Exemplo n.º 1
0
/**
 * @brief Iterates the specified surfaces list, updating materials as they are
 * encountered, and rendering all visible stages. State is lazily managed
 * throughout the iteration, so there is a concerted effort to restore the
 * state after all surface stages have been rendered.
 */
void R_DrawMaterialSurfaces (const mBspSurfaces_t *surfs, GLushort *indexPtr)
{
	int i;

	if (!r_materials->integer || r_wire->integer)
		return;

	if (!surfs->count)
		return;

	assert(r_state.blend_enabled);

	/** @todo - integrate BSP lighting with model lighting */
	R_EnableModelLights(nullptr, 0, false, false);

	R_EnableColorArray(true);

	R_ResetArrayState();

	R_EnableColorArray(false);

	R_EnableLighting(nullptr, false);

	R_EnableTexture(&texunit_lightmap, false);

#ifndef GL_VERSION_ES_CM_1_0
	glEnable(GL_POLYGON_OFFSET_FILL);
#endif
	glPolygonOffset(-1.f, -1.f);

	glMatrixMode(GL_TEXTURE);  /* some stages will manipulate texcoords */

	for (i = 0; i < surfs->count; i++) {
		materialStage_t *s;
		mBspSurface_t *surf = surfs->surfaces[i];
		material_t *m = &surf->texinfo->image->material;
		int j = -1;

		if (surf->frame != r_locals.frame)
			continue;

		R_UpdateMaterial(m);

		for (s = m->stages; s; s = s->next, j--) {
			if (!(s->flags & STAGE_RENDER))
				continue;

			R_SetSurfaceStageState(surf, s);

			R_DrawSurfaceStage(surf, s);
		}
	}

	R_Color(nullptr);

	/* polygon offset parameters */
	glPolygonOffset(0.0, 0.0);
#ifndef GL_VERSION_ES_CM_1_0
	glDisable(GL_POLYGON_OFFSET_FILL);
#endif

	glLoadIdentity();
	glMatrixMode(GL_MODELVIEW);

	R_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	R_EnableFog(true);

	R_EnableColorArray(false);

	R_EnableTexture(&texunit_lightmap, false);

	R_EnableBumpmap(nullptr);

	R_EnableLighting(nullptr, false);

	R_EnableGlowMap(nullptr);

	R_Color(nullptr);
}
Exemplo n.º 2
0
/**
 * @brief Draw a model from the battlescape entity list
 * @sa R_GetEntityLists
 */
void R_DrawAliasModel (entity_t *e)
{
	mAliasModel_t *mod = &e->model->alias;
	/* the values are sane here already - see R_GetEntityLists */
	const image_t *skin = mod->meshes[e->as.mesh].skins[e->skinnum].skin;
	int i;
	float g;
	vec4_t color = {0.8, 0.8, 0.8, 1.0};
	mAliasMesh_t *mesh;

	/* IR goggles override color for entities that are affected */
	if ((refdef.rendererFlags & RDF_IRGOGGLES) && (e->flags & RF_IRGOGGLES))
		Vector4Set(e->shell, 1.0, 0.3, 0.3, 1.0);

	if (e->flags & RF_PULSE) {  /* and then adding in a pulse */
		const float f = 1.0 + sin((refdef.time + (e->model->alias.meshes[0].num_tris)) * 6.0) * 0.33;
		VectorScale(color, 1.0 + f, color);
	}

	g = 0.0;
	/* find brightest component */
	for (i = 0; i < 3; i++) {
		if (color[i] > g)  /* keep it */
			g = color[i];
	}

	/* scale it back to 1.0 */
	if (g > 1.0)
		VectorScale(color, 1.0 / g, color);

	R_Color(color);

	assert(skin->texnum > 0);
	R_BindTexture(skin->texnum);

	R_EnableGlowMap(skin->glowmap);

	R_UpdateLightList(e);
	R_EnableModelLights(e->lights, e->numLights, e->inShadow, true);

	/** @todo this breaks the encapsulation - don't call CL_* functions from within the renderer code */
	if (r_debug_lights->integer) {
		for (i = 0; i < e->numLights && i < r_dynamic_lights->integer; i++)
			CL_ParticleSpawn("lightTracerDebug", 0, e->transform.matrix + 12, e->lights[i]->origin);
	}

	if (skin->normalmap)
		R_EnableBumpmap(skin->normalmap);

	if (skin->specularmap)
		R_EnableSpecularMap(skin->specularmap, true);

	if (skin->roughnessmap)
		R_EnableRoughnessMap(skin->roughnessmap, true);

	glPushMatrix();
	glMultMatrixf(e->transform.matrix);

	if (VectorNotEmpty(e->scale))
		glScalef(e->scale[0], e->scale[1], e->scale[2]);

	mesh = R_DrawAliasModelBuffer(e);

	if (r_state.specularmap_enabled)
		R_EnableSpecularMap(NULL, false);

	if (r_state.roughnessmap_enabled)
		R_EnableRoughnessMap(NULL, false);

	R_EnableModelLights(NULL, 0, false, false);

	R_EnableGlowMap(NULL);

	if (r_state.active_normalmap)
		R_EnableBumpmap(NULL);

	R_DrawMeshShadow(e, mesh);

	if (mod->num_frames == 1)
		R_ResetArraysAfterStaticMeshRender();

	glPopMatrix();

	/* show model bounding box */
	if (r_showbox->integer)
		R_DrawBoundingBox(mod->frames[e->as.frame].mins, mod->frames[e->as.frame].maxs);

	R_Color(NULL);
}