This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
#include "quakedef.h"
-extern int skytexturenum;
+#define MAX_LIGHTMAP_SIZE 256
-int lightmap_textures;
+static signed int blocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
-signed blocklights[18*18*3]; // LordHavoc: *3 for colored lighting
+static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
-// LordHavoc: skinny but tall lightmaps for quicker subimage uploads
-#define BLOCK_WIDTH 128
-#define BLOCK_HEIGHT 128
-// LordHavoc: increased lightmap limit from 64 to 1024
-#define MAX_LIGHTMAPS 1024
-#define LIGHTMAPSIZE (BLOCK_WIDTH*BLOCK_HEIGHT*4)
+cvar_t r_ambient = {0, "r_ambient", "0"};
+cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"};
+cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"};
+cvar_t r_drawportals = {0, "r_drawportals", "0"};
+cvar_t r_testvis = {0, "r_testvis", "0"};
-int active_lightmaps;
+static void gl_surf_start(void)
+{
+}
-short allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
+static void gl_surf_shutdown(void)
+{
+}
-byte *lightmaps[MAX_LIGHTMAPS];
-short lightmapupdate[MAX_LIGHTMAPS][2];
+static void gl_surf_newmap(void)
+{
+}
-int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes
-cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"};
-cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "1"};
-cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"};
-cvar_t gl_nosubimage = {"gl_nosubimage", "0"};
-cvar_t r_ambient = {"r_ambient", "0"};
-//cvar_t gl_funnywalls = {"gl_funnywalls", "0"}; // LordHavoc: see BuildSurfaceDisplayList
+static int dlightdivtable[32768];
-qboolean lightmaprgba, nosubimagefragments, nosubimage;
-int lightmapbytes;
+void GL_Surf_Init(void)
+{
+ int i;
+ dlightdivtable[0] = 4194304;
+ for (i = 1;i < 32768;i++)
+ dlightdivtable[i] = 4194304 / (i << 7);
-qboolean skyisvisible;
-extern qboolean gl_arrays;
+ Cvar_RegisterVariable(&r_ambient);
+ Cvar_RegisterVariable(&r_vertexsurfaces);
+ Cvar_RegisterVariable(&r_dlightmap);
+ Cvar_RegisterVariable(&r_drawportals);
+ Cvar_RegisterVariable(&r_testvis);
-extern int r_dlightframecount;
+ R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
+}
-void glrsurf_init()
+static int R_AddDynamicLights (msurface_t *surf)
{
- int i;
- for (i = 0;i < MAX_LIGHTMAPS;i++)
- lightmaps[i] = NULL;
- Cvar_RegisterVariable(&gl_lightmapalign);
- Cvar_RegisterVariable(&gl_lightmaprgba);
- Cvar_RegisterVariable(&gl_nosubimagefragments);
- Cvar_RegisterVariable(&gl_nosubimage);
- Cvar_RegisterVariable(&r_ambient);
-// Cvar_RegisterVariable(&gl_funnywalls);
- // check if it's the glquake minigl driver
- if (strncasecmp(gl_vendor,"3Dfx",4)==0)
- if (!gl_arrays)
+ int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract;
+ unsigned int *bl;
+ float dist;
+ vec3_t impact, local;
+
+ // LordHavoc: use 64bit integer... shame it's not very standardized...
+#if _MSC_VER || __BORLANDC__
+ __int64 k;
+#else
+ long long k;
+#endif
+
+ lit = false;
+
+ smax = (surf->extents[0] >> 4) + 1;
+ tmax = (surf->extents[1] >> 4) + 1;
+
+ for (lnum = 0; lnum < r_numdlights; lnum++)
+ {
+ if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+ continue; // not lit by this light
+
+ softwareuntransform(r_dlight[lnum].origin, local);
+// VectorSubtract (r_dlight[lnum].origin, currentrenderentity->origin, local);
+ dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+
+ // for comparisons to minimum acceptable light
+ // compensate for LIGHTOFFSET
+ maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
+
+ // already clamped, skip this
+ // clamp radius to avoid exceeding 32768 entry division table
+ //if (maxdist > 4194304)
+ // maxdist = 4194304;
+
+ dist2 = dist * dist;
+ dist2 += LIGHTOFFSET;
+ if (dist2 >= maxdist)
+ continue;
+
+ impact[0] = local[0] - surf->plane->normal[0] * dist;
+ impact[1] = local[1] - surf->plane->normal[1] * dist;
+ impact[2] = local[2] - surf->plane->normal[2] * dist;
+
+ impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+ impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+ s = bound(0, impacts, smax * 16) - impacts;
+ t = bound(0, impactt, tmax * 16) - impactt;
+ i = s * s + t * t + dist2;
+ if (i > maxdist)
+ continue;
+
+ // reduce calculations
+ for (s = 0, i = impacts; s < smax; s++, i -= 16)
+ sdtable[s] = i * i + dist2;
+
+ maxdist3 = maxdist - dist2;
+
+ // convert to 8.8 blocklights format
+ red = r_dlight[lnum].light[0];
+ green = r_dlight[lnum].light[1];
+ blue = r_dlight[lnum].light[2];
+ subtract = (int) (r_dlight[lnum].lightsubtract * 4194304.0f);
+ bl = blocklights;
+ smax3 = smax * 3;
+
+ i = impactt;
+ for (t = 0;t < tmax;t++, i -= 16)
+ {
+ td = i * i;
+ // make sure some part of it is visible on this line
+ if (td < maxdist3)
+ {
+ maxdist2 = maxdist - td;
+ for (s = 0;s < smax;s++)
+ {
+ if (sdtable[s] < maxdist2)
+ {
+ k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
+ if (k > 0)
+ {
+ bl[0] += (red * k) >> 8;
+ bl[1] += (green * k) >> 8;
+ bl[2] += (blue * k) >> 8;
+ lit = true;
+ }
+ }
+ bl += 3;
+ }
+ }
+ else // skip line
+ bl += smax3;
+ }
+ }
+ return lit;
+}
+
+void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, int icolor[8])
+{
+ float ndist;
+ msurface_t *surf, *endsurf;
+ int sdtable[256], td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, dist2, impacts, impactt, subtract, a, stained, cr, cg, cb, ca, ratio;
+ qbyte *bl;
+ vec3_t impact;
+ // LordHavoc: use 64bit integer... shame it's not very standardized...
+#if _MSC_VER || __BORLANDC__
+ __int64 k;
+#else
+ long long k;
+#endif
+
+
+ // for comparisons to minimum acceptable light
+ // compensate for 4096 offset
+ maxdist = radius * radius + 4096;
+
+ // clamp radius to avoid exceeding 32768 entry division table
+ if (maxdist > 4194304)
+ maxdist = 4194304;
+
+ subtract = (int) ((1.0f / maxdist) * 4194304.0f);
+
+loc0:
+ if (node->contents < 0)
+ return;
+ ndist = PlaneDiff(origin, node->plane);
+ if (ndist > radius)
+ {
+ node = node->children[0];
+ goto loc0;
+ }
+ if (ndist < -radius)
+ {
+ node = node->children[1];
+ goto loc0;
+ }
+
+ dist2 = ndist * ndist;
+ dist2 += 4096.0f;
+ if (dist2 < maxdist)
+ {
+ maxdist3 = maxdist - dist2;
+
+ impact[0] = origin[0] - node->plane->normal[0] * ndist;
+ impact[1] = origin[1] - node->plane->normal[1] * ndist;
+ impact[2] = origin[2] - node->plane->normal[2] * ndist;
+
+ for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
+ {
+ if (surf->stainsamples)
+ {
+ smax = (surf->extents[0] >> 4) + 1;
+ tmax = (surf->extents[1] >> 4) + 1;
+
+ impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+ impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+ s = bound(0, impacts, smax * 16) - impacts;
+ t = bound(0, impactt, tmax * 16) - impactt;
+ i = s * s + t * t + dist2;
+ if (i > maxdist)
+ continue;
+
+ // reduce calculations
+ for (s = 0, i = impacts; s < smax; s++, i -= 16)
+ sdtable[s] = i * i + dist2;
+
+ // convert to 8.8 blocklights format
+ bl = surf->stainsamples;
+ smax3 = smax * 3;
+ stained = false;
+
+ i = impactt;
+ for (t = 0;t < tmax;t++, i -= 16)
+ {
+ td = i * i;
+ // make sure some part of it is visible on this line
+ if (td < maxdist3)
+ {
+ maxdist2 = maxdist - td;
+ for (s = 0;s < smax;s++)
+ {
+ if (sdtable[s] < maxdist2)
+ {
+ k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
+ if (k > 0)
+ {
+ ratio = rand() & 255;
+ ca = (((icolor[7] - icolor[3]) * ratio) >> 8) + icolor[3];
+ a = (ca * k) >> 8;
+ if (a > 0)
+ {
+ a = bound(0, a, 256);
+ cr = (((icolor[4] - icolor[0]) * ratio) >> 8) + icolor[0];
+ cg = (((icolor[5] - icolor[1]) * ratio) >> 8) + icolor[1];
+ cb = (((icolor[6] - icolor[2]) * ratio) >> 8) + icolor[2];
+ bl[0] = (qbyte) ((((cr - (int) bl[0]) * a) >> 8) + (int) bl[0]);
+ bl[1] = (qbyte) ((((cg - (int) bl[1]) * a) >> 8) + (int) bl[1]);
+ bl[2] = (qbyte) ((((cb - (int) bl[2]) * a) >> 8) + (int) bl[2]);
+ stained = true;
+ }
+ }
+ }
+ bl += 3;
+ }
+ }
+ else // skip line
+ bl += smax3;
+ }
+ // force lightmap upload
+ if (stained)
+ surf->cached_dlight = true;
+ }
+ }
+ }
+
+ if (node->children[0]->contents >= 0)
+ {
+ if (node->children[1]->contents >= 0)
+ {
+ R_StainNode(node->children[0], model, origin, radius, icolor);
+ node = node->children[1];
+ goto loc0;
+ }
+ else
+ {
+ node = node->children[0];
+ goto loc0;
+ }
+ }
+ else if (node->children[1]->contents >= 0)
+ {
+ node = node->children[1];
+ goto loc0;
+ }
+}
+
+void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
+{
+ int n, icolor[8];
+ entity_render_t *ent;
+ model_t *model;
+ vec3_t org;
+ icolor[0] = cr1;
+ icolor[1] = cg1;
+ icolor[2] = cb1;
+ icolor[3] = ca1;
+ icolor[4] = cr2;
+ icolor[5] = cg2;
+ icolor[6] = cb2;
+ icolor[7] = ca2;
+
+ model = cl.worldmodel;
+ softwaretransformidentity();
+ R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor);
+
+ // look for embedded bmodels
+ for (n = 1;n < MAX_EDICTS;n++)
{
-// Cvar_SetValue("gl_nosubimagefragments", 1);
-// Cvar_SetValue("gl_nosubimage", 1);
- Cvar_SetValue("gl_lightmode", 0);
+ ent = &cl_entities[n].render;
+ model = ent->model;
+ if (model && model->name[0] == '*')
+ {
+ Mod_CheckLoaded(model);
+ if (model->type == mod_brush)
+ {
+ softwaretransformforentity(ent);
+ softwareuntransform(origin, org);
+ R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, icolor);
+ }
+ }
}
}
-extern qboolean lighthalf;
/*
===============
R_BuildLightMap
Combine and scale multiple lightmaps into the 8.8 format in blocklights
===============
*/
-void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
+static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
{
- int smax, tmax;
- int t;
- int i, j, size;
- byte *lightmap;
- int scale;
- int maps;
- int *bl;
-
- surf->cached_lighthalf = lighthalf;
+ int smax, tmax, i, j, size, size3, shift, scale, maps, *bl, stride, l;
+ qbyte *lightmap, *out, *stain;
+
+ // update cached lighting info
+ surf->cached_dlight = 0;
+ surf->cached_lightscalebit = lightscalebit;
surf->cached_ambient = r_ambient.value;
+ surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
+ surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
+ surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
+ surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
size = smax*tmax;
+ size3 = size*3;
lightmap = surf->samples;
// set to full bright if no light data
- if (currententity->effects & EF_FULLBRIGHT || !cl.worldmodel->lightdata)
+ if ((currentrenderentity->effects & EF_FULLBRIGHT) || !cl.worldmodel->lightdata)
{
bl = blocklights;
- for (i=0 ; i<size ; i++)
+ for (i = 0;i < size;i++)
{
*bl++ = 255*256;
*bl++ = 255*256;
else
{
// clear to no light
- bl = blocklights;
j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style
- for (i=0 ; i<size ; i++)
+ if (j)
+ {
+ bl = blocklights;
+ for (i = 0;i < size3;i++)
+ *bl++ = j;
+ }
+ else
+ memset(&blocklights[0], 0, size*3*sizeof(int));
+
+ if (surf->dlightframe == r_framecount && r_dlightmap.integer)
{
- *bl++ = j;
- *bl++ = j;
- *bl++ = j;
+ surf->cached_dlight = R_AddDynamicLights(surf);
+ if (surf->cached_dlight)
+ c_light_polys++;
+ else if (dlightchanged)
+ return; // don't upload if only updating dlights and none mattered
}
// add all the lightmaps
if (lightmap)
for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
- {
- scale = d_lightstylevalue[surf->styles[maps]];
- surf->cached_light[maps] = scale; // 8.8 fraction
- bl = blocklights;
- for (i=0 ; i<size ; i++)
- {
- *bl++ += *lightmap++ * scale;
+ for (scale = d_lightstylevalue[surf->styles[maps]], bl = blocklights, i = 0;i < size3;i++)
*bl++ += *lightmap++ * scale;
- *bl++ += *lightmap++ * scale;
- }
- }
}
- stride -= (smax*lightmapbytes);
+
+ stain = surf->stainsamples;
+ if (stain)
+ for (bl = blocklights, i = 0;i < size3;i++)
+ if (stain[i] < 255)
+ bl[i] = (bl[i] * stain[i]) >> 8;
+
bl = blocklights;
- if (lighthalf)
+ out = templight;
+ // deal with lightmap brightness scale
+ shift = 7 + lightscalebit;
+ if (currentrenderentity->model->lightmaprgba)
{
- // LordHavoc: I shift down by 8 unlike GLQuake's 7,
- // the image is brightened as a processing pass
- if (lightmaprgba)
- {
- for (i=0 ; i<tmax ; i++, dest += stride)
- {
- for (j=0 ; j<smax ; j++)
- {
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- *dest++ = 255;
- }
- }
- }
- else
+ stride = (surf->lightmaptexturestride - smax) * 4;
+ for (i = 0;i < tmax;i++, out += stride)
{
- for (i=0 ; i<tmax ; i++, dest += stride)
+ for (j = 0;j < smax;j++)
{
- for (j=0 ; j<smax ; j++)
- {
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- }
+ l = *bl++ >> shift;*out++ = min(l, 255);
+ l = *bl++ >> shift;*out++ = min(l, 255);
+ l = *bl++ >> shift;*out++ = min(l, 255);
+ *out++ = 255;
}
}
}
else
{
- if (lightmaprgba)
- {
- for (i=0 ; i<tmax ; i++, dest += stride)
- {
- for (j=0 ; j<smax ; j++)
- {
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- *dest++ = 255;
- }
- }
- }
- else
+ stride = (surf->lightmaptexturestride - smax) * 3;
+ for (i = 0;i < tmax;i++, out += stride)
{
- for (i=0 ; i<tmax ; i++, dest += stride)
+ for (j = 0;j < smax;j++)
{
- for (j=0 ; j<smax ; j++)
- {
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- }
+ l = *bl++ >> shift;*out++ = min(l, 255);
+ l = *bl++ >> shift;*out++ = min(l, 255);
+ l = *bl++ >> shift;*out++ = min(l, 255);
}
}
}
-}
-byte templight[32*32*4];
-
-void R_UpdateLightmap(msurface_t *s, int lnum)
-{
- int smax, tmax;
- // upload the new lightmap texture fragment
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
- if (nosubimage || nosubimagefragments)
- {
- if (lightmapupdate[lnum][0] > s->light_t)
- lightmapupdate[lnum][0] = s->light_t;
- if (lightmapupdate[lnum][1] < (s->light_t + ((s->extents[1]>>4)+1)))
- lightmapupdate[lnum][1] = (s->light_t + ((s->extents[1]>>4)+1));
- if (lightmaprgba)
- R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 4, BLOCK_WIDTH * 4);
- else
- R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 3, BLOCK_WIDTH * 3);
- }
- else
- {
- smax = ((s->extents[0]>>4)+lightmapalign) & lightmapalignmask;
- tmax = (s->extents[1]>>4)+1;
- if (lightmaprgba)
- {
- R_BuildLightMap (s, templight, smax * 4);
- glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
- }
- else
- {
- R_BuildLightMap (s, templight, smax * 3);
- glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
- }
- }
+ R_UpdateTexture(surf->lightmaptexture, templight);
}
-
/*
===============
R_TextureAnimation
Returns the proper texture for a given time and base texture
===============
*/
-texture_t *R_TextureAnimation (texture_t *base)
+/*
+// note: this was manually inlined in R_PrepareSurfaces
+static texture_t *R_TextureAnimation (texture_t *base)
{
- texture_t *original;
- int relative;
- int count;
+ if (currentrenderentity->frame && base->alternate_anims != NULL)
+ base = base->alternate_anims;
- if (currententity->frame)
- {
- if (base->alternate_anims)
- base = base->alternate_anims;
- }
-
- if (!base->anim_total)
+ if (base->anim_total < 2)
return base;
- original = base;
-
- relative = (int)(cl.time*10) % base->anim_total;
-
- count = 0;
- while (base->anim_min > relative || base->anim_max <= relative)
- {
- base = base->anim_next;
- if (!base)
- {
- Con_Printf("R_TextureAnimation: broken cycle");
- return original;
- }
- if (++count > 100)
- {
- Con_Printf("R_TextureAnimation: infinite cycle");
- return original;
- }
- }
-
- return base;
+ return base->anim_frames[(int)(cl.time * 5.0f) % base->anim_total];
}
+*/
/*
*/
-extern int solidskytexture;
-extern int alphaskytexture;
-extern float speedscale; // for top sky and bottom sky
-
-qboolean mtexenabled = false;
-
-extern char skyname[];
-
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-//extern cvar_t r_dynamicwater;
-float turbsin[256] =
+static float turbsin[256] =
{
#include "gl_warp_sin.h"
};
#define TURBSCALE (256.0 / (2 * M_PI))
+#define MAX_SURFVERTS 1024
+typedef struct
+{
+ float v[4];
+ float st[2];
+ float uv[2];
+ float c[4];
+}
+surfvert_t;
+static surfvert_t svert[MAX_SURFVERTS]; // used by the following functions
-void UploadLightmaps()
+static int RSurfShader_Sky(int stage, msurface_t *s)
{
- int i;
- if (nosubimage || nosubimagefragments)
+ int i;
+ float number, length, dir[3], speedscale;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ rmeshinfo_t m;
+
+ // LordHavoc: HalfLife maps have freaky skypolys...
+ if (currentrenderentity->model->ishlbsp)
+ return true;
+
+ if (stage == 0)
{
- for (i = 0;i < MAX_LIGHTMAPS;i++)
+ if (skyrendermasked)
{
- if (lightmapupdate[i][0] < lightmapupdate[i][1])
+ if (skyrendernow)
{
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
- if (nosubimage)
- {
- if (lightmaprgba)
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
- else
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
- }
- else
- {
- if (lightmaprgba)
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0]));
- else
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0]));
- }
+ skyrendernow = false;
+ R_Sky();
+ }
+ // draw depth-only polys
+ memset(&m, 0, sizeof(m));
+ m.transparent = false;
+ m.blendfunc1 = GL_ZERO;
+ m.blendfunc2 = GL_ONE;
+ m.depthwrite = true;
+ m.numtriangles = s->mesh.numtriangles;
+ m.numverts = s->mesh.numverts;
+ m.index = s->mesh.index;
+ //m.cr = 0;
+ //m.cg = 0;
+ //m.cb = 0;
+ //m.ca = 0;
+ if (softwaretransform_complexity)
+ {
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ softwaretransform(v->v, sv->v);
+ }
+ else
+ {
+ m.vertex = &s->mesh.vertex[0].v[0];
+ m.vertexstep = sizeof(surfvertex_t);
+ }
+ R_Mesh_Draw(&m);
+ }
+ else if (skyrenderglquake)
+ {
+ memset(&m, 0, sizeof(m));
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ m.numtriangles = s->mesh.numtriangles;
+ m.numverts = s->mesh.numverts;
+ m.index = s->mesh.index;
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ m.cr = 1;
+ m.cg = 1;
+ m.cb = 1;
+ m.ca = 1;
+ m.tex[0] = R_GetTexture(solidskytexture);
+ m.texcoords[0] = &svert[0].st[0];
+ m.texcoordstep[0] = sizeof(surfvert_t);
+ speedscale = cl.time * (8.0/128.0);
+ speedscale -= (int)speedscale;
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ VectorSubtract (sv->v, r_origin, dir);
+ // flatten the sphere
+ dir[2] *= 3;
+
+ number = DotProduct(dir, dir);
+ #if SLOWMATH
+ length = 3.0f / sqrt(number);
+ #else
+ *((long *)&length) = 0x5f3759df - ((* (long *) &number) >> 1);
+ length = 3.0f * (length * (1.5f - (number * 0.5f * length * length)));
+ #endif
+
+ sv->st[0] = speedscale + dir[0] * length;
+ sv->st[1] = speedscale + dir[1] * length;
+ }
+ R_Mesh_Draw(&m);
+ }
+ else
+ {
+ // flat color
+ memset(&m, 0, sizeof(m));
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ m.numtriangles = s->mesh.numtriangles;
+ m.numverts = s->mesh.numverts;
+ m.index = s->mesh.index;
+ m.cr = fogcolor[0];
+ m.cg = fogcolor[1];
+ m.cb = fogcolor[2];
+ m.ca = 1;
+ if (softwaretransform_complexity)
+ {
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ softwaretransform(v->v, sv->v);
+ }
+ else
+ {
+ m.vertex = &s->mesh.vertex[0].v[0];
+ m.vertexstep = sizeof(surfvertex_t);
}
- lightmapupdate[i][0] = BLOCK_HEIGHT;
- lightmapupdate[i][1] = 0;
+ R_Mesh_Draw(&m);
}
+ return false;
}
-}
-
-/*
-================
-DrawTextureChains
-================
-*/
-extern qboolean hlbsp;
-extern void R_Sky();
-extern char skyname[];
-//extern qboolean SV_TestLine (hull_t *hull, int num, vec3_t p1, vec3_t p2);
-void DrawTextureChains (void)
-{
-// int i, j, l;
- int i, j;
- msurface_t *s;
- texture_t *t;
- glpoly_t *p;
- float *v, os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
-// vec3_t shadecolor;
-
- // first the sky
- skypolyclear();
- for (j = 0;j < cl.worldmodel->numtextures;j++)
+ else if (stage == 1)
{
- if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
- continue;
- // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
- if (s->flags & SURF_DRAWSKY)
+ if (skyrenderglquake)
{
- cl.worldmodel->textures[j]->texturechain = NULL;
- t = R_TextureAnimation (cl.worldmodel->textures[j]);
- skyisvisible = true;
- if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
+ memset(&m, 0, sizeof(m));
+ m.transparent = false;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ m.numtriangles = s->mesh.numtriangles;
+ m.numverts = s->mesh.numverts;
+ m.index = s->mesh.index;
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ m.cr = 1;
+ m.cg = 1;
+ m.cb = 1;
+ m.ca = 1;
+ m.tex[0] = R_GetTexture(alphaskytexture);
+ m.texcoords[0] = &svert[0].st[0];
+ m.texcoordstep[0] = sizeof(surfvert_t);
+ speedscale = cl.time * (16.0/128.0);
+ speedscale -= (int)speedscale;
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
{
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
- {
- skypoly[currentskypoly].firstvert = currentskyvert;
- skypoly[currentskypoly++].verts = p->numverts;
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- skyvert[currentskyvert].v[0] = v[0];
- skyvert[currentskyvert].v[1] = v[1];
- skyvert[currentskyvert++].v[2] = v[2];
- }
- }
- }
- }
+ softwaretransform(v->v, sv->v);
+ VectorSubtract (sv->v, r_origin, dir);
+ // flatten the sphere
+ dir[2] *= 3;
+
+ number = DotProduct(dir, dir);
+ #if SLOWMATH
+ length = 3.0f / sqrt(number);
+ #else
+ *((long *)&length) = 0x5f3759df - ((* (long *) &number) >> 1);
+ length = 3.0f * (length * (1.5f - (number * 0.5f * length * length)));
+ #endif
+
+ sv->st[0] = speedscale + dir[0] * length;
+ sv->st[1] = speedscale + dir[1] * length;
}
+ R_Mesh_Draw(&m);
+ return false;
}
+ return true;
}
- skypolyrender(); // fogged sky polys, affects depth
-
- if (skyname[0] && skyisvisible && !fogenabled)
- R_Sky(); // does not affect depth, draws over the sky polys
+ else
+ return true;
+}
- // then walls
- wallpolyclear();
- for (j = 0;j < cl.worldmodel->numtextures;j++)
+static int RSurf_Light(int *dlightbits, int numverts)
+{
+ float f;
+ int i, l, lit = false;
+ rdlight_t *rd;
+ vec3_t lightorigin;
+ surfvert_t *sv;
+ for (l = 0;l < r_numdlights;l++)
{
- if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
- continue;
- // subdivided water surface warp
- if (!(s->flags & SURF_DRAWTURB))
+ if (dlightbits[l >> 5] & (1 << (l & 31)))
{
- cl.worldmodel->textures[j]->texturechain = NULL;
- t = R_TextureAnimation (cl.worldmodel->textures[j]);
- for (;s;s = s->texturechain)
+ rd = &r_dlight[l];
+ // FIXME: support softwareuntransform here and make bmodels use hardware transform?
+ VectorCopy(rd->origin, lightorigin);
+ for (i = 0, sv = svert;i < numverts;i++, sv++)
{
- // check for lightmap modification
- if (r_dynamic.value)
- {
- if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf
- || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
- || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
- || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
- || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
- R_UpdateLightmap(s, s->lightmaptexturenum);
- }
- for (p = s->polys;p;p = p->next)
+ f = VectorDistance2(sv->v, lightorigin) + LIGHTOFFSET;
+ if (f < rd->cullradius2)
{
- if (currentwallpoly >= MAX_WALLPOLYS)
- break;
- v = &s->polys->verts[0][0];
- wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
- wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
- wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
- wallpoly[currentwallpoly].firstvert = currentwallvert;
- wallpoly[currentwallpoly].numverts = p->numverts;
- if (wallpoly[currentwallpoly++].lit = s->dlightframe == r_dlightframecount && r_dynamic.value)
- {
- for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
- {
- /*
- int dj;
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 0;
- for (dj = 0;dj < (MAX_DLIGHTS >> 5);dj++)
- {
- if (s->dlightbits[dj])
- {
- int di;
- for (di=0 ; di<32 ; di++)
- {
- if ((1 << (di&31)) & s->dlightbits[di>>5])
- {
- vec3_t ddist;
- dlight_t *dl;
- float dr;
- float df;
- float dt;
- dl = &cl_dlights[(dj<<5)+di];
- VectorSubtract(dl->origin, v, ddist);
- df = DotProduct(ddist, ddist) + 65536.0f;
- dr = dl->radius * dl->radius * 16.0f;
- if (df < dr)
- {
- VectorNormalize(ddist);
- dt = DotProduct(ddist, s->plane->normal);
- if (s->flags & SURF_PLANEBACK)
- dt = -dt;
- if (dt > 0.0f)
- {
- dr *= (dt * 0.5f + 0.5f);
- if (df < dr)
- {
- */
- /*
- vec3_t v2, v3;
- VectorSubtract(v, ddist, v3); // pull off surface
- if (s->flags & SURF_PLANEBACK)
- {
- VectorSubtract(dl->origin, s->plane->normal, v2);
- VectorSubtract(v3, s->plane->normal, v3);
- }
- else
- {
- VectorAdd(dl->origin, s->plane->normal, v2);
- VectorAdd(v3, s->plane->normal, v3);
- }
- if (SV_TestLine(&cl.worldmodel->hulls[0], 0, v2, v3))
-// if (SV_TestLine(&cl.worldmodel->hulls[0], 0, dl->origin, v))
- {
- */
- /*
- float dbrightness = dr * 16.0f / df;
- shadecolor[0] += dbrightness * dl->color[0];
- shadecolor[1] += dbrightness * dl->color[1];
- shadecolor[2] += dbrightness * dl->color[2];
- //}
- }
- }
- }
- }
- }
- }
- }
- //R_DynamicLightPoint(shadecolor, v, s->dlightbits);
- if (lighthalf)
- {
- shadecolor[0] *= 0.5f;
- shadecolor[1] *= 0.5f;
- shadecolor[2] *= 0.5f;
- }
- wallvert[currentwallvert].r = (byte) (bound(0, (int) shadecolor[0], 255));
- wallvert[currentwallvert].g = (byte) (bound(0, (int) shadecolor[1], 255));
- wallvert[currentwallvert].b = (byte) (bound(0, (int) shadecolor[2], 255));
- */
- wallvert[currentwallvert].r = (byte) (bound(0, (int) v[9], 255));
- wallvert[currentwallvert].g = (byte) (bound(0, (int) v[10], 255));
- wallvert[currentwallvert].b = (byte) (bound(0, (int) v[11], 255));
- wallvert[currentwallvert].a = 255;
- wallvert[currentwallvert].vert[0] = v[0];
- wallvert[currentwallvert].vert[1] = v[1];
- wallvert[currentwallvert].vert[2] = v[2];
- wallvert[currentwallvert].s = v[3];
- wallvert[currentwallvert].t = v[4];
- wallvert[currentwallvert].u = v[5];
- wallvert[currentwallvert++].v = v[6];
- }
- }
- else
- {
- for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
- {
- wallvert[currentwallvert].vert[0] = v[0];
- wallvert[currentwallvert].vert[1] = v[1];
- wallvert[currentwallvert].vert[2] = v[2];
- wallvert[currentwallvert].s = v[3];
- wallvert[currentwallvert].t = v[4];
- wallvert[currentwallvert].u = v[5];
- wallvert[currentwallvert++].v = v[6];
- }
- }
+ f = (1.0f / f) - rd->lightsubtract;
+ sv->c[0] += rd->light[0] * f;
+ sv->c[1] += rd->light[1] * f;
+ sv->c[2] += rd->light[2] * f;
+ lit = true;
}
}
}
}
- UploadLightmaps();
- wallpolyrender();
+ return lit;
+}
- // then water (water gets diverted to transpoly list)
- for (j = 0;j < cl.worldmodel->numtextures;j++)
+static void RSurfShader_Water_Pass_Base(msurface_t *s)
+{
+ int i;
+ float diff[3], alpha, ifog;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ rmeshinfo_t m;
+ alpha = currentrenderentity->alpha * (s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
+
+ memset(&m, 0, sizeof(m));
+ if (alpha != 1 || s->currenttexture->fogtexture != NULL)
{
- if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
- continue;
- cl.worldmodel->textures[j]->texturechain = NULL;
- t = R_TextureAnimation (cl.worldmodel->textures[j]);
- // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
- // subdivided water surface warp
- if (s->flags & SURF_DRAWTURB)
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE; //_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ m.numtriangles = s->mesh.numtriangles;
+ m.numverts = s->mesh.numverts;
+ m.index = s->mesh.index;
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ m.color = &svert[0].c[0];
+ m.colorstep = sizeof(surfvert_t);
+ m.tex[0] = R_GetTexture(s->currenttexture->texture);
+ m.texcoords[0] = &svert[0].st[0];
+ m.texcoordstep[0] = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ if (r_waterripple.value)
+ sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
+ if (s->flags & SURF_DRAWFULLBRIGHT)
{
- int alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
- // FIXME: make fog texture if water texture is transparent?
- if (r_waterripple.value)
- {
- if (lighthalf)
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- transpolyvert(v[0], v[1], v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128) >> 1,(int) (v[10]+128) >> 1,(int) (v[11]+128) >> 1,alpha);
- transpolyend();
- }
- }
- }
- else
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- transpolyvert(v[0], v[1], v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128),(int) (v[10]+128),(int) (v[11]+128),alpha);
- transpolyend();
- }
- }
- }
+ sv->c[0] = 1;
+ sv->c[1] = 1;
+ sv->c[2] = 1;
+ sv->c[3] = alpha;
+ }
+ else
+ {
+ sv->c[0] = 0.5f;
+ sv->c[1] = 0.5f;
+ sv->c[2] = 0.5f;
+ sv->c[3] = alpha;
+ }
+ sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+ sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+ }
+ if (s->dlightframe == r_framecount && !(s->flags & SURF_DRAWFULLBRIGHT))
+ RSurf_Light(s->dlightbits, m.numverts);
+ if (fogenabled/* && m.blendfunc2 == GL_ONE_MINUS_SRC_ALPHA*/)
+ {
+ for (i = 0, sv = svert;i < m.numverts;i++, sv++)
+ {
+ VectorSubtract(sv->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] *= ifog;
+ sv->c[1] *= ifog;
+ sv->c[2] *= ifog;
+ }
+ }
+ R_Mesh_Draw(&m);
+}
+
+static void RSurfShader_Water_Pass_Glow(msurface_t *s)
+{
+ int i;
+ float diff[3], alpha, ifog;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ rmeshinfo_t m;
+ alpha = currentrenderentity->alpha * (s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
+
+ memset(&m, 0, sizeof(m));
+ m.transparent = alpha != 1 || s->currenttexture->fogtexture != NULL;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.numtriangles = s->mesh.numtriangles;
+ m.numverts = s->mesh.numverts;
+ m.index = s->mesh.index;
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ m.cr = 1;
+ m.cg = 1;
+ m.cb = 1;
+ m.ca = alpha;
+ m.tex[0] = R_GetTexture(s->currenttexture->glowtexture);
+ m.texcoords[0] = &svert[0].st[0];
+ m.texcoordstep[0] = sizeof(surfvert_t);
+ if (fogenabled)
+ {
+ m.color = &svert[0].c[0];
+ m.colorstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ if (r_waterripple.value)
+ sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
+ sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+ sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+ VectorSubtract(sv->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] = m.cr * ifog;
+ sv->c[1] = m.cg * ifog;
+ sv->c[2] = m.cb * ifog;
+ sv->c[3] = m.ca;
+ }
+ }
+ else
+ {
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ if (r_waterripple.value)
+ sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
+ sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+ sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+ }
+ }
+ R_Mesh_Draw(&m);
+}
+
+static void RSurfShader_Water_Pass_Fog(msurface_t *s)
+{
+ int i;
+ float alpha;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ rmeshinfo_t m;
+ vec3_t diff;
+ alpha = currentrenderentity->alpha * (s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
+
+ memset(&m, 0, sizeof(m));
+ m.transparent = alpha != 1 || s->currenttexture->fogtexture != NULL;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.numtriangles = s->mesh.numtriangles;
+ m.numverts = s->mesh.numverts;
+ m.index = s->mesh.index;
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ m.color = &svert[0].c[0];
+ m.colorstep = sizeof(surfvert_t);
+ m.tex[0] = R_GetTexture(s->currenttexture->fogtexture);
+ m.texcoords[0] = &svert[0].st[0];
+ m.texcoordstep[0] = sizeof(surfvert_t);
+
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ if (r_waterripple.value)
+ sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
+ if (m.tex[0])
+ {
+ sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+ sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+ }
+ VectorSubtract(sv->v, r_origin, diff);
+ sv->c[0] = fogcolor[0];
+ sv->c[1] = fogcolor[1];
+ sv->c[2] = fogcolor[2];
+ sv->c[3] = alpha * exp(fogdensity/DotProduct(diff, diff));
+ }
+ R_Mesh_Draw(&m);
+}
+
+static int RSurfShader_Water(int stage, msurface_t *s)
+{
+ switch(stage)
+ {
+ case 0:
+ RSurfShader_Water_Pass_Base(s);
+ return false;
+ case 1:
+ if (s->currenttexture->glowtexture)
+ RSurfShader_Water_Pass_Glow(s);
+ return false;
+ case 2:
+ if (fogenabled && (s->flags & SURF_DRAWNOALPHA))
+ {
+ RSurfShader_Water_Pass_Fog(s);
+ return false;
+ }
+ else
+ return true;
+ default:
+ return true;
+ }
+}
+
+static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *s)
+{
+ int i;
+ float diff[3], ifog;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ rmeshinfo_t m;
+
+ memset(&m, 0, sizeof(m));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ m.numtriangles = s->mesh.numtriangles;
+ m.numverts = s->mesh.numverts;
+ m.index = s->mesh.index;
+ m.cr = m.cg = m.cb = (float) (1 << lightscalebit);
+ m.ca = currentrenderentity->alpha;
+ m.tex[0] = R_GetTexture(s->currenttexture->texture);
+ m.tex[1] = R_GetTexture(s->lightmaptexture);
+ m.texcoords[0] = &s->mesh.vertex->st[0];
+ m.texcoords[1] = &s->mesh.vertex->uv[0];
+ m.texcoordstep[0] = sizeof(surfvertex_t);
+ m.texcoordstep[1] = sizeof(surfvertex_t);
+ if (fogenabled)
+ {
+ m.color = &svert[0].c[0];
+ m.colorstep = sizeof(surfvert_t);
+ if (softwaretransform_complexity)
+ {
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ VectorSubtract(sv->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] = m.cr * ifog;
+ sv->c[1] = m.cg * ifog;
+ sv->c[2] = m.cb * ifog;
+ sv->c[3] = m.ca;
}
- else
+ }
+ else
+ {
+ m.vertex = &s->mesh.vertex->v[0];
+ m.vertexstep = sizeof(surfvertex_t);
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
{
- if (lighthalf)
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128) >> 1,(int) (v[10]+128) >> 1,(int) (v[11]+128) >> 1,alpha);
- transpolyend();
- }
- }
- }
- else
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128),(int) (v[10]+128),(int) (v[11]+128),alpha);
- transpolyend();
- }
- }
- }
+ VectorSubtract(v->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] = m.cr * ifog;
+ sv->c[1] = m.cg * ifog;
+ sv->c[2] = m.cb * ifog;
+ sv->c[3] = m.ca;
}
- /*
- int light, alpha, r = 0, g = 0, b = 0;
- vec3_t nv, shadecolor;
- alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
- light = false;
- if (s->flags & SURF_DRAWFULLBRIGHT)
- r = g = b = lighthalf ? 128 : 255;
- else if (s->dlightframe == r_dlightframecount && r_dynamic.value)
- light = true;
- else
- r = g = b = (lighthalf ? 64 : 128) + (int) (r_ambient.value * 2.0f);
- if (r_waterripple.value)
+ }
+ }
+ else
+ {
+ if (softwaretransform_complexity)
+ {
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ softwaretransform(v->v, sv->v);
+ }
+ else
+ {
+ m.vertex = &s->mesh.vertex->v[0];
+ m.vertexstep = sizeof(surfvertex_t);
+ }
+ }
+ R_Mesh_Draw(&m);
+}
+
+static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *s)
+{
+ int i;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ rmeshinfo_t m;
+
+ memset(&m, 0, sizeof(m));
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ m.numtriangles = s->mesh.numtriangles;
+ m.numverts = s->mesh.numverts;
+ m.index = s->mesh.index;
+ m.cr = m.cg = m.cb = (float) (1 << v_overbrightbits.integer);
+ m.ca = 1;
+ m.tex[0] = R_GetTexture(s->currenttexture->texture);
+ m.texcoords[0] = &s->mesh.vertex->st[0];
+ m.texcoordstep[0] = sizeof(surfvertex_t);
+ if (softwaretransform_complexity)
+ {
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ softwaretransform(v->v, sv->v);
+ }
+ else
+ {
+ m.vertex = &s->mesh.vertex->v[0];
+ m.vertexstep = sizeof(surfvertex_t);
+ }
+ R_Mesh_Draw(&m);
+}
+
+static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *s)
+{
+ int i;
+ float diff[3], ifog;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ rmeshinfo_t m;
+
+ memset(&m, 0, sizeof(m));
+ m.transparent = false;
+ m.blendfunc1 = GL_ZERO;
+ m.blendfunc2 = GL_SRC_COLOR;
+ m.numtriangles = s->mesh.numtriangles;
+ m.numverts = s->mesh.numverts;
+ m.index = s->mesh.index;
+ m.cr = m.cg = m.cb = (float) (1 << v_overbrightbits.integer);
+ m.ca = 1;
+ m.tex[0] = R_GetTexture(s->lightmaptexture);
+ m.texcoords[0] = &s->mesh.vertex->uv[0];
+ m.texcoordstep[0] = sizeof(surfvertex_t);
+ if (fogenabled)
+ {
+ m.color = &svert[0].c[0];
+ m.colorstep = sizeof(surfvert_t);
+ if (softwaretransform_complexity)
+ {
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
{
- if (lighthalf)
- {
- if (light)
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- nv[0] = v[0];
- nv[1] = v[1];
- nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
- R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha);
- }
- transpolyend();
- }
- }
- }
- else
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- nv[0] = v[0];
- nv[1] = v[1];
- nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
- }
- transpolyend();
- }
- }
- }
- }
- else
- {
- if (light)
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- nv[0] = v[0];
- nv[1] = v[1];
- nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
- R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha);
- }
- transpolyend();
- }
- }
- }
- else
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- nv[0] = v[0];
- nv[1] = v[1];
- nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
- }
- transpolyend();
- }
- }
- }
- }
+ softwaretransform(v->v, sv->v);
+ VectorSubtract(sv->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] = m.cr * ifog;
+ sv->c[1] = m.cg * ifog;
+ sv->c[2] = m.cb * ifog;
+ sv->c[3] = m.ca;
}
- else
+ }
+ else
+ {
+ m.vertex = &s->mesh.vertex->v[0];
+ m.vertexstep = sizeof(surfvertex_t);
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
{
- if (lighthalf)
- {
- if (light)
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
- R_DynamicLightPoint(shadecolor, v, s->dlightbits);
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha);
- }
- transpolyend();
- }
- }
- }
- else
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
- }
- transpolyend();
- }
- }
- }
- }
- else
+ VectorSubtract(v->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] = m.cr * ifog;
+ sv->c[1] = m.cg * ifog;
+ sv->c[2] = m.cb * ifog;
+ sv->c[3] = m.ca;
+ }
+ }
+ }
+ else
+ {
+ if (softwaretransform_complexity)
+ {
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ softwaretransform(v->v, sv->v);
+ }
+ else
+ {
+ m.vertex = &s->mesh.vertex->v[0];
+ m.vertexstep = sizeof(surfvertex_t);
+ }
+ }
+ R_Mesh_Draw(&m);
+}
+
+static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *s)
+{
+ int i, size3;
+ float c[3], base[3], scale, diff[3], ifog;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ rmeshinfo_t m;
+ qbyte *lm;
+
+ size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3;
+
+ base[0] = base[1] = base[2] = r_ambient.value * (1.0f / 128.0f);
+
+ memset(&m, 0, sizeof(m));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ m.numtriangles = s->mesh.numtriangles;
+ m.numverts = s->mesh.numverts;
+ m.index = s->mesh.index;
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ m.color = &svert[0].c[0];
+ m.colorstep = sizeof(surfvert_t);
+ m.tex[0] = R_GetTexture(s->currenttexture->texture);
+ m.texcoords[0] = &s->mesh.vertex->st[0];
+ m.texcoordstep[0] = sizeof(surfvertex_t);
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ VectorCopy(base, c);
+ if (s->styles[0] != 255)
+ {
+ lm = s->samples + v->lightmapoffset;
+ scale = d_lightstylevalue[s->styles[0]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (s->styles[1] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[s->styles[1]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (s->styles[2] != 255)
{
- if (light)
+ lm += size3;
+ scale = d_lightstylevalue[s->styles[2]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (s->styles[3] != 255)
{
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
- R_DynamicLightPoint(shadecolor, v, s->dlightbits);
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha);
- }
- transpolyend();
- }
- }
- }
- else
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
- }
- transpolyend();
- }
- }
+ lm += size3;
+ scale = d_lightstylevalue[s->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
}
}
}
- */
+ }
+ sv->c[0] = c[0];
+ sv->c[1] = c[1];
+ sv->c[2] = c[2];
+ sv->c[3] = currentrenderentity->alpha;
+ }
+ if (s->dlightframe == r_framecount)
+ RSurf_Light(s->dlightbits, m.numverts);
+ if (fogenabled)
+ {
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ {
+ VectorSubtract(sv->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] *= ifog;
+ sv->c[1] *= ifog;
+ sv->c[2] *= ifog;
}
}
+ R_Mesh_Draw(&m);
}
-// LordHavoc: transparent brush models
-extern int r_dlightframecount;
-extern float modelalpha;
-extern vec3_t shadecolor;
-//qboolean R_CullBox (vec3_t mins, vec3_t maxs);
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
-void EmitWaterPolys (msurface_t *fa);
-void R_OldMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model);
-
-/*
-=================
-R_DrawBrushModel
-=================
-*/
-void R_DrawBrushModel (entity_t *e)
+static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *s)
{
- int i, j/*, l*/, smax, tmax, size3, maps;
- vec3_t mins, maxs, nv;
- msurface_t *s;
- mplane_t *pplane;
- model_t *clmodel;
- qboolean rotated, vertexlit = false;
- float dot, *v, scale;
- texture_t *t;
- byte *lm;
- float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
- glpoly_t *p;
-
- currententity = e;
+ int i;
+ float diff[3], ifog;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ rmeshinfo_t m;
+
+ memset(&m, 0, sizeof(m));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ m.numtriangles = s->mesh.numtriangles;
+ m.numverts = s->mesh.numverts;
+ m.index = s->mesh.index;
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ m.tex[0] = R_GetTexture(s->currenttexture->texture);
+ m.texcoords[0] = &s->mesh.vertex->st[0];
+ m.texcoordstep[0] = sizeof(surfvertex_t);
+ if (fogenabled)
+ {
+ m.color = &svert[0].c[0];
+ m.colorstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ VectorSubtract(sv->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] = ifog;
+ sv->c[1] = ifog;
+ sv->c[2] = ifog;
+ sv->c[3] = currentrenderentity->alpha;
+ }
+ }
+ else
+ {
+ m.cr = m.cg = m.cb = 1;
+ m.ca = currentrenderentity->alpha;
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ softwaretransform(v->v, sv->v);
+ }
+ R_Mesh_Draw(&m);
+}
- clmodel = e->model;
+static void RSurfShader_Wall_Pass_Light(msurface_t *s)
+{
+ int i;
+ float diff[3], ifog;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ rmeshinfo_t m;
+
+ memset(&m, 0, sizeof(m));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ m.transparent = true;
+ else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ m.transparent = true;
+ else
+ m.transparent = false;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.numtriangles = s->mesh.numtriangles;
+ m.numverts = s->mesh.numverts;
+ m.index = s->mesh.index;
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ m.color = &svert[0].c[0];
+ m.colorstep = sizeof(surfvert_t);
+ m.tex[0] = R_GetTexture(s->currenttexture->texture);
+ m.texcoords[0] = &s->mesh.vertex->st[0];
+ m.texcoordstep[0] = sizeof(surfvertex_t);
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ sv->c[0] = 0;
+ sv->c[1] = 0;
+ sv->c[2] = 0;
+ sv->c[3] = currentrenderentity->alpha;
+ }
+ if (RSurf_Light(s->dlightbits, m.numverts))
+ {
+ if (fogenabled)
+ {
+ for (i = 0, sv = svert;i < m.numverts;i++, sv++)
+ {
+ VectorSubtract(sv->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] *= ifog;
+ sv->c[1] *= ifog;
+ sv->c[2] *= ifog;
+ }
+ }
+ R_Mesh_Draw(&m);
+ }
+}
- if (e->angles[0] || e->angles[1] || e->angles[2])
+static void RSurfShader_Wall_Pass_Glow(msurface_t *s)
+{
+ int i;
+ float diff[3], ifog;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ rmeshinfo_t m;
+
+ memset(&m, 0, sizeof(m));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ m.transparent = true;
+ else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ m.transparent = true;
+ else
+ m.transparent = false;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.numtriangles = s->mesh.numtriangles;
+ m.numverts = s->mesh.numverts;
+ m.index = s->mesh.index;
+ m.cr = 1;
+ m.cg = 1;
+ m.cb = 1;
+ m.ca = currentrenderentity->alpha;
+ m.tex[0] = R_GetTexture(s->currenttexture->glowtexture);
+ m.texcoords[0] = &s->mesh.vertex->st[0];
+ m.texcoordstep[0] = sizeof(surfvertex_t);
+ if (fogenabled)
{
- rotated = true;
- for (i=0 ; i<3 ; i++)
+ m.color = &svert[0].c[0];
+ m.colorstep = sizeof(surfvert_t);
+ if (softwaretransform_complexity)
+ {
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ VectorSubtract(sv->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] = m.cr * ifog;
+ sv->c[1] = m.cg * ifog;
+ sv->c[2] = m.cb * ifog;
+ sv->c[3] = m.ca;
+ }
+ }
+ else
{
- mins[i] = e->origin[i] - clmodel->radius;
- maxs[i] = e->origin[i] + clmodel->radius;
+ m.vertex = &s->mesh.vertex->v[0];
+ m.vertexstep = sizeof(surfvertex_t);
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ {
+ VectorSubtract(v->v, r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+ sv->c[0] = m.cr * ifog;
+ sv->c[1] = m.cg * ifog;
+ sv->c[2] = m.cb * ifog;
+ sv->c[3] = m.ca;
+ }
}
}
else
{
- rotated = false;
- VectorAdd (e->origin, clmodel->mins, mins);
- VectorAdd (e->origin, clmodel->maxs, maxs);
+ if (softwaretransform_complexity)
+ {
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ softwaretransform(v->v, sv->v);
+ }
+ else
+ {
+ m.vertex = &s->mesh.vertex->v[0];
+ m.vertexstep = sizeof(surfvertex_t);
+ }
}
+ R_Mesh_Draw(&m);
+}
- if (R_CullBox (mins, maxs))
- return;
-
- VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
- if (rotated)
+static void RSurfShader_Wall_Pass_Fog(msurface_t *s)
+{
+ int i;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ rmeshinfo_t m;
+ vec3_t diff;
+
+ memset(&m, 0, sizeof(m));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ m.transparent = true;
+ else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ m.transparent = true;
+ else
+ m.transparent = false;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.numtriangles = s->mesh.numtriangles;
+ m.numverts = s->mesh.numverts;
+ m.index = s->mesh.index;
+ m.color = &svert[0].c[0];
+ m.colorstep = sizeof(surfvert_t);
+ m.tex[0] = R_GetTexture(s->currenttexture->fogtexture);
+ m.texcoords[0] = &s->mesh.vertex->st[0];
+ m.texcoordstep[0] = sizeof(surfvertex_t);
+ if (softwaretransform_complexity)
{
- vec3_t temp;
- vec3_t forward, right, up;
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ VectorSubtract(sv->v, r_origin, diff);
+ sv->c[0] = fogcolor[0];
+ sv->c[1] = fogcolor[1];
+ sv->c[2] = fogcolor[2];
+ sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
+ }
+ }
+ else
+ {
+ m.vertex = &s->mesh.vertex->v[0];
+ m.vertexstep = sizeof(surfvertex_t);
+ for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+ {
+ VectorSubtract(v->v, r_origin, diff);
+ sv->c[0] = fogcolor[0];
+ sv->c[1] = fogcolor[1];
+ sv->c[2] = fogcolor[2];
+ sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
+ }
+ }
+ R_Mesh_Draw(&m);
+}
- VectorCopy (modelorg, temp);
- AngleVectors (e->angles, forward, right, up);
- modelorg[0] = DotProduct (temp, forward);
- modelorg[1] = -DotProduct (temp, right);
- modelorg[2] = DotProduct (temp, up);
+static int RSurfShader_Wall_Fullbright(int stage, msurface_t *s)
+{
+ if (stage == 0)
+ c_brush_polys++;
+ switch(stage)
+ {
+ case 0:
+ RSurfShader_Wall_Pass_BaseFullbright(s);
+ return false;
+ case 1:
+ if (s->currenttexture->glowtexture)
+ RSurfShader_Wall_Pass_Glow(s);
+ return false;
+ default:
+ return true;
}
+}
- s = &clmodel->surfaces[clmodel->firstmodelsurface];
+static int RSurfShader_Wall_Vertex(int stage, msurface_t *s)
+{
+ if (stage == 0)
+ c_brush_polys++;
+ switch(stage)
+ {
+ case 0:
+ RSurfShader_Wall_Pass_BaseVertex(s);
+ return false;
+ case 1:
+ if (s->currenttexture->glowtexture)
+ RSurfShader_Wall_Pass_Glow(s);
+ return false;
+ default:
+ return true;
+ }
+}
-// calculate dynamic lighting for bmodel if it's not an
-// instanced model
- if (modelalpha == 1 && clmodel->firstmodelsurface != 0 && !(currententity->effects & EF_FULLBRIGHT) && currententity->colormod[0] == 1 && currententity->colormod[2] == 1 && currententity->colormod[2] == 1)
+static int RSurfShader_Wall_Lightmap(int stage, msurface_t *s)
+{
+ if (stage == 0)
+ c_brush_polys++;
+ if (r_vertexsurfaces.integer)
{
- int k;
- vec3_t org;
- for (k=0 ; k<MAX_DLIGHTS ; k++)
+ switch(stage)
{
- if ((cl_dlights[k].die < cl.time) || (!cl_dlights[k].radius))
- continue;
-
- VectorSubtract(cl_dlights[k].origin, currententity->origin, org);
- R_OldMarkLights (org, &cl_dlights[k], 1<<(k&31), k >> 5, clmodel); //, clmodel->nodes + clmodel->hulls[0].firstclipnode);
+ case 0:
+ RSurfShader_Wall_Pass_BaseVertex(s);
+ return false;
+ case 1:
+ if (s->currenttexture->glowtexture)
+ RSurfShader_Wall_Pass_Glow(s);
+ return false;
+ default:
+ return true;
+ }
+ }
+ else if (r_multitexture.integer)
+ {
+ if (r_dlightmap.integer)
+ {
+ switch(stage)
+ {
+ case 0:
+ RSurfShader_Wall_Pass_BaseMTex(s);
+ return false;
+ case 1:
+ if (s->currenttexture->glowtexture)
+ RSurfShader_Wall_Pass_Glow(s);
+ return false;
+ default:
+ return true;
+ }
+ }
+ else
+ {
+ switch(stage)
+ {
+ case 0:
+ RSurfShader_Wall_Pass_BaseMTex(s);
+ return false;
+ case 1:
+ if (s->dlightframe == r_framecount)
+ RSurfShader_Wall_Pass_Light(s);
+ return false;
+ case 2:
+ if (s->currenttexture->glowtexture)
+ RSurfShader_Wall_Pass_Glow(s);
+ return false;
+ default:
+ return true;
+ }
+ }
+ }
+ else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE)
+ {
+ switch(stage)
+ {
+ case 0:
+ RSurfShader_Wall_Pass_BaseVertex(s);
+ return false;
+ case 1:
+ if (s->currenttexture->glowtexture)
+ RSurfShader_Wall_Pass_Glow(s);
+ return false;
+ default:
+ return true;
}
}
else
- vertexlit = true;
-
-e->angles[0] = -e->angles[0]; // stupid quake bug
- softwaretransformforentity (e);
-e->angles[0] = -e->angles[0]; // stupid quake bug
+ {
+ if (r_dlightmap.integer)
+ {
+ switch(stage)
+ {
+ case 0:
+ RSurfShader_Wall_Pass_BaseTexture(s);
+ return false;
+ case 1:
+ RSurfShader_Wall_Pass_BaseLightmap(s);
+ return false;
+ case 2:
+ if (s->currenttexture->glowtexture)
+ RSurfShader_Wall_Pass_Glow(s);
+ return false;
+ default:
+ return true;
+ }
+ }
+ else
+ {
+ switch(stage)
+ {
+ case 0:
+ RSurfShader_Wall_Pass_BaseTexture(s);
+ return false;
+ case 1:
+ RSurfShader_Wall_Pass_BaseLightmap(s);
+ return false;
+ case 2:
+ if (s->dlightframe == r_framecount)
+ RSurfShader_Wall_Pass_Light(s);
+ return false;
+ case 3:
+ if (s->currenttexture->glowtexture)
+ RSurfShader_Wall_Pass_Glow(s);
+ return false;
+ default:
+ return true;
+ }
+ }
+ }
+}
- // draw texture
- for (j = 0;j < clmodel->nummodelsurfaces;j++, s++)
+static int RSurfShader_Wall_Fog(int stage, msurface_t *s)
+{
+ if (stage == 0 && fogenabled)
{
- // find which side of the node we are on
- pplane = s->plane;
+ RSurfShader_Wall_Pass_Fog(s);
+ return false;
+ }
+ else
+ return true;
+}
- dot = DotProduct (modelorg, pplane->normal) - pplane->dist;
+/*
+=============================================================
- // draw the polygon
- if (((s->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
- (!(s->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON)))
+ WORLD MODEL
+
+=============================================================
+*/
+
+static void RSurf_Callback(void *data, void *junk)
+{
+ ((msurface_t *)data)->visframe = r_framecount;
+}
+
+static void R_SolidWorldNode (void)
+{
+ if (r_viewleaf->contents != CONTENTS_SOLID)
+ {
+ int portalstack;
+ mportal_t *p, *pstack[8192];
+ msurface_t *surf, **mark, **endmark;
+ mleaf_t *leaf;
+ tinyplane_t plane;
+ // LordHavoc: portal-passage worldnode; follows portals leading
+ // outward from viewleaf, if a portal leads offscreen it is not
+ // followed, in indoor maps this can often cull a great deal of
+ // geometry away when pvs data is not present (useful with pvs as well)
+
+ leaf = r_viewleaf;
+ leaf->worldnodeframe = r_framecount;
+ portalstack = 0;
+ loc0:
+ c_leafs++;
+
+ leaf->visframe = r_framecount;
+
+ if (leaf->nummarksurfaces)
{
- if (s->flags & SURF_DRAWSKY)
- continue;
- if (s->flags & SURF_DRAWTURB)
+ mark = leaf->firstmarksurface;
+ endmark = mark + leaf->nummarksurfaces;
+ if (r_ser.integer)
{
- int alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
- // FIXME: make fog texture if water texture is transparent?
- if (r_waterripple.value)
- {
- if (lighthalf)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, nv);
- transpolyvert(nv[0], nv[1], nv[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128) >> 1,(int) (v[10]+128) >> 1,(int) (v[11]+128) >> 1,alpha);
- }
- transpolyend();
- }
- }
- else
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, nv);
- transpolyvert(nv[0], nv[1], nv[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128),(int) (v[10]+128),(int) (v[11]+128),alpha);
- }
- transpolyend();
- }
- }
- }
- else
+ do
{
- if (lighthalf)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, nv);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128) >> 1,(int) (v[10]+128) >> 1,(int) (v[11]+128) >> 1,alpha);
- }
- transpolyend();
- }
- }
- else
+ surf = *mark++;
+ // make sure surfaces are only processed once
+ if (surf->worldnodeframe == r_framecount)
+ continue;
+ surf->worldnodeframe = r_framecount;
+ if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
{
- for (p=s->polys ; p ; p=p->next)
+ if (surf->flags & SURF_PLANEBACK)
{
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, nv);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128),(int) (v[10]+128),(int) (v[11]+128),alpha);
- }
- transpolyend();
+ VectorNegate(surf->plane->normal, plane.normal);
+ plane.dist = -surf->plane->dist;
+ R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane);
}
}
- }
- /*
- glpoly_t *p;
- int light, alpha, r = 0, g = 0, b = 0;
- vec3_t shadecolor;
-
- if (s->flags & SURF_DRAWNOALPHA)
- alpha = modelalpha*255.0f;
- else
- alpha = r_wateralpha.value*modelalpha*255.0f;
- light = false;
- if (s->flags & SURF_DRAWFULLBRIGHT || currententity->effects & EF_FULLBRIGHT)
- {
- if (lighthalf)
- {
- r = 128.0f * currententity->colormod[0];
- g = 128.0f * currententity->colormod[1];
- b = 128.0f * currententity->colormod[2];
- }
else
{
- r = 255.0f * currententity->colormod[0];
- g = 255.0f * currententity->colormod[1];
- b = 255.0f * currententity->colormod[2];
+ if (!(surf->flags & SURF_PLANEBACK))
+ R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
}
}
- else if (s->dlightframe == r_dlightframecount && r_dynamic.value)
- light = true;
- else
+ while (mark < endmark);
+ }
+ else
+ {
+ do
{
- if (lighthalf)
+ surf = *mark++;
+ // make sure surfaces are only processed once
+ if (surf->worldnodeframe == r_framecount)
+ continue;
+ surf->worldnodeframe = r_framecount;
+ if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
{
- r = 64.0f * currententity->colormod[0] + (int) r_ambient.value;
- g = 64.0f * currententity->colormod[1] + (int) r_ambient.value;
- b = 64.0f * currententity->colormod[2] + (int) r_ambient.value;
+ if (surf->flags & SURF_PLANEBACK)
+ surf->visframe = r_framecount;
}
else
{
- r = 128.0f * currententity->colormod[0] + (int) (r_ambient.value * 2.0f);
- g = 128.0f * currententity->colormod[1] + (int) (r_ambient.value * 2.0f);
- b = 128.0f * currententity->colormod[2] + (int) (r_ambient.value * 2.0f);
+ if (!(surf->flags & SURF_PLANEBACK))
+ surf->visframe = r_framecount;
}
}
- for (p=s->polys ; p ; p=p->next)
+ while (mark < endmark);
+ }
+ }
+
+ // follow portals into other leafs
+ p = leaf->portals;
+ for (;p;p = p->next)
+ {
+ if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
+ {
+ leaf = p->past;
+ if (leaf->worldnodeframe != r_framecount)
{
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ leaf->worldnodeframe = r_framecount;
+ if (leaf->contents != CONTENTS_SOLID)
{
- softwaretransform(v, nv);
- if (r_waterripple.value)
- nv[2] += r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- if (light)
+ if (R_NotCulledBox(leaf->mins, leaf->maxs))
{
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
- R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
- if (lighthalf)
- {
- r = (int) ((float) (shadecolor[0] * currententity->colormod[0])) >> 1;
- g = (int) ((float) (shadecolor[1] * currententity->colormod[1])) >> 1;
- b = (int) ((float) (shadecolor[2] * currententity->colormod[2])) >> 1;
- }
- else
- {
- r = (int) ((float) (shadecolor[0] * currententity->colormod[0]));
- g = (int) ((float) (shadecolor[1] * currententity->colormod[1]));
- b = (int) ((float) (shadecolor[2] * currententity->colormod[2]));
- }
+ p->visframe = r_framecount;
+ pstack[portalstack++] = p;
+ goto loc0;
+
+ loc1:
+ p = pstack[--portalstack];
}
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
}
- transpolyend();
}
- */
- continue;
}
- t = R_TextureAnimation (s->texinfo->texture);
- if (vertexlit || s->texinfo->texture->transparent)
+ }
+
+ if (portalstack)
+ goto loc1;
+ }
+ else
+ {
+ mnode_t *nodestack[8192], *node = cl.worldmodel->nodes;
+ int nodestackpos = 0;
+ // LordHavoc: recursive descending worldnode; if portals are not
+ // available, this is a good last resort, can cull large amounts of
+ // geometry, but is more time consuming than portal-passage and renders
+ // things behind walls
+
+loc2:
+ if (R_NotCulledBox(node->mins, node->maxs))
+ {
+ if (node->numsurfaces)
{
- // FIXME: could be a transparent water texture
- if ((currententity->effects & EF_FULLBRIGHT) || !s->samples)
+ if (r_ser.integer)
{
- for (p = s->polys;p;p = p->next)
+ msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
+ tinyplane_t plane;
+ if (PlaneDiff (r_origin, node->plane) < 0)
{
- if (currenttranspoly >= MAX_TRANSPOLYS)
- continue;
- v = &p->verts[0][0];
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- for (i = 0;i < p->numverts;i++, v += VERTEXSIZE)
+ for (;surf < surfend;surf++)
{
- softwaretransform(v, nv);
- transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], 255,255,255,modelalpha*255.0f);
+ if (surf->flags & SURF_PLANEBACK)
+ {
+ VectorNegate(surf->plane->normal, plane.normal);
+ plane.dist = -surf->plane->dist;
+ R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, &plane);
+ }
}
- transpolyend();
}
- }
- else
- {
- smax = (s->extents[0]>>4)+1;
- tmax = (s->extents[1]>>4)+1;
- size3 = smax*tmax*3; // *3 for colored lighting
- for (p = s->polys;p;p = p->next)
+ else
{
- if (currenttranspoly >= MAX_TRANSPOLYS)
- continue;
- v = &p->verts[0][0];
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- for (i = 0;i < p->numverts;i++, v += VERTEXSIZE)
+ for (;surf < surfend;surf++)
{
- shadecolor[0] = shadecolor[1] = shadecolor[2] = r_ambient.value * 2.0f;
- lm = (byte *)((long) s->samples + ((int) v[8] * smax + (int) v[7]) * 3); // LordHavoc: *3 for colored lighting
- for (maps = 0;maps < MAXLIGHTMAPS && s->styles[maps] != 255;maps++)
- {
- scale = d_lightstylevalue[s->styles[maps]] * (1.0 / 128.0);
- shadecolor[0] += lm[0] * scale;
- shadecolor[1] += lm[1] * scale;
- shadecolor[2] += lm[2] * scale;
- lm += size3; // LordHavoc: *3 for colored lighting
- }
- softwaretransform(v, nv);
- R_DynamicLightPointNoMask(shadecolor, nv); // LordHavoc: dynamic lighting
- if (lighthalf)
- {
- transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], (int) shadecolor[0] >> 1, (int) shadecolor[1] >> 1, (int) shadecolor[2] >> 1, modelalpha*255.0f);
- }
- else
- {
- transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], shadecolor[0], shadecolor[1], shadecolor[2], modelalpha*255.0f);
- }
+ if (!(surf->flags & SURF_PLANEBACK))
+ R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
}
- transpolyend();
}
}
- }
- else
- {
- // check for lightmap modification
- if (r_dynamic.value)
- {
- if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf
- || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
- || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
- || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
- || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
- R_UpdateLightmap(s, s->lightmaptexturenum);
- }
- for (p = s->polys;p;p = p->next)
+ else
{
- if (currentwallpoly >= MAX_WALLPOLYS)
- break;
- v = &s->polys->verts[0][0];
- wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
- wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
- wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
- wallpoly[currentwallpoly].firstvert = currentwallvert;
- wallpoly[currentwallpoly].numverts = p->numverts;
- if (wallpoly[currentwallpoly++].lit = s->dlightframe == r_dlightframecount && r_dynamic.value)
+ msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
+ if (PlaneDiff (r_origin, node->plane) < 0)
{
- for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
+ for (;surf < surfend;surf++)
{
- /*
- softwaretransform(v, nv);
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 0;
-// R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
- R_DynamicLightPointNoMask(shadecolor, nv);
- if (lighthalf)
- {
- shadecolor[0] *= 0.5f;
- shadecolor[1] *= 0.5f;
- shadecolor[2] *= 0.5f;
- }
- wallvert[currentwallvert].r = (byte) (bound(0, (int) shadecolor[0], 255));
- wallvert[currentwallvert].g = (byte) (bound(0, (int) shadecolor[1], 255));
- wallvert[currentwallvert].b = (byte) (bound(0, (int) shadecolor[2], 255));
- wallvert[currentwallvert].a = 255;
- wallvert[currentwallvert].vert[0] = nv[0];
- wallvert[currentwallvert].vert[1] = nv[1];
- wallvert[currentwallvert].vert[2] = nv[2];
- */
- softwaretransform(v, wallvert[currentwallvert].vert);
- wallvert[currentwallvert].r = (byte) (bound(0, (int) v[9], 255));
- wallvert[currentwallvert].g = (byte) (bound(0, (int) v[10], 255));
- wallvert[currentwallvert].b = (byte) (bound(0, (int) v[11], 255));
- wallvert[currentwallvert].a = 255;
- wallvert[currentwallvert].s = v[3];
- wallvert[currentwallvert].t = v[4];
- wallvert[currentwallvert].u = v[5];
- wallvert[currentwallvert++].v = v[6];
+ if (surf->flags & SURF_PLANEBACK)
+ surf->visframe = r_framecount;
}
}
else
{
- for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
+ for (;surf < surfend;surf++)
{
- softwaretransform(v, wallvert[currentwallvert].vert);
- wallvert[currentwallvert].s = v[3];
- wallvert[currentwallvert].t = v[4];
- wallvert[currentwallvert].u = v[5];
- wallvert[currentwallvert++].v = v[6];
+ if (!(surf->flags & SURF_PLANEBACK))
+ surf->visframe = r_framecount;
}
}
}
}
+
+ // recurse down the children
+ if (node->children[0]->contents >= 0)
+ {
+ if (node->children[1]->contents >= 0)
+ {
+ if (nodestackpos < 8192)
+ nodestack[nodestackpos++] = node->children[1];
+ node = node->children[0];
+ goto loc2;
+ }
+ else
+ ((mleaf_t *)node->children[1])->visframe = r_framecount;
+ node = node->children[0];
+ goto loc2;
+ }
+ else
+ {
+ ((mleaf_t *)node->children[0])->visframe = r_framecount;
+ if (node->children[1]->contents >= 0)
+ {
+ node = node->children[1];
+ goto loc2;
+ }
+ else if (nodestackpos > 0)
+ {
+ ((mleaf_t *)node->children[1])->visframe = r_framecount;
+ node = nodestack[--nodestackpos];
+ goto loc2;
+ }
+ }
+ }
+ else if (nodestackpos > 0)
+ {
+ node = nodestack[--nodestackpos];
+ goto loc2;
}
}
- UploadLightmaps();
}
-/*
-=============================================================
-
- WORLD MODEL
-
-=============================================================
-*/
+static int r_portalframecount = 0;
-void R_StoreEfrags (efrag_t **ppefrag);
-
-/*
-================
-R_WorldNode
-================
-*/
-void R_WorldNode ()
+static void R_PVSWorldNode()
{
- int c, side, s = 0;
- double dot;
- struct
- {
- double dot;
- mnode_t *node;
- } nodestack[8192];
- mnode_t *node;
+ int portalstack, i;
+ mportal_t *p, *pstack[8192];
+ msurface_t *surf, **mark, **endmark;
+ mleaf_t *leaf;
+ tinyplane_t plane;
+ qbyte *worldvis;
+
+ worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
+
+ leaf = r_viewleaf;
+ leaf->worldnodeframe = r_framecount;
+ portalstack = 0;
+loc0:
+ c_leafs++;
- if (!(node = cl.worldmodel->nodes))
- return;
+ leaf->visframe = r_framecount;
- while(1)
+ if (leaf->nummarksurfaces)
{
- // if a leaf node, draw stuff
- if (node->contents < 0)
+ mark = leaf->firstmarksurface;
+ endmark = mark + leaf->nummarksurfaces;
+ if (r_ser.integer)
{
- if (node->contents != CONTENTS_SOLID)
+ do
{
- mleaf_t *pleaf;
- pleaf = (mleaf_t *)node;
-
- c_leafs++;
- if ((c = pleaf->nummarksurfaces))
+ surf = *mark++;
+ // make sure surfaces are only processed once
+ if (surf->worldnodeframe == r_framecount)
+ continue;
+ surf->worldnodeframe = r_framecount;
+ if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
{
- msurface_t **mark;
- mark = pleaf->firstmarksurface;
- do
+ if (surf->flags & SURF_PLANEBACK)
{
- (*mark)->visframe = r_framecount;
- mark++;
- } while (--c);
+ VectorNegate(surf->plane->normal, plane.normal);
+ plane.dist = -surf->plane->dist;
+ R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane);
+ }
+ }
+ else
+ {
+ if (!(surf->flags & SURF_PLANEBACK))
+ R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
}
-
- // deal with model fragments in this leaf
- if (pleaf->efrags)
- R_StoreEfrags (&pleaf->efrags);
}
-
- if (!s)
- break;
- node = nodestack[--s].node;
- dot = nodestack[s].dot;
- goto loc0;
- }
-
- c_nodes++;
-
- // node is just a decision point, so go down the apropriate sides
-
- // find which side of the node we are on
- dot = (node->plane->type < 3 ? modelorg[node->plane->type] : DotProduct (modelorg, node->plane->normal)) - node->plane->dist;
-
- // recurse down the children, front side first
- side = dot < 0;
- if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3))
- {
- nodestack[s].node = node;
- nodestack[s++].dot = dot;
- node = node->children[side];
- continue;
+ while (mark < endmark);
}
-loc0:
-
- // backside
- side = dot >= 0;
- // draw stuff
- if ((c = node->numsurfaces))
+ else
{
- msurface_t *surf;
- surf = cl.worldmodel->surfaces + node->firstsurface;
-
- if (side)
+ do
{
- for (;c;c--, surf++)
+ surf = *mark++;
+ // make sure surfaces are only processed once
+ if (surf->worldnodeframe == r_framecount)
+ continue;
+ surf->worldnodeframe = r_framecount;
+ if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
{
- if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
- {
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = surf;
- }
+ if (surf->flags & SURF_PLANEBACK)
+ surf->visframe = r_framecount;
+ }
+ else
+ {
+ if (!(surf->flags & SURF_PLANEBACK))
+ surf->visframe = r_framecount;
}
}
- else
+ while (mark < endmark);
+ }
+ }
+
+ // follow portals into other leafs
+ for (p = leaf->portals;p;p = p->next)
+ {
+ if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
+ {
+ leaf = p->past;
+ if (leaf->worldnodeframe != r_framecount)
{
- for (;c;c--, surf++)
+ leaf->worldnodeframe = r_framecount;
+ if (leaf->contents != CONTENTS_SOLID)
{
- if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+ i = (leaf - cl.worldmodel->leafs) - 1;
+ if (worldvis[i>>3] & (1<<(i&7)))
{
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = surf;
+ if (R_NotCulledBox(leaf->mins, leaf->maxs))
+ {
+ pstack[portalstack++] = p;
+ goto loc0;
+
+loc1:
+ p = pstack[--portalstack];
+ }
}
}
}
}
-
- // recurse down the back side
- if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3))
- {
- node = node->children[side];
- continue;
- }
-
- if (!s)
- break;
- node = nodestack[--s].node;
- dot = nodestack[s].dot;
- goto loc0;
}
+
+ if (portalstack)
+ goto loc1;
}
+Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex, RSurfShader_Wall_Fog}, NULL};
+Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap, RSurfShader_Wall_Fog}, NULL};
+Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright, RSurfShader_Wall_Fog}, NULL};
+Cshader_t Cshader_water = {{NULL, RSurfShader_Water, NULL}, NULL};
+Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL, NULL}, NULL};
-/*
-=============
-R_DrawWorld
-=============
-*/
-void R_DrawWorld (void)
+int Cshader_count = 5;
+Cshader_t *Cshaders[5] =
{
- entity_t ent;
-
- memset (&ent, 0, sizeof(ent));
- ent.model = cl.worldmodel;
- ent.colormod[0] = ent.colormod[1] = ent.colormod[2] = 1;
- modelalpha = ent.alpha = 1;
- ent.scale = 1;
-
- VectorCopy (r_refdef.vieworg, modelorg);
+ &Cshader_wall_vertex,
+ &Cshader_wall_lightmap,
+ &Cshader_wall_fullbright,
+ &Cshader_water,
+ &Cshader_sky
+};
- currententity = &ent;
+void R_PrepareSurfaces(void)
+{
+ int i;
+ texture_t *t;
+ model_t *model;
+ msurface_t *surf;
- softwaretransformidentity(); // LordHavoc: clear transform
- skyisvisible = false;
+ for (i = 0;i < Cshader_count;i++)
+ Cshaders[i]->chain = NULL;
- if (cl.worldmodel)
- R_WorldNode ();
+ model = currentrenderentity->model;
- glClear (GL_DEPTH_BUFFER_BIT);
+ for (i = 0;i < model->nummodelsurfaces;i++)
+ {
+ surf = model->modelsortedsurfaces[i];
+ if (surf->visframe == r_framecount)
+ {
+ if (surf->insertframe != r_framecount)
+ {
+ surf->insertframe = r_framecount;
+ c_faces++;
+ // manually inlined R_TextureAnimation
+ //t = R_TextureAnimation(surf->texinfo->texture);
+ t = surf->texinfo->texture;
+ if (t->alternate_anims != NULL && currentrenderentity->frame)
+ t = t->alternate_anims;
+ if (t->anim_total >= 2)
+ t = t->anim_frames[(int)(cl.time * 5.0f) % t->anim_total];
+ surf->currenttexture = t;
+ }
- R_PushDlights (); // now mark the lit surfaces
+ surf->chain = surf->shader->chain;
+ surf->shader->chain = surf;
+ }
+ }
+}
- DrawTextureChains ();
+void R_DrawSurfaces (int type)
+{
+ int i, stage;
+ msurface_t *surf;
+ Cshader_t *shader;
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ for (i = 0;i < Cshader_count;i++)
+ {
+ shader = Cshaders[i];
+ if (shader->chain && shader->shaderfunc[type])
+ for (stage = 0;stage < 1000;stage++)
+ for (surf = shader->chain;surf;surf = surf->chain)
+ if (shader->shaderfunc[type](stage, surf))
+ goto done;
+done:;
+ }
}
+static float portalpointbuffer[256][3];
-/*
-===============
-R_MarkLeaves
-===============
-*/
-void R_MarkLeaves (void)
+void R_DrawPortals(void)
{
- byte *vis;
- mnode_t *node;
- int i;
-
- if (r_oldviewleaf == r_viewleaf && !r_novis.value)
+ int drawportals, i;
+// mleaf_t *leaf, *endleaf;
+ mportal_t *portal, *endportal;
+ mvertex_t *point/*, *endpoint*/;
+ rmeshinfo_t m;
+ drawportals = r_drawportals.integer;
+ if (drawportals < 1)
return;
-
- r_visframecount++;
- r_oldviewleaf = r_viewleaf;
-
- if (r_novis.value)
+ /*
+ leaf = cl.worldmodel->leafs;
+ endleaf = leaf + cl.worldmodel->numleafs;
+ for (;leaf < endleaf;leaf++)
{
- for (i=0 ; i<cl.worldmodel->numleafs ; i++)
+ if (leaf->visframe == r_framecount && leaf->portals)
{
- node = (mnode_t *)&cl.worldmodel->leafs[i+1];
- do
+ i = leaf - cl.worldmodel->leafs;
+ r = (i & 0x0007) << 5;
+ g = (i & 0x0038) << 2;
+ b = (i & 0x01C0) >> 1;
+ portal = leaf->portals;
+ while (portal)
{
- if (node->visframe == r_visframecount)
- break;
- node->visframe = r_visframecount;
- node = node->parent;
- } while (node);
+ transpolybegin(0, 0, 0, TPOLYTYPE_ALPHA);
+ point = portal->points + portal->numpoints - 1;
+ endpoint = portal->points;
+ for (;point >= endpoint;point--)
+ transpolyvertub(point->position[0], point->position[1], point->position[2], 0, 0, r, g, b, 32);
+ transpolyend();
+ portal = portal->next;
+ }
}
}
- else
+ */
+ memset(&m, 0, sizeof(m));
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ m.vertex = &portalpointbuffer[0][0];
+ m.vertexstep = sizeof(float[3]);
+ m.ca = 0.125;
+ for (portal = cl.worldmodel->portals, endportal = portal + cl.worldmodel->numportals;portal < endportal;portal++)
{
- vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
-
- for (i=0 ; i<cl.worldmodel->numleafs ; i++)
+ if (portal->visframe == r_portalframecount)
{
- if (vis[i>>3] & (1<<(i&7)))
+ if (portal->numpoints <= 256)
{
- node = (mnode_t *)&cl.worldmodel->leafs[i+1];
- do
+ i = portal - cl.worldmodel->portals;
+ m.cr = ((i & 0x0007) >> 0) * (1.0f / 7.0f);
+ m.cg = ((i & 0x0038) >> 3) * (1.0f / 7.0f);
+ m.cb = ((i & 0x01C0) >> 6) * (1.0f / 7.0f);
+ point = portal->points;
+ if (PlaneDiff(r_origin, (&portal->plane)) > 0)
+ {
+ for (i = portal->numpoints - 1;i >= 0;i--)
+ VectorCopy(point[i].position, portalpointbuffer[i]);
+ }
+ else
{
- if (node->visframe == r_visframecount)
- break;
- node->visframe = r_visframecount;
- node = node->parent;
- } while (node);
+ for (i = 0;i < portal->numpoints;i++)
+ VectorCopy(point[i].position, portalpointbuffer[i]);
+ }
+ R_Mesh_DrawPolygon(&m, portal->numpoints);
}
}
}
}
-
-
-/*
-=============================================================================
-
- LIGHTMAP ALLOCATION
-
-=============================================================================
-*/
-
-// returns a texture number and the position inside it
-int AllocBlock (int w, int h, int *x, int *y)
+void R_SetupForBModelRendering(void)
{
- int i, j;
- int best, best2;
- int texnum;
-
- for (texnum=0 ; texnum<MAX_LIGHTMAPS ; texnum++)
- {
- best = BLOCK_HEIGHT;
-
- for (i=0 ; i<BLOCK_WIDTH-w ; i+=lightmapalign) // LordHavoc: NVIDIA has broken subimage, so align the lightmaps
- {
- best2 = 0;
-
- for (j=0 ; j<w ; j++)
- {
- if (allocated[texnum][i+j] >= best)
- break;
- if (allocated[texnum][i+j] > best2)
- best2 = allocated[texnum][i+j];
- }
- if (j == w)
- { // this is a valid spot
- *x = i;
- *y = best = best2;
- }
- }
+ int i;
+ msurface_t *s;
+ model_t *model;
+ vec3_t modelorg;
- if (best + h > BLOCK_HEIGHT)
- continue;
+ // because bmodels can be reused, we have to decide which things to render
+ // from scratch every time
- if (nosubimagefragments || nosubimage)
- {
- if (!lightmaps[texnum])
- lightmaps[texnum] = calloc(BLOCK_WIDTH*BLOCK_HEIGHT*4, 1);
- }
- // LordHavoc: clear texture to blank image, fragments are uploaded using subimage
- else if (!allocated[texnum][0])
- {
- byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*3];
- memset(blank, 0, sizeof(blank));
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- if (lightmaprgba)
- glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
- else
- glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank);
- }
+ model = currentrenderentity->model;
- for (i=0 ; i<w ; i++)
- allocated[texnum][*x + i] = best + h;
+ softwaretransformforentity (currentrenderentity);
+ softwareuntransform(r_origin, modelorg);
- return texnum;
+ for (i = 0;i < model->nummodelsurfaces;i++)
+ {
+ s = model->modelsortedsurfaces[i];
+ if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
+ s->visframe = r_framecount;
+ else
+ s->visframe = -1;
+ s->worldnodeframe = -1;
+ s->lightframe = -1;
+ s->dlightframe = -1;
+ s->insertframe = -1;
}
-
- Sys_Error ("AllocBlock: full");
- return 0;
}
+void R_SetupForWorldRendering(void)
+{
+ // there is only one instance of the world, but it can be rendered in
+ // multiple stages
-mvertex_t *r_pcurrentvertbase;
-model_t *currentmodel;
-
-int nColinElim;
+ currentrenderentity = &cl_entities[0].render;
+ softwaretransformidentity();
+}
-/*
-================
-BuildSurfaceDisplayList
-================
-*/
-void BuildSurfaceDisplayList (msurface_t *fa)
+static void R_SurfMarkLights (void)
{
- int i, lindex, lnumverts;
- medge_t *pedges, *r_pedge;
- int vertpage;
- float *vec;
- float s, t;
- glpoly_t *poly;
-
-// reconstruct the polygon
- pedges = currentmodel->edges;
- lnumverts = fa->numedges;
- vertpage = 0;
-
- //
- // draw texture
- //
- poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
- poly->next = fa->polys;
- poly->flags = fa->flags;
- fa->polys = poly;
- poly->numverts = lnumverts;
-
- for (i=0 ; i<lnumverts ; i++)
- {
- lindex = currentmodel->surfedges[fa->firstedge + i];
-
- if (lindex > 0)
- {
- r_pedge = &pedges[lindex];
- vec = r_pcurrentvertbase[r_pedge->v[0]].position;
- }
- else
- {
- r_pedge = &pedges[-lindex];
- vec = r_pcurrentvertbase[r_pedge->v[1]].position;
- }
- s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
- s /= fa->texinfo->texture->width;
-
- t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
- t /= fa->texinfo->texture->height;
-
- VectorCopy (vec, poly->verts[i]);
- poly->verts[i][3] = s;
- poly->verts[i][4] = t;
-
- //
- // lightmap texture coordinates
- //
- s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
- s -= fa->texturemins[0];
- poly->verts[i][7] = bound(0l, ((int)s>>4), (fa->extents[0]>>4)); // LordHavoc: raw lightmap coordinates
- s += fa->light_s*16;
- s += 8;
- s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
-
- t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
- t -= fa->texturemins[1];
- poly->verts[i][8] = bound(0l, ((int)t>>4), (fa->extents[1]>>4)); // LordHavoc: raw lightmap coordinates
- t += fa->light_t*16;
- t += 8;
- t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
-
- poly->verts[i][5] = s;
- poly->verts[i][6] = t;
- }
-
- //
- // remove co-linear points - Ed
- //
- /*
- if (!gl_keeptjunctions.value)
+ int i;
+ msurface_t *s;
+
+ if (r_dynamic.integer)
+ R_MarkLights();
+
+ if (!r_vertexsurfaces.integer)
{
- for (i = 0 ; i < lnumverts ; ++i)
+ for (i = 0;i < currentrenderentity->model->nummodelsurfaces;i++)
{
- vec3_t v1, v2;
- float *prev, *this, *next;
-
- prev = poly->verts[(i + lnumverts - 1) % lnumverts];
- this = poly->verts[i];
- next = poly->verts[(i + 1) % lnumverts];
-
- VectorSubtract( this, prev, v1 );
- VectorNormalize( v1 );
- VectorSubtract( next, prev, v2 );
- VectorNormalize( v2 );
-
- // skip co-linear points
- #define COLINEAR_EPSILON 0.001
- if ((fabs( v1[0] - v2[0] ) <= COLINEAR_EPSILON) &&
- (fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) &&
- (fabs( v1[2] - v2[2] ) <= COLINEAR_EPSILON))
+ s = currentrenderentity->model->modelsortedsurfaces[i];
+ if (s->visframe == r_framecount && s->lightmaptexture != NULL)
{
- int j;
- for (j = i + 1; j < lnumverts; ++j)
+ if (s->cached_dlight
+ || s->cached_ambient != r_ambient.value
+ || s->cached_lightscalebit != lightscalebit)
+ R_BuildLightMap(s, false); // base lighting changed
+ else if (r_dynamic.integer)
{
- int k;
- for (k = 0; k < VERTEXSIZE; ++k)
- poly->verts[j - 1][k] = poly->verts[j][k];
+ if (s->styles[0] != 255 && (d_lightstylevalue[s->styles[0]] != s->cached_light[0]
+ || (s->styles[1] != 255 && (d_lightstylevalue[s->styles[1]] != s->cached_light[1]
+ || (s->styles[2] != 255 && (d_lightstylevalue[s->styles[2]] != s->cached_light[2]
+ || (s->styles[3] != 255 && (d_lightstylevalue[s->styles[3]] != s->cached_light[3]))))))))
+ //if (s->cached_light[0] != d_lightstylevalue[s->styles[0]]
+ // || s->cached_light[1] != d_lightstylevalue[s->styles[1]]
+ // || s->cached_light[2] != d_lightstylevalue[s->styles[2]]
+ // || s->cached_light[3] != d_lightstylevalue[s->styles[3]])
+ R_BuildLightMap(s, false); // base lighting changed
+ else if (s->dlightframe == r_framecount && r_dlightmap.integer)
+ R_BuildLightMap(s, true); // only dlights
}
- --lnumverts;
- ++nColinElim;
- // retry next vertex next time, which is now current vertex
- --i;
}
}
}
- */
- poly->numverts = lnumverts;
-
- /*
- int i, k, lindex, lnumverts;
- medge_t *pedges, *r_pedge;
- int vertpage, points;
- float *vec;
- float s, t;
- glpoly_t *poly;
- float point1[1024][VERTEXSIZE], point[1024][VERTEXSIZE];
-
-// reconstruct the polygon
- pedges = currentmodel->edges;
- lnumverts = fa->numedges;
- vertpage = 0;
-
- //
- // draw texture
- //
- for (i=0 ; i<lnumverts ; i++)
- {
- lindex = currentmodel->surfedges[fa->firstedge + i];
-
- if (lindex > 0)
- {
- r_pedge = &pedges[lindex];
- vec = r_pcurrentvertbase[r_pedge->v[0]].position;
- }
- else
- {
- r_pedge = &pedges[-lindex];
- vec = r_pcurrentvertbase[r_pedge->v[1]].position;
- }
- s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
- s /= fa->texinfo->texture->width;
-
- t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
- t /= fa->texinfo->texture->height;
-
- VectorCopy (vec, point1[i]);
- point1[i][3] = s;
- point1[i][4] = t;
-
- //
- // lightmap texture coordinates
- //
- s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
- s -= fa->texturemins[0];
- point1[i][7] = bound(0l, ((int)s>>4), (fa->extents[0]>>4)); // LordHavoc: raw lightmap coordinates
- s += fa->light_s*16;
- s += 8;
- s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
-
- t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
- t -= fa->texturemins[1];
- point1[i][8] = bound(0l, ((int)t>>4), (fa->extents[1]>>4)); // LordHavoc: raw lightmap coordinates
- t += fa->light_t*16;
- t += 8;
- t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
-
- point1[i][5] = s;
- point1[i][6] = t;
- }
-
- if (fa->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
- {
- poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
- poly->next = fa->polys;
- poly->flags = fa->flags;
- fa->polys = poly;
- poly->numverts = lnumverts;
- memcpy(poly->verts, &point1[0][0], lnumverts*VERTEXSIZE*sizeof(float));
- return;
- }
+}
-#define VectorCopy9(a,b) {for(k = 0;k < VERTEXSIZE;k++) b[k]=a[k];}
- points = 0;
-#if 0
- int j;
- float center[VERTEXSIZE];
- // subdivide by placing a point at the center (more tris)
- // LordHavoc:
- // you, the reader, have stumbled upon the most amusing visual artifact I have
- // encountered to date, saved here for historical/hysterical reasons :)
- if (gl_funnywalls.value)
- for (j = 0;j < 5;j++)
- center[j] = 0;
- else
- for (j = 0;j < VERTEXSIZE;j++)
- center[j] = 0;
- for (i = 0;i < lnumverts;i++)
- for (j = 0;j < VERTEXSIZE;j++)
- center[j] += point1[i][j];
- s = 1.0f / lnumverts;
- for (i = 0;i < VERTEXSIZE;i++)
- center[i] *= s;
- for (i = 0;i < lnumverts;i++)
- {
- VectorCopy9(center, point[points]);points++;
- VectorCopy9(point1[i], point[points]);points++;
- VectorCopy9(point1[(i+1)%lnumverts], point[points]);points++;
- }
-#else
- // subdivide by turning it into a fan (less tris)
- for (i = 1;i < lnumverts-1;i++)
- {
- VectorCopy9(point1[0], point[points]);points++;
- VectorCopy9(point1[i], point[points]);points++;
- VectorCopy9(point1[i+1], point[points]);points++;
- }
-#endif
-#if 0
- {
- float p1[VERTEXSIZE], p2[VERTEXSIZE], p3[VERTEXSIZE], p4[VERTEXSIZE], p5[VERTEXSIZE], p6[VERTEXSIZE]
- // now subdivide any large triangles
- for (j = 0;j < points;j+=3)
- {
- if (points > (1024-9))
- break;
- while ((max(point[j][0], max(point[j+1][0], point[j+2][0])) - min(point[j][0], min(point[j+1][0], point[j+2][0]))) > 128
- || (max(point[j][1], max(point[j+1][1], point[j+2][1])) - min(point[j][1], min(point[j+1][1], point[j+2][1]))) > 128
- || (max(point[j][2], max(point[j+1][2], point[j+2][2])) - min(point[j][2], min(point[j+1][2], point[j+2][2]))) > 128)
- {
- if (points > (1024-9))
- break;
- #define halfway(v, a, b) for (k = 0;k < VERTEXSIZE;k++) v[k] = (a[k] + b[k]) * 0.5f;
- VectorCopy9(point[j+0], p1);
- VectorCopy9(point[j+1], p3);
- VectorCopy9(point[j+2], p5);
- halfway(p2, p1, p3);
- halfway(p4, p3, p5);
- halfway(p6, p5, p1);
- // build tri 1 (top middle)
- VectorCopy9(p1, point[j+0]);
- VectorCopy9(p2, point[j+1]);
- VectorCopy9(p6, point[j+2]);
- // build tri 2 (bottom right)
- VectorCopy9(p2, point[points+0]);
- VectorCopy9(p3, point[points+1]);
- VectorCopy9(p4, point[points+2]);
- // build tri 3 (bottom left)
- VectorCopy9(p4, point[points+3]);
- VectorCopy9(p5, point[points+4]);
- VectorCopy9(p6, point[points+5]);
- // build tri 4 (middle)
- VectorCopy9(p2, point[points+6]);
- VectorCopy9(p4, point[points+7]);
- VectorCopy9(p6, point[points+8]);
- points+=9;
- }
- }
- }
-#endif
- poly = Hunk_Alloc (sizeof(glpoly_t) + (points-4) * VERTEXSIZE*sizeof(float));
- poly->next = fa->polys;
- poly->flags = fa->flags;
- fa->polys = poly;
- poly->numverts = 0;
- poly->numtris = points / 3;
- memcpy(&poly->verts[0][0], &point[0][0], points * VERTEXSIZE*sizeof(float));
- */
+void R_MarkWorldLights(void)
+{
+ R_SetupForWorldRendering();
+ R_SurfMarkLights();
}
/*
-========================
-GL_CreateSurfaceLightmap
-========================
+=============
+R_DrawWorld
+=============
*/
-void GL_CreateSurfaceLightmap (msurface_t *surf)
+void R_DrawWorld (void)
{
- int smax, tmax;
-
- if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
- return;
-
- smax = (surf->extents[0]>>4)+1;
- tmax = (surf->extents[1]>>4)+1;
+ R_SetupForWorldRendering();
- surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t);
- if (nosubimage || nosubimagefragments)
- return;
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + surf->lightmaptexturenum);
- smax = ((surf->extents[0]>>4)+lightmapalign) & lightmapalignmask;
- if (lightmaprgba)
- {
- R_BuildLightMap (surf, templight, smax * 4);
- glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
- }
+ if (r_viewleaf->contents == CONTENTS_SOLID || r_novis.integer || r_viewleaf->compressed_vis == NULL)
+ R_SolidWorldNode ();
else
- {
- R_BuildLightMap (surf, templight, smax * 3);
- glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
- }
+ R_PVSWorldNode ();
}
-
/*
-==================
-GL_BuildLightmaps
-
-Builds the lightmap texture
-with all the surfaces from all brush models
-==================
+=================
+R_DrawBrushModel
+=================
*/
-void GL_BuildLightmaps (void)
+void R_DrawBrushModelSky (void)
{
- int i, j;
- model_t *m;
-
- memset (allocated, 0, sizeof(allocated));
-
- r_framecount = 1; // no dlightcache
+ R_SetupForBModelRendering();
- if (gl_nosubimagefragments.value)
- nosubimagefragments = 1;
- else
- nosubimagefragments = 0;
+ R_PrepareSurfaces();
+ R_DrawSurfaces(SHADERSTAGE_SKY);
+}
- if (gl_nosubimage.value)
- nosubimage = 1;
- else
- nosubimage = 0;
+void R_DrawBrushModelNormal (void)
+{
+ c_bmodels++;
- if (gl_lightmaprgba.value)
- {
- lightmaprgba = true;
- lightmapbytes = 4;
- }
- else
- {
- lightmaprgba = false;
- lightmapbytes = 3;
- }
+ // have to flush queue because of possible lightmap reuse
+ R_Mesh_Render();
- // LordHavoc: NVIDIA seems to have a broken glTexSubImage2D,
- // it needs to be aligned on 4 pixel boundaries...
- // so I implemented an adjustable lightmap alignment
- if (gl_lightmapalign.value < 1)
- gl_lightmapalign.value = 1;
- if (gl_lightmapalign.value > 16)
- gl_lightmapalign.value = 16;
- lightmapalign = 1;
- while (lightmapalign < gl_lightmapalign.value)
- lightmapalign <<= 1;
- gl_lightmapalign.value = lightmapalign;
- lightmapalignmask = ~(lightmapalign - 1);
- if (nosubimagefragments || nosubimage)
- {
- lightmapalign = 1;
- lightmapalignmask = ~0;
- }
+ R_SetupForBModelRendering();
- if (!lightmap_textures)
- {
- lightmap_textures = texture_extension_number;
- texture_extension_number += MAX_LIGHTMAPS;
- }
+ R_SurfMarkLights();
- for (j=1 ; j<MAX_MODELS ; j++)
- {
- m = cl.model_precache[j];
- if (!m)
- break;
- if (m->name[0] == '*')
- continue;
- r_pcurrentvertbase = m->vertexes;
- currentmodel = m;
- for (i=0 ; i<m->numsurfaces ; i++)
- {
- if ( m->surfaces[i].flags & SURF_DRAWTURB )
- continue;
- if ( m->surfaces[i].flags & SURF_DRAWSKY )
- continue;
- GL_CreateSurfaceLightmap (m->surfaces + i);
- BuildSurfaceDisplayList (m->surfaces + i);
- }
- }
+ R_PrepareSurfaces();
- if (nosubimage || nosubimagefragments)
- {
- if (gl_mtexable)
- qglSelectTexture(gl_mtex_enum+1);
- for (i = 0;i < MAX_LIGHTMAPS;i++)
- {
- if (!allocated[i][0])
- break;
- lightmapupdate[i][0] = BLOCK_HEIGHT;
- lightmapupdate[i][1] = 0;
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- if (lightmaprgba)
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
- else
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
- }
- if (gl_mtexable)
- qglSelectTexture(gl_mtex_enum+0);
- }
+ if (!skyrendermasked)
+ R_DrawSurfaces(SHADERSTAGE_SKY);
+ R_DrawSurfaces(SHADERSTAGE_NORMAL);
+ R_DrawSurfaces(SHADERSTAGE_FOG);
}
-