X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_rsurf.c;h=6db1aa005203e1e6bb4299cb234952df9fef8479;hb=72db194c9b9f4e1fc702ede03ebcda01f11ed76e;hp=21ab74541d69cc10ad8c2a1161a20f14572a4f10;hpb=8579a99f191bfaca20e096493ada7351793fde0b;p=xonotic%2Fdarkplaces.git diff --git a/gl_rsurf.c b/gl_rsurf.c index 21ab7454..6db1aa00 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -21,427 +21,168 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" #include "r_shadow.h" +#include "portals.h" #define MAX_LIGHTMAP_SIZE 256 -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 - -static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; - -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_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"}; -cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; -cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"}; -cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"}; -cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"}; -cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"}; +cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), value is 0-128"}; +cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"}; +cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"}; +cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"}; +cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"}; +cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"}; + +// 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 +unsigned char r_pvsbits[(32768+7)>>3]; +// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs +unsigned char r_worldleafvisible[32768]; +// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces +unsigned char r_worldsurfacevisible[262144]; +// if true, the view is currently in a leaf without pvs data +qboolean r_worldnovis; /* -// FIXME: these arrays are huge! -int r_q1bsp_maxmarkleafs; -int r_q1bsp_nummarkleafs; -mleaf_t *r_q1bsp_maxleaflist[65536]; -int r_q1bsp_maxmarksurfaces; -int r_q1bsp_nummarksurfaces; -msurface_t *r_q1bsp_maxsurfacelist[65536]; - -// FIXME: these arrays are huge! -int r_q3bsp_maxmarkleafs; -int r_q3bsp_nummarkleafs; -q3mleaf_t *r_q3bsp_maxleaflist[65536]; -int r_q3bsp_maxmarksurfaces; -int r_q3bsp_nummarksurfaces; -q3mface_t *r_q3bsp_maxsurfacelist[65536]; -*/ - -static int dlightdivtable[32768]; +=============== +R_BuildLightMap -static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) +Combine and scale multiple lightmaps into the 8.8 format in blocklights +=============== +*/ +void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) { - 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, impact[3], local[3]; - dlight_t *light; + int smax, tmax, i, size, size3, maps, l; + int *bl, scale; + unsigned char *lightmap, *out, *stain; + model_t *model = ent->model; + static int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting + static unsigned char templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; - lit = false; + // update cached lighting info + surface->cached_dlight = 0; - smax = (surf->extents[0] >> 4) + 1; - tmax = (surf->extents[1] >> 4) + 1; - smax3 = smax * 3; + smax = (surface->lightmapinfo->extents[0]>>4)+1; + tmax = (surface->lightmapinfo->extents[1]>>4)+1; + size = smax*tmax; + size3 = size*3; + lightmap = surface->lightmapinfo->samples; - for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) +// set to full bright if no light data + bl = intblocklights; + if (!model->brushq1.lightdata) { - if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) - continue; // not lit by this light - - Matrix4x4_Transform(matrix, light->origin, local); - dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; - - // for comparisons to minimum acceptable light - // compensate for LIGHTOFFSET - maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET; - - dist2 = dist * dist; - dist2 += LIGHTOFFSET; - if (dist2 >= maxdist) - continue; - - 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]; - - s = bound(0, impacts, smax * 16) - impacts; - t = bound(0, impactt, tmax * 16) - impactt; - i = s * s + t * t + dist2; - if (i > maxdist) - continue; - - // reduce calculations - for (s = 0, i = impacts; s < smax; s++, i -= 16) - sdtable[s] = i * i + dist2; - - maxdist3 = maxdist - dist2; - - // convert to 8.8 blocklights format - red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f); - green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f); - blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f); - subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f); - bl = intblocklights; - - i = impactt; - for (t = 0;t < tmax;t++, i -= 16) - { - td = i * i; - // make sure some part of it is visible on this line - if (td < maxdist3) - { - maxdist2 = maxdist - td; - for (s = 0;s < smax;s++) - { - if (sdtable[s] < maxdist2) - { - k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract; - if (k > 0) - { - bl[0] += (red * k); - bl[1] += (green * k); - bl[2] += (blue * k); - lit = true; - } - } - bl += 3; - } - } - else // skip line - bl += smax3; - } + for (i = 0;i < size3;i++) + bl[i] = 255*256; } - return lit; -} - -static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) -{ - 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; - dlight_t *light; - - lit = false; - - smax = (surf->extents[0] >> 4) + 1; - tmax = (surf->extents[1] >> 4) + 1; - smax3 = smax * 3; - - for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) + else { - if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) - continue; // not lit by this light - - Matrix4x4_Transform(matrix, light->origin, local); - dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; - - // for comparisons to minimum acceptable light - // compensate for LIGHTOFFSET - maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET; - - dist2 = dist * dist; - dist2 += LIGHTOFFSET; - if (dist2 >= maxdist) - continue; +// clear to no light + memset(bl, 0, size3*sizeof(*bl)); - 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]; - - 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 = light->rtlight.lightmap_light[0]; - green = light->rtlight.lightmap_light[1]; - blue = light->rtlight.lightmap_light[2]; - subtract = light->rtlight.lightmap_subtract * 32768.0f; - bl = floatblocklights; +// add all the lightmaps + if (lightmap) + for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3) + for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++) + bl[i] += lightmap[i] * scale; + } - td1 = impactt; - for (t = 0;t < tmax;t++, td1 -= 16.0f) + 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 (model->brushq1.lightmaprgba) + { + for (i = 0;i < size;i++) { - td = td1 * td1; - // make sure some part of it is visible on this line - if (td < maxdist3) - { - maxdist2 = maxdist - td; - for (s = 0;s < smax;s++) - { - if (sdtable[s] < maxdist2) - { - k = (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; + 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; } } - return lit; -} - -/* -=============== -R_BuildLightMap - -Combine and scale multiple lightmaps into the 8.8 format in blocklights -=============== -*/ -static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) -{ - if (!r_floatbuildlightmap.integer) + else { - int smax, tmax, i, j, size, size3, 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->model->brushq1.lightdata) + for (i = 0;i < size;i++) { - for (i = 0;i < size3;i++) - bl[i] = 255*256; + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); } - else - { - // 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) - { - 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; - } - } + R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax); - stain = surf->stainsamples; + // update the surface's deluxemap if it has one + if (surface->deluxemaptexture != r_texture_blanknormalmap) + { + vec3_t n; + unsigned char *normalmap = surface->lightmapinfo->nmapsamples; + lightmap = surface->lightmapinfo->samples; + // clear to no normalmap 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 = (surf->lightmaptexturestride - smax) * 4; - for (i = 0;i < tmax;i++, out += stride) - { - for (j = 0;j < smax;j++) - { - 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 + memset(bl, 0, size3*sizeof(*bl)); + // add all the normalmaps + if (lightmap && normalmap) { - stride = (surf->lightmaptexturestride - smax) * 3; - for (i = 0;i < tmax;i++, out += stride) + for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3) { - for (j = 0;j < smax;j++) + for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++) { - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + // add the normalmap with weighting proportional to the style's lightmap intensity + l = (int)(VectorLength(lightmap + i*3) * scale); + bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l; + bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l; + bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l; } } } - - R_UpdateTexture(surf->lightmaptexture, templight); - } - else - { - 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->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) - { - for (i = 0;i < size3;i++) - *bl++ = j; - } - else - memset(bl, 0, size*3*sizeof(float)); - - if (surf->dlightframe == r_framecount) - { - surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf); - if (surf->cached_dlight) - c_light_polys++; - } - - // add all the lightmaps - if (lightmap) - { - 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; - } - - stain = surf->stainsamples; - bl = floatblocklights; + bl = intblocklights; out = templight; - // this scaling adjusts down 8 bits to account for the stainmap - // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will - // be doubled during rendering to achieve 2x overbright - // (0 = 0.0, 128 = 1.0, 256 = 2.0) - scale = 1.0f / (1 << 16); - if (ent->model->brushq1.lightmaprgba) + // we simply renormalize the weighted normals to get a valid deluxemap + if (model->brushq1.lightmaprgba) { - stride = (surf->lightmaptexturestride - smax) * 4; - for (i = 0;i < tmax;i++, out += stride) + for (i = 0;i < size;i++, bl += 3) { - 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; - } + VectorCopy(bl, n); + VectorNormalize(n); + l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255); + l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255); + l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255); + *out++ = 255; } } else { - stride = (surf->lightmaptexturestride - smax) * 3; - for (i = 0;i < tmax;i++, out += stride) + for (i = 0;i < size;i++, bl += 3) { - 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); - } + VectorCopy(bl, n); + VectorNormalize(n); + l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255); + l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255); + l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255); } } - - R_UpdateTexture(surf->lightmaptexture, templight); + R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax); } } void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8]) { float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2; - msurface_t *surf, *endsurf; + msurface_t *surface, *endsurface; int i, s, t, smax, tmax, smax3, impacts, impactt, stained; - qbyte *bl; + unsigned char *bl; vec3_t impact; maxdist = radius * radius; invradius = 1.0f / radius; loc0: - if (node->contents < 0) + if (!node->plane) return; ndist = PlaneDiff(origin, node->plane); if (ndist > radius) @@ -470,19 +211,19 @@ loc0: impact[2] = origin[2] - node->plane->normal[2] * ndist; } - for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++) + for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++) { - if (surf->stainsamples) + if (surface->lightmapinfo->stainsamples) { - smax = (surf->extents[0] >> 4) + 1; - tmax = (surf->extents[1] >> 4) + 1; + smax = (surface->lightmapinfo->extents[0] >> 4) + 1; + tmax = (surface->lightmapinfo->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]; + impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]); + impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]); s = bound(0, impacts, smax * 16) - impacts; t = bound(0, impactt, tmax * 16) - impactt; - i = s * s + t * t + dist2; + i = (int)(s * s + t * t + dist2); if (i > maxdist) continue; @@ -490,7 +231,7 @@ loc0: for (s = 0, i = impacts; s < smax; s++, i -= 16) sdtable[s] = i * i + dist2; - bl = surf->stainsamples; + bl = surface->lightmapinfo->stainsamples; smax3 = smax * 3; stained = false; @@ -512,9 +253,9 @@ loc0: { 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])); + bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0])); + bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1])); + bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2])); stained = true; } } @@ -526,13 +267,13 @@ loc0: } // force lightmap upload if (stained) - surf->cached_dlight = true; + surface->cached_dlight = true; } } - if (node->children[0]->contents >= 0) + if (node->children[0]->plane) { - if (node->children[1]->contents >= 0) + if (node->children[1]->plane) { R_StainNode(node->children[0], model, origin, radius, fcolor); node = node->children[1]; @@ -544,7 +285,7 @@ loc0: goto loc0; } } - else if (node->children[1]->contents >= 0) + else if (node->children[1]->plane) { node = node->children[1]; goto loc0; @@ -558,7 +299,7 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int entity_render_t *ent; model_t *model; vec3_t org; - if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes) + if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata) return; fcolor[0] = cr1; fcolor[1] = cg1; @@ -569,20 +310,19 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int 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); + 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++) + for (n = 0;n < cl.num_brushmodel_entities;n++) { - ent = cl_brushmodel_entities[n]; + ent = &cl.entities[cl.brushmodel_entities[n]].render; model = ent->model; if (model && model->name[0] == '*') { - Mod_CheckLoaded(model); - if (model->brushq1.nodes) + if (model->brush.data_nodes) { Matrix4x4_Transform(&ent->inversematrix, origin, org); - R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor); + R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor); } } } @@ -597,1995 +337,619 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ============================================================= */ -static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles) +static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) +{ + // due to the hacky nature of this function's parameters, this is never + // called with a batch, so numsurfaces is always 1, and the surfacelist + // contains only a leaf number for coloring purposes + const mportal_t *portal = (mportal_t *)ent; + int i, numpoints; + float *v; + float vertex3f[POLYGONELEMENTS_MAXPOINTS*3]; + CHECKGLERROR + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); + qglDisable(GL_CULL_FACE);CHECKGLERROR + R_Mesh_Matrix(&identitymatrix); + + numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS); + + R_Mesh_VertexPointer(vertex3f); + R_Mesh_ColorPointer(NULL); + R_Mesh_ResetTextureState(); + + i = surfacelist[0]; + 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); + for (i = 0, v = vertex3f;i < numpoints;i++, v += 3) + VectorCopy(portal->points[i].position, v); + R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements); + qglEnable(GL_CULL_FACE);CHECKGLERROR +} + +// LordHavoc: this is just a nice debugging tool, very slow +static void R_DrawPortals(void) { - int i; - float scale; - const qbyte *lm; - if (styles[0] != 255) + int i, leafnum; + 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;i < numverts;i++, c += 4) + if (r_worldleafvisible[leafnum]) { - lm = samples + lightmapoffsets[i]; - scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (styles[1] != 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 += size3; - scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (styles[2] != 255) + if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) + if (!R_CullBox(portal->mins, portal->maxs)) { - lm += size3; - scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (styles[3] != 255) - { - lm += size3; - scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - } + 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, (entity_render_t *)portal, leafnum, r_shadow_rtlight); } } } } } -static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg) +void R_WorldVisibility(void) { - int i; - float diff[3], f; - if (fogenabled) - { - for (i = 0;i < numverts;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff))); - VectorScale(c, f, c); - } - } - else if (colorscale != 1) - for (i = 0;i < numverts;i++, c += 4) - VectorScale(c, colorscale, c); -} + int i, j, *mark; + mleaf_t *leaf; + mleaf_t *viewleaf; + model_t *model = r_refdef.worldmodel; -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) + 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 (!r_lockpvs.integer && model->brush.FatPVS) + model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits)); + + if (!r_lockvisibility.integer) { - for (i = 0;i < numverts;i++, v += 3, c += 4) + // clear the visible surface and leaf flags arrays + memset(r_worldsurfacevisible, 0, model->num_surfaces); + memset(r_worldleafvisible, 0, model->brush.num_leafs); + + r_worldnovis = false; + + // if floating around in the void (no pvs data available, and no + // portals available), simply use all on-screen leafs. + if (!viewleaf || viewleaf->clusterindex < 0) { - 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; + // no visibility method: (used when floating around in the void) + // simply cull each leaf to the frustum (view pyramid) + // similar to quake's RecursiveWorldNode but without cache misses + r_worldnovis = true; + for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) + { + // if leaf is in current pvs and on the screen, mark its surfaces + if (!R_CullBox(leaf->mins, leaf->maxs)) + { + renderstats.world_leafs++; + r_worldleafvisible[j] = true; + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_worldsurfacevisible[*mark] = true; + } + } } - } - else - { - for (i = 0;i < numverts;i++, c += 4) + // if the user prefers to disable portal culling (testing?), simply + // use all on-screen leafs that are in the pvs. + else if (!r_useportalculling.integer) { - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = a; + // pvs method: + // simply check if each leaf is in the Potentially Visible Set, + // and cull to frustum (view pyramid) + // similar to quake's RecursiveWorldNode but without cache misses + for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) + { + // 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)) + { + renderstats.world_leafs++; + r_worldleafvisible[j] = true; + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_worldsurfacevisible[*mark] = true; + } + } } - } -} - -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; - float diff[3], f; - r *= colorscale; - g *= colorscale; - b *= colorscale; - for (i = 0;i < numverts;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = exp(fogdensity/DotProduct(diff, diff)); - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = a * f; - } -} - -static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale) -{ - float f; - const float *v; - float *c; - int i, l, lit = false; - const dlight_t *light; - vec3_t lightorigin; - for (l = 0;l < r_numdlights;l++) - { - if (dlightbits[l >> 5] & (1 << (l & 31))) + // otherwise use a recursive portal flow, culling each portal to + // frustum and checking if the leaf the portal leads to is in the pvs + else { - light = &r_dlight[l]; - Matrix4x4_Transform(matrix, light->origin, lightorigin); - for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4) + int leafstackpos; + mportal_t *p; + mleaf_t *leafstack[8192]; + // simple-frustum 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 some surfaces that pvs alone would miss + // (such as a room in pvs that is hidden behind a wall, but the + // passage leading to the room is off-screen) + leafstack[0] = viewleaf; + leafstackpos = 1; + while (leafstackpos) { - f = VectorDistance2(v, lightorigin) + LIGHTOFFSET; - if (f < light->rtlight.lightmap_cullradius2) + renderstats.world_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) { - f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale; - VectorMA(c, f, light->rtlight.lightmap_light, c); - lit = true; + renderstats.world_portals++; + 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; } } } } - return lit; + + if (r_drawportals.integer) + R_DrawPortals(); } -static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +void R_Q1BSP_DrawSky(entity_render_t *ent) { - const msurface_t *surf; - rmeshstate_t m; - - // LordHavoc: HalfLife maps have freaky skypolys... - if (ent->model->brush.ishlbsp) + if (ent->model == NULL) return; + R_DrawSurfaces(ent, true); +} - if (skyrendernow) - { - skyrendernow = false; - if (skyrendermasked) - R_Sky(); - } - - R_Mesh_Matrix(&ent->matrix); +void R_Q1BSP_Draw(entity_render_t *ent) +{ + model_t *model = ent->model; + if (model == NULL) + return; + R_DrawSurfaces(ent, false); +} - GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); - if (skyrendermasked) - { - // 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 +typedef struct r_q1bsp_getlightinfo_s +{ + model_t *model; + vec3_t relativelightorigin; + float lightradius; + int *outleaflist; + unsigned char *outleafpvs; + int outnumleafs; + int *outsurfacelist; + unsigned char *outsurfacepvs; + int outnumsurfaces; + vec3_t outmins; + vec3_t outmaxs; + vec3_t lightmins; + vec3_t lightmaxs; + const unsigned char *pvs; +} +r_q1bsp_getlightinfo_t; + +void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node) +{ + int sides; + mleaf_t *leaf; + for (;;) { - // fog sky - GL_BlendFunc(GL_ONE, GL_ZERO); + mplane_t *plane = node->plane; + //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs)) + // return; + if (!plane) + break; + if (plane->type < 3) + sides = ((info->lightmaxs[plane->type] >= plane->dist) | ((info->lightmins[plane->type] < plane->dist) << 1)); + else + sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane); + if (sides == 3) + { + R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]); + node = node->children[1]; + } + else if (sides == 0) + return; // ERROR: NAN bounding box! + else + node = node->children[sides - 1]; } - GL_DepthMask(true); - GL_DepthTest(true); - - memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); - - while((surf = *surfchain++) != NULL) + leaf = (mleaf_t *)node; + if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex)) { - if (surf->visframe == r_framecount) + 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) + { + int leafindex = leaf - info->model->brush.data_leafs; + if (!CHECKPVSBIT(info->outleafpvs, leafindex)) + { + SETPVSBIT(info->outleafpvs, leafindex); + info->outleaflist[info->outnumleafs++] = leafindex; + } + } + if (info->outsurfacepvs) { - GL_VertexPointer(surf->mesh.data_vertex3f); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + int leafsurfaceindex; + for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++) + { + int surfaceindex = leaf->firstleafsurface[leafsurfaceindex]; + if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex)) + { + msurface_t *surface = info->model->data_surfaces + surfaceindex; + if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)) + { + 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) + { + 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; + } + } + } + } + } } } - qglColorMask(1,1,1,1); } -static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) +void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer) { - const entity_render_t *ent = calldata1; - const msurface_t *surf = ent->model->brushq1.surfaces + calldata2; - rmeshstate_t m; - float alpha; - float modelorg[3]; - texture_t *texture; - matrix4x4_t tempmatrix; - float args[4] = {0.05f,0,0,0.04f}; - - if (gl_textureshader && r_watershader.value && !fogenabled) - { - 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(1, &tempmatrix); - Matrix4x4_CreateFromQuakeEntity(&tempmatrix, 0, 0, 0, 0, 0, 0, r_watershader.value); - R_Mesh_TextureMatrix(0, &tempmatrix); - } - else if (r_waterscroll.value) - { - // 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); - } - - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - - memset(&m, 0, sizeof(m)); - texture = surf->texinfo->texture->currentframe; - alpha = texture->currentalpha; - if (texture->rendertype == SURFRENDER_ADD) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - } - else if (texture->rendertype == SURFRENDER_ALPHA) + 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) { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); + VectorCopy(info.lightmins, outmins); + VectorCopy(info.lightmaxs, outmaxs); + *outnumleafspointer = 0; + *outnumsurfacespointer = 0; + return; } + 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) { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); + // 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); } - if (gl_textureshader && r_watershader.value && !fogenabled) + else if (r_shadow_realtime_dlight_portalculling.integer) { - m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]); - m.tex[1] = R_GetTexture(texture->skin.base); + // 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 - m.tex[0] = R_GetTexture(texture->skin.base); - GL_DepthTest(true); - if (fogenabled) - GL_ColorPointer(varray_color4f); - else - GL_Color(1, 1, 1, alpha); - if (gl_textureshader && r_watershader.value && !fogenabled) { - GL_ActiveTexture (0); - qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); - GL_ActiveTexture (1); - qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); - qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV); - qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB); - qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]); - qglEnable (GL_TEXTURE_SHADER_NV); + // use BSP recursion as lights are often small + R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes); } - GL_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f; - m.texcombinergb[1] = GL_REPLACE; - R_Mesh_State_Texture(&m); - if (fogenabled) - { - R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha); - RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg); - } - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + // 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]); - if (gl_textureshader && r_watershader.value && !fogenabled) - { - qglDisable (GL_TEXTURE_SHADER_NV); - GL_ActiveTexture (0); - } + *outnumleafspointer = info.outnumleafs; + *outnumsurfacespointer = info.outnumsurfaces; +} - if (fogenabled) +void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) +{ + model_t *model = ent->model; + msurface_t *surface; + int surfacelistindex; + float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value; + texture_t *texture; + r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); + R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - 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_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - GL_ColorPointer(varray_color4f); - R_Mesh_State_Texture(&m); - RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + 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)) || (ent->flags & RENDER_NOCULLFACE)) + continue; + R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs); } + 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); + r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false); +} - if ((gl_textureshader && r_watershader.value && !fogenabled) || r_waterscroll.value) +void R_Q1BSP_DrawShadowVolume_Batch(const vec3_t relativelightorigin, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + int texturesurfaceindex; + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - Matrix4x4_CreateIdentity(&tempmatrix); - R_Mesh_TextureMatrix(0, &tempmatrix); - R_Mesh_TextureMatrix(1, &tempmatrix); + msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); } } -static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs) { - const msurface_t *surf; - msurface_t **chain; - vec3_t center; - if (texture->rendertype != SURFRENDER_OPAQUE) + model_t *model = ent->model; + msurface_t *surface; + int modelsurfacelistindex; + int f = 0; + float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value; + texture_t *t = NULL; + const int maxsurfacelist = 1024; + int numsurfacelist = 0; + msurface_t *surfacelist[1024]; + // check the box in modelspace, it was already checked in worldspace + if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs)) + return; + R_UpdateAllTextureInfo(ent); + if (model->brush.shadowmesh) { - for (chain = surfchain;(surf = *chain) != NULL;chain++) + R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) { - 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); - } + surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; + t = surface->texture->currentframe; + if ((t->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) + continue; + if ((t->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE)) + 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); } + 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 - for (chain = surfchain;(surf = *chain) != NULL;chain++) - if (surf->visframe == r_framecount) - RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces); -} - -static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) -{ - float base, colorscale; - rmeshstate_t m; - float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - memset(&m, 0, sizeof(m)); - if (rendertype == SURFRENDER_ADD) - { - 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 - { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - } - m.tex[0] = R_GetTexture(texture->skin.base); - colorscale = 1; - 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); - - GL_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); - R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha); - if (!(ent->effects & EF_FULLBRIGHT)) - { - if (surf->dlightframe == r_framecount) - RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1); - if (surf->flags & SURF_LIGHTMAP) - RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); - } - RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); -} - -static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) -{ - rmeshstate_t m; - float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, 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); - - GL_VertexPointer(surf->mesh.data_vertex3f); - if (m.tex[0]) - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); - RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); -} - -static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) -{ - rmeshstate_t m; - float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, 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); - - GL_VertexPointer(surf->mesh.data_vertex3f); - if (m.tex[0]) - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); - RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); -} - -static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - 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); - m.texrgbscale[1] = 2; - m.tex[2] = R_GetTexture(texture->skin.detail); - m.texrgbscale[2] = 2; - if (texture->skin.glow) - { - m.tex[3] = R_GetTexture(texture->skin.glow); - m.texcombinergb[3] = GL_ADD; - } - if (r_shadow_realtime_world.integer) - GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); - else - GL_Color(1, 1, 1, 1); - - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - //if (m.tex[1] != lightmaptexturenum) - //{ - m.tex[1] = lightmaptexturenum; - // R_Mesh_State_Texture(&m); - //} - GL_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f; - m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f; - m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - } - } -} - -static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - 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); - m.texrgbscale[1] = 2; - m.tex[2] = R_GetTexture(texture->skin.detail); - m.texrgbscale[2] = 2; - if (r_shadow_realtime_world.integer) - GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); - else - GL_Color(1, 1, 1, 1); - - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - //if (m.tex[1] != lightmaptexturenum) - //{ - m.tex[1] = lightmaptexturenum; - // R_Mesh_State_Texture(&m); - //} - GL_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f; - m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - } - } -} - -static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - 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); - m.texrgbscale[1] = 2; - if (r_shadow_realtime_world.integer) - GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); - else - GL_Color(1, 1, 1, 1); - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - //if (m.tex[1] != lightmaptexturenum) - //{ - m.tex[1] = lightmaptexturenum; - // R_Mesh_State_Texture(&m); - //} - GL_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - } - } -} - -static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - 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); - if (r_shadow_realtime_world.integer) - GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); - else - GL_Color(1, 1, 1, 1); - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - GL_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - } - } -} - -static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - rmeshstate_t m; - int lightmaptexturenum; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_DepthTest(true); - m.tex[0] = R_GetTexture((**surfchain).lightmaptexture); - GL_Color(1, 1, 1, 1); - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - //if (m.tex[0] != lightmaptexturenum) - //{ - m.tex[0] = lightmaptexturenum; - // R_Mesh_State_Texture(&m); - //} - GL_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - } - } -} - -static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - rmeshstate_t m; - float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, 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) - { - GL_VertexPointer(surf->mesh.data_vertex3f); - if (m.tex[0]) - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); - RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - } - } -} - -static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - 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) - { - GL_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - } - } -} - -static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - 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(1, 1, 1, 1); - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - GL_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - } - } -} - -/* -static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - 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(1, 1, 1, 1); - else - GL_Color(0, 0, 0, 1); - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - GL_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - } - } -} -*/ - -static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - 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((**surfchain).lightmaptexture); - if (r_shadow_realtime_world.integer) - GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); - else - GL_Color(1, 1, 1, 1); - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - //if (m.tex[0] != lightmaptexturenum) - //{ - m.tex[0] = lightmaptexturenum; - // R_Mesh_State_Texture(&m); - //} - GL_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - } - } -} - -static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2) -{ - 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 (ent->effects & EF_ADDITIVE) - rendertype = SURFRENDER_ADD; - else if (currentalpha < 1 || texture->skin.fog != NULL) - rendertype = SURFRENDER_ALPHA; - else - rendertype = SURFRENDER_OPAQUE; - - 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); -} - -static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - msurface_t **chain; - vec3_t center; - if (texture->rendertype != SURFRENDER_OPAQUE) - { - // transparent vertex shaded from lightmap - 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_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces); - } - } - } - else if (ent->effects & EF_FULLBRIGHT) - { - RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); - if (r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); - if (texture->skin.glow) - RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } - /* - // opaque base lighting - else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0) - { - if (r_ambient.value > 0) - { - } - else - RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } - */ - // opaque lightmapped - else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer) - { - RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } - else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer) - { - RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain); - if (texture->skin.glow) - RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } - else if (r_textureunits.integer >= 2 && gl_combine.integer && !gl_lightmaps.integer) - { - RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain); - if (r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); - if (texture->skin.glow) - RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } - else if (!gl_lightmaps.integer) - { - 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 (texture->skin.glow) - RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } - else - { - RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } -} - -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] = -{ - &Cshader_wall_lightmap, - &Cshader_water, - &Cshader_sky -}; - -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++) - { - 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]; - } -} - -void R_PrepareSurfaces(entity_render_t *ent) -{ - int i, numsurfaces, *surfacevisframes; - model_t *model; - msurface_t *surf, *surfaces, **surfchain; - vec3_t modelorg; - - if (!ent->model) - return; - - model = ent->model; - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, 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_ambient = r_ambient.value; - 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; - } - } - } - - for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++) - { - if (surfacevisframes[i] == r_framecount) - { -#if !WORLDNODECULLBACKFACES - // mark any backface surfaces as not visible - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) - { - 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_BuildLightMap(ent, surf); - } - } - } -} - -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]); -} - -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), - ((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); - R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements); -} - -// LordHavoc: this is just a nice debugging tool, very slow -static void R_DrawPortals(entity_render_t *ent) -{ - 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++) - { - 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_PrepareBrushModel(entity_render_t *ent) -{ - int i, numsurfaces, *surfacevisframes, *surfacepvsframes; - msurface_t *surf; - model_t *model; -#if WORLDNODECULLBACKFACES - vec3_t modelorg; -#endif - - // 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_vieworigin, 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); -} - -void R_SurfaceWorldNode (entity_render_t *ent) -{ - int i, *surfacevisframes, *surfacepvsframes, surfnum; - msurface_t *surf; - mleaf_t *leaf; - model_t *model; - vec3_t modelorg; - - // 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_vieworigin, modelorg); - - for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain) - { - if (!R_CullBox (leaf->mins, leaf->maxs)) - { - c_leafs++; - leaf->visframe = r_framecount; - } - } - - for (i = 0;i < model->brushq1.pvssurflistlength;i++) - { - surfnum = model->brushq1.pvssurflist[i]; - surf = model->brushq1.surfaces + surfnum; -#if WORLDNODECULLBACKFACES - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) - { - 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 - } -} - -static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) -{ - int c, leafstackpos, *mark, *surfacevisframes; -#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_vieworigin, modelorg); - viewleaf->worldnodeframe = r_framecount; - leafstack[0] = viewleaf; - leafstackpos = 1; - while (leafstackpos) - { - c_leafs++; - leaf = leafstack[--leafstackpos]; - leaf->visframe = r_framecount; - // draw any surfaces bounding this leaf - if (leaf->nummarksurfaces) - { - for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) - { -#if WORLDNODECULLBACKFACES - n = *mark++; - if (surfacevisframes[n] != r_framecount) - { - surf = surfaces + n; - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) - { - if ((surf->flags & SURF_PLANEBACK)) - surfacevisframes[n] = r_framecount; - } - else - { - if (!(surf->flags & SURF_PLANEBACK)) - surfacevisframes[n] = r_framecount; - } - } -#else - surfacevisframes[*mark++] = r_framecount; -#endif - } - } - // 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)) - { - leaf = p->past; - if (leaf->worldnodeframe != r_framecount) - { - leaf->worldnodeframe = r_framecount; - // FIXME: R_CullBox is absolute, should be done relative - if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) - leafstack[leafstackpos++] = leaf; - } - } - } - } -} - -void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf) -{ - 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)) - { - model->brushq1.pvsframecount++; - model->brushq1.pvsviewleaf = viewleaf; - model->brushq1.pvsviewleafnovis = r_novis.integer; - model->brushq1.pvsleafchain = NULL; - model->brushq1.pvssurflistlength = 0; - if (viewleaf) - { - surfacepvsframes = model->brushq1.surfacepvsframes; - for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++) - { - if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) - { - 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; - } - } - model->brushq1.BuildPVSTextureChains(model); - } - } -} - -void R_WorldVisibility(entity_render_t *ent) -{ - vec3_t modelorg; - mleaf_t *viewleaf; - - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL; - R_PVSUpdate(ent, viewleaf); - - if (!viewleaf) - return; - - if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID) - R_SurfaceWorldNode (ent); - else - R_PortalWorldNode (ent, viewleaf); -} - -void R_DrawWorld(entity_render_t *ent) -{ - if (ent->model == NULL) - return; - if (!ent->model->brushq1.num_leafs) - { - if (ent->model->DrawSky) - ent->model->DrawSky(ent); - if (ent->model->Draw) - ent->model->Draw(ent); - } - else - { - 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); - } -} - -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); -} - -void R_Model_Brush_Draw(entity_render_t *ent) -{ - 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); -} - -void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius) -{ -#if 0 - int i; - msurface_t *surf; - float projectdistance, f, temp[3], lightradius2; - if (ent->model == NULL) - return; - R_Mesh_Matrix(&ent->matrix); - lightradius2 = lightradius * lightradius; - R_UpdateTextureInfo(ent); - projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius; - //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++) - { - if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST) - { - 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) - { - 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) - R_Shadow_VolumeFromSphere(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, projectdistance, lightradius); - } - } - } -#else - int t, leafnum, marksurfnum, trianglenum; - const int *e; - msurface_t *surf; - mleaf_t *leaf; - const qbyte *pvs; - float projectdistance; - const float *v[3]; - vec3_t lightmins, lightmaxs; - if (ent->model == NULL) - return; - R_Mesh_Matrix(&ent->matrix); - R_UpdateTextureInfo(ent); - projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius; - 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_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles); - maxmarksurfaces = sizeof(surfacelist) / sizeof(surfacelist[0]); - ent->model->brushq1.GetVisible(ent->model, relativelightorigin, lightmins, lightmaxs, 0, NULL, NULL, maxmarkleafs, markleaf, &nummarkleafs); - for (marksurfacenum = 0;marksurfacenum < nummarksurfaces;marksurfacenum++) - { - surf = marksurface[marksurfacenum]; - if (surf->shadowmark != shadowmarkcount) - { - surf->shadowmark = shadowmarkcount; - if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST)) - { - for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3) - { - v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(relativelightorigin, 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]))) - shadowmarklist[numshadowmark++] = t; - } - } - } - } - */ - R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles); - pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin); - for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++) - { - if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) - { - for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++) - { - surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum]; - if (surf->shadowmark != shadowmarkcount) - { - surf->shadowmark = shadowmarkcount; - if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST)) - { - for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3) - { - v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(relativelightorigin, 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]))) - shadowmarklist[numshadowmark++] = t; - } - } - } - } - } - } - R_Shadow_VolumeFromList(ent->model->brush.shadowmesh->numverts, ent->model->brush.shadowmesh->numtriangles, ent->model->brush.shadowmesh->vertex3f, ent->model->brush.shadowmesh->element3i, ent->model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist); -#endif -} - -void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap) -{ - int leafnum, marksurfnum; - msurface_t *surf; - mleaf_t *leaf; - const qbyte *pvs; - texture_t *t; - float lightmins[3], lightmaxs[3]; - 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); - shadowmarkcount++; - pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin); - for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++) { - if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) + projectdistance = lightradius + model->radius*2; + RSurf_ActiveEntity(ent); + R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles); + // identify lit faces within the bounding box + for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) { - for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++) + surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; + if (t != surface->texture || numsurfacelist >= maxsurfacelist) { - surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum]; - if (surf->shadowmark != shadowmarkcount) + if (numsurfacelist) { - surf->shadowmark = shadowmarkcount; - if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs)) - { - t = surf->texinfo->texture->currentframe; - if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT) - { - R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap); - R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap); - } - } + R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist); + numsurfacelist = 0; } + t = surface->texture; + rsurface_texture = t->currentframe; + f = (rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) == MATERIALFLAG_WALL; } + if (f && surface->num_triangles) + surfacelist[numsurfacelist++] = surface; } + if (numsurfacelist) + R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist); + R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist); } } -void R_DrawCollisionBrush(colbrushf_t *brush) -{ - int i; - i = ((int)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_VertexPointer(brush->points->v); - R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements); -} - -void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face) -{ - rmeshstate_t m; - if (!face->num_triangles) - return; - c_faces++; - if (skyrendernow) - { - skyrendernow = false; - if (skyrendermasked) - R_Sky(); - } - - R_Mesh_Matrix(&ent->matrix); - - GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); - if (skyrendermasked) - { - // 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 - { - // fog sky - GL_BlendFunc(GL_ONE, GL_ZERO); - } - GL_DepthMask(true); - GL_DepthTest(true); - - memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); - - GL_VertexPointer(face->data_vertex3f); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - qglColorMask(1,1,1,1); -} - -void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face) -{ - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - if (face->texture->skin.glow) - { - m.tex[0] = R_GetTexture(face->texture->skin.glow); - m.pointer_texcoord[0] = face->data_texcoordtexture2f; - GL_Color(1, 1, 1, 1); - } - else - GL_Color(0, 0, 0, 1); - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); -} - -void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face) -{ - 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; - m.tex[1] = R_GetTexture(face->lightmaptexture); - m.pointer_texcoord[1] = face->data_texcoordlightmap2f; - m.texrgbscale[1] = 2; - GL_Color(1, 1, 1, 1); - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); -} - -void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face) -{ - 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; - GL_Color(1, 1, 1, 1); - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); -} - -void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face) -{ - 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(face->lightmaptexture); - m.pointer_texcoord[0] = face->data_texcoordlightmap2f; - GL_Color(1, 1, 1, 1); - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); -} - -void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face) -{ - 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->lightmaptexture); - m.pointer_texcoord[0] = face->data_texcoordlightmap2f; - if (r_shadow_realtime_world.integer) - GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); - else - GL_Color(1, 1, 1, 1); - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); -} - -void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face) -{ - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - if (face->texture->skin.glow) - { - m.tex[0] = R_GetTexture(face->texture->skin.glow); - m.pointer_texcoord[0] = face->data_texcoordtexture2f; - GL_Color(1, 1, 1, 1); - } - else - GL_Color(0, 0, 0, 1); - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); -} - -void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face) -{ - int i; - float mul; - 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; - mul = 2.0f; - if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1) - mul *= r_shadow_realtime_world_lightmaps.value; - if (mul == 2 && gl_combine.integer) - { - m.texrgbscale[0] = 2; - GL_ColorPointer(face->data_color4f); - } - else if (mul == 1) - GL_ColorPointer(face->data_color4f); - else - { - for (i = 0;i < face->num_vertices;i++) - { - varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul; - varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul; - varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul; - varray_color4f[i*4+3] = face->data_color4f[i*4+3]; - } - GL_ColorPointer(varray_color4f); - } - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); -} - -void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face) -{ - int i; - float mul; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - R_Mesh_State_Texture(&m); - mul = 2.0f; - if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1) - mul *= r_shadow_realtime_world_lightmaps.value; - if (mul == 1) - GL_ColorPointer(face->data_color4f); - else - { - for (i = 0;i < face->num_vertices;i++) - { - varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f; - varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f; - varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f; - varray_color4f[i*4+3] = face->data_color4f[i*4+3]; - } - GL_ColorPointer(varray_color4f); - } - GL_VertexPointer(face->data_vertex3f); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); -} - -void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face) -{ - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthMask(true); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(face->texture->skin.base); - m.pointer_texcoord[0] = face->data_texcoordtexture2f; - GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1); - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); -} +#define BATCHSIZE 256 -void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber) +static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { - const entity_render_t *ent = voident; - q3mface_t *face = ent->model->brushq3.data_faces + facenumber; - rmeshstate_t m; - R_Mesh_Matrix(&ent->matrix); - memset(&m, 0, sizeof(m)); - if (ent->effects & EF_ADDITIVE) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - else - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(face->texture->skin.base); - m.pointer_texcoord[0] = face->data_texcoordtexture2f; - // LordHavoc: quake3 was not able to do this; lit transparent surfaces - if (gl_combine.integer) - { - m.texrgbscale[0] = 2; - if (r_textureunits.integer >= 2) - { - m.tex[1] = R_GetTexture(face->lightmaptexture); - m.pointer_texcoord[1] = face->data_texcoordlightmap2f; - GL_Color(1, 1, 1, ent->alpha); - } - else + int surfacelistindex, batchcount; + texture_t *t; + msurface_t *batchsurfaces[BATCHSIZE]; + // note: in practice this never actualy batches, oh well + R_Shadow_RenderMode_Begin(); + R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight); + R_Shadow_RenderMode_Lighting(false, true); + R_Shadow_SetupEntityLight(ent); + t = NULL; + batchcount = 0; + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex]; + if (t != surface->texture) + { + if (batchcount > 0) + R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces); + batchcount = 0; + t = surface->texture; + R_UpdateTextureInfo(ent, t); + rsurface_texture = t->currentframe; + } + batchsurfaces[batchcount++] = surface; + } + if (batchcount > 0) + R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces); + R_Shadow_RenderMode_End(); +} + +static void R_Q1BSP_DrawLight_TransparentBatch(int batchnumsurfaces, msurface_t **batchsurfacelist) +{ + int batchsurfaceindex; + msurface_t *batchsurface; + vec3_t tempcenter, center; + for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++) + { + batchsurface = batchsurfacelist[batchsurfaceindex]; + tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f; + tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f; + tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f; + Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center); + R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, rsurface_entity, batchsurface - rsurface_model->data_surfaces, r_shadow_rtlight); + } +} + +#define RSURF_MAX_BATCHSURFACES 1024 + +void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist) +{ + model_t *model = ent->model; + msurface_t *surface; + int surfacelistindex, batchnumsurfaces; + msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES]; + texture_t *tex; + qboolean skip; + CHECKGLERROR + RSurf_ActiveEntity(ent); + R_UpdateAllTextureInfo(ent); + tex = NULL; + rsurface_texture = NULL; + skip = false; + batchnumsurfaces = 0; + CHECKGLERROR + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]])) + continue; + surface = model->data_surfaces + surfacelist[surfacelistindex]; + renderstats.lights_lighttriangles += surface->num_triangles; + if (tex != surface->texture) { - if (ent->alpha == 1) - GL_ColorPointer(face->data_color4f); - else + if (batchnumsurfaces > 0) { - int i; - for (i = 0;i < face->num_vertices;i++) - { - varray_color4f[i*4+0] = face->data_color4f[i*4+0]; - varray_color4f[i*4+1] = face->data_color4f[i*4+1]; - varray_color4f[i*4+2] = face->data_color4f[i*4+2]; - varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha; - } - GL_ColorPointer(varray_color4f); + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) + R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist); + else + R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist); + batchnumsurfaces = 0; } + tex = surface->texture; + rsurface_texture = surface->texture->currentframe; + skip = (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) != 0; + if (skip) + continue; } - } - else - { - int i; - for (i = 0;i < face->num_vertices;i++) - { - varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f; - varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f; - varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f; - varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha; - } - GL_ColorPointer(varray_color4f); - } - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); - qglDisable(GL_CULL_FACE); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - qglEnable(GL_CULL_FACE); -} - -void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face) -{ - if (!face->num_triangles) - return; - if (face->texture->surfaceparms) - { - if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) - return; - } - c_faces++; - face->visframe = r_framecount; - if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE)) - { - vec3_t facecenter, center; - facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f; - facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f; - facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f; - Matrix4x4_Transform(&ent->matrix, facecenter, center); - R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces); - return; - } - R_Mesh_Matrix(&ent->matrix); - if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0) - R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face); - else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer) - { - R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face); - if (face->texture->skin.glow) - R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face); - } - else if (face->lightmaptexture) - { - if (gl_lightmaps.integer) - R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face); - else + if (!skip && surface->num_triangles) { - if (r_textureunits.integer >= 2 && gl_combine.integer) - R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face); - else + if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES) { - R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face); - R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face); + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) + R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist); + else + R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist); + batchnumsurfaces = 0; } - if (face->texture->skin.glow) - R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face); + batchsurfacelist[batchnumsurfaces++] = surface; } } - else + if (batchnumsurfaces > 0) { - if (gl_lightmaps.integer) - R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face); + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) + R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist); else - { - R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face); - if (face->texture->skin.glow) - R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face); - } + R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist); + batchnumsurfaces = 0; } - if (r_ambient.value) - R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face); + qglEnable(GL_CULL_FACE);CHECKGLERROR } -void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe) +//Made by [515] +void R_ReplaceWorldTexture (void) { - int i; - q3mleaf_t *leaf; - for (;;) - { - if (R_CullBox(node->mins, node->maxs)) - return; - if (!node->plane) - break; - c_nodes++; - R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe); - node = node->children[1]; - } - leaf = (q3mleaf_t *)node; - if (CHECKPVSBIT(pvs, leaf->clusterindex)) - { - c_leafs++; - for (i = 0;i < leaf->numleaffaces;i++) - leaf->firstleafface[i]->markframe = markframe; - } -} + model_t *m; + texture_t *t; + int i; + const char *r, *newt; + m = r_refdef.worldmodel; -// FIXME: num_leafs needs to be recalculated at load time to include only -// node-referenced leafs, as some maps are incorrectly compiled with leafs for -// the submodels (which would render the submodels occasionally, as part of -// the world - not good) -void R_Q3BSP_MarkLeafPVS(entity_render_t *ent, qbyte *pvs, int markframe) -{ - int i, j; - q3mleaf_t *leaf; - for (j = 0, leaf = ent->model->brushq3.data_leafs;j < ent->model->brushq3.num_leafs;j++, leaf++) + if(Cmd_Argc() < 2) { - if (CHECKPVSBIT(pvs, leaf->clusterindex)) - { - c_leafs++; - for (i = 0;i < leaf->numleaffaces;i++) - leaf->firstleafface[i]->markframe = markframe; - } + Con_Print("r_replacemaptexture - replaces texture\n"); + Con_Print("r_replacemaptexture - switch back to default texture\n"); + return; } -} - -static int r_q3bsp_framecount = -1; - -void R_Q3BSP_DrawSky(entity_render_t *ent) -{ - int i; - q3mface_t *face; - vec3_t modelorg; - model_t *model; - qbyte *pvs; - R_Mesh_Matrix(&ent->matrix); - model = ent->model; - if (r_drawcollisionbrushes.integer < 2) + if(!cl.islocalgame || !cl.worldmodel) { - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) - { - if (r_q3bsp_framecount != r_framecount) - { - r_q3bsp_framecount = r_framecount; - R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount); - //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount); - } - for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - if (face->markframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs)) - R_Q3BSP_DrawSkyFace(ent, face); - } - else - for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY)) - R_Q3BSP_DrawSkyFace(ent, face); + Con_Print("This command works only in singleplayer\n"); + return; } -} - -void R_Q3BSP_Draw(entity_render_t *ent) -{ - int i; - q3mface_t *face; - vec3_t modelorg; - model_t *model; - qbyte *pvs; - R_Mesh_Matrix(&ent->matrix); - model = ent->model; - if (r_drawcollisionbrushes.integer < 2) + r = Cmd_Argv(1); + newt = Cmd_Argv(2); + if(!newt[0]) + newt = r; + for(i=0,t=m->data_textures;inum_textures;i++,t++) { - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) + if(t->width && !strcasecmp(t->name, r)) { - if (r_q3bsp_framecount != r_framecount) + if(Mod_LoadSkinFrame(&t->skin, (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer)) { - r_q3bsp_framecount = r_framecount; - R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount); - //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount); + Con_Printf("%s replaced with %s\n", r, newt); + return; } - for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - if (face->markframe == r_framecount && !R_CullBox(face->mins, face->maxs)) - R_Q3BSP_DrawFace(ent, face); - } - else - for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - R_Q3BSP_DrawFace(ent, face); - } - if (r_drawcollisionbrushes.integer >= 1) - { - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - R_Mesh_State_Texture(&m); - qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value); - for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++) - if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles) - R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf); - qglPolygonOffset(0, 0); - } -} - -void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius) -{ -#if 0 - int i; - q3mface_t *face; - vec3_t modelorg, lightmins, lightmaxs; - model_t *model; - float projectdistance; - projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius; - if (r_drawcollisionbrushes.integer < 2) - { - model = ent->model; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - 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; - //if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) - // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe); - //else - for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs)) - R_Shadow_VolumeFromSphere(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, projectdistance, lightradius); - } -#else - int j, t, leafnum, marksurfnum; - const int *e; - const qbyte *pvs; - const float *v[3]; - q3mface_t *face; - q3mleaf_t *leaf; - vec3_t modelorg, lightmins, lightmaxs; - model_t *model; - float projectdistance; - projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius; - if (r_drawcollisionbrushes.integer < 2) - { - model = ent->model; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - 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_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); - pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin); - for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++) - { - if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) + else { - for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++) - { - face = leaf->firstleafface[marksurfnum]; - if (face->shadowmark != shadowmarkcount) - { - face->shadowmark = shadowmarkcount; - if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs)) - { - for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3) - { - v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(relativelightorigin, 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]))) - shadowmarklist[numshadowmark++] = t; - } - } - } - } + Con_Printf("%s was not found\n", newt); + Mod_LoadSkinFrame(&t->skin, (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default + return; } } - R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist); } -#endif } -void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap) +//Made by [515] +void R_ListWorldTextures (void) { - if ((face->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || !face->num_triangles) - return; - R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap); - R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap); -} + model_t *m; + texture_t *t; + int i; + m = r_refdef.worldmodel; -void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap) -{ - int i; - q3mface_t *face; - vec3_t modelorg, lightmins, lightmaxs; - model_t *model; - //qbyte *pvs; - //static int markframe = 0; - if (r_drawcollisionbrushes.integer < 2) - { - model = ent->model; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - 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; - //if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) - // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe); - //else - for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs)) - R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap); - } + Con_Print("Worldmodel textures :\n"); + for(i=0,t=m->data_textures;inum_textures;i++,t++) + if(t->skin.base != r_texture_notexture) + Con_Printf("%s\n", t->name); } +#if 0 static void gl_surf_start(void) { } @@ -2597,24 +961,21 @@ static void gl_surf_shutdown(void) static void gl_surf_newmap(void) { } +#endif void GL_Surf_Init(void) { - int i; - dlightdivtable[0] = 4194304; - for (i = 1;i < 32768;i++) - dlightdivtable[i] = 4194304 / (i << 7); Cvar_RegisterVariable(&r_ambient); Cvar_RegisterVariable(&r_drawportals); - Cvar_RegisterVariable(&r_testvis); - Cvar_RegisterVariable(&r_floatbuildlightmap); - Cvar_RegisterVariable(&r_detailtextures); - Cvar_RegisterVariable(&r_surfaceworldnode); - Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor); - Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset); - Cvar_RegisterVariable(&gl_lightmaps); - - R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); + Cvar_RegisterVariable(&r_lockpvs); + Cvar_RegisterVariable(&r_lockvisibility); + Cvar_RegisterVariable(&r_useportalculling); + Cvar_RegisterVariable(&r_q3bsp_renderskydepth); + + Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes"); // By [515] + Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515] + + //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }