// r_surf.c: surface-related refresh code
#include "quakedef.h"
+#include "r_shadow.h"
-int lightmap_textures;
+#define MAX_LIGHTMAP_SIZE 256
-#define BLOCK_WIDTH 256
-#define BLOCK_HEIGHT 256
-// LordHavoc: increased lightmap limit from 64 to 1024
-#define MAX_LIGHTMAPS 1024
-#define LIGHTMAPSIZE (BLOCK_WIDTH*BLOCK_HEIGHT*4)
+static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
-int active_lightmaps;
+static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
-short allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
-
-byte *lightmaps[MAX_LIGHTMAPS];
-short lightmapupdate[MAX_LIGHTMAPS][2];
-
-signed int blocklights[BLOCK_WIDTH*BLOCK_HEIGHT*3]; // LordHavoc: *3 for colored lighting
-
-byte templight[BLOCK_WIDTH*BLOCK_HEIGHT*4];
-
-int lightmapalign, lightmapalignmask; // LordHavoc: align texsubimage updates on 4 byte boundaries
-cvar_t gl_lightmapalign = {0, "gl_lightmapalign", "4"}; // align texsubimage updates on 4 byte boundaries
-cvar_t gl_lightmaprgba = {0, "gl_lightmaprgba", "1"};
-cvar_t gl_nosubimagefragments = {0, "gl_nosubimagefragments", "0"};
-cvar_t gl_nosubimage = {0, "gl_nosubimage", "0"};
cvar_t r_ambient = {0, "r_ambient", "0"};
-cvar_t gl_vertex = {0, "gl_vertex", "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"};
+cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
+cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
+cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
-qboolean lightmaprgba, nosubimagefragments, nosubimage;
-int lightmapbytes;
-
-int wateralpha;
-
-void gl_surf_start(void)
-{
-}
-
-void gl_surf_shutdown(void)
-{
-}
-
-void gl_surf_newmap(void)
-{
-}
-
-void GL_Surf_Init(void)
-{
- 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_vertex);
- Cvar_RegisterVariable(&r_dlightmap);
- Cvar_RegisterVariable(&r_drawportals);
- Cvar_RegisterVariable(&r_testvis);
-
- R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
-}
-
-int dlightdivtable[32768];
+static int dlightdivtable[32768];
-/*
- R_AddDynamicLights
-*/
-int R_AddDynamicLights (msurface_t *surf)
+static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
{
- int sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, lit, dist2, impacts, impactt;
+ int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
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
+ float dist, impact[3], local[3];
lit = false;
- if (!dlightdivtable[1])
- {
- dlightdivtable[0] = 4194304;
- for (s = 1; s < 32768; s++)
- dlightdivtable[s] = 4194304 / (s << 7);
- }
-
smax = (surf->extents[0] >> 4) + 1;
tmax = (surf->extents[1] >> 4) + 1;
+ smax3 = smax * 3;
- for (lnum = 0; lnum < MAX_DLIGHTS; lnum++)
+ for (lnum = 0; lnum < r_numdlights; lnum++)
{
if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
continue; // not lit by this light
- VectorSubtract (cl_dlights[lnum].origin, currentrenderentity->origin, local);
+ Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
// for comparisons to minimum acceptable light
- maxdist = (int) ((cl_dlights[lnum].radius * cl_dlights[lnum].radius));
-
- // clamp radius to avoid exceeding 32768 entry division table
- if (maxdist > 4194304)
- maxdist = 4194304;
+ // compensate for LIGHTOFFSET
+ maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
dist2 = dist * dist;
+ dist2 += LIGHTOFFSET;
if (dist2 >= maxdist)
continue;
- impact[0] = cl_dlights[lnum].origin[0] - surf->plane->normal[0] * dist;
- impact[1] = cl_dlights[lnum].origin[1] - surf->plane->normal[1] * dist;
- impact[2] = cl_dlights[lnum].origin[2] - surf->plane->normal[2] * dist;
+ if (surf->plane->type < 3)
+ {
+ VectorCopy(local, impact);
+ impact[surf->plane->type] -= dist;
+ }
+ else
+ {
+ 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];
// reduce calculations
for (s = 0, i = impacts; s < smax; s++, i -= 16)
- sdtable[s] = i * i + dist2 + LIGHTOFFSET;
+ sdtable[s] = i * i + dist2;
- maxdist3 = maxdist - (int) (dist * dist);
+ maxdist3 = maxdist - dist2;
- // convert to 8.8 blocklights format and scale up by radius
- red = cl_dlights[lnum].color[0] * maxdist;
- green = cl_dlights[lnum].color[1] * maxdist;
- blue = cl_dlights[lnum].color[2] * maxdist;
- bl = blocklights;
+ // convert to 8.8 blocklights format
+ red = r_dlight[lnum].light[0] * (1.0f / 128.0f);
+ green = r_dlight[lnum].light[1] * (1.0f / 128.0f);
+ blue = r_dlight[lnum].light[2] * (1.0f / 128.0f);
+ subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
+ bl = intblocklights;
i = impactt;
- for (t = 0; t < tmax; t++, i -= 16)
+ 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++)
+ for (s = 0;s < smax;s++)
{
if (sdtable[s] < maxdist2)
{
- k = dlightdivtable[(sdtable[s] + td) >> 7];
- bl[0] += (red * k) >> 9;
- bl[1] += (green * k) >> 9;
- bl[2] += (blue * k) >> 9;
- lit = true;
+ k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
+ if (k > 0)
+ {
+ bl[0] += (red * k);
+ bl[1] += (green * k);
+ bl[2] += (blue * k);
+ lit = true;
+ }
}
bl += 3;
}
}
else // skip line
- bl += smax * 3;
+ bl += smax3;
}
}
return lit;
}
-
-void R_ConvertLightmap (int *in, byte *out, int width, int height, int stride)
+static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
{
- int i, j, shift;
- stride -= (width*lightmapbytes);
- // deal with lightmap brightness scale
- shift = 7 + lightscalebit;
- if (lightmaprgba)
+ int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
+ float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
+
+ lit = false;
+
+ smax = (surf->extents[0] >> 4) + 1;
+ tmax = (surf->extents[1] >> 4) + 1;
+ smax3 = smax * 3;
+
+ for (lnum = 0; lnum < r_numdlights; lnum++)
{
- for (i = 0;i < height;i++, out += stride)
+ if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+ continue; // not lit by this light
+
+ Matrix4x4_Transform(matrix, r_dlight[lnum].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;
+
+ dist2 = dist * dist;
+ dist2 += LIGHTOFFSET;
+ if (dist2 >= maxdist)
+ continue;
+
+ if (surf->plane->type < 3)
{
- for (j = 0;j < width;j++, in += 3, out += 4)
- {
- out[0] = min(in[0] >> shift, 255);
- out[1] = min(in[1] >> shift, 255);
- out[2] = min(in[2] >> shift, 255);
- out[3] = 255;
- }
+ VectorCopy(local, impact);
+ impact[surf->plane->type] -= dist;
}
- }
- else
- {
- for (i = 0;i < height;i++, out += stride)
+ else
+ {
+ 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];
+
+ td = bound(0, impacts, smax * 16) - impacts;
+ td1 = bound(0, impactt, tmax * 16) - impactt;
+ td = td * td + td1 * td1 + dist2;
+ if (td > maxdist)
+ continue;
+
+ // reduce calculations
+ for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
+ sdtable[s] = td1 * td1 + 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 = r_dlight[lnum].subtract * 32768.0f;
+ bl = floatblocklights;
+
+ td1 = impactt;
+ for (t = 0;t < tmax;t++, td1 -= 16.0f)
{
- for (j = 0;j < width;j++, in += 3, out += 3)
+ td = td1 * td1;
+ // make sure some part of it is visible on this line
+ if (td < maxdist3)
{
- out[0] = min(in[0] >> shift, 255);
- out[1] = min(in[1] >> shift, 255);
- out[2] = min(in[2] >> shift, 255);
+ maxdist2 = maxdist - td;
+ for (s = 0;s < smax;s++)
+ {
+ if (sdtable[s] < maxdist2)
+ {
+ k = (32768.0f / (sdtable[s] + td)) - subtract;
+ bl[0] += red * k;
+ bl[1] += green * k;
+ bl[2] += blue * k;
+ lit = true;
+ }
+ bl += 3;
+ }
}
+ else // skip line
+ bl += smax3;
}
}
+ return lit;
}
/*
Combine and scale multiple lightmaps into the 8.8 format in blocklights
===============
*/
-void R_BuildLightMap (msurface_t *surf, byte *dest, int stride, int dlightchanged)
+static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
{
- int smax, tmax;
- int i, j, size, size3;
- byte *lightmap;
- int scale;
- int maps;
- int *bl;
-
- // 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 ((currentrenderentity->effects & EF_FULLBRIGHT) || !cl.worldmodel->lightdata)
- {
- bl = blocklights;
- for (i = 0;i < size;i++)
+ if (!r_floatbuildlightmap.integer)
+ {
+ int smax, tmax, i, j, size, size3, shift, maps, stride, l;
+ unsigned int *bl, scale;
+ qbyte *lightmap, *out, *stain;
+
+ // update cached lighting info
+ surf->cached_dlight = 0;
+
+ 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
+ bl = intblocklights;
+ if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
+ {
+ for (i = 0;i < size3;i++)
+ bl[i] = 255*256;
+ }
+ else
{
- *bl++ = 255*256;
- *bl++ = 255*256;
- *bl++ = 255*256;
+ // clear to no light
+ j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
+ if (j)
+ {
+ for (i = 0;i < size3;i++)
+ *bl++ = j;
+ }
+ else
+ memset(bl, 0, size*3*sizeof(unsigned int));
+
+ if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+ {
+ surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
+ if (surf->cached_dlight)
+ c_light_polys++;
+ }
+
+ // add all the lightmaps
+ if (lightmap)
+ {
+ bl = intblocklights;
+ for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+ for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+ bl[i] += lightmap[i] * scale;
+ }
+ }
+
+ stain = surf->stainsamples;
+ bl = intblocklights;
+ out = templight;
+ // deal with lightmap brightness scale
+ shift = 7 + r_lightmapscalebit + 8;
+ if (ent->model->brushq1.lightmaprgba)
+ {
+ stride = (surf->lightmaptexturestride - smax) * 4;
+ for (i = 0;i < tmax;i++, out += stride)
+ {
+ for (j = 0;j < smax;j++)
+ {
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ *out++ = 255;
+ }
+ }
}
+ else
+ {
+ stride = (surf->lightmaptexturestride - smax) * 3;
+ for (i = 0;i < tmax;i++, out += stride)
+ {
+ for (j = 0;j < smax;j++)
+ {
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ }
+ }
+ }
+
+ R_UpdateTexture(surf->lightmaptexture, templight);
}
else
{
-// clear to no light
- j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style
+ int smax, tmax, i, j, size, size3, maps, stride, l;
+ float *bl, scale;
+ qbyte *lightmap, *out, *stain;
+
+ // update cached lighting info
+ surf->cached_dlight = 0;
+
+ 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
+ bl = floatblocklights;
+ if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
+ j = 255*256;
+ else
+ j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
+
+ // clear to no light
if (j)
{
- bl = blocklights;
for (i = 0;i < size3;i++)
*bl++ = j;
}
else
- memset(&blocklights[0], 0, size*3*sizeof(int));
+ memset(bl, 0, size*3*sizeof(float));
- if (r_dlightmap.value && surf->dlightframe == r_framecount)
+ if (surf->dlightframe == r_framecount && r_dlightmap.integer)
{
- if ((surf->cached_dlight = R_AddDynamicLights(surf)))
+ surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, 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
+ // add all the lightmaps
if (lightmap)
- for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
- for (scale = d_lightstylevalue[surf->styles[maps]], bl = blocklights, i = 0;i < size3;i++)
- *bl++ += *lightmap++ * scale;
- }
-
- R_ConvertLightmap(blocklights, dest, smax, tmax, stride);
-}
+ {
+ bl = floatblocklights;
+ for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+ for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+ bl[i] += lightmap[i] * scale;
+ }
-void R_UpdateLightmap(msurface_t *s, int lnum, int dlightschanged)
-{
- int smax, tmax;
- // upload the new lightmap texture fragment
- if(r_upload.value)
- 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, false);
- else
- R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 3, BLOCK_WIDTH * 3, false);
- }
- else
- {
- smax = ((s->extents[0]>>4)+lightmapalign) & lightmapalignmask;
- tmax = (s->extents[1]>>4)+1;
- if (lightmaprgba)
+ stain = surf->stainsamples;
+ bl = floatblocklights;
+ out = templight;
+ // deal with lightmap brightness scale
+ scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8));
+ if (ent->model->brushq1.lightmaprgba)
{
- R_BuildLightMap (s, templight, smax * 4, false);
- if(r_upload.value)
- glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
+ stride = (surf->lightmaptexturestride - smax) * 4;
+ for (i = 0;i < tmax;i++, out += stride)
+ {
+ for (j = 0;j < smax;j++)
+ {
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ *out++ = 255;
+ }
+ }
}
else
{
- R_BuildLightMap (s, templight, smax * 3, false);
- if(r_upload.value)
- glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
+ stride = (surf->lightmaptexturestride - smax) * 3;
+ for (i = 0;i < tmax;i++, out += stride)
+ {
+ for (j = 0;j < smax;j++)
+ {
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ }
+ }
}
+
+ 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)
+void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
{
- if (currentrenderentity->frame && base->alternate_anims != NULL)
- base = base->alternate_anims;
+ float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
+ msurface_t *surf, *endsurf;
+ int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
+ qbyte *bl;
+ vec3_t impact;
- if (base->anim_total < 2)
- return base;
+ maxdist = radius * radius;
+ invradius = 1.0f / radius;
- return base->anim_frames[(int)(cl.time * 5.0f) % base->anim_total];
-}
+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;
+ maxdist3 = maxdist - dist2;
-/*
-=============================================================
+ if (node->plane->type < 3)
+ {
+ VectorCopy(origin, impact);
+ impact[node->plane->type] -= ndist;
+ }
+ else
+ {
+ 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;
+ }
- BRUSH MODELS
+ for (surf = model->brushq1.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;
-float turbsin[256] =
-{
- #include "gl_warp_sin.h"
-};
-#define TURBSCALE (256.0 / (2 * M_PI))
+ // reduce calculations
+ for (s = 0, i = impacts; s < smax; s++, i -= 16)
+ sdtable[s] = i * i + dist2;
+ bl = surf->stainsamples;
+ smax3 = smax * 3;
+ stained = false;
-void UploadLightmaps(void)
-{
- int i;
- if (nosubimage || nosubimagefragments)
- {
- for (i = 0;i < MAX_LIGHTMAPS;i++)
- {
- if (lightmapupdate[i][0] < lightmapupdate[i][1])
+ i = impactt;
+ for (t = 0;t < tmax;t++, i -= 16)
{
- if(r_upload.value)
+ td = i * i;
+ // make sure some part of it is visible on this line
+ if (td < maxdist3)
{
- 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
+ maxdist2 = maxdist - td;
+ for (s = 0;s < smax;s++)
{
- 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]));
+ if (sdtable[s] < maxdist2)
+ {
+ ratio = lhrandom(0.0f, 1.0f);
+ a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
+ if (a >= (1.0f / 64.0f))
+ {
+ if (a > 1)
+ a = 1;
+ bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
+ bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
+ bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
+ stained = true;
+ }
+ }
+ bl += 3;
}
}
+ else // skip line
+ bl += smax3;
}
- lightmapupdate[i][0] = BLOCK_HEIGHT;
- lightmapupdate[i][1] = 0;
+ // force lightmap upload
+ if (stained)
+ surf->cached_dlight = true;
}
}
-}
-float wvert[1024*6]; // used by the following functions
+ if (node->children[0]->contents >= 0)
+ {
+ if (node->children[1]->contents >= 0)
+ {
+ R_StainNode(node->children[0], model, origin, radius, fcolor);
+ 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 RSurf_DrawSky(msurface_t *s, int transform)
+void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
{
- glpoly_t *p;
- int i;
- float *v;
-
- // LordHavoc: HalfLife maps have freaky skypolys...
- if (hlbsp)
+ int n;
+ float fcolor[8];
+ entity_render_t *ent;
+ model_t *model;
+ vec3_t org;
+ if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
return;
-
- for (p=s->polys ; p ; p=p->next)
+ fcolor[0] = cr1;
+ fcolor[1] = cg1;
+ fcolor[2] = cb1;
+ fcolor[3] = ca1 * (1.0f / 64.0f);
+ fcolor[4] = cr2 - cr1;
+ fcolor[5] = cg2 - cg1;
+ fcolor[6] = cb2 - cb1;
+ fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
+
+ R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
+
+ // look for embedded bmodels
+ for (n = 0;n < cl_num_brushmodel_entities;n++)
{
- if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
+ ent = cl_brushmodel_entities[n];
+ model = ent->model;
+ if (model && model->name[0] == '*')
{
- skypoly[currentskypoly].firstvert = currentskyvert;
- skypoly[currentskypoly++].verts = p->numverts;
- if (transform)
- {
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, skyvert[currentskyvert].v);
- currentskyvert++;
- }
- }
- else
+ Mod_CheckLoaded(model);
+ if (model->brushq1.nodes)
{
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- VectorCopy(v, skyvert[currentskyvert].v);
- currentskyvert++;
- }
+ Matrix4x4_Transform(&ent->inversematrix, origin, org);
+ R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
}
}
}
}
-int RSurf_Light(int *dlightbits, glpoly_t *polys)
+
+/*
+=============================================================
+
+ BRUSH MODELS
+
+=============================================================
+*/
+
+static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
{
- float cr, cg, cb, radius, radius2, f, *v, *wv;
- int i, a, b, lit = false;
- unsigned int c, d;
- dlight_t *light;
- vec_t *lightorigin;
- glpoly_t *p;
- for (a = 0;a < 8;a++)
- {
- if ((c = dlightbits[a]))
+ int i;
+ float scale;
+ const qbyte *lm;
+ if (styles[0] != 255)
+ {
+ for (i = 0;i < numverts;i++, c += 4)
{
- for (b = 0, d = 1;c;b++, d <<= 1)
+ lm = samples + lightmapoffsets[i];
+ scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (styles[1] != 255)
{
- if (c & d)
+ lm += size3;
+ scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (styles[2] != 255)
{
- c -= d;
- light = &cl_dlights[a * 32 + b];
- lightorigin = light->origin;
- cr = light->color[0];
- cg = light->color[1];
- cb = light->color[2];
- radius = light->radius*light->radius;
- radius2 = radius * 256.0f;
- wv = wvert;
- for (p = polys;p;p = p->next)
+ lm += size3;
+ scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (styles[3] != 255)
{
- for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- f = VectorDistance2(wv, lightorigin);
- if (f < radius)
- {
- f = radius2 / (f + LIGHTOFFSET);
- wv[3] += cr * f;
- wv[4] += cg * f;
- wv[5] += cb * f;
- lit = true;
- }
- wv += 6;
- }
+ lm += size3;
+ scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
}
}
}
}
}
- return lit;
}
-void RSurf_DrawWater(msurface_t *s, texture_t *t, int transform, int alpha)
+static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
{
- int i;
- float os = turbsin[(int)(cl.time * TURBSCALE) & 255], ot = turbsin[(int)(cl.time * TURBSCALE + 96.0) & 255];
- glpoly_t *p;
- float *v;
- // FIXME: make fog texture if water texture is transparent?
-
- if (s->dlightframe != r_framecount)
+ int i;
+ float diff[3], f;
+ if (fogenabled)
{
- vec3_t temp;
- // LordHavoc: fast path for no vertex lighting cases
- if (transform)
+ for (i = 0;i < numverts;i++, v += 3, c += 4)
{
- if (r_waterripple.value)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, temp);
- transpolyvert(temp[0], temp[1], temp[2] + r_waterripple.value * turbsin[(int)((temp[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((temp[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
- }
- transpolyend();
- }
- }
- else
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, temp);
- transpolyvert(temp[0], temp[1], temp[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
- }
- transpolyend();
- }
- }
+ VectorSubtract(v, modelorg, diff);
+ f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ VectorScale(c, f, c);
}
- else
+ }
+ else if (colorscale != 1)
+ for (i = 0;i < numverts;i++, c += 4)
+ VectorScale(c, colorscale, c);
+}
+
+static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
+{
+ int i;
+ float diff[3], f;
+ r *= colorscale;
+ g *= colorscale;
+ b *= colorscale;
+ if (fogenabled)
+ {
+ for (i = 0;i < numverts;i++, v += 3, c += 4)
{
- if (r_waterripple.value)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 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[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
- transpolyend();
- }
- }
- else
- {
- for (p=s->polys ; p ; p=p->next)
- {
- transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 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), 128, 128, 128, alpha);
- transpolyend();
- }
- }
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r * f;
+ c[1] = g * f;
+ c[2] = b * f;
+ c[3] = a;
}
}
else
{
- float *wv;
- wv = wvert;
- for (p = s->polys;p;p = p->next)
- {
- for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- if (transform)
- softwaretransform(v, wv);
- else
- VectorCopy(v, wv);
- if (r_waterripple.value)
- wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f);
- wv[3] = wv[4] = wv[5] = 128.0f;
- wv += 6;
- }
- }
- if (s->dlightframe == r_framecount)
- RSurf_Light(s->dlightbits, s->polys);
- wv = wvert;
- for (p=s->polys ; p ; p=p->next)
+ for (i = 0;i < numverts;i++, c += 4)
{
- transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
- transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), wv[3], wv[4], wv[5], alpha);
- transpolyend();
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ c[3] = a;
}
}
}
-void RSurf_DrawWall(msurface_t *s, texture_t *t, int transform)
+static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
{
- int i, lit = false, polys = 0, verts = 0;
- float *v;
- glpoly_t *p;
- wallpoly_t *wp;
- wallvert_t *out;
- wallvertcolor_t *outcolor;
- // check for lightmap modification
- if (s->cached_dlight
- || r_ambient.value != s->cached_ambient
- || lightscalebit != s->cached_lightscalebit
- || (r_dynamic.value
- && (d_lightstylevalue[s->styles[0]] != s->cached_light[0]
- || d_lightstylevalue[s->styles[1]] != s->cached_light[1]
- || d_lightstylevalue[s->styles[2]] != s->cached_light[2]
- || d_lightstylevalue[s->styles[3]] != s->cached_light[3])))
- R_UpdateLightmap(s, s->lightmaptexturenum, false); // base lighting changed
- else if (r_dynamic.value && r_dlightmap.value && s->dlightframe == r_framecount)
- R_UpdateLightmap(s, s->lightmaptexturenum, true); // only dlights
-
- if (s->dlightframe != r_framecount || r_dlightmap.value)
- {
- // LordHavoc: fast path version for no vertex lighting cases
- out = &wallvert[currentwallvert];
- for (p = s->polys;p;p = p->next)
- {
- if ((currentwallpoly >= MAX_WALLPOLYS) || (currentwallvert+p->numverts > MAX_WALLVERTS))
- return;
- wp = &wallpoly[currentwallpoly++];
- wp->texnum = (unsigned short) R_GetTexture(t->texture);
- wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
- wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture);
- wp->firstvert = currentwallvert;
- wp->numverts = p->numverts;
- wp->lit = false;
- wp++;
- currentwallvert += p->numverts;
- v = p->verts[0];
- if (transform)
- {
- for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++)
- {
- softwaretransform(v, out->vert);
- out->vert[3] = v[3];
- out->vert[4] = v[4];
- out->vert[5] = v[5];
- out->vert[6] = v[6];
- }
- }
- else
- {
- /*
- for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++)
- {
- VectorCopy(v, out->vert);
- out->vert[3] = v[3];
- out->vert[4] = v[4];
- out->vert[5] = v[5];
- out->vert[6] = v[6];
- }
- */
- memcpy(out, v, sizeof(vec_t) * VERTEXSIZE * p->numverts);
- out += p->numverts;
- }
- }
- }
- else
+ int i;
+ float diff[3], f;
+ r *= colorscale;
+ g *= colorscale;
+ b *= colorscale;
+ for (i = 0;i < numverts;i++, v += 3, c += 4)
{
- float *wv;
- wv = wvert;
- for (p = s->polys;p;p = p->next)
- {
- for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- if (transform)
- softwaretransform(v, wv);
- else
- VectorCopy(v, wv);
- wv[3] = wv[4] = wv[5] = 0.0f;
- wv += 6;
- }
- verts += p->numverts;
- polys++;
- }
- if ((currentwallpoly + polys > MAX_WALLPOLYS) || (currentwallvert+verts > MAX_WALLVERTS))
- return;
- if ((!r_dlightmap.value) && s->dlightframe == r_framecount)
- lit = RSurf_Light(s->dlightbits, s->polys);
- wv = wvert;
- wp = &wallpoly[currentwallpoly];
- out = &wallvert[currentwallvert];
- outcolor = &wallvertcolor[currentwallvert];
- currentwallpoly += polys;
- for (p = s->polys;p;p = p->next)
- {
- v = p->verts[0];
- wp->texnum = (unsigned short) R_GetTexture(t->texture);
- wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
- wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture);
- wp->firstvert = currentwallvert;
- wp->numverts = p->numverts;
- wp->lit = lit;
- wp++;
- currentwallvert += p->numverts;
- for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, wv += 6, out++, outcolor++)
- {
- if (lit)
- {
- if (lighthalf)
- {
- outcolor->r = (byte) (bound(0, (int) wv[3] >> 1, 255));
- outcolor->g = (byte) (bound(0, (int) wv[4] >> 1, 255));
- outcolor->b = (byte) (bound(0, (int) wv[5] >> 1, 255));
- outcolor->a = 255;
- }
- else
- {
- outcolor->r = (byte) (bound(0, (int) wv[3], 255));
- outcolor->g = (byte) (bound(0, (int) wv[4], 255));
- outcolor->b = (byte) (bound(0, (int) wv[5], 255));
- outcolor->a = 255;
- }
- }
- out->vert[0] = wv[0];
- out->vert[1] = wv[1];
- out->vert[2] = wv[2];
- out->vert[3] = v[3];
- out->vert[4] = v[4];
- out->vert[5] = v[5];
- out->vert[6] = v[6];
- }
- }
+ VectorSubtract(v, modelorg, diff);
+ f = exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ c[3] = a * f;
}
}
-// LordHavoc: transparent brush models
-void RSurf_DrawWallVertex(msurface_t *s, texture_t *t, int transform, int isbmodel)
+static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
{
- int i, alpha, size3;
- float *v, *wv, scale;
- glpoly_t *p;
- byte *lm;
- alpha = (int) (currentrenderentity->alpha * 255.0f);
- size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3; // *3 for colored lighting
- wv = wvert;
- for (p = s->polys;p;p = p->next)
- {
- for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ float f;
+ const float *v;
+ float *c;
+ int i, l, lit = false;
+ const rdlight_t *rd;
+ vec3_t lightorigin;
+ for (l = 0;l < r_numdlights;l++)
+ {
+ if (dlightbits[l >> 5] & (1 << (l & 31)))
{
- if (transform)
- softwaretransform(v, wv);
- else
- VectorCopy(v, wv);
- wv[3] = wv[4] = wv[5] = r_ambient.value * 2.0f;
- if (s->styles[0] != 255)
+ rd = &r_dlight[l];
+ Matrix4x4_Transform(matrix, rd->origin, lightorigin);
+ for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
{
- lm = (byte *)((long) s->samples + (int) v[7]);
- scale = d_lightstylevalue[s->styles[0]] * (1.0f / 128.0f);wv[3] += lm[size3*0+0] * scale;wv[4] += lm[size3*0+1] * scale;wv[5] += lm[size3*0+2] * scale;
- if (s->styles[1] != 255)
+ f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
+ if (f < rd->cullradius2)
{
- scale = d_lightstylevalue[s->styles[1]] * (1.0f / 128.0f);wv[3] += lm[size3*1+0] * scale;wv[4] += lm[size3*1+1] * scale;wv[5] += lm[size3*1+2] * scale;
- if (s->styles[2] != 255)
- {
- scale = d_lightstylevalue[s->styles[2]] * (1.0f / 128.0f);wv[3] += lm[size3*2+0] * scale;wv[4] += lm[size3*2+1] * scale;wv[5] += lm[size3*2+2] * scale;
- if (s->styles[3] != 255)
- {
- scale = d_lightstylevalue[s->styles[3]] * (1.0f / 128.0f);wv[3] += lm[size3*3+0] * scale;wv[4] += lm[size3*3+1] * scale;wv[5] += lm[size3*3+2] * scale;
- }
- }
+ f = ((1.0f / f) - rd->subtract) * scale;
+ VectorMA(c, f, rd->light, c);
+ lit = true;
}
}
- wv += 6;
}
}
- if (s->dlightframe == r_framecount)
- RSurf_Light(s->dlightbits, s->polys);
- wv = wvert;
- if (alpha != 255 || currentrenderentity->colormod[0] != 1 || currentrenderentity->colormod[1] != 1 || currentrenderentity->colormod[2] != 1)
- {
- for (p = s->polys;p;p = p->next)
- {
- v = p->verts[0];
- transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currentrenderentity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
- transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3] * currentrenderentity->colormod[0], wv[4] * currentrenderentity->colormod[1], wv[5] * currentrenderentity->colormod[2], alpha);
- transpolyend();
- }
- }
- else
+ return lit;
+}
+
+// note: this untransforms lights to do the checking
+static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh)
+{
+ int i, l;
+ const rdlight_t *rd;
+ vec3_t lightorigin;
+ const float *v;
+ for (l = 0;l < r_numdlights;l++)
{
- for (p = s->polys;p;p = p->next)
+ if (dlightbits[l >> 5] & (1 << (l & 31)))
{
- v = p->verts[0];
- transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currentrenderentity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
- transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3], wv[4], wv[5], alpha);
- transpolyend();
+ rd = &r_dlight[l];
+ Matrix4x4_Transform(matrix, rd->origin, lightorigin);
+ for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
+ if (VectorDistance2(v, lightorigin) < rd->cullradius2)
+ return true;
}
}
+ return false;
}
-void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model);
-
-float bmverts[256*3];
-
-int vertexworld;
-
-// LordHavoc: disabled clipping on bmodels because they tend to intersect things sometimes
-/*
-void RBrushModelSurf_DoVisible(msurface_t *surf)
+static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
-// float *v, *bmv, *endbmv;
-// glpoly_t *p;
-// for (p = surf->polys;p;p = p->next)
-// {
-// for (v = p->verts[0], bmv = bmpoints, endbmv = bmv + p->numverts * 3;bmv < endbmv;v += VERTEXSIZE, bmv += 3)
-// softwaretransform(v, bmv);
-// if (R_Clip_Polygon(bmpoints, p->numverts, sizeof(float) * 3, surf->flags & SURF_CLIPSOLID))
- surf->visframe = r_framecount;
-// }
-}
-*/
+ const msurface_t *surf;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
-/*
-void RBrushModelSurf_Callback(void *data, void *data2)
-{
- msurface_t *surf = data;
- texture_t *t;
+ // LordHavoc: HalfLife maps have freaky skypolys...
+ if (ent->model->brush.ishlbsp)
+ return;
- currentrenderentity = data2;
-*/
- /*
- // FIXME: implement better dupe prevention in AddPolygon callback code
- if (ent->render.model->firstmodelsurface != 0)
+ if (skyrendernow)
{
- // it's not an instanced model, so we already rely on there being only one of it (usually a valid assumption, but QC can break this)
- if (surf->visframe == r_framecount)
- return;
+ skyrendernow = false;
+ if (skyrendermasked)
+ R_Sky();
}
- */
-/*
- surf->visframe = r_framecount;
-
- c_faces++;
- softwaretransformforbrushentity (currentrenderentity);
+ R_Mesh_Matrix(&ent->matrix);
- if (surf->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
+ GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1);
+ if (skyrendermasked)
{
- // sky and liquid don't need sorting (skypoly/transpoly)
- if (surf->flags & SURF_DRAWSKY)
- RSurf_DrawSky(surf, true);
- else
- RSurf_DrawWater(surf, R_TextureAnimation(surf->texinfo->texture), true, surf->flags & SURF_DRAWNOALPHA ? 255 : wateralpha);
+ // depth-only (masking)
+ qglColorMask(0,0,0,0);
+ // just to make sure that braindead drivers don't draw anything
+ // despite that colormask...
+ GL_BlendFunc(GL_ZERO, GL_ONE);
}
else
{
- t = R_TextureAnimation(surf->texinfo->texture);
- if (t->transparent || vertexworld || ent->render.alpha != 1 || ent->render.model->firstmodelsurface == 0 || (ent->render.effects & EF_FULLBRIGHT) || ent->render.colormod[0] != 1 || ent->render.colormod[2] != 1 || ent->render.colormod[2] != 1)
- RSurf_DrawWallVertex(surf, t, true, true);
- else
- RSurf_DrawWall(surf, t, true);
+ // fog sky
+ GL_BlendFunc(GL_ONE, GL_ZERO);
}
-}
-*/
+ GL_DepthMask(true);
+ GL_DepthTest(true);
-/*
-=================
-R_DrawBrushModel
-=================
-*/
-void R_DrawBrushModel (void)
-{
- int i/*, j*/, vertexlit, rotated, transform;
- msurface_t *s;
- model_t *model;
- vec3_t org, temp, forward, right, up;
-// glpoly_t *p;
- texture_t *t;
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
- model = currentrenderentity->model;
-
- c_bmodels++;
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
+ {
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ GL_VertexPointer(mesh->vertex3f);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ }
+ }
+ }
+ qglColorMask(1,1,1,1);
+}
- VectorSubtract (r_origin, currentrenderentity->origin, modelorg);
- rotated = false;
- transform = false;
- if (currentrenderentity->angles[0] || currentrenderentity->angles[1] || currentrenderentity->angles[2])
+static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
+{
+ const entity_render_t *ent = calldata1;
+ const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
+ float f, colorscale;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ float alpha;
+ float modelorg[3];
+ texture_t *texture;
+ matrix4x4_t tempmatrix;
+
+ if (r_waterscroll.value)
{
- transform = true;
- rotated = true;
- VectorCopy (modelorg, temp);
- AngleVectors (currentrenderentity->angles, forward, right, up);
- modelorg[0] = DotProduct (temp, forward);
- modelorg[1] = -DotProduct (temp, right);
- modelorg[2] = DotProduct (temp, up);
+ // scrolling in texture matrix
+ Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+ R_Mesh_TextureMatrix(0, &tempmatrix);
}
- else if (currentrenderentity->origin[0] || currentrenderentity->origin[1] || currentrenderentity->origin[2] || currentrenderentity->scale)
- transform = true;
- if (transform)
- softwaretransformforbrushentity (currentrenderentity);
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
- for (i = 0, s = &model->surfaces[model->firstmodelsurface];i < model->nummodelsurfaces;i++, s++)
+ memset(&m, 0, sizeof(m));
+ texture = surf->texinfo->texture->currentframe;
+ alpha = texture->currentalpha;
+ if (texture->rendertype == SURFRENDER_ADD)
{
- s->visframe = -1;
- if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
- s->visframe = r_framecount;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
}
-
-// calculate dynamic lighting for bmodel if it's not an instanced model
- for (i = 0;i < MAX_DLIGHTS;i++)
+ else if (texture->rendertype == SURFRENDER_ALPHA)
{
- if (!cl_dlights[i].radius)
- continue;
-
- if (rotated)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ }
+ else
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ }
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ colorscale = r_colorscale;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
+ }
+ GL_DepthTest(true);
+ GL_ColorPointer(varray_color4f);
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
+ R_FillColors(varray_color4f, mesh->numverts, f, f, f, alpha);
+ if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT))
{
- VectorSubtract(cl_dlights[i].origin, currentrenderentity->origin, temp);
- org[0] = DotProduct (temp, forward);
- org[1] = -DotProduct (temp, right);
- org[2] = DotProduct (temp, up);
+ if (surf->dlightframe == r_framecount)
+ RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
+ if (surf->flags & SURF_LIGHTMAP)
+ RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
}
- else
- VectorSubtract(cl_dlights[i].origin, currentrenderentity->origin, org);
- R_NoVisMarkLights (org, &cl_dlights[i], 1<<(i&31), i >> 5, model);
+ RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
- vertexlit = vertexworld || currentrenderentity->alpha != 1 || model->firstmodelsurface == 0 || (currentrenderentity->effects & EF_FULLBRIGHT) || currentrenderentity->colormod[0] != 1 || currentrenderentity->colormod[2] != 1 || currentrenderentity->colormod[2] != 1;
- // draw texture
- for (i = 0, s = &model->surfaces[model->firstmodelsurface];i < model->nummodelsurfaces;i++, s++)
+ if (fogenabled)
{
- if (s->visframe == r_framecount)
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.fog);
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
-// R_DrawSurf(s, true, vertexlit || s->texinfo->texture->transparent);
- /*
- if (r_ser.value)
- {
- for (p = s->polys;p;p = p->next)
- {
- for (j = 0;j < p->numverts;j++)
- softwaretransform(&p->verts[j][0], bmverts + j * 3);
- R_Clip_AddPolygon(bmverts, p->numverts, 3 * sizeof(float), (s->flags & SURF_CLIPSOLID) != 0 && currentrenderentity->alpha == 1, RBrushModelSurf_Callback, s, e, NULL);
- }
- }
- else
- {
- */
- c_faces++;
- t = R_TextureAnimation(s->texinfo->texture);
- if (s->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
- {
- // sky and liquid don't need sorting (skypoly/transpoly)
- if (s->flags & SURF_DRAWSKY)
- RSurf_DrawSky(s, transform);
- else
- RSurf_DrawWater(s, t, transform, s->flags & SURF_DRAWNOALPHA ? 255 : wateralpha);
- }
- else
- {
- if (t->transparent || vertexlit)
- RSurf_DrawWallVertex(s, t, transform, true);
- else
- RSurf_DrawWall(s, t, transform);
- }
- //}
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ GL_ColorPointer(varray_color4f);
+ R_Mesh_State_Texture(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
- UploadLightmaps();
-}
-
-/*
-=============================================================
-
- WORLD MODEL
-
-=============================================================
-*/
-
-/*
-static byte *worldvis;
-
-void R_MarkLeaves (void)
-{
- static float noviscache;
- if (r_oldviewleaf == r_viewleaf && noviscache == r_novis.value)
- return;
-
- r_oldviewleaf = r_viewleaf;
- noviscache = r_novis.value;
- worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
+ if (r_waterscroll.value)
+ {
+ Matrix4x4_CreateIdentity(&tempmatrix);
+ R_Mesh_TextureMatrix(0, &tempmatrix);
+ }
}
-*/
-void RSurf_Callback(void *data, void *junk)
+static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- ((msurface_t *)data)->visframe = r_framecount;
+ const msurface_t *surf;
+ msurface_t **chain;
+ vec3_t center;
+ if (texture->rendertype != SURFRENDER_OPAQUE)
+ {
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ {
+ if (surf->visframe == r_framecount)
+ {
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
+ }
+ }
+ }
+ else
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ if (surf->visframe == r_framecount)
+ RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
}
-/*
-void RSurf_Callback(void *data, void *junk)
+static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
{
- msurface_t *surf = data;
- texture_t *t;
-
-// if (surf->visframe == r_framecount)
-// return;
-
- surf->visframe = r_framecount;
-
- c_faces++;
-
- if (surf->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
+ float base, colorscale;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ memset(&m, 0, sizeof(m));
+ if (rendertype == SURFRENDER_ADD)
{
- // sky and liquid don't need sorting (skypoly/transpoly)
- if (surf->flags & SURF_DRAWSKY)
- RSurf_DrawSky(surf, false);
- else
- RSurf_DrawWater(surf, R_TextureAnimation(surf->texinfo->texture), false, surf->flags & SURF_DRAWNOALPHA ? 255 : wateralpha);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ }
+ else if (rendertype == SURFRENDER_ALPHA)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
}
else
{
- t = R_TextureAnimation(surf->texinfo->texture);
- if (vertexworld)
- RSurf_DrawWallVertex(surf, t, false, false);
- else
- RSurf_DrawWall(surf, t, false);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ }
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ colorscale = r_colorscale;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
+ }
+ base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+ GL_DepthTest(true);
+ GL_ColorPointer(varray_color4f);
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha);
+ if (!(ent->effects & EF_FULLBRIGHT))
+ {
+ if (surf->dlightframe == r_framecount)
+ RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
+ if (surf->flags & SURF_LIGHTMAP)
+ RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
+ }
+ RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
-*/
-
-/*
-mleaf_t *r_oldviewleaf;
-int r_markvisframecount = 0;
-void R_MarkLeaves (void)
+static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
{
- static float noviscache;
- int i, l, k, c;
- mleaf_t *leaf;
- msurface_t *surf, **mark, **endmark;
- model_t *model = cl.worldmodel;
-// mportal_t *portal;
- glpoly_t *p;
- byte *in;
- int row;
-
- // ignore testvis if the map just changed
- if (r_testvis.value && model->nodes->markvisframe == r_markvisframecount)
- return;
-
- if (r_oldviewleaf == r_viewleaf && noviscache == r_novis.value)
- return;
-
- r_oldviewleaf = r_viewleaf;
- noviscache = r_novis.value;
-
- if ((in = r_viewleaf->compressed_vis))
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ GL_ColorPointer(varray_color4f);
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- row = (model->numleafs+7)>>3;
-
- if (!r_testvis.value)
- r_markvisframecount++;
+ GL_VertexPointer(mesh->vertex3f);
+ if (m.tex[0])
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, r_colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ }
+}
- // LordHavoc: mark the root node as visible, it will terminate all other ascensions
- model->nodes->markvisframe = r_markvisframecount;
+static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
+{
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.fog);
+ GL_ColorPointer(varray_color4f);
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ GL_VertexPointer(mesh->vertex3f);
+ if (m.tex[0])
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, r_colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ }
+}
- k = 0;
- while (k < row)
+static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ int lightmaptexturenum;
+ float cl;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
+ m.tex[2] = R_GetTexture(texture->skin.detail);
+ m.texrgbscale[0] = 1;
+ m.texrgbscale[1] = 4;
+ m.texrgbscale[2] = 2;
+ cl = (float) (1 << r_lightmapscalebit) * r_colorscale;
+ GL_Color(cl, cl, cl, 1);
+
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
{
- c = *in++;
- if (c)
+ lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+ //if (m.tex[1] != lightmaptexturenum)
+ //{
+ m.tex[1] = lightmaptexturenum;
+ // R_Mesh_State_Texture(&m);
+ //}
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- l = model->numleafs - (k << 3);
- if (l > 8)
- l = 8;
- for (i=0 ; i<l ; i++)
- {
- if (c & (1<<i))
- {
- leaf = &model->leafs[(k << 3)+i+1];
- node = (mnode_t *)leaf;
- do
- {
- node->markvisframe = r_markvisframecount;
- node = node->parent;
- }
- while (node->markvisframecount != r_markvisframecount);
- }
- }
- k++;
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
+ m.pointer_texcoord[2] = mesh->texcoorddetail2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
- else
- k += *in++;
}
}
- else
- {
- // LordHavoc: no vis data, mark everything as visible
- model->nodes->markvisframe = r_markvisframecount;
+}
- for (i = 1;i < model->numleafs;i++)
+static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ int lightmaptexturenum;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
+ if (gl_combine.integer)
+ m.texrgbscale[1] = 4;
+ GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
{
- node = (mnode_t *)&model->leafs[i];
- do
+ lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+ //if (m.tex[1] != lightmaptexturenum)
+ //{
+ m.tex[1] = lightmaptexturenum;
+ // R_Mesh_State_Texture(&m);
+ //}
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- node->markvisframe = r_markvisframecount;
- node = node->parent;
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
- while (node->markvisframecount != r_markvisframecount);
}
}
}
-*/
-void R_SolidWorldNode (void)
+static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- if (r_viewleaf->contents != CONTENTS_SOLID)
- {
- int portalstack;
- mportal_t *p, *pstack[8192];
- msurface_t *surf, **mark, **endmark;
- mleaf_t *leaf;
- glpoly_t *poly;
- 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)
+ const msurface_t *surf;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ GL_Color(1, 1, 1, 1);
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
{
- mark = leaf->firstmarksurface;
- endmark = mark + leaf->nummarksurfaces;
- if (r_ser.value)
- {
- do
- {
- 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->flags & SURF_PLANEBACK)
- {
- VectorNegate(surf->plane->normal, plane.normal);
- plane.dist = -surf->plane->dist;
- for (poly = surf->polys;poly;poly = poly->next)
- R_Clip_AddPolygon((float *)poly->verts, poly->numverts, VERTEXSIZE * sizeof(float), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane);
- }
- }
- else
- {
- if (!(surf->flags & SURF_PLANEBACK))
- for (poly = surf->polys;poly;poly = poly->next)
- R_Clip_AddPolygon((float *)poly->verts, poly->numverts, VERTEXSIZE * sizeof(float), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
- }
- }
- while (mark < endmark);
- }
- else
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- do
- {
- 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->flags & SURF_PLANEBACK)
- surf->visframe = r_framecount;
- }
- else
- {
- if (!(surf->flags & SURF_PLANEBACK))
- surf->visframe = r_framecount;
- }
- }
- while (mark < endmark);
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
+ }
+}
- // follow portals into other leafs
- p = leaf->portals;
- for (;p;p = p->next)
+static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ int lightmaptexturenum;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ZERO, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
+ if (gl_combine.integer)
+ m.texrgbscale[0] = 4;
+ GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
{
- if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
+ lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+ //if (m.tex[0] != lightmaptexturenum)
+ //{
+ m.tex[0] = lightmaptexturenum;
+ // R_Mesh_State_Texture(&m);
+ //}
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- leaf = p->past;
- if (leaf->worldnodeframe != r_framecount)
- {
- leaf->worldnodeframe = r_framecount;
- if (leaf->contents != CONTENTS_SOLID)
- {
- if (R_NotCulledBox(leaf->mins, leaf->maxs))
- {
- pstack[portalstack++] = p;
- goto loc0;
-
- loc1:
- p = pstack[--portalstack];
- }
- }
- }
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordlightmap2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
+ }
+}
- if (portalstack)
- goto loc1;
+static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ const surfmesh_t *mesh;
+ float colorscale;
+ rmeshstate_t m;
+
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ colorscale = r_colorscale;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
}
- else
+ GL_ColorPointer(varray_color4f);
+ while((surf = *surfchain++) != NULL)
{
- mnode_t *nodestack[8192], *node = cl.worldmodel->nodes;
- int nodestackpos = 0;
- glpoly_t *poly;
- // 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 (surf->visframe == r_framecount && surf->dlightframe == r_framecount)
{
- if (node->numsurfaces)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- if (r_ser.value)
+ if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
{
- msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
- tinyplane_t plane;
- if (PlaneDiff (r_origin, node->plane) < 0)
- {
- for (;surf < surfend;surf++)
- {
- if (surf->flags & SURF_PLANEBACK)
- {
- VectorNegate(surf->plane->normal, plane.normal);
- plane.dist = -surf->plane->dist;
- for (poly = surf->polys;poly;poly = poly->next)
- R_Clip_AddPolygon((float *)poly->verts, poly->numverts, VERTEXSIZE * sizeof(float), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, &plane);
- }
- }
- }
- else
- {
- for (;surf < surfend;surf++)
- {
- if (!(surf->flags & SURF_PLANEBACK))
- for (poly = surf->polys;poly;poly = poly->next)
- R_Clip_AddPolygon((float *)poly->verts, poly->numverts, VERTEXSIZE * sizeof(float), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
- }
- }
- }
- else
- {
- msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
- if (PlaneDiff (r_origin, node->plane) < 0)
- {
- for (;surf < surfend;surf++)
- {
- if (surf->flags & SURF_PLANEBACK)
- surf->visframe = r_framecount;
- }
- }
- else
- {
- for (;surf < surfend;surf++)
- {
- if (!(surf->flags & SURF_PLANEBACK))
- surf->visframe = r_framecount;
- }
- }
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_FillColors(varray_color4f, mesh->numverts, 0, 0, 0, 1);
+ R_Mesh_State_Texture(&m);
+ RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, colorscale);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
+ }
+ }
+}
- // recurse down the children
- if (node->children[0]->contents >= 0)
+static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ GL_ColorPointer(varray_color4f);
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
+ {
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- 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;
+ GL_VertexPointer(mesh->vertex3f);
+ if (m.tex[0])
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
- else
+ }
+ }
+}
+
+static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.detail);
+ GL_Color(1, 1, 1, 1);
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
+ {
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- ((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;
- }
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoorddetail2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
- else if (nodestackpos > 0)
+ }
+}
+
+static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
{
- node = nodestack[--nodestackpos];
- goto loc2;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ }
}
}
}
-/*
-void RSurf_Callback(void *data, void *junk)
+static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- ((msurface_t *)data)->visframe = r_framecount;
+ const msurface_t *surf;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ GL_DepthMask(true);
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ if (m.tex[0])
+ GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ else
+ GL_Color(0, 0, 0, 1);
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
+ {
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ }
+ }
+ }
}
-int R_FrustumTestPolygon(float *points, int numpoints, int stride);
-
-void RSurf_DoVisible(msurface_t *surf)
+static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
{
- glpoly_t *p;
- for (p = surf->polys;p;p = p->next)
- if (R_FrustumTestPolygon((float *) p->verts, p->numverts, VERTEXSIZE * sizeof(float)) >= 3)
-// R_Clip_Polygon((float *) p->verts, p->numverts, VERTEXSIZE * sizeof(float), true, RSurf_Callback, surf, 1);
-// if (R_Clip_Polygon((float *) p->verts, p->numverts, VERTEXSIZE * sizeof(float), surf->flags & SURF_CLIPSOLID))
- surf->visframe = r_framecount;
-}
-*/
+ const entity_render_t *ent = calldata1;
+ const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
+ int rendertype;
+ float currentalpha;
+ texture_t *texture;
+ R_Mesh_Matrix(&ent->matrix);
+
+ texture = surf->texinfo->texture;
+ if (texture->animated)
+ texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
+
+ currentalpha = ent->alpha;
+ if (texture->flags & SURF_WATERALPHA)
+ currentalpha *= r_wateralpha.value;
+ if (ent->effects & EF_ADDITIVE)
+ rendertype = SURFRENDER_ADD;
+ else if (currentalpha < 1 || texture->skin.fog != NULL)
+ rendertype = SURFRENDER_ALPHA;
+ else
+ rendertype = SURFRENDER_OPAQUE;
-//mleaf_t *llistbuffer[32768], *l, **llist;
+ RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
+ if (texture->skin.glow)
+ RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
+ if (fogenabled)
+ RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
+}
-/*
-void RSurfLeaf_Callback(void *data)
+static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- int portalstackpos = 0;
- mleaf_t *leaf;
- mportal_t *p, *portalstack[32768];
- msurface_t *surf, **mark, **endmark;
- do
+ const msurface_t *surf;
+ msurface_t **chain;
+ vec3_t center;
+ if (texture->rendertype != SURFRENDER_OPAQUE)
{
-
- leaf = data;
- if (leaf->visframe == r_framecount)
- return;
- leaf->visframe = r_framecount;
-
- c_leafs++;
-
- if (leaf->nummarksurfaces)
+ // transparent vertex shaded from lightmap
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
{
- mark = leaf->firstmarksurface;
- endmark = mark + leaf->nummarksurfaces;
- do
+ if (surf->visframe == r_framecount)
{
- surf = *mark++;
- // make sure surfaces are only processed once
- if (surf->worldnodeframe == r_framecount)
- continue;
- surf->worldnodeframe = r_framecount;
- if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
- {
- if (surf->flags & SURF_PLANEBACK)
- RSurf_DoVisible(surf);
- }
- else
- {
- if (!(surf->flags & SURF_PLANEBACK))
- RSurf_DoVisible(surf);
- }
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
}
- while (mark < endmark);
}
-
- // follow portals into other leafs
- for (p = leaf->portals;p;p = p->next)
+ }
+ else if (r_shadow_realtime_world.integer)
+ {
+ // opaque base lighting
+ RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
+ else if (r_vertexsurfaces.integer)
+ {
+ // opaque vertex shaded from lightmap
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ if (surf->visframe == r_framecount)
+ RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, texture->rendertype, texture->currentalpha);
+ if (texture->skin.glow)
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ if (surf->visframe == r_framecount)
+ RSurfShader_Wall_Pass_Glow(ent, surf, texture, texture->rendertype, texture->currentalpha);
+ if (fogenabled)
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ if (surf->visframe == r_framecount)
+ RSurfShader_Wall_Pass_Fog(ent, surf, texture, texture->rendertype, texture->currentalpha);
+ }
+ else
+ {
+ // opaque lightmapped
+ if (r_textureunits.integer >= 2)
{
- if (p->past->visframe != r_framecount && DotProduct(r_origin, p->plane.normal) < p->plane.dist)
+ if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
+ RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
+ else
{
- // R_Clip_Portal((float *) p->points, p->numpoints, sizeof(float) * 3, RSurfLeaf_Callback, p->past, 1);
- if (R_Clip_Portal((float *) p->points, p->numpoints, sizeof(float) * 3))
- portalstack[portalstackpos++] = p;
+ RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
+ if (r_detailtextures.integer)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
}
}
+ else
+ {
+ RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+ RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
+ if (r_detailtextures.integer)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+ }
+ if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
+ RSurfShader_OpaqueWall_Pass_Light(ent, texture, surfchain);
+ if (texture->skin.glow)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
}
- while(portalstackpos);
- RSurfLeaf_Callback(p->past);
- // upon returning, R_ProcessSpans will notice that the spans have changed and restart the line, this is ok because we're not adding any polygons that aren't already behind the portal
}
-*/
-/*
-// experimental and inferior to the other in recursion depth allowances
-void R_PortalWorldNode (void)
+Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
+Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
+Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
+
+int Cshader_count = 3;
+Cshader_t *Cshaders[3] =
{
-// int i, j;
- mportal_t *p;
- msurface_t *surf, **mark, **endmark;
- mleaf_t *leaf, *llistbuffer[32768], **l, **llist;
+ &Cshader_wall_lightmap,
+ &Cshader_water,
+ &Cshader_sky
+};
- leaf = r_viewleaf;
- leaf->visframe = r_framecount;
- l = llist = &llistbuffer[0];
- *llist++ = r_viewleaf;
- while (l < llist)
+void R_UpdateTextureInfo(entity_render_t *ent)
+{
+ int i, texframe, alttextures;
+ texture_t *t;
+
+ if (!ent->model)
+ return;
+
+ alttextures = ent->frame != 0;
+ texframe = (int)(cl.time * 5.0f);
+ for (i = 0;i < ent->model->brushq1.numtextures;i++)
{
- leaf = *l++;
+ t = ent->model->brushq1.textures + i;
+ t->currentalpha = ent->alpha;
+ if (t->flags & SURF_WATERALPHA)
+ t->currentalpha *= r_wateralpha.value;
+ if (ent->effects & EF_ADDITIVE)
+ t->rendertype = SURFRENDER_ADD;
+ else if (t->currentalpha < 1 || t->skin.fog != NULL)
+ t->rendertype = SURFRENDER_ALPHA;
+ else
+ t->rendertype = SURFRENDER_OPAQUE;
+ // we don't need to set currentframe if t->animated is false because
+ // it was already set up by the texture loader for non-animating
+ if (t->animated)
+ t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
+ }
+}
- c_leafs++;
+void R_PrepareSurfaces(entity_render_t *ent)
+{
+ int i, numsurfaces, *surfacevisframes;
+ model_t *model;
+ msurface_t *surf, *surfaces, **surfchain;
+ vec3_t modelorg;
- if (leaf->nummarksurfaces)
- {
- mark = leaf->firstmarksurface;
- endmark = mark + leaf->nummarksurfaces;
- do
- {
- surf = *mark++;
- // make sure surfaces are only processed once
- if (surf->worldnodeframe == r_framecount)
- continue;
- surf->worldnodeframe = r_framecount;
- if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
- {
- if (surf->flags & SURF_PLANEBACK)
- RSurf_DoVisible(surf);
- }
- else
- {
- if (!(surf->flags & SURF_PLANEBACK))
- RSurf_DoVisible(surf);
- }
+ if (!ent->model)
+ return;
+
+ model = ent->model;
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ numsurfaces = model->brushq1.nummodelsurfaces;
+ surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
+ surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
+
+ R_UpdateTextureInfo(ent);
+
+ if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
+ R_MarkLights(ent);
+
+ if (model->brushq1.light_ambient != r_ambient.value || model->brushq1.light_scalebit != r_lightmapscalebit)
+ {
+ model->brushq1.light_ambient = r_ambient.value;
+ model->brushq1.light_scalebit = r_lightmapscalebit;
+ for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
+ model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
+ }
+ else
+ {
+ for (i = 0;i < model->brushq1.light_styles;i++)
+ {
+ if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
+ {
+ model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
+ for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++)
+ (**surfchain).cached_dlight = true;
}
- while (mark < endmark);
}
+ }
- // follow portals into other leafs
- for (p = leaf->portals;p;p = p->next)
+ for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
+ {
+ if (surfacevisframes[i] == r_framecount)
{
- if (p->past->visframe != r_framecount)
+#if !WORLDNODECULLBACKFACES
+ // mark any backface surfaces as not visible
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
{
- if (R_Clip_Portal((float *) p->points, p->numpoints, sizeof(float) * 3))
- {
- p->past->visframe = r_framecount;
- *llist++ = p->past;
- }
+ if (!(surf->flags & SURF_PLANEBACK))
+ surfacevisframes[i] = -1;
+ }
+ else
+ {
+ if ((surf->flags & SURF_PLANEBACK))
+ surfacevisframes[i] = -1;
+ }
+ if (surfacevisframes[i] == r_framecount)
+#endif
+ {
+ c_faces++;
+ surf->visframe = r_framecount;
+ if (surf->cached_dlight && surf->lightmaptexture != NULL && !r_vertexsurfaces.integer)
+ R_BuildLightMap(ent, surf);
}
}
-
-// for (p = leaf->portals;p;p = p->next)
-// {
-// leaf = p->past;
-// if (leaf->worldnodeframe != r_framecount)
-// {
-// leaf->worldnodeframe = r_framecount;
-// i = (leaf - cl.worldmodel->leafs) - 1;
-// if ((worldvis[i>>3] & (1<<(i&7))) && R_NotCulledBox(leaf->mins, leaf->maxs))
-// *llist++ = leaf;
-// }
-// }
- }
-
-// i = 0;
-// j = 0;
-// p = r_viewleaf->portals;
-// for (;p;p = p->next)
-// {
-// j++;
-// if (p->past->worldnodeframe != r_framecount)
-// i++;
-// }
-// if (i)
-// Con_Printf("%i portals of viewleaf (%i portals) were not checked\n", i, j);
+ }
}
-*/
+void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
+{
+ int i;
+ texture_t *t;
+ if (ent->model == NULL)
+ return;
+ R_Mesh_Matrix(&ent->matrix);
+ for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
+ if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
+ t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
+}
-int r_portalframecount = 0;
+static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
+{
+ int i;
+ float *v;
+ rmeshstate_t m;
+ const entity_render_t *ent = calldata1;
+ const mportal_t *portal = ent->model->brushq1.portals + calldata2;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ R_Mesh_Matrix(&ent->matrix);
+ GL_VertexPointer(varray_vertex3f);
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+
+ i = portal - ent->model->brushq1.portals;
+ GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale,
+ ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale,
+ ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale,
+ 0.125f);
+ if (PlaneDiff(r_origin, (&portal->plane)) > 0)
+ {
+ for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
+ VectorCopy(portal->points[i].position, v);
+ }
+ else
+ for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
+ VectorCopy(portal->points[i].position, v);
+ R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
+}
-/*
-void R_Portal_Callback(void *data, void *data2)
+// LordHavoc: this is just a nice debugging tool, very slow
+static void R_DrawPortals(entity_render_t *ent)
{
- mleaf_t *leaf = data;
- if (!r_testvis.value)
- ((mportal_t *)data2)->visframe = r_portalframecount;
- if (leaf->visframe != r_framecount)
+ int i;
+ mportal_t *portal, *endportal;
+ float temp[3], center[3], f;
+ if (ent->model == NULL)
+ return;
+ for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
{
- c_leafs++;
- leaf->visframe = r_framecount;
+ if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
+ {
+ VectorClear(temp);
+ for (i = 0;i < portal->numpoints;i++)
+ VectorAdd(temp, portal->points[i].position, temp);
+ f = ixtable[portal->numpoints];
+ VectorScale(temp, f, temp);
+ Matrix4x4_Transform(&ent->matrix, temp, center);
+ R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
+ }
}
}
-*/
-void R_PVSWorldNode()
+void R_PrepareBrushModel(entity_render_t *ent)
{
- int portalstack, i;
- mportal_t *p, *pstack[8192];
- msurface_t *surf, **mark, **endmark;
- mleaf_t *leaf;
- tinyplane_t plane;
- glpoly_t *poly;
- byte *worldvis;
+ int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
+ msurface_t *surf;
+ model_t *model;
+#if WORLDNODECULLBACKFACES
+ vec3_t modelorg;
+#endif
- worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
+ // because bmodels can be reused, we have to decide which things to render
+ // from scratch every time
+ model = ent->model;
+ if (model == NULL)
+ return;
+#if WORLDNODECULLBACKFACES
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+#endif
+ numsurfaces = model->brushq1.nummodelsurfaces;
+ surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
+ surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
+ surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
+ for (i = 0;i < numsurfaces;i++, surf++)
+ {
+#if WORLDNODECULLBACKFACES
+ // mark any backface surfaces as not visible
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+ {
+ if ((surf->flags & SURF_PLANEBACK))
+ surfacevisframes[i] = r_framecount;
+ }
+ else if (!(surf->flags & SURF_PLANEBACK))
+ surfacevisframes[i] = r_framecount;
+#else
+ surfacevisframes[i] = r_framecount;
+#endif
+ surf->dlightframe = -1;
+ }
+ R_PrepareSurfaces(ent);
+}
- leaf = r_viewleaf;
- leaf->worldnodeframe = r_framecount;
- portalstack = 0;
-loc0:
- c_leafs++;
+void R_SurfaceWorldNode (entity_render_t *ent)
+{
+ int i, *surfacevisframes, *surfacepvsframes, surfnum;
+ msurface_t *surf;
+ mleaf_t *leaf;
+ model_t *model;
+ vec3_t modelorg;
- leaf->visframe = r_framecount;
+ // equivilant to quake's RecursiveWorldNode but faster and more effective
+ model = ent->model;
+ if (model == NULL)
+ return;
+ surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
+ surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
- if (leaf->nummarksurfaces)
+ for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
{
- mark = leaf->firstmarksurface;
- endmark = mark + leaf->nummarksurfaces;
- if (r_ser.value)
- {
- do
- {
- surf = *mark++;
- // make sure surfaces are only processed once
- if (surf->worldnodeframe == r_framecount)
- continue;
- surf->worldnodeframe = r_framecount;
- if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
- {
- if (surf->flags & SURF_PLANEBACK)
- {
- VectorNegate(surf->plane->normal, plane.normal);
- plane.dist = -surf->plane->dist;
- for (poly = surf->polys;poly;poly = poly->next)
- R_Clip_AddPolygon((float *)poly->verts, poly->numverts, VERTEXSIZE * sizeof(float), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane);
- }
- }
- else
- {
- if (!(surf->flags & SURF_PLANEBACK))
- for (poly = surf->polys;poly;poly = poly->next)
- R_Clip_AddPolygon((float *)poly->verts, poly->numverts, VERTEXSIZE * sizeof(float), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
- }
- }
- while (mark < endmark);
- }
- else
+ if (!R_CullBox (leaf->mins, leaf->maxs))
{
- do
- {
- surf = *mark++;
- // make sure surfaces are only processed once
- if (surf->worldnodeframe == r_framecount)
- continue;
- surf->worldnodeframe = r_framecount;
- if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
- {
- if (surf->flags & SURF_PLANEBACK)
- surf->visframe = r_framecount;
- }
- else
- {
- if (!(surf->flags & SURF_PLANEBACK))
- surf->visframe = r_framecount;
- }
- }
- while (mark < endmark);
+ c_leafs++;
+ leaf->visframe = r_framecount;
}
}
- // follow portals into other leafs
- p = leaf->portals;
- for (;p;p = p->next)
+ for (i = 0;i < model->brushq1.pvssurflistlength;i++)
{
- if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
+ surfnum = model->brushq1.pvssurflist[i];
+ surf = model->brushq1.surfaces + surfnum;
+#if WORLDNODECULLBACKFACES
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
{
- leaf = p->past;
- if (leaf->worldnodeframe != r_framecount)
- {
- leaf->worldnodeframe = r_framecount;
- if (leaf->contents != CONTENTS_SOLID)
- {
- i = (leaf - cl.worldmodel->leafs) - 1;
- if (worldvis[i>>3] & (1<<(i&7)))
- {
- if (R_NotCulledBox(leaf->mins, leaf->maxs))
- {
- pstack[portalstack++] = p;
- goto loc0;
-
-loc1:
- p = pstack[--portalstack];
- }
- }
- }
- }
+ if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
+ surfacevisframes[surfnum] = r_framecount;
+ }
+ else
+ {
+ if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
+ surfacevisframes[surfnum] = r_framecount;
}
+#else
+ if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
+ surfacevisframes[surfnum] = r_framecount;
+#endif
}
-
- if (portalstack)
- goto loc1;
}
-entity_t clworldent;
-
-void R_DrawSurfaces (void)
+static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
{
- msurface_t *surf, *endsurf;
- texture_t *t, *currentt;
- int vertex = gl_vertex.value;
-
- currentrenderentity = &clworldent.render;
- softwaretransformidentity();
- surf = &cl.worldmodel->surfaces[cl.worldmodel->firstmodelsurface];
- endsurf = surf + cl.worldmodel->nummodelsurfaces;
- t = currentt = NULL;
- for (;surf < endsurf;surf++)
+ int c, leafstackpos, *mark, *surfacevisframes, bitnum;
+#if WORLDNODECULLBACKFACES
+ int n;
+ msurface_t *surf;
+#endif
+ mleaf_t *leaf, *leafstack[8192];
+ mportal_t *p;
+ vec3_t modelorg;
+ msurface_t *surfaces;
+ if (ent->model == NULL)
+ return;
+ // LordHavoc: portal-passage worldnode with PVS;
+ // follows portals leading outward from viewleaf, does not venture
+ // offscreen or into leafs that are not visible, faster than Quake's
+ // RecursiveWorldNode
+ surfaces = ent->model->brushq1.surfaces;
+ surfacevisframes = ent->model->brushq1.surfacevisframes;
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ viewleaf->worldnodeframe = r_framecount;
+ leafstack[0] = viewleaf;
+ leafstackpos = 1;
+ while (leafstackpos)
{
- if (surf->visframe == r_framecount)
+ c_leafs++;
+ leaf = leafstack[--leafstackpos];
+ leaf->visframe = r_framecount;
+ // draw any surfaces bounding this leaf
+ if (leaf->nummarksurfaces)
{
- c_faces++;
- if (surf->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
+ for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
{
- if (surf->flags & SURF_DRAWSKY)
- RSurf_DrawSky(surf, false);
- else
+#if WORLDNODECULLBACKFACES
+ n = *mark++;
+ if (surfacevisframes[n] != r_framecount)
{
- if (currentt != surf->texinfo->texture)
+ surf = surfaces + n;
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
{
- currentt = surf->texinfo->texture;
- t = R_TextureAnimation(surf->texinfo->texture);
+ if ((surf->flags & SURF_PLANEBACK))
+ surfacevisframes[n] = r_framecount;
+ }
+ else
+ {
+ if (!(surf->flags & SURF_PLANEBACK))
+ surfacevisframes[n] = r_framecount;
}
- RSurf_DrawWater(surf, t, false, surf->flags & SURF_DRAWNOALPHA ? 255 : wateralpha);
}
+#else
+ surfacevisframes[*mark++] = r_framecount;
+#endif
}
- else
+ }
+ // follow portals into other leafs
+ for (p = leaf->portals;p;p = p->next)
+ {
+ // LordHavoc: this DotProduct hurts less than a cache miss
+ // (which is more likely to happen if backflowing through leafs)
+ if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
{
- if (currentt != surf->texinfo->texture)
+ leaf = p->past;
+ if (leaf->worldnodeframe != r_framecount)
{
- currentt = surf->texinfo->texture;
- t = R_TextureAnimation(surf->texinfo->texture);
+ leaf->worldnodeframe = r_framecount;
+ // FIXME: R_CullBox is absolute, should be done relative
+ bitnum = (leaf - ent->model->brushq1.leafs) - 1;
+ if ((r_pvsbits[bitnum >> 3] & (1 << (bitnum & 7))) && !R_CullBox(leaf->mins, leaf->maxs))
+ leafstack[leafstackpos++] = leaf;
}
- if (vertex)
- RSurf_DrawWallVertex(surf, t, false, false);
- else
- RSurf_DrawWall(surf, t, false);
}
}
}
}
-void R_DrawPortals(void)
+void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
{
- int drawportals, i, r, g, b;
-// mleaf_t *leaf, *endleaf;
- mportal_t *portal, *endportal;
- mvertex_t *point/*, *endpoint*/;
- drawportals = (int)r_drawportals.value;
- if (drawportals < 1)
- return;
- /*
- leaf = cl.worldmodel->leafs;
- endleaf = leaf + cl.worldmodel->numleafs;
- for (;leaf < endleaf;leaf++)
- {
- if (leaf->visframe == r_framecount && leaf->portals)
- {
- i = leaf - cl.worldmodel->leafs;
- r = (i & 0x0007) << 5;
- g = (i & 0x0038) << 2;
- b = (i & 0x01C0) >> 1;
- portal = leaf->portals;
- while (portal)
- {
- 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;
- }
- }
- }
- */
- portal = cl.worldmodel->portals;
- endportal = portal + cl.worldmodel->numportals;
- for (;portal < endportal;portal++)
+ int j, c, *surfacepvsframes, *mark;
+ mleaf_t *leaf;
+ model_t *model;
+
+ model = ent->model;
+ if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
{
- if (portal->visframe == r_portalframecount)
+ model->brushq1.pvsframecount++;
+ model->brushq1.pvsviewleaf = viewleaf;
+ model->brushq1.pvsviewleafnovis = r_novis.integer;
+ model->brushq1.pvsleafchain = NULL;
+ model->brushq1.pvssurflistlength = 0;
+ if (viewleaf)
{
- i = portal - cl.worldmodel->portals;
- r = (i & 0x0007) << 5;
- g = (i & 0x0038) << 2;
- b = (i & 0x01C0) >> 1;
- transpolybegin(0, 0, 0, TPOLYTYPE_ALPHA);
- point = portal->points;
- if (PlaneDiff(r_origin, (&portal->plane)) > 0)
+ surfacepvsframes = model->brushq1.surfacepvsframes;
+ for (j = 0;j < model->brushq1.visleafs;j++)
{
- for (i = portal->numpoints - 1;i >= 0;i--)
- transpolyvertub(point[i].position[0], point[i].position[1], point[i].position[2], 0, 0, r, g, b, 32);
- }
- else
- {
- for (i = 0;i < portal->numpoints;i++)
- transpolyvertub(point[i].position[0], point[i].position[1], point[i].position[2], 0, 0, r, g, b, 32);
+ if (r_pvsbits[j >> 3] & (1 << (j & 7)))
+ {
+ leaf = model->brushq1.leafs + j + 1;
+ leaf->pvsframe = model->brushq1.pvsframecount;
+ leaf->pvschain = model->brushq1.pvsleafchain;
+ model->brushq1.pvsleafchain = leaf;
+ // mark surfaces bounding this leaf as visible
+ for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
+ surfacepvsframes[*mark] = model->brushq1.pvsframecount;
+ }
}
- transpolyend();
+ model->brushq1.BuildPVSTextureChains(model);
}
}
}
-void R_SetupWorldEnt(void)
+void R_WorldVisibility(entity_render_t *ent)
{
- memset (&clworldent, 0, sizeof(clworldent));
- clworldent.render.model = cl.worldmodel;
- clworldent.render.colormod[0] = clworldent.render.colormod[1] = clworldent.render.colormod[2] = 1;
- clworldent.render.alpha = 1;
- clworldent.render.scale = 1;
+ vec3_t modelorg;
+ mleaf_t *viewleaf;
+
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
+ R_PVSUpdate(ent, viewleaf);
- VectorCopy (r_origin, modelorg);
+ if (!viewleaf)
+ return;
- currentrenderentity = &clworldent.render;
+ if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
+ R_SurfaceWorldNode (ent);
+ else
+ R_PortalWorldNode (ent, viewleaf);
}
-/*
-=============
-R_DrawWorld
-=============
-*/
-void R_DrawWorld (void)
+void R_DrawWorld(entity_render_t *ent)
{
- wateralpha = bound(0, r_wateralpha.value*255.0f, 255);
- vertexworld = gl_vertex.value;
-
- R_SetupWorldEnt();
-
- softwaretransformidentity(); // LordHavoc: clear transform
-
- if (r_viewleaf->contents == CONTENTS_SOLID || r_novis.value || r_viewleaf->compressed_vis == NULL)
- R_SolidWorldNode ();
+ if (ent->model == NULL)
+ return;
+ if (!ent->model->brushq1.numleafs && ent->model->Draw)
+ ent->model->Draw(ent);
else
- R_PVSWorldNode ();
+ {
+ R_PrepareSurfaces(ent);
+ R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
+ R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
+ if (r_drawportals.integer)
+ R_DrawPortals(ent);
+ }
}
-/*
-=============================================================================
-
- LIGHTMAP ALLOCATION
-
-=============================================================================
-*/
+void R_Model_Brush_DrawSky(entity_render_t *ent)
+{
+ if (ent->model == NULL)
+ return;
+ if (ent != &cl_entities[0].render)
+ R_PrepareBrushModel(ent);
+ R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
+}
-// returns a texture number and the position inside it
-int AllocBlock (int w, int h, short *x, short *y)
+void R_Model_Brush_Draw(entity_render_t *ent)
{
- int i, j;
- int best, best2;
- int texnum;
+ if (ent->model == NULL)
+ return;
+ c_bmodels++;
+ if (ent != &cl_entities[0].render)
+ R_PrepareBrushModel(ent);
+ R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
+}
- for (texnum = 0;texnum < MAX_LIGHTMAPS;texnum++)
+void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+{
+ int i;
+ msurface_t *surf;
+ float projectdistance, f, temp[3], lightradius2;
+ surfmesh_t *mesh;
+ if (ent->model == NULL)
+ return;
+ R_Mesh_Matrix(&ent->matrix);
+ lightradius2 = lightradius * lightradius;
+ R_UpdateTextureInfo(ent);
+ projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
{
- best = BLOCK_HEIGHT;
-
- for (i = 0;i < BLOCK_WIDTH - w;i += lightmapalign) // LordHavoc: align updates on 4 byte boundaries
+ if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
{
- best2 = 0;
-
- for (j=0 ; j<w ; j++)
+ f = PlaneDiff(relativelightorigin, surf->plane);
+ if (surf->flags & SURF_PLANEBACK)
+ f = -f;
+ // draw shadows only for frontfaces and only if they are close
+ if (f >= 0.1 && f < lightradius)
{
- 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;
+ temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
+ temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
+ temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
+ if (DotProduct(temp, temp) < lightradius2)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance);
}
}
+ }
+}
- if (best + h > BLOCK_HEIGHT)
- continue;
-
- if (nosubimagefragments || nosubimage)
- {
- if (!lightmaps[texnum])
- {
- lightmaps[texnum] = qmalloc(BLOCK_WIDTH*BLOCK_HEIGHT*4);
- memset(lightmaps[texnum], 0, BLOCK_WIDTH*BLOCK_HEIGHT*4);
- }
- }
- // LordHavoc: clear texture to blank image, fragments are uploaded using subimage
- else if (!allocated[texnum][0])
+void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
+{
+ int surfnum;
+ msurface_t *surf;
+ texture_t *t;
+ surfmesh_t *mesh;
+ if (ent->model == NULL)
+ return;
+ R_Mesh_Matrix(&ent->matrix);
+ R_UpdateTextureInfo(ent);
+ for (surfnum = 0;surfnum < numsurfaces;surfnum++)
+ {
+ surf = surflist[surfnum];
+ if (surf->visframe == r_framecount)
{
- memset(templight, 0, sizeof(templight));
- if(r_upload.value)
+ t = surf->texinfo->texture->currentframe;
+ if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
{
- 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, templight);
- else
- glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, templight);
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
+ R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
+ }
}
}
-
- for (i = 0;i < w;i++)
- allocated[texnum][*x + i] = best + h;
-
- return texnum;
}
-
- Host_Error ("AllocBlock: full, unable to find room for %i by %i lightmap", w, h);
- return 0;
}
-
-//int nColinElim;
-
-/*
-================
-BuildSurfaceDisplayList
-================
-*/
-void BuildSurfaceDisplayList (model_t *model, mvertex_t *vertices, msurface_t *fa)
+void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
{
- int i, j, lindex, lnumverts;
- medge_t *pedges;
- float *vec;
- float s, t;
- glpoly_t *poly;
-
-// reconstruct the polygon
- pedges = model->edges;
- lnumverts = fa->numedges;
-
- //
- // draw texture
- //
- poly = Hunk_AllocName (sizeof(glpolysizeof_t) + lnumverts * sizeof(float[VERTEXSIZE]), "surfaces");
- poly->next = fa->polys;
- fa->polys = poly;
-// poly->flags = fa->flags;
- poly->numverts = lnumverts;
-
- for (i=0 ; i<lnumverts ; i++)
- {
- lindex = model->surfedges[fa->firstedge + i];
-
- if (lindex > 0)
- vec = vertices[pedges[lindex].v[0]].position;
- else
- vec = vertices[pedges[-lindex].v[1]].position;
-
- s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
- t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
-
- VectorCopy (vec, poly->verts[i]);
- poly->verts[i][3] = s / fa->texinfo->texture->width;
- poly->verts[i][4] = t / fa->texinfo->texture->height;
-
- //
- // lightmap texture coordinates
- //
- s -= fa->texturemins[0];
- t -= fa->texturemins[1];
- s += 8;
- t += 8;
- // LordHavoc: calc lightmap data offset
- j = (bound(0l, (int)t>>4, fa->extents[1]>>4) * ((fa->extents[0]>>4)+1) + bound(0l, (int)s>>4, fa->extents[0]>>4)) * 3;
- poly->verts[i][7] = j;
- s += fa->light_s*16;
- s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
-
- t += fa->light_t*16;
- 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)
- {
- for (i = 0 ; i < lnumverts ; ++i)
+ int surfnum;
+ msurface_t *surf;
+ texture_t *t;
+ float f, lightmins[3], lightmaxs[3];
+ surfmesh_t *mesh;
+ if (ent->model == NULL)
+ return;
+ R_Mesh_Matrix(&ent->matrix);
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ R_UpdateTextureInfo(ent);
+ for (surfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;surfnum < ent->model->brushq1.nummodelsurfaces;surfnum++, surf++)
+ {
+ if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
{
- 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))
+ f = PlaneDiff(relativelightorigin, surf->plane);
+ if (surf->flags & SURF_PLANEBACK)
+ f = -f;
+ if (f >= -0.1 && f < lightradius)
{
- int j;
- for (j = i + 1; j < lnumverts; ++j)
+ t = surf->texinfo->texture->currentframe;
+ if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
{
- int k;
- for (k = 0; k < VERTEXSIZE; ++k)
- poly->verts[j - 1][k] = poly->verts[j][k];
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
+ R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
+ }
}
- --lnumverts;
- ++nColinElim;
- // retry next vertex next time, which is now current vertex
- --i;
}
}
- poly->numverts = lnumverts;
}
- */
}
-/*
-========================
-GL_CreateSurfaceLightmap
-========================
-*/
-void GL_CreateSurfaceLightmap (msurface_t *surf)
+void R_Q3BSP_DrawFace_Mesh(entity_render_t *ent, q3mface_t *face)
{
- int smax, tmax;
-
- if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
- return;
-
- smax = (surf->extents[0]>>4)+1;
- tmax = (surf->extents[1]>>4)+1;
-
- 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)
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ if (face->lightmaptexture)
{
- R_BuildLightMap (surf, templight, smax * 4, false);
- if(r_upload.value)
- glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
+ m.tex[1] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+ m.texrgbscale[1] = 2;
+ GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
}
else
{
- R_BuildLightMap (surf, templight, smax * 3, false);
- if(r_upload.value)
- glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
+ m.texrgbscale[0] = 2;
+ GL_ColorPointer(face->data_color4f);
}
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
-
-/*
-==================
-GL_BuildLightmaps
-
-Builds the lightmap texture
-with all the surfaces from all brush models
-==================
-*/
-void GL_BuildLightmaps (void)
+void R_Q3BSP_DrawFace_Patch(entity_render_t *ent, q3mface_t *face)
{
- int i, j;
- model_t *m;
-
- memset (allocated, 0, sizeof(allocated));
+}
- r_framecount = 1; // no dlightcache
+void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
+{
+ switch(face->type)
+ {
+ case Q3FACETYPE_POLYGON:
+ case Q3FACETYPE_MESH:
+ R_Q3BSP_DrawFace_Mesh(ent, face);
+ break;
+ case Q3FACETYPE_PATCH:
+ R_Q3BSP_DrawFace_Patch(ent, face);
+ break;
+ case Q3FACETYPE_FLARE:
+ break;
+ }
+}
- if (gl_nosubimagefragments.value)
- nosubimagefragments = 1;
- else
- nosubimagefragments = 0;
+/*
+void R_Q3BSP_DrawSky(entity_render_t *ent)
+{
+}
+*/
- if (gl_nosubimage.value)
- nosubimage = 1;
- else
- nosubimage = 0;
+void R_Q3BSP_Draw(entity_render_t *ent)
+{
+ int i;
+ q3mface_t *face;
+ model_t *model;
+ model = ent->model;
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ R_Q3BSP_DrawFace(ent, face);
+}
- if (gl_lightmaprgba.value)
- {
- lightmaprgba = true;
- lightmapbytes = 4;
- }
- else
- {
- lightmaprgba = false;
- lightmapbytes = 3;
- }
+/*
+void R_Q3BSP_DrawFakeShadow(entity_render_t *ent)
+{
+}
+*/
- // LordHavoc: TexSubImage2D needs data aligned on 4 byte boundaries unless
- // I specify glPixelStorei(GL_UNPACK_ALIGNMENT, 1), I suspect 4 byte may be
- // faster anyway, so I implemented an adjustable lightmap alignment...
+/*
+void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+{
+}
+*/
- // validate the lightmap alignment
- i = 1;
- while (i < 16 && i < gl_lightmapalign.value)
- i <<= 1;
- Cvar_SetValue("gl_lightmapalign", i);
+/*
+void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
+{
+}
+*/
- // find the lowest pixel count which satisfies the byte alignment
- lightmapalign = 1;
- j = lightmaprgba ? 4 : 3; // bytes per pixel
- while ((lightmapalign * j) & (i - 1))
- lightmapalign <<= 1;
- lightmapalignmask = ~(lightmapalign - 1);
+static void gl_surf_start(void)
+{
+}
- // alignment is irrelevant if using fallback modes
- if (nosubimagefragments || nosubimage)
- {
- lightmapalign = 1;
- lightmapalignmask = ~0;
- }
+static void gl_surf_shutdown(void)
+{
+}
- if (!lightmap_textures)
- lightmap_textures = R_GetTextureSlots(MAX_LIGHTMAPS);
+static void gl_surf_newmap(void)
+{
+}
- // need a world entity for lightmap code
- R_SetupWorldEnt();
+void GL_Surf_Init(void)
+{
+ int i;
+ dlightdivtable[0] = 4194304;
+ for (i = 1;i < 32768;i++)
+ dlightdivtable[i] = 4194304 / (i << 7);
- for (j=1 ; j<MAX_MODELS ; j++)
- {
- m = cl.model_precache[j];
- if (!m)
- break;
- if (m->name[0] == '*')
- continue;
- 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, m->vertexes, m->surfaces + i);
- }
- }
+ Cvar_RegisterVariable(&r_ambient);
+ Cvar_RegisterVariable(&r_vertexsurfaces);
+ Cvar_RegisterVariable(&r_dlightmap);
+ Cvar_RegisterVariable(&r_drawportals);
+ Cvar_RegisterVariable(&r_testvis);
+ Cvar_RegisterVariable(&r_floatbuildlightmap);
+ Cvar_RegisterVariable(&r_detailtextures);
+ Cvar_RegisterVariable(&r_surfaceworldnode);
- if (nosubimage || nosubimagefragments)
- {
- // LordHavoc: switch to second TMU as an upload hint for voodoo2
- // (don't know if it really pays attention or not, but original
- // glquake did this...)
- if(r_upload.value)
- if (gl_mtexable)
- qglActiveTexture(GL_TEXTURE1_ARB);
- for (i = 0;i < MAX_LIGHTMAPS;i++)
- {
- if (!allocated[i][0])
- break;
- lightmapupdate[i][0] = BLOCK_HEIGHT;
- lightmapupdate[i][1] = 0;
- if(r_upload.value)
- {
- 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(r_upload.value)
- if (gl_mtexable)
- qglActiveTexture(GL_TEXTURE0_ARB);
- }
+ R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
}