation (&r_world_program, "Alpha");
|
|
grayscale_enableLoc = GL_GetUniformLocation (&r_world_program, "gs_mod");
|
|
#ifdef VITA
|
|
fogDensityLoc = GL_GetUniformLocation(&r_world_program, "fog_density");
|
|
#endif
|
|
}
|
|
}
|
|
|
|
extern GLuint gl_bmodel_vbo;
|
|
|
|
/*
|
|
================
|
|
R_DrawTextureChains_GLSL -- ericw
|
|
|
|
Draw lightmapped surfaces with fulbrights in one pass, using VBO.
|
|
Requires 3 TMUs, OpenGL 2.0
|
|
================
|
|
*/
|
|
void R_DrawTextureChains_GLSL (qmodel_t *model, entity_t *ent, texchain_t chain)
|
|
{
|
|
int i;
|
|
msurface_t *s;
|
|
texture_t *t;
|
|
qboolean bound;
|
|
int lastlightmap;
|
|
gltexture_t *fullbright = NULL;
|
|
float entalpha;
|
|
|
|
entalpha = (ent != NULL) ? ENTALPHA_DECODE(ent->alpha) : 1.0f;
|
|
|
|
// enable blending / disable depth writes
|
|
if (entalpha < 1)
|
|
{
|
|
glDepthMask (GL_FALSE);
|
|
glEnable (GL_BLEND);
|
|
}
|
|
|
|
GL_UseProgramFunc (r_world_program);
|
|
|
|
// Bind the buffers
|
|
GL_BindBuffer (GL_ARRAY_BUFFER, gl_bmodel_vbo);
|
|
GL_BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0); // indices come from client memory!
|
|
|
|
GL_EnableVertexAttribArrayFunc (vertAttrIndex);
|
|
GL_EnableVertexAttribArrayFunc (texCoordsAttrIndex);
|
|
GL_EnableVertexAttribArrayFunc (LMCoordsAttrIndex);
|
|
|
|
GL_VertexAttribPointerFunc (vertAttrIndex, 3, GL_FLOAT, GL_FALSE, VERTEXSIZE * sizeof(float), ((float *)0));
|
|
GL_VertexAttribPointerFunc (texCoordsAttrIndex, 2, GL_FLOAT, GL_FALSE, VERTEXSIZE * sizeof(float), ((float *)0) + 3);
|
|
GL_VertexAttribPointerFunc (LMCoordsAttrIndex, 2, GL_FLOAT, GL_FALSE, VERTEXSIZE * sizeof(float), ((float *)0) + 5);
|
|
|
|
// set uniforms
|
|
|
|
GL_Uniform1iFunc (texLoc, 0);
|
|
GL_Uniform1iFunc (LMTexLoc, 1);
|
|
GL_Uniform1iFunc (fullbrightTexLoc, 2);
|
|
|
|
GL_Uniform1iFunc (useFullbrightTexLoc, 0);
|
|
GL_Uniform1iFunc (useOverbrightLoc, (int)gl_overbright.value);
|
|
GL_Uniform1iFunc (useAlphaTestLoc, 0);
|
|
GL_Uniform1fFunc (alphaLoc, entalpha);
|
|
#ifdef VITA
|
|
GL_Uniform1fFunc (fogDensityLoc, Fog_GetDensity() / 64.0f);
|
|
#endif
|
|
|
|
// naievil -- experimental grayscale shader
|
|
GL_Uniform1fFunc (grayscale_enableLoc, /*sv_player->v.renderGrayscale*/0);
|
|
|
|
|
|
for (i=0 ; i<model->numtextures ; i++)
|
|
{
|
|
t = model->textures[i];
|
|
|
|
if (!t || !t->texturechains[chain] || t->texturechains[chain]->flags & (SURF_DRAWTILED | SURF_NOTEXTURE))
|
|
continue;
|
|
|
|
// Enable/disable TMU 2 (fullbrights)
|
|
// FIXME: Move below to where we bind GL_TEXTURE0
|
|
if (gl_fullbrights.value && (fullbright = R_TextureAnimation(t, ent != NULL ? ent->frame : 0)->fullbright))
|
|
{
|
|
GL_SelectTexture (GL_TEXTURE2);
|
|
GL_Bind (fullbright);
|
|
GL_Uniform1iFunc (useFullbrightTexLoc, 1);
|
|
}
|
|
else
|
|
GL_Uniform1iFunc (useFullbrightTexLoc, 0);
|
|
|
|
R_ClearBatch ();
|
|
|
|
bound = false;
|
|
lastlightmap = 0; // avoid compiler warning
|
|
for (s = t->texturechains[chain]; s; s = s->texturechain)
|
|
if (!s->culled)
|
|
{
|
|
if (!bound) //only bind once we are sure we need this texture
|
|
{
|
|
GL_SelectTexture (GL_TEXTURE0);
|
|
GL_Bind ((R_TextureAnimation(t, ent != NULL ? ent->frame : 0))->gltexture);
|
|
|
|
if (t->texturechains[chain]->flags & SURF_DRAWFENCE)
|
|
GL_Uniform1iFunc (useAlphaTestLoc, 1); // Flip alpha test back on
|
|
|
|
bound = true;
|
|
lastlightmap = s->lightmaptexturenum;
|
|
}
|
|
|
|
if (s->lightmaptexturenum != lastlightmap)
|
|
R_FlushBatch ();
|
|
|
|
GL_SelectTexture (GL_TEXTURE1);
|
|
GL_Bind (lightmap_textures[s->lightmaptexturenum]);
|
|
lastlightmap = s->lightmaptexturenum;
|
|
R_BatchSurface (s);
|
|
|
|
rs_brushpasses++;
|
|
}
|
|
|
|
R_FlushBatch ();
|
|
|
|
if (bound && t->texturechains[chain]->flags & SURF_DRAWFENCE)
|
|
GL_Uniform1iFunc (useAlphaTestLoc, 0); // Flip alpha test back off
|
|
}
|
|
|
|
// clean up
|
|
GL_DisableVertexAttribArrayFunc (vertAttrIndex);
|
|
GL_DisableVertexAttribArrayFunc (texCoordsAttrIndex);
|
|
GL_DisableVertexAttribArrayFunc (LMCoordsAttrIndex);
|
|
|
|
GL_UseProgramFunc (0);
|
|
GL_SelectTexture (GL_TEXTURE0);
|
|
|
|
if (entalpha < 1)
|
|
{
|
|
glDepthMask (GL_TRUE);
|
|
glDisable (GL_BLEND);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_DrawWorld -- johnfitz -- rewritten
|
|
=============
|
|
*/
|
|
void R_DrawTextureChains (qmodel_t *model, entity_t *ent, texchain_t chain)
|
|
{
|
|
float entalpha;
|
|
|
|
if (ent != NULL)
|
|
entalpha = ENTALPHA_DECODE(ent->alpha);
|
|
else
|
|
entalpha = 1;
|
|
|
|
// ericw -- the mh dynamic lightmap speedup: make a first pass through all
|
|
// surfaces we are going to draw, and rebuild any lightmaps that need it.
|
|
// this also chains surfaces by lightmap which is used by r_lightmap 1.
|
|
// the previous implementation of the speedup uploaded lightmaps one frame
|
|
// late which was visible under some conditions, this method avoids that.
|
|
R_BuildLightmapChains (model, chain);
|
|
R_UploadLightmaps ();
|
|
|
|
if (r_drawflat_cheatsafe)
|
|
{
|
|
glDisable (GL_TEXTURE_2D);
|
|
R_DrawTextureChains_Drawflat (model, chain);
|
|
glEnable (GL_TEXTURE_2D);
|
|
return;
|
|
}
|
|
|
|
if (r_fullbright_cheatsafe)
|
|
{
|
|
R_BeginTransparentDrawing (entalpha);
|
|
R_DrawTextureChains_TextureOnly (model, ent, chain);
|
|
R_EndTransparentDrawing (entalpha);
|
|
goto fullbrights;
|
|
}
|
|
|
|
if (r_lightmap_cheatsafe)
|
|
{
|
|
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 (model, chain);
|
|
return;
|
|
}
|
|
|
|
R_BeginTransparentDrawing (entalpha);
|
|
|
|
R_DrawTextureChains_NoTexture (model, chain);
|
|
|
|
// OpenGL 2 fast path
|
|
if (r_world_program != 0)
|
|
{
|
|
R_EndTransparentDrawing (entalpha);
|
|
|
|
R_DrawTextureChains_GLSL (model, ent, chain);
|
|
return;
|
|
}
|
|
|
|
if (gl_overbright.value)
|
|
{
|
|
if (gl_texture_env_combine && gl_mtexable) //case 1: texture and lightmap in one pass, overbright using texture combiners
|
|
{
|
|
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 (model, ent, chain);
|
|
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 if (entalpha < 1) //case 2: can't do multipass if entity has alpha, so just draw the texture
|
|
{
|
|
R_DrawTextureChains_TextureOnly (model, ent, chain);
|
|
}
|
|
else //case 3: texture in one pass, lightmap in second pass using 2x modulation blend func, fog in third pass
|
|
{
|
|
//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
|
|
#ifndef VITA
|
|
Fog_DisableGFog ();
|
|
#endif
|
|
R_DrawTextureChains_TextureOnly (model, ent, chain);
|
|
#ifndef VITA
|
|
Fog_EnableGFog ();
|
|
#endif
|
|
glDepthMask (GL_FALSE);
|
|
glEnable (GL_BLEND);
|
|
glBlendFunc (GL_DST_COLOR, GL_SRC_COLOR); //2x modulate
|
|
#ifndef VITA
|
|
Fog_StartAdditive ();
|
|
#endif
|
|
R_DrawLightmapChains ();
|
|
#ifndef VITA
|
|
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 (model, ent, chain);
|
|
glColor3f(1,1,1);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
}
|
|
#endif
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDisable (GL_BLEND);
|
|
glDepthMask (GL_TRUE);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (gl_mtexable) //case 4: texture and lightmap in one pass, regular modulation
|
|
{
|
|
GL_EnableMultitexture ();
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
GL_DisableMultitexture ();
|
|
R_DrawTextureChains_Multitexture (model, ent, chain);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
}
|
|
else if (entalpha < 1) //case 5: can't do multipass if entity has alpha, so just draw the texture
|
|
{
|
|
R_DrawTextureChains_TextureOnly (model, ent, chain);
|
|
}
|
|
else //case 6: texture in one pass, lightmap in a second pass, fog in third pass
|
|
{
|
|
//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
|
|
#ifndef VITA
|
|
Fog_DisableGFog ();
|
|
#endif
|
|
R_DrawTextureChains_TextureOnly (model, ent, chain);
|
|
#ifndef VITA
|
|
Fog_EnableGFog ();
|
|
#endif
|
|
glDepthMask (GL_FALSE);
|
|
glEnable (GL_BLEND);
|
|
glBlendFunc(GL_ZERO, GL_SRC_COLOR); //modulate
|
|
#ifndef VITA
|
|
Fog_StartAdditive ();
|
|
#endif
|
|
R_DrawLightmapChains ();
|
|
#ifndef VITA
|
|
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 (model, ent, chain);
|
|
glColor3f(1,1,1);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
}
|
|
#endif
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDisable (GL_BLEND);
|
|
glDepthMask (GL_TRUE);
|
|
}
|
|
}
|
|
|
|
R_EndTransparentDrawing (entalpha);
|
|
|
|
fullbrights:
|
|
if (gl_fullbrights.value)
|
|
{
|
|
glDepthMask (GL_FALSE);
|
|
glEnable (GL_BLEND);
|
|
glBlendFunc (GL_ONE, GL_ONE);
|
|
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
glColor3f (entalpha, entalpha, entalpha);
|
|
#ifndef VITA
|
|
Fog_StartAdditive ();
|
|
#endif
|
|
R_DrawTextureChains_Glow (model, ent, chain);
|
|
#ifndef VITA
|
|
Fog_StopAdditive ();
|
|
#endif
|
|
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);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_DrawWorld -- ericw -- moved from R_DrawTextureChains, which is no longer specific to the world.
|
|
=============
|
|
*/
|
|
void R_DrawWorld (void)
|
|
{
|
|
if (!r_drawworld_cheatsafe)
|
|
return;
|
|
|
|
R_DrawTextureChains (cl.worldmodel, NULL, chain_world);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_DrawWorld_Water -- ericw -- moved from R_DrawTextureChains_Water, which is no longer specific to the world.
|
|
=============
|
|
*/
|
|
void R_DrawWorld_Water (void)
|
|
{
|
|
if (!r_drawworld_cheatsafe)
|
|
return;
|
|
|
|
R_DrawTextureChains_Water (cl.worldmodel, NULL, chain_world);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_DrawWorld_ShowTris -- ericw -- moved from R_DrawTextureChains_ShowTris, which is no longer specific to the world.
|
|
=============
|
|
*/
|
|
void R_DrawWorld_ShowTris (void)
|
|
{
|
|
if (!r_drawworld_cheatsafe)
|
|
return;
|
|
|
|
R_DrawTextureChains_ShowTris (cl.worldmodel, chain_world);
|
|
}
|