Rewrote multitexture rendering. (faster, no fullbright bugs)

This commit is contained in:
Forest Hale 2000-07-04 09:29:56 +00:00
parent d24e28f28b
commit 54648f9a93
6 changed files with 136 additions and 422 deletions

View file

@ -998,8 +998,6 @@ void GL_Set2D (void)
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
GL_DisableMultitexture ();
glEnable (GL_BLEND);
glDisable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
@ -1474,13 +1472,3 @@ int GL_LoadPicTexture (qpic_t *pic)
{
return GL_LoadTexture ("", pic->width, pic->height, pic->data, false, true, 1);
}
/****************************************/
void GL_SelectTexture (GLenum target)
{
if (!gl_mtexable)
return;
qglSelectTexture (target + gl_mtex_enum);
}

View file

@ -519,9 +519,8 @@ void R_DrawParticles (void)
qboolean alphaTestEnabled;
glBindTexture (GL_TEXTURE_2D, particletexture);
// LordHavoc: reset to single texture and modulate mode before drawing particles
GL_DisableMultitexture();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// LordHavoc: particles should not affect zbuffer
glDepthMask(0);
alphaTestEnabled = glIsEnabled(GL_ALPHA_TEST);
if (alphaTestEnabled)
@ -655,6 +654,7 @@ void R_DrawParticles (void)
glEnd ();
if (alphaTestEnabled)
glEnable(GL_ALPHA_TEST);
glDepthMask(1);
}
/*

View file

@ -299,8 +299,6 @@ void R_DrawSpriteModel (entity_t *e)
else
glColor4f(1,1,1,1);
GL_DisableMultitexture();
glBindTexture (GL_TEXTURE_2D, frame->gl_texturenum);
glEnable (GL_ALPHA_TEST);
@ -620,8 +618,6 @@ void R_DrawAliasModel (entity_t *e)
// draw all the triangles
//
GL_DisableMultitexture();
glPushMatrix ();
R_RotateForEntity (e);
@ -968,8 +964,6 @@ void R_RenderScene (void)
R_DrawEntitiesOnList ();
GL_DisableMultitexture();
R_RenderDlights ();
R_UpdateFires ();
R_DrawParticles ();

View file

@ -309,8 +309,6 @@ void R_TranslatePlayerSkin (int playernum)
extern byte player_8bit_texels[320*200];
char s[512];
GL_DisableMultitexture();
player = &cl.players[playernum];
if (!player->name[0])
return;

View file

@ -93,12 +93,8 @@ int allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
// LordHavoc: changed to be allocated at runtime (typically lower memory usage)
byte *lightmaps[MAX_LIGHTMAPS];
// For gl_texsort 0
msurface_t *skychain = NULL;
msurface_t *waterchain = NULL;
void R_RenderDynamicLightmaps (msurface_t *fa);
extern qboolean lighthalf;
// LordHavoc: place for gl_rsurf setup code
@ -130,7 +126,7 @@ void R_ForceLightUpdate()
/*
R_AddDynamicLights
LordHavoc: completely rewrote this, relies on 64bit integer math...
LordHavoc: completely rewrote this, relies on 64bit integer math...
*/
int dlightdivtable[8192];
int dlightdivtableinitialized = 0;
@ -380,7 +376,7 @@ Returns the proper texture for a given time and base texture
*/
texture_t *R_TextureAnimation (texture_t *base)
{
int reletive;
int relative;
int count;
if (currententity->frame)
@ -392,10 +388,10 @@ texture_t *R_TextureAnimation (texture_t *base)
if (!base->anim_total)
return base;
reletive = (int)(cl.time*10) % base->anim_total;
relative = (int)(cl.time*10) % base->anim_total;
count = 0;
while (base->anim_min > reletive || base->anim_max <= reletive)
while (base->anim_min > relative || base->anim_max <= relative)
{
base = base->anim_next;
if (!base)
@ -424,42 +420,9 @@ extern float speedscale; // for top sky and bottom sky
lpMTexFUNC qglMTexCoord2f = NULL;
lpSelTexFUNC qglSelectTexture = NULL;
qboolean mtexenabled = false;
void GL_SelectTexture (GLenum target);
void GL_DisableMultitexture(void)
void GL_UploadLightmap(int i, int x, int y, int w, int h)
{
if (mtexenabled)
{
glDisable(GL_TEXTURE_2D);
GL_SelectTexture(0);
mtexenabled = false;
}
}
void GL_EnableMultitexture(void)
{
if (gl_mtexable)
{
GL_SelectTexture(1);
glEnable(GL_TEXTURE_2D);
mtexenabled = true;
}
}
void GL_UploadLightmap(int i)
{
glRect_t *theRect;
lightmap_modified[i] = false;
theRect = &lightmap_rectchange[i];
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
BLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmaps[i] + (theRect->t * BLOCK_WIDTH) * lightmap_bytes);
theRect->l = BLOCK_WIDTH;
theRect->t = BLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, y, BLOCK_WIDTH, h, gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps[i] + (y * BLOCK_WIDTH) * lightmap_bytes);
}
/*
@ -470,171 +433,55 @@ Systems that have fast state and texture changes can
just do everything as it passes with no need to sort
================
*/
void R_DrawWorldSequentialPoly (msurface_t *s)
void R_DrawMultitexturePoly (msurface_t *s)
{
glpoly_t *p;
int maps;
float *v;
int i;
texture_t *t;
// normal lightmaped poly
R_RenderDynamicLightmaps (s);
p = s->polys;
t = R_TextureAnimation (s->texinfo->texture);
if (gl_mtexable)
c_brush_polys++;
i = s->lightmaptexturenum;
// Binds world to texture env 0
qglSelectTexture (gl_mtex_enum+0);
glBindTexture (GL_TEXTURE_2D, R_TextureAnimation (s->texinfo->texture)->gl_texturenum);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
// Binds lightmap to texenv 1
qglSelectTexture (gl_mtex_enum+1);
glBindTexture (GL_TEXTURE_2D, lightmap_textures + i);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_TEXTURE_2D);
// check for lightmap modification
if (r_dynamic->value)
{
// Binds world to texture env 0
GL_SelectTexture(0);
glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
// Binds lightmap to texenv 1
GL_EnableMultitexture(); // Same as SelectTexture (TEXTURE1)
glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum);
i = s->lightmaptexturenum;
if (lightmap_modified[i])
GL_UploadLightmap(i);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
for (maps = 0;maps < MAXLIGHTMAPS && s->styles[maps] != 255;maps++)
if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps])
goto dynamic;
glBegin(GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
if (s->dlightframe == r_framecount // dynamic this frame
|| s->cached_dlight) // dynamic previously
{
qglMTexCoord2f (gl_mtex_enum + 0, v[3], v[4]);
qglMTexCoord2f (gl_mtex_enum + 1, v[5], v[6]);
glVertex3fv (v);
dynamic:
R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * lightmap_bytes, BLOCK_WIDTH*lightmap_bytes);
GL_UploadLightmap(i, s->light_s, s->light_t, (s->extents[0]>>4)+1, (s->extents[1]>>4)+1);
}
}
else
glBegin(GL_POLYGON);
v = s->polys->verts[0];
for (i=0 ; i<s->polys->numverts ; i++, v+= VERTEXSIZE)
{
glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2fv (&v[3]);
glVertex3fv (v);
}
glEnd ();
glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
glEnable(GL_BLEND);
glBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2fv (&v[5]);
glVertex3fv (v);
}
glDisable(GL_BLEND);
}
glEnd ();
}
void R_DrawModelSequentialPoly (msurface_t *s)
{
glpoly_t *p;
float *v;
int i;
texture_t *t;
//
// normal lightmaped poly
//
if (!(s->flags & (SURF_DRAWSKY|SURF_DRAWTURB)))
{
R_RenderDynamicLightmaps (s);
p = s->polys;
t = R_TextureAnimation (s->texinfo->texture);
if (gl_mtexable)
{
// Binds world to texture env 0
GL_SelectTexture(0);
glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
// Binds lightmap to texenv 1
GL_EnableMultitexture(); // Same as SelectTexture (TEXTURE1)
glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum);
i = s->lightmaptexturenum;
if (lightmap_modified[i])
GL_UploadLightmap(i);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin(GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
qglMTexCoord2f (gl_mtex_enum + 0, v[3], v[4]);
qglMTexCoord2f (gl_mtex_enum + 1, v[5], v[6]);
glVertex3fv (v);
}
}
else
{
glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2fv (&v[3]);
glVertex3fv (v);
}
glEnd ();
glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
glEnable(GL_BLEND);
glBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2fv (&v[5]);
glVertex3fv (v);
}
glDisable(GL_BLEND);
}
glEnd ();
return;
}
//
// subdivided water surface warp
//
if (s->flags & SURF_DRAWTURB)
{
EmitWaterPolys (s);
return;
}
}
/*
================
DrawGLPoly
================
*/
void DrawGLPoly (glpoly_t *p)
{
int i;
float *v;
glBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2fv (&v[3]);
qglMTexCoord2f (gl_mtex_enum + 0, v[3], v[4]);
qglMTexCoord2f (gl_mtex_enum + 1, v[5], v[6]);
glVertex3fv (v);
}
glEnd ();
glDisable(GL_TEXTURE_2D);
qglSelectTexture (gl_mtex_enum+0);
}
/*
================
R_BlendLightmaps
@ -646,9 +493,6 @@ void R_BlendLightmaps (void)
glpoly_t *p;
float *v;
if (!gl_texsort->value)
return;
glDepthMask (0); // don't bother writing Z
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
@ -662,8 +506,11 @@ void R_BlendLightmaps (void)
continue;
glBindTexture (GL_TEXTURE_2D, lightmap_textures+i);
if (lightmap_modified[i])
GL_UploadLightmap(i);
for ( ; p ; p=p->chain)
{
GL_UploadLightmap(i, lightmap_rectchange[i].l, lightmap_rectchange[i].t, lightmap_rectchange[i].w, lightmap_rectchange[i].h);
lightmap_modified[i] = false;
}
for (;p;p = p->chain)
{
glBegin (GL_POLYGON);
v = p->verts[0];
@ -689,31 +536,25 @@ R_RenderBrushPoly
*/
void R_RenderBrushPoly (msurface_t *fa)
{
texture_t *t;
byte *base;
int maps;
glRect_t *theRect;
int smax, tmax;
glRect_t *theRect;
int i;
float *v;
int smax, tmax;
c_brush_polys++;
if (fa->flags & SURF_DRAWSKY)
{ // warp texture, no lightmaps
// EmitBothSkyLayers (fa);
return;
}
t = R_TextureAnimation (fa->texinfo->texture);
glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
glBindTexture (GL_TEXTURE_2D, R_TextureAnimation (fa->texinfo->texture)->gl_texturenum);
if (fa->flags & SURF_DRAWTURB)
{ // warp texture, no lightmaps
EmitWaterPolys (fa);
return;
glBegin (GL_POLYGON);
v = fa->polys->verts[0];
for (i = 0;i < fa->polys->numverts;i++, v += VERTEXSIZE)
{
glTexCoord2fv (&v[3]);
glVertex3fv (v);
}
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
DrawGLPoly (fa->polys);
glEnd ();
// add the poly to the proper lightmap chain
@ -750,93 +591,30 @@ dynamic:
theRect->w = (fa->light_s-theRect->l)+smax;
if ((theRect->h + theRect->t) < (fa->light_t + tmax))
theRect->h = (fa->light_t-theRect->t)+tmax;
if (lightmap_bytes==3) {
base = lightmaps[fa->lightmaptexturenum] + (fa->light_t * BLOCK_WIDTH + fa->light_s) * 3;
R_BuildLightMap (fa, base, BLOCK_WIDTH*3);
} else {
base = lightmaps[fa->lightmaptexturenum] + (fa->light_t * BLOCK_WIDTH + fa->light_s);
R_BuildLightMap (fa, base, BLOCK_WIDTH);
}
base = lightmaps[fa->lightmaptexturenum] + (fa->light_t * BLOCK_WIDTH + fa->light_s) * lightmap_bytes;
R_BuildLightMap (fa, base, BLOCK_WIDTH*lightmap_bytes);
}
}
}
/*
================
R_RenderDynamicLightmaps
Multitexture
================
*/
void R_RenderDynamicLightmaps (msurface_t *fa)
void GL_WaterSurface(msurface_t *s)
{
byte *base;
int maps;
glRect_t *theRect;
int smax, tmax;
c_brush_polys++;
if (fa->flags & ( SURF_DRAWSKY | SURF_DRAWTURB) )
return;
fa->polys->chain = lightmap_polys[fa->lightmaptexturenum];
lightmap_polys[fa->lightmaptexturenum] = fa->polys;
// check for lightmap modification
for (maps = 0 ; maps < MAXLIGHTMAPS && fa->styles[maps] != 255 ;
maps++)
if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps])
goto dynamic;
if (fa->dlightframe == r_framecount // dynamic this frame
|| fa->cached_dlight) // dynamic previously
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (lighthalf)
glColor4f(0.5,0.5,0.5, r_wateralpha->value);
else
glColor4f(1,1,1, r_wateralpha->value);
if (r_wateralpha->value < 1.0)
{
dynamic:
if (r_dynamic->value)
{
lightmap_modified[fa->lightmaptexturenum] = true;
theRect = &lightmap_rectchange[fa->lightmaptexturenum];
if (fa->light_t < theRect->t) {
if (theRect->h)
theRect->h += theRect->t - fa->light_t;
theRect->t = fa->light_t;
}
if (fa->light_s < theRect->l) {
if (theRect->w)
theRect->w += theRect->l - fa->light_s;
theRect->l = fa->light_s;
}
smax = (fa->extents[0]>>4)+1;
tmax = (fa->extents[1]>>4)+1;
if ((theRect->w + theRect->l) < (fa->light_s + smax))
theRect->w = (fa->light_s-theRect->l)+smax;
if ((theRect->h + theRect->t) < (fa->light_t + tmax))
theRect->h = (fa->light_t-theRect->t)+tmax;
if (lightmap_bytes==3) {
base = lightmaps[fa->lightmaptexturenum] + (fa->light_t * BLOCK_WIDTH + fa->light_s) * 3;
R_BuildLightMap (fa, base, BLOCK_WIDTH*3);
} else {
base = lightmaps[fa->lightmaptexturenum] + (fa->light_t * BLOCK_WIDTH + fa->light_s);
R_BuildLightMap (fa, base, BLOCK_WIDTH);
}
}
glDepthMask(0);
EmitWaterPolys (s);
glDepthMask(1);
}
else
EmitWaterPolys (s);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
/*
================
R_MirrorChain
================
*/
void R_MirrorChain (msurface_t *s)
{
if (mirror)
return;
mirror = true;
mirror_plane = s->plane;
}
/*
================
R_DrawWaterSurfaces
@ -846,67 +624,38 @@ void R_DrawWaterSurfaces (void)
{
int i;
msurface_t *s;
texture_t *t;
if (r_wateralpha->value == 1.0 && gl_texsort->value)
if (!waterchain)
return;
//
// go back to the world matrix
//
glLoadMatrixf (r_world_matrix);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (lighthalf)
glColor4f(0.5,0.5,0.5, r_wateralpha->value);
else
glColor4f(1,1,1, r_wateralpha->value);
if (r_wateralpha->value < 1.0)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
else
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDepthMask(0);
if (!gl_texsort->value)
i = -1;
for (s = waterchain;s;s = s->texturechain)
{
if (!waterchain)
return;
for ( s = waterchain ; s ; s=s->texturechain)
if (i != s->texinfo->texture->gl_texturenum)
{
glBindTexture (GL_TEXTURE_2D, s->texinfo->texture->gl_texturenum);
EmitWaterPolys (s);
i = s->texinfo->texture->gl_texturenum;
glBindTexture (GL_TEXTURE_2D, i);
}
waterchain = NULL;
}
else
{
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
{
t = cl.worldmodel->textures[i];
if (!t)
continue;
s = t->texturechain;
if (!s)
continue;
if ( !(s->flags & SURF_DRAWTURB ) )
continue;
// set modulate mode explicitly
glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
for ( ; s ; s=s->texturechain)
EmitWaterPolys (s);
t->texturechain = NULL;
}
EmitWaterPolys (s);
}
waterchain = NULL;
glColor3f(1,1,1);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
if (r_wateralpha->value < 1.0)
glDepthMask(1);
}
@ -919,43 +668,15 @@ void DrawTextureChains (void)
{
int i;
msurface_t *s;
texture_t *t;
if (!gl_texsort->value) {
GL_DisableMultitexture();
if (skychain)
{
skychain = NULL;
}
return;
}
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
{
t = cl.worldmodel->textures[i];
if (!t)
if (!cl.worldmodel->textures[i])
continue;
s = t->texturechain;
if (!s)
continue;
/* if (i == skytexturenum)
R_DrawSkyChain (s);
else*/ if (i == mirrortexturenum && r_mirroralpha->value != 1.0)
{
R_MirrorChain (s);
continue;
}
else
{
if ((s->flags & SURF_DRAWTURB) && r_wateralpha->value != 1.0)
continue; // draw translucent water later
for ( ; s ; s=s->texturechain)
R_RenderBrushPoly (s);
}
for (s = cl.worldmodel->textures[i]->texturechain;s;s = s->texturechain)
R_RenderBrushPoly (s);
t->texturechain = NULL;
cl.worldmodel->textures[i]->texturechain = NULL;
}
}
@ -1039,11 +760,20 @@ void R_DrawBrushModel (entity_t *e)
R_RotateForEntity (e);
e->angles[0] = -e->angles[0]; // stupid quake bug
// LordHavoc: anyone without multitexture won't want texsort 0 anyway...
if (!gl_mtexable)
gl_texsort->value = 1;
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//
// draw texture
//
for (i=0 ; i<clmodel->nummodelsurfaces ; i++, psurf++)
{
if (psurf->flags & SURF_DRAWSKY)
return;
// find which side of the node we are on
pplane = psurf->plane;
@ -1053,14 +783,18 @@ void R_DrawBrushModel (entity_t *e)
if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
(!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON)))
{
if (gl_texsort->value)
if (psurf->flags & SURF_DRAWTURB)
GL_WaterSurface(psurf);
else if (gl_texsort->value)
R_RenderBrushPoly (psurf);
else
R_DrawModelSequentialPoly (psurf);
R_DrawMultitexturePoly (psurf);
}
}
R_BlendLightmaps ();
if (gl_texsort->value)
R_BlendLightmaps ();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
@ -1165,22 +899,21 @@ void R_RecursiveWorldNode (mnode_t *node)
if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
continue; // wrong side
// if sorting by texture, just store it out
if (gl_texsort->value) {
if (!mirror || surf->texinfo->texture !=
cl.worldmodel->textures[mirrortexturenum]) {
if (surf->flags & SURF_DRAWSKY)
continue;
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = surf;
}
} else if (surf->flags & SURF_DRAWSKY) {
surf->texturechain = skychain;
skychain = surf;
} else if (surf->flags & SURF_DRAWTURB) {
if (surf->flags & SURF_DRAWTURB)
{
surf->texturechain = waterchain;
waterchain = surf;
} else
R_DrawWorldSequentialPoly (surf);
}
else if (gl_texsort->value)
{
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = surf;
}
else
R_DrawMultitexturePoly (surf);
}
}
@ -1209,16 +942,24 @@ void R_DrawWorld (void)
currententity = &ent;
// LordHavoc: anyone without multitexture won't want texsort 0 anyway...
if (!gl_mtexable)
gl_texsort->value = 1;
glColor3f (1.0, 1.0, 1.0);
memset (lightmap_polys, 0, sizeof(lightmap_polys));
// Be sure to clear the skybox --KB
R_DrawSky ();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
R_RecursiveWorldNode (cl.worldmodel->nodes);
DrawTextureChains ();
R_BlendLightmaps ();
if (gl_texsort->value)
R_BlendLightmaps ();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
@ -1464,13 +1205,8 @@ void GL_CreateSurfaceLightmap (msurface_t *surf)
tmax = (surf->extents[1]>>4)+1;
surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t);
if (lightmap_bytes==3) {
base = lightmaps[surf->lightmaptexturenum] + (surf->light_t * BLOCK_WIDTH + surf->light_s) * 3;
R_BuildLightMap (surf, base, BLOCK_WIDTH*3);
} else {
base = lightmaps[surf->lightmaptexturenum] + (surf->light_t * BLOCK_WIDTH + surf->light_s);
R_BuildLightMap (surf, base, BLOCK_WIDTH);
}
base = lightmaps[surf->lightmaptexturenum] + (surf->light_t * BLOCK_WIDTH + surf->light_s) * lightmap_bytes;
R_BuildLightMap (surf, base, BLOCK_WIDTH*lightmap_bytes);
}
@ -1531,8 +1267,8 @@ void GL_BuildLightmaps (void)
}
}
if (!gl_texsort->value)
GL_SelectTexture(1);
if (gl_mtexable && !gl_texsort->value)
qglSelectTexture (gl_mtex_enum+1);
//
// upload all lightmaps that were filled
@ -1554,8 +1290,7 @@ void GL_BuildLightmaps (void)
GL_UNSIGNED_BYTE, lightmaps[i]);
}
if (!gl_texsort->value)
GL_SelectTexture(0);
if (gl_mtexable && !gl_texsort->value)
qglSelectTexture (gl_mtex_enum+0);
}

View file

@ -650,7 +650,6 @@ R_DrawSkyBox (void)
{
int i, j;
GL_DisableMultitexture ();
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_ALWAYS);
// glDisable (GL_BLEND);
@ -732,13 +731,13 @@ R_DrawSkyLayer (float s)
void
R_DrawSkyDome (void)
{
GL_DisableMultitexture ();
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_ALWAYS);
// glDisable (GL_BLEND);
// glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthRange (gldepthmax, gldepthmax);
glDisable (GL_BLEND);
if (lighthalf)
glColor3f(0.5,0.5,0.5);
else