This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
// r_surf.c: surface-related refresh code
#include "quakedef.h"
-
-int lightmap_textures;
-
-signed blocklights[18*18*3]; // LordHavoc: *3 for colored lighting
-
-// LordHavoc: skinny but tall lightmaps for quicker subimage uploads
-#define BLOCK_WIDTH 128
-#define BLOCK_HEIGHT 128
-// LordHavoc: increased lightmap limit from 64 to 1024
-#define MAX_LIGHTMAPS 1024
-#define LIGHTMAPSIZE (BLOCK_WIDTH*BLOCK_HEIGHT*4)
-
-int active_lightmaps;
-
-short allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
-
-byte *lightmaps[MAX_LIGHTMAPS];
-short lightmapupdate[MAX_LIGHTMAPS][2];
-
-int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes
-cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"};
-cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "0"};
-cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"};
-cvar_t gl_nosubimage = {"gl_nosubimage", "0"};
-cvar_t r_ambient = {"r_ambient", "0"};
-cvar_t gl_vertex = {"gl_vertex", "0"};
-cvar_t gl_texsort = {"gl_texsort", "1"};
-//cvar_t gl_funnywalls = {"gl_funnywalls", "0"}; // LordHavoc: see BuildSurfaceDisplayList
-
-qboolean lightmaprgba, nosubimagefragments, nosubimage, skyisvisible;
-int lightmapbytes;
-
-extern qboolean gl_arrays;
-
-extern int r_dlightframecount;
-
-void gl_surf_start()
-{
-}
-
-void gl_surf_shutdown()
-{
-}
-
-void GL_Surf_Init()
-{
- int i;
- for (i = 0;i < MAX_LIGHTMAPS;i++)
- lightmaps[i] = NULL;
- Cvar_RegisterVariable(&gl_lightmapalign);
- Cvar_RegisterVariable(&gl_lightmaprgba);
- Cvar_RegisterVariable(&gl_nosubimagefragments);
- Cvar_RegisterVariable(&gl_nosubimage);
- Cvar_RegisterVariable(&r_ambient);
-// Cvar_RegisterVariable(&gl_funnywalls);
- Cvar_RegisterVariable(&gl_vertex);
- Cvar_RegisterVariable(&gl_texsort);
- // check if it's the glquake minigl driver
- if (strncasecmp(gl_vendor,"3Dfx",4)==0)
- if (!gl_arrays)
- {
-// Cvar_SetValue("gl_nosubimagefragments", 1);
-// Cvar_SetValue("gl_nosubimage", 1);
- Cvar_SetValue("gl_lightmode", 0);
- }
-
- R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown);
-}
+#include "r_shadow.h"
+#include "portals.h"
+
+#define MAX_LIGHTMAP_SIZE 256
+
+cvar_t r_ambient = {0, "r_ambient", "0"};
+cvar_t r_drawportals = {0, "r_drawportals", "0"};
+cvar_t r_testvis = {0, "r_testvis", "0"};
+cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
+cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
+cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
+cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
+cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
+
+// flag arrays used for visibility checking on world model
+// (all other entities have no per-surface/per-leaf visibility checks)
+// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
+qbyte r_pvsbits[(32768+7)>>3];
+// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
+qbyte r_worldleafvisible[32768];
+// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
+qbyte r_worldsurfacevisible[262144];
/*
===============
Combine and scale multiple lightmaps into the 8.8 format in blocklights
===============
*/
-void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
+void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
{
- int smax, tmax;
- int t;
- int i, j, size;
- byte *lightmap;
- int scale;
- int maps;
- int *bl;
-
- surf->cached_lighthalf = lighthalf;
- surf->cached_ambient = r_ambient.value;
-
- smax = (surf->extents[0]>>4)+1;
- tmax = (surf->extents[1]>>4)+1;
+ int smax, tmax, i, j, size, size3, maps, stride, l;
+ unsigned int *bl, scale;
+ qbyte *lightmap, *out, *stain;
+ static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+ static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
+
+ // update cached lighting info
+ surface->cached_dlight = 0;
+
+ smax = (surface->lightmapinfo->extents[0]>>4)+1;
+ tmax = (surface->lightmapinfo->extents[1]>>4)+1;
size = smax*tmax;
- lightmap = surf->samples;
+ size3 = size*3;
+ lightmap = surface->lightmapinfo->samples;
// set to full bright if no light data
- if (currententity->effects & EF_FULLBRIGHT || !cl.worldmodel->lightdata)
+ bl = intblocklights;
+ if (!ent->model->brushq1.lightdata)
{
- bl = blocklights;
- for (i=0 ; i<size ; i++)
- {
- *bl++ = 255*256;
- *bl++ = 255*256;
- *bl++ = 255*256;
- }
+ for (i = 0;i < size3;i++)
+ bl[i] = 255*256;
}
else
{
// clear to no light
- bl = blocklights;
- j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style
- for (i=0 ; i<size ; i++)
- {
- *bl++ = j;
- *bl++ = j;
- *bl++ = j;
- }
+ memset(bl, 0, size*3*sizeof(unsigned int));
// add all the lightmaps
if (lightmap)
- for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
- {
- scale = d_lightstylevalue[surf->styles[maps]];
- surf->cached_light[maps] = scale; // 8.8 fraction
- bl = blocklights;
- for (i=0 ; i<size ; i++)
- {
- *bl++ += *lightmap++ * scale;
- *bl++ += *lightmap++ * scale;
- *bl++ += *lightmap++ * scale;
- }
- }
- }
- stride -= (smax*lightmapbytes);
- bl = blocklights;
- if (lighthalf)
- {
- // LordHavoc: I shift down by 8 unlike GLQuake's 7,
- // the image is brightened as a processing pass
- if (lightmaprgba)
{
- for (i=0 ; i<tmax ; i++, dest += stride)
- {
- for (j=0 ; j<smax ; j++)
- {
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- *dest++ = 255;
- }
- }
+ bl = intblocklights;
+ for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
+ for (scale = d_lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
+ bl[i] += lightmap[i] * scale;
}
- else
+ }
+
+ stain = surface->lightmapinfo->stainsamples;
+ bl = intblocklights;
+ out = templight;
+ // the >> 16 shift adjusts down 8 bits to account for the stainmap
+ // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
+ // be doubled during rendering to achieve 2x overbright
+ // (0 = 0.0, 128 = 1.0, 256 = 2.0)
+ if (ent->model->brushq1.lightmaprgba)
+ {
+ stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 4;
+ for (i = 0;i < tmax;i++, out += stride)
{
- for (i=0 ; i<tmax ; i++, dest += stride)
+ for (j = 0;j < smax;j++)
{
- for (j=0 ; j<smax ; j++)
- {
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- }
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ *out++ = 255;
}
}
}
else
{
- if (lightmaprgba)
- {
- for (i=0 ; i<tmax ; i++, dest += stride)
- {
- for (j=0 ; j<smax ; j++)
- {
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- *dest++ = 255;
- }
- }
- }
- else
+ stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 3;
+ for (i = 0;i < tmax;i++, out += stride)
{
- for (i=0 ; i<tmax ; i++, dest += stride)
+ for (j = 0;j < smax;j++)
{
- for (j=0 ; j<smax ; j++)
- {
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- }
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
}
}
}
-}
-byte templight[32*32*4];
+ R_UpdateTexture(surface->lightmaptexture, templight);
+}
-void R_UpdateLightmap(msurface_t *s, int lnum)
+void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
{
- int smax, tmax;
- // upload the new lightmap texture fragment
- if(r_upload.value)
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
- if (nosubimage || nosubimagefragments)
+ float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
+ msurface_t *surface, *endsurface;
+ int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
+ qbyte *bl;
+ vec3_t impact;
+
+ maxdist = radius * radius;
+ invradius = 1.0f / radius;
+
+loc0:
+ if (!node->plane)
+ return;
+ ndist = PlaneDiff(origin, node->plane);
+ if (ndist > radius)
{
- if (lightmapupdate[lnum][0] > s->light_t)
- lightmapupdate[lnum][0] = s->light_t;
- if (lightmapupdate[lnum][1] < (s->light_t + ((s->extents[1]>>4)+1)))
- lightmapupdate[lnum][1] = (s->light_t + ((s->extents[1]>>4)+1));
- if (lightmaprgba)
- R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 4, BLOCK_WIDTH * 4);
- else
- R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 3, BLOCK_WIDTH * 3);
+ node = node->children[0];
+ goto loc0;
}
- else
+ if (ndist < -radius)
{
- smax = ((s->extents[0]>>4)+lightmapalign) & lightmapalignmask;
- tmax = (s->extents[1]>>4)+1;
- if (lightmaprgba)
- {
- R_BuildLightMap (s, templight, smax * 4);
- if(r_upload.value)
- glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
- }
- else
- {
- R_BuildLightMap (s, templight, smax * 3);
- if(r_upload.value)
- glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
- }
+ node = node->children[1];
+ goto loc0;
}
-}
-
-/*
-===============
-R_TextureAnimation
-
-Returns the proper texture for a given time and base texture
-===============
-*/
-texture_t *R_TextureAnimation (texture_t *base)
-{
- texture_t *original;
- int relative;
- int count;
+ dist2 = ndist * ndist;
+ maxdist3 = maxdist - dist2;
- if (currententity->frame)
+ if (node->plane->type < 3)
{
- if (base->alternate_anims)
- base = base->alternate_anims;
+ VectorCopy(origin, impact);
+ impact[node->plane->type] -= ndist;
}
-
- if (!base->anim_total)
- return base;
-
- original = base;
-
- relative = (int)(cl.time*10) % base->anim_total;
-
- count = 0;
- while (base->anim_min > relative || base->anim_max <= relative)
+ else
{
- base = base->anim_next;
- if (!base)
- {
- Con_Printf("R_TextureAnimation: broken cycle");
- return original;
- }
- if (++count > 100)
- {
- Con_Printf("R_TextureAnimation: infinite cycle");
- return original;
- }
+ 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;
}
- return base;
-}
-
-
-/*
-=============================================================
-
- BRUSH MODELS
-
-=============================================================
-*/
-
-
-extern int solidskytexture;
-extern int alphaskytexture;
-extern float speedscale; // for top sky and bottom sky
-
-extern char skyname[];
-
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-float turbsin[256] =
-{
- #include "gl_warp_sin.h"
-};
-#define TURBSCALE (256.0 / (2 * M_PI))
-
-
-void UploadLightmaps()
-{
- int i;
- if (nosubimage || nosubimagefragments)
+ for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
{
- for (i = 0;i < MAX_LIGHTMAPS;i++)
+ if (surface->lightmapinfo->stainsamples)
{
- if (lightmapupdate[i][0] < lightmapupdate[i][1])
- {
- if(r_upload.value)
- {
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
- if (nosubimage)
- {
- if (lightmaprgba)
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
- else
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
- }
- else
- {
- if (lightmaprgba)
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0]));
- else
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0]));
- }
- }
- }
- lightmapupdate[i][0] = BLOCK_HEIGHT;
- lightmapupdate[i][1] = 0;
- }
- }
-}
+ smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
+ tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
-float wvert[1024*6]; // used by the following functions
+ impacts = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0];
+ impactt = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1];
-void RSurf_DrawSky(msurface_t *s, int transform)
-{
- glpoly_t *p;
- int i;
- float *v;
- for (p=s->polys ; p ; p=p->next)
- {
- if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
- {
- skypoly[currentskypoly].firstvert = currentskyvert;
- skypoly[currentskypoly++].verts = p->numverts;
- if (transform)
- {
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, skyvert[currentskyvert].v);
- currentskyvert++;
- }
- }
- else
- {
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- skyvert[currentskyvert].v[0] = v[0];
- skyvert[currentskyvert].v[1] = v[1];
- skyvert[currentskyvert++].v[2] = v[2];
- }
- }
- }
- }
-}
+ s = bound(0, impacts, smax * 16) - impacts;
+ t = bound(0, impactt, tmax * 16) - impactt;
+ i = s * s + t * t + dist2;
+ if (i > maxdist)
+ continue;
-int RSurf_Light(int *dlightbits, glpoly_t *polys)
-{
- 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]))
- {
- for (b = 0, d = 1;c;b++, d <<= 1)
+ // reduce calculations
+ for (s = 0, i = impacts; s < smax; s++, i -= 16)
+ sdtable[s] = i * i + dist2;
+
+ bl = surface->lightmapinfo->stainsamples;
+ smax3 = smax * 3;
+ stained = false;
+
+ i = impactt;
+ for (t = 0;t < tmax;t++, i -= 16)
{
- if (c & d)
+ td = i * i;
+ // make sure some part of it is visible on this line
+ if (td < maxdist3)
{
- 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*LIGHTSCALE;
- radius2 = radius * (256.0f / LIGHTSCALE);
- wv = wvert;
- for (p = polys;p;p = p->next)
+ maxdist2 = maxdist - td;
+ for (s = 0;s < smax;s++)
{
- for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ if (sdtable[s] < maxdist2)
{
- f = VectorDistance2(wv, lightorigin);
- if (f < radius)
+ 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))
{
- f = radius2 / (f + LIGHTOFFSET);
- wv[3] += cr * f;
- wv[4] += cg * f;
- wv[5] += cb * f;
- lit = true;
+ 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;
}
- wv += 6;
}
+ bl += 3;
}
}
+ else // skip line
+ bl += smax3;
}
+ // force lightmap upload
+ if (stained)
+ surface->cached_dlight = true;
}
}
- return lit;
-}
-void RSurf_DrawWater(msurface_t *s, texture_t *t, int transform, int alpha)
-{
- int i;
- float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
- glpoly_t *p;
- float *wv, *v;
- wv = wvert;
- for (p = s->polys;p;p = p->next)
+ if (node->children[0]->plane)
{
- for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ if (node->children[1]->plane)
{
- 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)+realtime) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- wv[3] = wv[4] = wv[5] = 128.0f;
- wv += 6;
+ R_StainNode(node->children[0], model, origin, radius, fcolor);
+ node = node->children[1];
+ goto loc0;
+ }
+ else
+ {
+ node = node->children[0];
+ goto loc0;
}
}
- if (s->dlightframe == r_dlightframecount && r_dynamic.value)
- RSurf_Light(s->dlightbits, s->polys);
- wv = wvert;
- // FIXME: make fog texture if water texture is transparent?
- for (p=s->polys ; p ; p=p->next)
+ else if (node->children[1]->plane)
{
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 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();
+ node = node->children[1];
+ goto loc0;
}
}
-void RSurf_DrawWall(msurface_t *s, texture_t *t, 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)
{
- int i, lit = false, polys = 0, verts = 0;
- float *v, *wv;
- glpoly_t *p;
- wallpoly_t *wp;
- wallvert_t *out;
- // check for lightmap modification
- if (r_dynamic.value)
- {
- if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf
- || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
- || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
- || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
- || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
- R_UpdateLightmap(s, s->lightmaptexturenum);
- }
- 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))
+ int n;
+ float fcolor[8];
+ entity_render_t *ent;
+ model_t *model;
+ vec3_t org;
+ if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata)
return;
- if (s->dlightframe == r_dlightframecount && r_dynamic.value)
- lit = RSurf_Light(s->dlightbits, s->polys);
- wv = wvert;
- wp = &wallpoly[currentwallpoly];
- out = &wallvert[currentwallvert];
- currentwallpoly += polys;
- for (p = s->polys;p;p = p->next)
- {
- v = p->verts[0];
- wp->texnum = (unsigned short) t->gl_texturenum;
- wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
- wp->glowtexnum = (unsigned short) t->gl_glowtexturenum;
- 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++)
- {
- if (lit)
+ 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(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
+
+ // look for embedded bmodels
+ for (n = 0;n < cl_num_brushmodel_entities;n++)
+ {
+ ent = &cl_entities[cl_brushmodel_entities[n]].render;
+ model = ent->model;
+ if (model && model->name[0] == '*')
+ {
+ Mod_CheckLoaded(model);
+ if (model->brush.data_nodes)
{
- if (lighthalf)
- {
- out->r = (byte) (bound(0, (int) wv[3] >> 1, 255));
- out->g = (byte) (bound(0, (int) wv[4] >> 1, 255));
- out->b = (byte) (bound(0, (int) wv[5] >> 1, 255));
- out->a = 255;
- }
- else
- {
- out->r = (byte) (bound(0, (int) wv[3], 255));
- out->g = (byte) (bound(0, (int) wv[4], 255));
- out->b = (byte) (bound(0, (int) wv[5], 255));
- out->a = 255;
- }
+ Matrix4x4_Transform(&ent->inversematrix, origin, org);
+ R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
}
- out->vert[0] = wv[0];
- out->vert[1] = wv[1];
- out->vert[2] = wv[2];
- out->s = v[3];
- out->t = v[4];
- out->u = v[5];
- out->v = v[6];
}
}
}
-// LordHavoc: transparent brush models
-extern int r_dlightframecount;
-extern float modelalpha;
-void RSurf_DrawWallVertex(msurface_t *s, texture_t *t, int transform, int isbmodel)
+/*
+=============================================================
+
+ BRUSH MODELS
+
+=============================================================
+*/
+
+static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
+{
+ int i;
+ float *v;
+ rmeshstate_t m;
+ const mportal_t *portal = calldata1;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ R_Mesh_Matrix(&r_identitymatrix);
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = varray_vertex3f;
+ R_Mesh_State(&m);
+
+ i = calldata2;
+ GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
+ ((i & 0x0038) >> 3) * (1.0f / 7.0f),
+ ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
+ 0.125f);
+ if (PlaneDiff(r_vieworigin, (&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);
+ GL_LockArrays(0, portal->numpoints);
+ R_Mesh_Draw(0, portal->numpoints, portal->numpoints - 2, polygonelements);
+ GL_LockArrays(0, 0);
+}
+
+// LordHavoc: this is just a nice debugging tool, very slow
+static void R_DrawPortals(void)
{
- int i, alpha, size3;
- float *v, *wv, scale;
- glpoly_t *p;
- byte *lm;
- alpha = (int) (modelalpha * 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)
+ int i, leafnum;//, portalnum;
+ mportal_t *portal;
+ float center[3], f;
+ model_t *model = r_refdef.worldmodel;
+ if (model == NULL)
+ return;
+ for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
{
- for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ if (r_worldleafvisible[leafnum])
{
- 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)
+ //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
+ for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
{
- 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)
+ if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
+ if (!R_CullBox(portal->mins, portal->maxs))
{
- 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;
- }
- }
+ VectorClear(center);
+ for (i = 0;i < portal->numpoints;i++)
+ VectorAdd(center, portal->points[i].position, center);
+ f = ixtable[portal->numpoints];
+ VectorScale(center, f, center);
+ //R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum);
+ R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, leafnum);
}
}
- wv += 6;
- }
- }
- if (s->dlightframe == r_dlightframecount && r_dynamic.value)
- RSurf_Light(s->dlightbits, s->polys);
- wv = wvert;
- if (isbmodel && (currententity->colormod[0] != 1 || currententity->colormod[1] != 1 || currententity->colormod[2] != 1))
- {
- for (p = s->polys;p;p = p->next)
- {
- v = p->verts[0];
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->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] * currententity->colormod[0], wv[4] * currententity->colormod[1], wv[5] * currententity->colormod[2], alpha);
- transpolyend();
- }
- }
- else
- {
- for (p = s->polys;p;p = p->next)
- {
- v = p->verts[0];
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->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();
}
}
}
-/*
-================
-DrawTextureChains
-================
-*/
-extern qboolean hlbsp;
-extern char skyname[];
-void R_DrawSurf(msurface_t *s, int isbmodel, int vertexlit)
+static void R_DrawCollisionBrush(colbrushf_t *brush)
{
- texture_t *t;
- if (s->flags & SURF_DRAWSKY)
- {
- skyisvisible = true;
- if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
- RSurf_DrawSky(s, false);
- return;
- }
- t = R_TextureAnimation (s->texinfo->texture);
- if (s->flags & SURF_DRAWTURB)
- {
- RSurf_DrawWater(s, t, false, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
- return;
- }
- if (vertexlit)
- RSurf_DrawWallVertex(s, t, false, false);
- else
- RSurf_DrawWall(s, t, false);
+ int i;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = brush->points->v;
+ R_Mesh_State(&m);
+ i = (int)(((size_t)brush) / sizeof(colbrushf_t));
+ GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+ GL_LockArrays(0, brush->numpoints);
+ R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
+ GL_LockArrays(0, 0);
}
-void DrawTextureChains (void)
+static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
{
- int n;
- msurface_t *s;
- texture_t *t;
-
- for (n = 0;n < cl.worldmodel->numtextures;n++)
- {
- if (!cl.worldmodel->textures[n] || !(s = cl.worldmodel->textures[n]->texturechain))
- continue;
- cl.worldmodel->textures[n]->texturechain = NULL;
-// for (;s;s = s->texturechain)
-// R_DrawSurf(s, false, gl_vertex.value);
- // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
- // sky
- if (s->flags & SURF_DRAWSKY)
- {
- skyisvisible = true;
- if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
- for (;s;s = s->texturechain)
- RSurf_DrawSky(s, false);
- continue;
- }
- t = R_TextureAnimation (cl.worldmodel->textures[n]);
- // subdivided water surface warp
- if (s->flags & SURF_DRAWTURB)
- {
- int alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
- for (;s;s = s->texturechain)
- RSurf_DrawWater(s, t, false, alpha);
- continue;
- }
- if (gl_vertex.value)
- for (;s;s = s->texturechain)
- RSurf_DrawWallVertex(s, t, false, false);
- else
- for (;s;s = s->texturechain)
- RSurf_DrawWall(s, t, false);
- }
+ int i;
+ rmeshstate_t m;
+ if (!surface->num_collisiontriangles)
+ return;
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = surface->data_collisionvertex3f;
+ R_Mesh_State(&m);
+ i = (int)(((size_t)surface) / sizeof(msurface_t));
+ GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+ GL_LockArrays(0, surface->num_collisionvertices);
+ R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
+ GL_LockArrays(0, 0);
}
-void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model);
-
-/*
-=================
-R_DrawBrushModel
-=================
-*/
-void R_DrawBrushModel (entity_t *e)
+void R_WorldVisibility(void)
{
- int i;
- vec3_t mins, maxs;
- msurface_t *s;
- model_t *clmodel;
- int rotated, vertexlit = false;
- texture_t *t;
- vec3_t org;
+ int i, j, *mark;
+ mleaf_t *leaf;
+ mleaf_t *viewleaf;
+ model_t *model = r_refdef.worldmodel;
- currententity = e;
+ if (!model)
+ return;
+
+ // if possible find the leaf the view origin is in
+ viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL;
+ // if possible fetch the visible cluster bits
+ if (model->brush.FatPVS)
+ model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
- clmodel = e->model;
+ // clear the visible surface and leaf flags arrays
+ memset(r_worldsurfacevisible, 0, model->num_surfaces);
+ memset(r_worldleafvisible, 0, model->brush.num_leafs);
- if (e->angles[0] || e->angles[1] || e->angles[2])
+ // if the user prefers surfaceworldnode (testing?) or the viewleaf could
+ // not be found, or the viewleaf is not part of the visible world
+ // (floating around in the void), use the pvs method
+ if (r_surfaceworldnode.integer || !viewleaf || viewleaf->clusterindex < 0)
{
- rotated = true;
- for (i=0 ; i<3 ; i++)
+ // pvs method:
+ // similar to quake's RecursiveWorldNode but without cache misses
+ for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
{
- mins[i] = e->origin[i] - clmodel->radius;
- maxs[i] = e->origin[i] + clmodel->radius;
+ // if leaf is in current pvs and on the screen, mark its surfaces
+ if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+ {
+ c_leafs++;
+ r_worldleafvisible[j] = true;
+ if (leaf->numleafsurfaces)
+ for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+ r_worldsurfacevisible[*mark] = true;
+ }
}
}
else
{
- rotated = false;
- VectorAdd (e->origin, clmodel->mins, mins);
- VectorAdd (e->origin, clmodel->maxs, maxs);
- }
+ int leafstackpos;
+ mportal_t *p;
+ mleaf_t *leafstack[8192];
+ // portal method:
+ // follows portals leading outward from viewleaf, does not venture
+ // offscreen or into leafs that are not visible, faster than Quake's
+ // RecursiveWorldNode and vastly better in unvised maps, often culls a
+ // lot of surface that pvs alone would miss
+ leafstack[0] = viewleaf;
+ leafstackpos = 1;
+ while (leafstackpos)
+ {
+ c_leafs++;
+ leaf = leafstack[--leafstackpos];
+ r_worldleafvisible[leaf - model->brush.data_leafs] = true;
+ // mark any surfaces bounding this leaf
+ if (leaf->numleafsurfaces)
+ for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+ r_worldsurfacevisible[*mark] = true;
+ // follow portals into other leafs
+ // the checks are:
+ // if viewer is behind portal (portal faces outward into the scene)
+ // and the portal polygon's bounding box is on the screen
+ // and the leaf has not been visited yet
+ // and the leaf is visible in the pvs
+ // (the first two checks won't cause as many cache misses as the leaf checks)
+ for (p = leaf->portals;p;p = p->next)
+ if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
+ leafstack[leafstackpos++] = p->past;
+ }
+ }
+
+ if (r_drawportals.integer)
+ R_DrawPortals();
+}
- if (R_CullBox (mins, maxs))
+void R_Q1BSP_DrawSky(entity_render_t *ent)
+{
+ if (ent->model == NULL)
return;
+ if (r_drawcollisionbrushes.integer < 2)
+ R_DrawSurfaces(ent, true);
+}
- VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
- if (rotated)
- {
- vec3_t temp;
- vec3_t forward, right, up;
-
- VectorCopy (modelorg, temp);
- AngleVectors (e->angles, forward, right, up);
- modelorg[0] = DotProduct (temp, forward);
- modelorg[1] = -DotProduct (temp, right);
- modelorg[2] = DotProduct (temp, up);
- }
-
- s = &clmodel->surfaces[clmodel->firstmodelsurface];
-
-// calculate dynamic lighting for bmodel if it's not an
-// instanced model
- for (i = 0;i < MAX_DLIGHTS;i++)
- {
- if ((cl_dlights[i].die < cl.time) || (!cl_dlights[i].radius))
- continue;
-
- VectorSubtract(cl_dlights[i].origin, currententity->origin, org);
- R_NoVisMarkLights (org, &cl_dlights[i], 1<<(i&31), i >> 5, clmodel);
+void R_Q1BSP_Draw(entity_render_t *ent)
+{
+ if (ent->model == NULL)
+ return;
+ c_bmodels++;
+ if (r_drawcollisionbrushes.integer < 2)
+ R_DrawSurfaces(ent, false);
+ if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes)
+ {
+ int i;
+ model_t *model = ent->model;
+ msurface_t *surface;
+ q3mbrush_t *brush;
+ R_Mesh_Matrix(&ent->matrix);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
+ for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
+ if (brush->colbrushf && brush->colbrushf->numtriangles)
+ R_DrawCollisionBrush(brush->colbrushf);
+ for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+ if (surface->num_collisiontriangles)
+ R_DrawCollisionSurface(ent, surface);
+ qglPolygonOffset(0, 0);
}
- vertexlit = modelalpha != 1 || clmodel->firstmodelsurface == 0 || (currententity->effects & EF_FULLBRIGHT) || currententity->colormod[0] != 1 || currententity->colormod[2] != 1 || currententity->colormod[2] != 1;
+}
-e->angles[0] = -e->angles[0]; // stupid quake bug
- softwaretransformforentity (e);
-e->angles[0] = -e->angles[0]; // stupid quake bug
+typedef struct r_q1bsp_getlightinfo_s
+{
+ model_t *model;
+ vec3_t relativelightorigin;
+ float lightradius;
+ int *outleaflist;
+ qbyte *outleafpvs;
+ int outnumleafs;
+ int *outsurfacelist;
+ qbyte *outsurfacepvs;
+ int outnumsurfaces;
+ vec3_t outmins;
+ vec3_t outmaxs;
+ vec3_t lightmins;
+ vec3_t lightmaxs;
+ const qbyte *pvs;
+}
+r_q1bsp_getlightinfo_t;
- // draw texture
- for (i = 0;i < clmodel->nummodelsurfaces;i++, s++)
+void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
+{
+ int sides;
+ mleaf_t *leaf;
+ for (;;)
{
- if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+ return;
+ if (!node->plane)
+ break;
+ sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, node->plane) - 1;
+ if (sides == 2)
{
-// R_DrawSurf(s, true, vertexlit || s->texinfo->texture->transparent);
- if (s->flags & SURF_DRAWSKY)
- {
- RSurf_DrawSky(s, true);
- continue;
- }
- t = R_TextureAnimation (s->texinfo->texture);
- if (s->flags & SURF_DRAWTURB)
- {
- RSurf_DrawWater(s, t, true, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
- continue;
- }
- if (vertexlit || s->texinfo->texture->transparent)
- RSurf_DrawWallVertex(s, t, true, true);
- else
- RSurf_DrawWall(s, t, true);
+ R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
+ node = node->children[1];
}
+ else
+ node = node->children[sides];
}
- UploadLightmaps();
-}
-
-/*
-=============================================================
-
- WORLD MODEL
-
-=============================================================
-*/
-
-void R_StoreEfrags (efrag_t **ppefrag);
-
-struct nodestack_s
-{
- int side;
- mnode_t *node;
-} nodestack[8192];
-
-/*
-================
-R_WorldNode
-================
-*/
-void R_WorldNode ()
-{
- int side, texsort, vertex;
- struct nodestack_s *nstack;
- mnode_t *node;
- mleaf_t *pleaf;
- msurface_t *surf, *endsurf, **mark, **endmark;
- nstack = nodestack;
- texsort = gl_texsort.value;
- vertex = gl_vertex.value;
-
- if (!(node = cl.worldmodel->nodes))
- return;
-
- while(1)
+ leaf = (mleaf_t *)node;
+ if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex))
{
- // if a leaf node, draw stuff
- if (node->contents < 0)
+ info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
+ info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
+ info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
+ info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
+ info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
+ info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
+ if (info->outleafpvs)
{
- if (node->contents != CONTENTS_SOLID)
+ int leafindex = leaf - info->model->brush.data_leafs;
+ if (!CHECKPVSBIT(info->outleafpvs, leafindex))
{
- pleaf = (mleaf_t *)node;
-
- c_leafs++;
- if (pleaf->nummarksurfaces)
- {
- mark = pleaf->firstmarksurface;
- endmark = mark + pleaf->nummarksurfaces;
- do
- {
- (*mark)->visframe = r_framecount;
- mark++;
- }
- while (mark < endmark);
- }
-
- // deal with model fragments in this leaf
- if (pleaf->efrags)
- R_StoreEfrags (&pleaf->efrags);
+ SETPVSBIT(info->outleafpvs, leafindex);
+ info->outleaflist[info->outnumleafs++] = leafindex;
}
-
- if (nstack <= nodestack)
- break;
- nstack--;
- node = nstack->node;
- side = nstack->side;
- goto loc0;
}
-
- c_nodes++;
-
- // node is just a decision point, so go down the apropriate sides
-
- // find which side of the node we are on
- side = PlaneDist(modelorg, node->plane) < node->plane->dist;
-
- // recurse down the children, front side first
- if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3))
+ if (info->outsurfacepvs)
{
- nstack->node = node;
- nstack->side = !side; // go down back side when we come back up
- nstack++;
- node = node->children[side];
- continue;
- }
- side = !side;
-loc0:
-
- // draw stuff
- if (node->numsurfaces)
- {
- surf = cl.worldmodel->surfaces + node->firstsurface;
- endsurf = surf + node->numsurfaces;
-
- if (texsort)
+ int leafsurfaceindex;
+ for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
{
- if (side)
- {
- do
- {
- if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
- {
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = surf;
- }
- surf++;
- }
- while (surf < endsurf);
- }
- else
+ int surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
+ if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
{
- do
+ msurface_t *surface = info->model->data_surfaces + surfaceindex;
+ if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+ if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
{
- if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+ int triangleindex, t;
+ const int *e;
+ const vec_t *v[3];
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
{
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = surf;
+ v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ {
+ SETPVSBIT(info->outsurfacepvs, surfaceindex);
+ info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+ break;
+ }
}
- surf++;
- }
- while (surf < endsurf);
- }
- }
- else
- {
- if (side)
- {
- do
- {
- if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
- R_DrawSurf(surf, false, vertex);
- surf++;
- }
- while (surf < endsurf);
- }
- else
- {
- do
- {
- if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
- R_DrawSurf(surf, false, vertex);
- surf++;
}
- while (surf < endsurf);
}
}
}
-
- // recurse down the back side
- if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3))
- {
- node = node->children[side];
- continue;
- }
-
- if (nstack <= nodestack)
- break;
- nstack--;
- node = nstack->node;
- side = nstack->side;
- goto loc0;
}
}
-
-/*
-=============
-R_DrawWorld
-=============
-*/
-void R_DrawWorld (void)
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
{
- entity_t ent;
-
- memset (&ent, 0, sizeof(ent));
- ent.model = cl.worldmodel;
- ent.colormod[0] = ent.colormod[1] = ent.colormod[2] = 1;
- modelalpha = ent.alpha = 1;
- ent.scale = 1;
-
- VectorCopy (r_refdef.vieworg, modelorg);
-
- currententity = &ent;
-
- softwaretransformidentity(); // LordHavoc: clear transform
-
- if (cl.worldmodel)
- R_WorldNode ();
-
- R_PushDlights (); // now mark the lit surfaces
-
- DrawTextureChains ();
-}
-
-
-/*
-===============
-R_MarkLeaves
-===============
-*/
-void R_MarkLeaves (void)
-{
- byte *vis;
- mnode_t *node;
- int i;
-
- if (r_oldviewleaf == r_viewleaf && !r_novis.value)
+ r_q1bsp_getlightinfo_t info;
+ VectorCopy(relativelightorigin, info.relativelightorigin);
+ info.lightradius = lightradius;
+ info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
+ info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
+ info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
+ info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
+ info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
+ info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
+ if (ent->model == NULL)
+ {
+ VectorCopy(info.lightmins, outmins);
+ VectorCopy(info.lightmaxs, outmaxs);
+ *outnumleafspointer = 0;
+ *outnumsurfacespointer = 0;
return;
-
- r_visframecount++;
- r_oldviewleaf = r_viewleaf;
-
- if (r_novis.value)
+ }
+ info.model = ent->model;
+ info.outleaflist = outleaflist;
+ info.outleafpvs = outleafpvs;
+ info.outnumleafs = 0;
+ info.outsurfacelist = outsurfacelist;
+ info.outsurfacepvs = outsurfacepvs;
+ info.outnumsurfaces = 0;
+ VectorCopy(info.relativelightorigin, info.outmins);
+ VectorCopy(info.relativelightorigin, info.outmaxs);
+ memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
+ memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
+ if (info.model->brush.GetPVS)
+ info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
+ else
+ info.pvs = NULL;
+ R_UpdateAllTextureInfo(ent);
+ if (r_shadow_compilingrtlight)
{
- for (i=0 ; i<cl.worldmodel->numleafs ; i++)
- {
- node = (mnode_t *)&cl.worldmodel->leafs[i+1];
- do
- {
- if (node->visframe == r_visframecount)
- break;
- node->visframe = r_visframecount;
- node = node->parent;
- } while (node);
- }
+ // use portal recursion for exact light volume culling, and exact surface checking
+ Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs);
+ }
+ else if (r_shadow_realtime_dlight_portalculling.integer)
+ {
+ // use portal recursion for exact light volume culling, but not the expensive exact surface checking
+ Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs);
}
else
{
- vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
-
- for (i=0 ; i<cl.worldmodel->numleafs ; i++)
- {
- if (vis[i>>3] & (1<<(i&7)))
- {
- node = (mnode_t *)&cl.worldmodel->leafs[i+1];
- do
- {
- if (node->visframe == r_visframecount)
- break;
- node->visframe = r_visframecount;
- node = node->parent;
- } while (node);
- }
- }
+ // use BSP recursion as lights are often small
+ R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes);
}
-}
-
+ // limit combined leaf box to light boundaries
+ outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
+ outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
+ outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
+ outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
+ outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
+ outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
-/*
-=============================================================================
-
- LIGHTMAP ALLOCATION
+ *outnumleafspointer = info.outnumleafs;
+ *outnumsurfacespointer = info.outnumsurfaces;
+}
-=============================================================================
-*/
+extern float *rsurface_vertex3f;
+extern float *rsurface_svector3f;
+extern float *rsurface_tvector3f;
+extern float *rsurface_normal3f;
+extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
-// returns a texture number and the position inside it
-int AllocBlock (int w, int h, short *x, short *y)
+void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
{
- int i, j;
- int best, best2;
- int texnum;
-
- for (texnum=0 ; texnum<MAX_LIGHTMAPS ; texnum++)
+ model_t *model = ent->model;
+ msurface_t *surface;
+ int surfacelistindex;
+ float projectdistance = lightradius + model->radius + r_shadow_projectdistance.value;
+ vec3_t modelorg;
+ texture_t *texture;
+ // check the box in modelspace, it was already checked in worldspace
+ if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs))
+ return;
+ if (r_drawcollisionbrushes.integer >= 2)
+ return;
+ if (!r_shadow_compilingrtlight)
+ R_UpdateAllTextureInfo(ent);
+ if (model->brush.shadowmesh)
{
- best = BLOCK_HEIGHT;
-
- for (i=0 ; i<BLOCK_WIDTH-w ; i+=lightmapalign) // LordHavoc: NVIDIA has broken subimage, so align the lightmaps
+ R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+ if (r_shadow_compilingrtlight)
{
- best2 = 0;
-
- for (j=0 ; j<w ; j++)
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- if (allocated[texnum][i+j] >= best)
- break;
- if (allocated[texnum][i+j] > best2)
- best2 = allocated[texnum][i+j];
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ texture = surface->texture;
+ if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+ continue;
+ if (texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ continue;
+ R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
}
- if (j == w)
- { // this is a valid spot
- *x = i;
- *y = best = best2;
- }
- }
-
- if (best + h > BLOCK_HEIGHT)
- continue;
-
- if (nosubimagefragments || nosubimage)
- {
- if (!lightmaps[texnum])
- lightmaps[texnum] = calloc(BLOCK_WIDTH*BLOCK_HEIGHT*4, 1);
}
- // LordHavoc: clear texture to blank image, fragments are uploaded using subimage
- else if (!allocated[texnum][0])
+ else
{
- byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*3];
- memset(blank, 0, sizeof(blank));
- if(r_upload.value)
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- if (lightmaprgba)
- glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
- else
- glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank);
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ texture = surface->texture->currentframe;
+ if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+ continue;
+ if (texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ continue;
+ R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
}
}
-
- for (i=0 ; i<w ; i++)
- allocated[texnum][*x + i] = best + h;
-
- return texnum;
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
+ }
+ else
+ {
+ projectdistance = lightradius + ent->model->radius;
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ {
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ // FIXME: get current skin
+ texture = surface->texture;//R_FetchAliasSkin(ent, surface->groupmesh);
+ if (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT) || !surface->num_triangles)
+ continue;
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ // identify lit faces within the bounding box
+ R_Shadow_PrepareShadowMark(surface->groupmesh->num_triangles);
+ R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+ R_Shadow_VolumeFromList(surface->groupmesh->num_vertices, surface->groupmesh->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, surface->groupmesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
+ }
}
-
- Sys_Error ("AllocBlock: full");
- return 0;
}
-
-mvertex_t *r_pcurrentvertbase;
-model_t *currentmodel;
-
-int nColinElim;
-
-/*
-================
-BuildSurfaceDisplayList
-================
-*/
-void BuildSurfaceDisplayList (msurface_t *fa)
+void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolor, int numsurfaces, const int *surfacelist)
{
- int i, j, lindex, lnumverts;
- medge_t *pedges, *r_pedge;
- int vertpage;
- float *vec;
- float s, t;
- glpoly_t *poly;
-
-// reconstruct the polygon
- pedges = currentmodel->edges;
- lnumverts = fa->numedges;
- vertpage = 0;
-
- //
- // draw texture
- //
- poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
- poly->next = fa->polys;
- poly->flags = fa->flags;
- fa->polys = poly;
- poly->numverts = lnumverts;
-
- for (i=0 ; i<lnumverts ; i++)
+ model_t *model = ent->model;
+ msurface_t *surface;
+ texture_t *texture;
+ int surfacelistindex;
+ vec3_t modelorg;
+ if (r_drawcollisionbrushes.integer >= 2)
+ return;
+ if (r_shadow_compilingrtlight)
{
- lindex = currentmodel->surfedges[fa->firstedge + i];
-
- if (lindex > 0)
+ // if compiling an rtlight, capture the meshes
+ int tri;
+ int *e;
+ float *lightmins, *lightmaxs, *v[3], *vertex3f;
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- r_pedge = &pedges[lindex];
- vec = r_pcurrentvertbase[r_pedge->v[0]].position;
- }
- else
- {
- r_pedge = &pedges[-lindex];
- vec = r_pcurrentvertbase[r_pedge->v[1]].position;
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ texture = surface->texture;
+ if ((texture->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL || !surface->num_triangles)
+ continue;
+ e = surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle;
+ vertex3f = surface->groupmesh->data_vertex3f;
+ lightmins = r_shadow_compilingrtlight->cullmins;
+ lightmaxs = r_shadow_compilingrtlight->cullmaxs;
+ for (tri = 0;tri < surface->num_triangles;tri++, e += 3)
+ {
+ v[0] = vertex3f + e[0] * 3;
+ v[1] = vertex3f + e[1] * 3;
+ v[2] = vertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(r_shadow_compilingrtlight->shadoworigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, 1, e);
+ }
}
- 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)
+ else
{
- for (i = 0 ; i < lnumverts ; ++i)
+ R_UpdateAllTextureInfo(ent);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- 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))
+ if (ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]])
+ continue;
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ texture = surface->texture->currentframe;
+ // FIXME: transparent surfaces need to be lit later
+ if ((texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL || !surface->num_triangles)
+ continue;
+ if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglDisable(GL_CULL_FACE);
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ if (!rsurface_svector3f)
+ {
+ rsurface_svector3f = varray_svector3f;
+ rsurface_tvector3f = varray_tvector3f;
+ rsurface_normal3f = varray_normal3f;
+ Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f);
+ }
+ if (ent->colormap >= 0)
{
- int j;
- for (j = i + 1; j < lnumverts; ++j)
+ vec3_t lightcolorpants, lightcolorshirt;
+ // 128-224 are backwards ranges
+ int b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12;
+ if (texture->skin.pants && b >= 224)
+ {
+ qbyte *bcolor = (qbyte *) (&palette_complete[b]);
+ lightcolorpants[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
+ lightcolorpants[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f);
+ lightcolorpants[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f);
+ }
+ else
+ VectorClear(lightcolorpants);
+ // 128-224 are backwards ranges
+ b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12;
+ if (texture->skin.shirt && b >= 224)
{
- int k;
- for (k = 0; k < VERTEXSIZE; ++k)
- poly->verts[j - 1][k] = poly->verts[j][k];
+ qbyte *bcolor = (qbyte *) (&palette_complete[b]);
+ lightcolorshirt[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
+ lightcolorshirt[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f);
+ lightcolorshirt[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f);
}
- --lnumverts;
- ++nColinElim;
- // retry next vertex next time, which is now current vertex
- --i;
+ else
+ VectorClear(lightcolorshirt);
+ R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), rsurface_vertex3f, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolor, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->skin.gloss);
}
+ else
+ R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), rsurface_vertex3f, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolor, vec3_origin, vec3_origin, texture->skin.merged ? texture->skin.merged : texture->skin.base, NULL, NULL, texture->skin.nmap, texture->skin.gloss);
+ if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglEnable(GL_CULL_FACE);
}
}
- */
- poly->numverts = lnumverts;
}
-/*
-========================
-GL_CreateSurfaceLightmap
-========================
-*/
-void GL_CreateSurfaceLightmap (msurface_t *surf)
+#if 0
+static void gl_surf_start(void)
{
- 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)
- {
- R_BuildLightMap (surf, templight, smax * 4);
- if(r_upload.value)
- glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
- }
- else
- {
- R_BuildLightMap (surf, templight, smax * 3);
- if(r_upload.value)
- glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
- }
}
-
-/*
-==================
-GL_BuildLightmaps
-
-Builds the lightmap texture
-with all the surfaces from all brush models
-==================
-*/
-void GL_BuildLightmaps (void)
+static void gl_surf_shutdown(void)
{
- int i, j;
- model_t *m;
-
- memset (allocated, 0, sizeof(allocated));
-
- r_framecount = 1; // no dlightcache
-
- if (gl_nosubimagefragments.value)
- nosubimagefragments = 1;
- else
- nosubimagefragments = 0;
-
- if (gl_nosubimage.value)
- nosubimage = 1;
- else
- nosubimage = 0;
-
- if (gl_lightmaprgba.value)
- {
- lightmaprgba = true;
- lightmapbytes = 4;
- }
- else
- {
- lightmaprgba = false;
- lightmapbytes = 3;
- }
-
- // LordHavoc: NVIDIA seems to have a broken glTexSubImage2D,
- // it needs to be aligned on 4 pixel boundaries...
- // so I implemented an adjustable lightmap alignment
- if (gl_lightmapalign.value < 1)
- gl_lightmapalign.value = 1;
- if (gl_lightmapalign.value > 16)
- gl_lightmapalign.value = 16;
- lightmapalign = 1;
- while (lightmapalign < gl_lightmapalign.value)
- lightmapalign <<= 1;
- gl_lightmapalign.value = lightmapalign;
- lightmapalignmask = ~(lightmapalign - 1);
- if (nosubimagefragments || nosubimage)
- {
- lightmapalign = 1;
- lightmapalignmask = ~0;
- }
+}
- if (!lightmap_textures)
- {
- lightmap_textures = texture_extension_number;
- texture_extension_number += MAX_LIGHTMAPS;
- }
+static void gl_surf_newmap(void)
+{
+}
+#endif
- for (j=1 ; j<MAX_MODELS ; j++)
- {
- m = cl.model_precache[j];
- if (!m)
- break;
- if (m->name[0] == '*')
- continue;
- r_pcurrentvertbase = m->vertexes;
- currentmodel = m;
- for (i=0 ; i<m->numsurfaces ; i++)
- {
- if ( m->surfaces[i].flags & SURF_DRAWTURB )
- continue;
- if ( m->surfaces[i].flags & SURF_DRAWSKY )
- continue;
- GL_CreateSurfaceLightmap (m->surfaces + i);
- BuildSurfaceDisplayList (m->surfaces + i);
- }
- }
+void GL_Surf_Init(void)
+{
- if (nosubimage || nosubimagefragments)
- {
- if(r_upload.value)
- if (gl_mtexable)
- qglSelectTexture(gl_mtex_enum+1);
- for (i = 0;i < MAX_LIGHTMAPS;i++)
- {
- if (!allocated[i][0])
- break;
- lightmapupdate[i][0] = BLOCK_HEIGHT;
- lightmapupdate[i][1] = 0;
- 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)
- qglSelectTexture(gl_mtex_enum+0);
- }
+ Cvar_RegisterVariable(&r_ambient);
+ Cvar_RegisterVariable(&r_drawportals);
+ Cvar_RegisterVariable(&r_testvis);
+ Cvar_RegisterVariable(&r_detailtextures);
+ Cvar_RegisterVariable(&r_surfaceworldnode);
+ Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
+ Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
+ Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
+
+ //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
}