X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_rsurf.c;h=a9a4f78df104e08877010461958c442b3fa12318;hb=e40a37e7e99114e259dffe2e36416f0c238a6b40;hp=fc144cd52a829940f7a9b77f9a9a2fada437eb33;hpb=7413525f1f0dcf3dca42f385fb93ffd5a25b8744;p=xonotic%2Fdarkplaces.git diff --git a/gl_rsurf.c b/gl_rsurf.c index fc144cd5..a9a4f78d 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -24,15 +24,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #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", "0"}; cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"}; @@ -40,193 +34,14 @@ cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygo cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"}; cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"}; -static int dlightdivtable[32768]; - -static int R_IntAddDynamicLights (const matrix4x4_t *matrix, 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; - - lit = false; - - smax = (surface->extents[0] >> 4) + 1; - tmax = (surface->extents[1] >> 4) + 1; - smax3 = smax * 3; - - for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) - { - if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) - continue; // not lit by this light - - Matrix4x4_Transform(matrix, light->origin, local); - dist = DotProduct (local, surface->plane->normal) - surface->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 (surface->plane->type < 3) - { - VectorCopy(local, impact); - impact[surface->plane->type] -= dist; - } - else - { - impact[0] = local[0] - surface->plane->normal[0] * dist; - impact[1] = local[1] - surface->plane->normal[1] * dist; - impact[2] = local[2] - surface->plane->normal[2] * dist; - } - - impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0]; - impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->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; - } - } - return lit; -} - -static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface) -{ - 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 = (surface->extents[0] >> 4) + 1; - tmax = (surface->extents[1] >> 4) + 1; - smax3 = smax * 3; - - for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) - { - if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) - continue; // not lit by this light - - Matrix4x4_Transform(matrix, light->origin, local); - dist = DotProduct (local, surface->plane->normal) - surface->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 (surface->plane->type < 3) - { - VectorCopy(local, impact); - impact[surface->plane->type] -= dist; - } - else - { - impact[0] = local[0] - surface->plane->normal[0] * dist; - impact[1] = local[1] - surface->plane->normal[1] * dist; - impact[2] = local[2] - surface->plane->normal[2] * dist; - } - - impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0]; - impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->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; - - td1 = impactt; - for (t = 0;t < tmax;t++, td1 -= 16.0f) - { - 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; - } - } - return lit; -} +// flag arrays used for visibility checking on world model +// (all other entities have no per-surface/per-leaf visibility checks) +// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters +qbyte r_pvsbits[(32768+7)>>3]; +// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs +qbyte r_worldleafvisible[32768]; +// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_surfaces +qbyte r_worldsurfacevisible[262144]; /* =============== @@ -237,168 +52,79 @@ Combine and scale multiple lightmaps into the 8.8 format in blocklights */ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) { - if (!r_floatbuildlightmap.integer) + int smax, tmax, i, j, size, size3, maps, stride, l; + unsigned int *bl, scale; + qbyte *lightmap, *out, *stain; + static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting + static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; + + // update cached lighting info + surface->cached_dlight = 0; + + smax = (surface->lightmapinfo->extents[0]>>4)+1; + tmax = (surface->lightmapinfo->extents[1]>>4)+1; + size = smax*tmax; + size3 = size*3; + lightmap = surface->lightmapinfo->samples; + +// set to full bright if no light data + bl = intblocklights; + if (!ent->model->brushq1.lightdata) { - int smax, tmax, i, j, size, size3, maps, stride, l; - unsigned int *bl, scale; - qbyte *lightmap, *out, *stain; - - // update cached lighting info - surface->cached_dlight = 0; - - smax = (surface->extents[0]>>4)+1; - tmax = (surface->extents[1]>>4)+1; - size = smax*tmax; - size3 = size*3; - lightmap = surface->samples; - - // set to full bright if no light data - bl = intblocklights; - if (!ent->model->brushq1.lightdata) - { - for (i = 0;i < size3;i++) - bl[i] = 255*256; - } - else - { - // clear to no light - memset(bl, 0, size*3*sizeof(unsigned int)); - - if (surface->dlightframe == r_framecount) - { - surface->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surface); - if (surface->cached_dlight) - c_light_polys++; - } - - // add all the lightmaps - if (lightmap) - { - bl = intblocklights; - for (maps = 0;maps < MAXLIGHTMAPS && surface->styles[maps] != 255;maps++, lightmap += size3) - for (scale = d_lightstylevalue[surface->styles[maps]], i = 0;i < size3;i++) - bl[i] += lightmap[i] * scale; - } - } - - stain = surface->stainsamples; - bl = intblocklights; - out = templight; - // the >> 16 shift adjusts down 8 bits to account for the stainmap - // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will - // be doubled during rendering to achieve 2x overbright - // (0 = 0.0, 128 = 1.0, 256 = 2.0) - if (ent->model->brushq1.lightmaprgba) - { - stride = (surface->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 - { - stride = (surface->lightmaptexturestride - smax) * 3; - 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); - } - } - } - - R_UpdateTexture(surface->lightmaptexture, templight); + for (i = 0;i < size3;i++) + bl[i] = 255*256; } else { - int smax, tmax, i, j, size, size3, maps, stride, l; - float *bl, scale; - qbyte *lightmap, *out, *stain; - - // update cached lighting info - surface->cached_dlight = 0; - - smax = (surface->extents[0]>>4)+1; - tmax = (surface->extents[1]>>4)+1; - size = smax*tmax; - size3 = size*3; - lightmap = surface->samples; - - // set to full bright if no light data - bl = floatblocklights; - if (!ent->model->brushq1.lightdata) - { - for (i = 0;i < size3;i++) - bl[i] = 255*256; - } - else - { - memset(bl, 0, size*3*sizeof(float)); +// clear to no light + memset(bl, 0, size*3*sizeof(unsigned int)); - if (surface->dlightframe == r_framecount) - { - surface->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surface); - if (surface->cached_dlight) - c_light_polys++; - } - - // add all the lightmaps - if (lightmap) - { - bl = floatblocklights; - for (maps = 0;maps < MAXLIGHTMAPS && surface->styles[maps] != 255;maps++, lightmap += size3) - for (scale = d_lightstylevalue[surface->styles[maps]], i = 0;i < size3;i++) - bl[i] += lightmap[i] * scale; - } +// add all the lightmaps + if (lightmap) + { + bl = intblocklights; + for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3) + for (scale = d_lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++) + bl[i] += lightmap[i] * scale; } + } - stain = surface->stainsamples; - bl = floatblocklights; - 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) + stain = surface->lightmapinfo->stainsamples; + bl = intblocklights; + out = templight; + // the >> 16 shift adjusts down 8 bits to account for the stainmap + // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will + // be doubled during rendering to achieve 2x overbright + // (0 = 0.0, 128 = 1.0, 256 = 2.0) + if (ent->model->brushq1.lightmaprgba) + { + stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 4; + for (i = 0;i < tmax;i++, out += stride) { - stride = (surface->lightmaptexturestride - smax) * 4; - for (i = 0;i < tmax;i++, out += stride) + for (j = 0;j < smax;j++) { - 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; - } + 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 + } + else + { + stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 3; + for (i = 0;i < tmax;i++, out += stride) { - stride = (surface->lightmaptexturestride - smax) * 3; - for (i = 0;i < tmax;i++, out += stride) + for (j = 0;j < smax;j++) { - 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); - } + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); } } - - R_UpdateTexture(surface->lightmaptexture, templight); } + + R_UpdateTexture(surface->lightmaptexture, templight); } void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8]) @@ -444,13 +170,13 @@ loc0: for (surface = model->brush.data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++) { - if (surface->stainsamples) + if (surface->lightmapinfo->stainsamples) { - smax = (surface->extents[0] >> 4) + 1; - tmax = (surface->extents[1] >> 4) + 1; + smax = (surface->lightmapinfo->extents[0] >> 4) + 1; + tmax = (surface->lightmapinfo->extents[1] >> 4) + 1; - impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0]; - impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1]; + impacts = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]; + impactt = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]; s = bound(0, impacts, smax * 16) - impacts; t = bound(0, impactt, tmax * 16) - impactt; @@ -462,7 +188,7 @@ loc0: for (s = 0, i = impacts; s < smax; s++, i -= 16) sdtable[s] = i * i + dist2; - bl = surface->stainsamples; + bl = surface->lightmapinfo->stainsamples; smax3 = smax * 3; stained = false; @@ -530,7 +256,7 @@ 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 (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes) + if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata) return; fcolor[0] = cr1; fcolor[1] = cg1; @@ -569,199 +295,226 @@ 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 RSurf_DeformVertices(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg) { - int i; - float scale; - const qbyte *lm; - if (styles[0] != 255) + int i, j; + float center[3], forward[3], right[3], up[3], v[4][3]; + matrix4x4_t matrix1, imatrix1; + if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) { - for (i = 0;i < numverts;i++, c += 4) + // a single autosprite surface can contain multiple sprites... + VectorClear(forward); + VectorClear(right); + VectorSet(up, 0, 0, 1); + for (j = 0;j < surface->num_vertices - 3;j += 4) { - lm = samples + lightmapoffsets[i]; - scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (styles[1] != 255) - { - lm += size3; - scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (styles[2] != 255) - { - 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 < 4;i++) + VectorAdd(center, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); + VectorScale(center, 0.25f, center); + // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? + Matrix4x4_FromVectors(&matrix1, (surface->groupmesh->data_normal3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_svector3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_tvector3f + 3 * surface->num_firstvertex) + j*3, center); + Matrix4x4_Invert_Simple(&imatrix1, &matrix1); + for (i = 0;i < 4;i++) + Matrix4x4_Transform(&imatrix1, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); + forward[0] = modelorg[0] - center[0]; + forward[1] = modelorg[1] - center[1]; + VectorNormalize(forward); + right[0] = forward[1]; + right[1] = -forward[0]; + for (i = 0;i < 4;i++) + VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3); } } -} - -static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg) -{ - int i; - float diff[3], f; - if (fogenabled) + else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE) { - for (i = 0;i < numverts;i++, v += 3, c += 4) + Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward); + Matrix4x4_Transform(&ent->inversematrix, r_viewright, right); + Matrix4x4_Transform(&ent->inversematrix, r_viewup, up); + // a single autosprite surface can contain multiple sprites... + for (j = 0;j < surface->num_vertices - 3;j += 4) { - VectorSubtract(v, modelorg, diff); - f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff))); - VectorScale(c, f, c); + VectorClear(center); + for (i = 0;i < 4;i++) + VectorAdd(center, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); + VectorScale(center, 0.25f, center); + // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? + Matrix4x4_FromVectors(&matrix1, (surface->groupmesh->data_normal3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_svector3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_tvector3f + 3 * surface->num_firstvertex) + j*3, center); + Matrix4x4_Invert_Simple(&imatrix1, &matrix1); + for (i = 0;i < 4;i++) + Matrix4x4_Transform(&imatrix1, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); + for (i = 0;i < 4;i++) + VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3); } } - else if (colorscale != 1) - for (i = 0;i < numverts;i++, c += 4) - VectorScale(c, colorscale, c); + else + memcpy((varray_vertex3f + 3 * surface->num_firstvertex), (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), sizeof(float[3]) * surface->num_vertices); } -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) +// any sort of deformvertices call is *VERY* rare, so this must be optimized +// to skip deformvertices quickly! +#if 1 +#define RSurf_GetVertexPointer(ent, texture, surface, modelorg) ((texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) ? (RSurf_DeformVertices(ent, texture, surface, modelorg), varray_vertex3f) : surface->groupmesh->data_vertex3f) +#else +static float *RSurf_GetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg) { - int i; - float diff[3], f; - r *= colorscale; - g *= colorscale; - b *= colorscale; - if (fogenabled) + if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) { - for (i = 0;i < numverts;i++, v += 3, c += 4) - { - 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; - } + RSurf_DeformVertices(ent, texture, surface, modelorg); + return varray_vertex3f; } else + return surface->groupmesh->data_vertex3f; +} +#endif + +void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) +{ + // 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) { - for (i = 0;i < numverts;i++, c += 4) - { - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = a; - } + t->currentframe = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0]; + t = t->currentframe; } + t->currentmaterialflags = t->basematerialflags; + t->currentalpha = ent->alpha; + if (t->basematerialflags & MATERIALFLAG_WATERALPHA) + t->currentalpha *= r_wateralpha.value; + if (!(ent->flags & RENDER_LIGHT)) + t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; + if (ent->effects & EF_ADDITIVE) + t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT; + else if (t->currentalpha < 1) + t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT; } -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) +matrix4x4_t r_surf_waterscrollmatrix; + +void R_UpdateAllTextureInfo(entity_render_t *ent) { 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; - } + Matrix4x4_CreateTranslate(&r_surf_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); + if (ent->model) + for (i = 0;i < ent->model->brush.num_textures;i++) + R_UpdateTextureInfo(ent, ent->model->brush.data_textures + i); } -static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale) +static void R_DrawSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) { - float f; - const float *v; + int i; + int texturesurfaceindex; + const float *v, *vertex3f; float *c; - int i, l, lit = false; - const dlight_t *light; - vec3_t lightorigin; - for (l = 0;l < r_numdlights;l++) + float diff[3]; + float f, r, g, b, a, base, colorscale; + const msurface_t *surface; + qboolean dolightmap; + qboolean dobase; + qboolean doambient; + qboolean dodetail; + qboolean doglow; + qboolean dofogpass; + qboolean fogallpasses; + qboolean waterscrolling; + surfmesh_t *groupmesh; + rtexture_t *lightmaptexture; + rmeshstate_t m; + texture = texture->currentframe; + if (texture->currentmaterialflags & MATERIALFLAG_NODRAW) + return; + c_faces += texturenumsurfaces; + // gl_lightmaps debugging mode skips normal texturing + if (gl_lightmaps.integer) { - if (dlightbits[l >> 5] & (1 << (l & 31))) + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + qglDisable(GL_CULL_FACE); + GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - light = &r_dlight[l]; - Matrix4x4_Transform(matrix, light->origin, lightorigin); - for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4) - { - f = VectorDistance2(v, lightorigin) + LIGHTOFFSET; - if (f < light->rtlight.lightmap_cullradius2) - { - f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale; - VectorMA(c, f, light->rtlight.lightmap_light, c); - lit = true; - } - } + surface = texturesurfacelist[texturesurfaceindex]; + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); + R_Mesh_ColorPointer(surface->lightmaptexture ? NULL : surface->groupmesh->data_lightmapcolor4f); + R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); } + qglEnable(GL_CULL_FACE); + return; } - return lit; -} - -static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2) -{ - const entity_render_t *ent = calldata1; - const msurface_t *surface = ent->model->brush.data_surfaces + calldata2; - rmeshstate_t m; - float currentalpha; - float base, colorscale; - vec3_t modelorg; - texture_t *texture; - float args[4] = {0.05f,0,0,0.04f}; - int rendertype, turb, fullbright; - - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - - texture = surface->texture; - if (texture->animated) - texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (r_refdef.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0]; - currentalpha = ent->alpha; - if (texture->flags & SURF_WATERALPHA) - currentalpha *= r_wateralpha.value; - - GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); - if (ent->effects & EF_ADDITIVE) - { - rendertype = SURFRENDER_ADD; + GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); + GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)); + if (texture->currentmaterialflags & MATERIALFLAG_ADD) GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - } - else if (currentalpha < 1 || texture->skin.fog != NULL) - { - rendertype = SURFRENDER_ALPHA; + else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA) GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - } else - { - rendertype = SURFRENDER_OPAQUE; GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(!(ent->effects & EF_NODEPTHTEST)); + // water waterscrolling in texture matrix + waterscrolling = (texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0; + if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); + if (texture->currentmaterialflags & MATERIALFLAG_SKY) + { + if (skyrendernow) + { + skyrendernow = false; + if (skyrendermasked) + R_Sky(); + } + // LordHavoc: HalfLife maps have freaky skypolys... + if (!ent->model->brush.ishlbsp) + { + R_Mesh_Matrix(&ent->matrix); + GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); + if (skyrendermasked) + { + // depth-only (masking) + GL_ColorMask(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(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); + } } - - turb = (texture->flags & SURF_DRAWTURB) && r_waterscroll.value; - fullbright = !(ent->flags & RENDER_LIGHT) || (texture->flags & SURF_DRAWFULLBRIGHT) || !surface->samples; - base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f); - if (texture->flags & SURF_DRAWTURB) - base *= 0.5f; - if ((texture->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled && fullbright && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1) + else if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1) { // NVIDIA Geforce3 distortion texture shader on water - GL_Color(1, 1, 1, currentalpha); + float args[4] = {0.05f,0,0,0.04f}; memset(&m, 0, sizeof(m)); - m.pointer_vertex = surface->mesh.data_vertex3f; m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]); m.tex[1] = R_GetTexture(texture->skin.base); m.texcombinergb[0] = GL_REPLACE; m.texcombinergb[1] = GL_REPLACE; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f; Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value); - Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); + m.texmatrix[1] = r_surf_waterscrollmatrix; R_Mesh_State(&m); + GL_Color(1, 1, 1, texture->currentalpha); GL_ActiveTexture(0); qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); GL_ActiveTexture(1); @@ -770,419 +523,867 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]); qglEnable(GL_TEXTURE_SHADER_NV); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg)); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } qglDisable(GL_TEXTURE_SHADER_NV); qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); GL_ActiveTexture(0); } - else + else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) { - memset(&m, 0, sizeof(m)); - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_color = varray_color4f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.tex[0] = R_GetTexture(texture->skin.base); - if (turb) - { - // scrolling in texture matrix - Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - } - colorscale = 1; - if (gl_combine.integer) - { - m.texrgbscale[0] = 4; - colorscale *= 0.25f; - } - R_FillColors(varray_color4f, surface->mesh.num_vertices, base * ent->colormod[0], base * ent->colormod[1], base * ent->colormod[2], currentalpha); - if (!fullbright) - { - if (surface->dlightframe == r_framecount) - RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surface->dlightbits, surface->mesh.num_vertices, surface->mesh.data_vertex3f, varray_color4f, 1); - if (surface->samples) - RSurf_AddLightmapToVertexColors_Color4f(surface->mesh.data_lightmapoffsets, varray_color4f,surface->mesh.num_vertices, surface->samples, ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3, surface->styles); - } - RSurf_FogColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, colorscale, surface->mesh.num_vertices, modelorg); - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - if (texture->skin.glow) - { - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - m.pointer_color = varray_color4f; - m.tex[0] = R_GetTexture(texture->skin.glow); - m.pointer_vertex = surface->mesh.data_vertex3f; - if (m.tex[0]) + // normal surface (wall or water) + dobase = true; + dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT); + doambient = r_ambient.value >= (1/64.0f); + dodetail = r_detailtextures.integer && texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT); + doglow = texture->skin.glow != NULL; + dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD); + fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT); + if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) + { + if (dobase && dolightmap && gl_combine.integer) { - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - if (turb) + dobase = false; + memset(&m, 0, sizeof(m)); + m.tex[1] = R_GetTexture(texture->skin.base); + if (waterscrolling) + m.texmatrix[1] = r_surf_waterscrollmatrix; + m.texrgbscale[1] = 2; + m.pointer_color = varray_color4f; + R_Mesh_State(&m); + colorscale = 1; + r = ent->colormod[0] * colorscale; + g = ent->colormod[1] * colorscale; + b = ent->colormod[2] * colorscale; + a = texture->currentalpha; + base = r_ambient.value * (1.0f / 64.0f); + // q3bsp has no lightmap updates, so the lightstylevalue that + // would normally be baked into the lightmaptexture must be + // applied to the color + if (ent->model->brushq1.lightdata) { - // scrolling in texture matrix - Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); + float scale = d_lightstylevalue[0] * (1.0f / 128.0f); + r *= scale; + g *= scale; + b *= scale; } - } - R_Mesh_State(&m); - RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surface->mesh.num_vertices, modelorg); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - if (fogenabled && rendertype != SURFRENDER_ADD) - { - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - m.pointer_color = varray_color4f; - m.tex[0] = R_GetTexture(texture->skin.fog); - m.pointer_vertex = surface->mesh.data_vertex3f; - if (m.tex[0]) - { - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - if (turb) + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - // scrolling in texture matrix - Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); + surface = texturesurfacelist[texturesurfaceindex]; + vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); + R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); + if (surface->lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + if (fogallpasses) + { + R_Mesh_ColorPointer(varray_color4f); + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c[0] = f * r; + c[1] = f * g; + c[2] = f * b; + c[3] = a; + } + } + else + { + R_Mesh_ColorPointer(NULL); + GL_Color(r, g, b, a); + } + } + else + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_Mesh_ColorPointer(varray_color4f); + if (!surface->lightmaptexture) + { + for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4) + { + c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r; + c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g; + c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b; + c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a; + } + if (fogallpasses) + { + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + VectorScale(c, f, c); + } + } + } + else + { + R_Mesh_ColorPointer(NULL); + GL_Color(0, 0, 0, a); + } + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); } } - R_Mesh_State(&m); - RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surface->mesh.num_vertices, modelorg); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } -} - -void R_UpdateTextureInfo(entity_render_t *ent) -{ - int i, texframe, alttextures; - texture_t *t; - - if (!ent->model) - return; - - alttextures = ent->frame != 0; - texframe = (int)(r_refdef.time * 5.0f); - for (i = 0;i < ent->model->brush.num_textures;i++) - { - t = ent->model->brush.data_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_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist) -{ - int texturesurfaceindex; - vec3_t center, modelorg; - msurface_t *surface; - rmeshstate_t m; - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - if (gl_lightmaps.integer) - { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[0] = R_GetTexture(surface->lightmaptexture); - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - else if (texture->rendertype != SURFRENDER_OPAQUE) - { - // transparent vertex shaded from lightmap - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - vec3_t tempcenter; - tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; - tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; - tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; - Matrix4x4_Transform(&ent->matrix, tempcenter, center); - R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces); - } - } - else if (texture->flags & SURF_LIGHTMAP) - { - qboolean dolightmap = (ent->flags & RENDER_LIGHT); - qboolean dobase = true; - qboolean doambient = r_ambient.value > 0; - qboolean dodetail = r_detailtextures.integer != 0; - qboolean doglow = texture->skin.glow != NULL; - qboolean dofog = fogenabled; - // multitexture cases - if (r_textureunits.integer >= 2 && gl_combine.integer && dobase && dolightmap) - { - dobase = false; - dolightmap = false; - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); - m.texrgbscale[1] = 2; - if (r_textureunits.integer >= 3 && !doambient && dodetail) + if (dobase) { - m.tex[2] = R_GetTexture(texture->skin.detail); - m.texrgbscale[2] = 2; - dodetail = false; - if (r_textureunits.integer >= 3 && texture->skin.glow) + dobase = false; + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.base); + if (waterscrolling) + m.texmatrix[0] = r_surf_waterscrollmatrix; + m.texmatrix[0] = r_surf_waterscrollmatrix; + m.pointer_color = varray_color4f; + colorscale = 1; + if (gl_combine.integer) + { + m.texrgbscale[0] = 4; + colorscale *= 0.25f; + } + R_Mesh_State(&m); + r = ent->colormod[0] * colorscale; + g = ent->colormod[1] * colorscale; + b = ent->colormod[2] * colorscale; + a = texture->currentalpha; + if (dolightmap) { - m.tex[3] = R_GetTexture(texture->skin.glow); - m.texcombinergb[3] = GL_ADD; - doglow = false; + // q3bsp has no lightmap updates, so the lightstylevalue that + // would normally be baked into the lightmaptexture must be + // applied to the color + if (!ent->model->brushq1.lightdata) + { + float scale = d_lightstylevalue[0] * (1.0f / 128.0f); + r *= scale; + g *= scale; + b *= scale; + } for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f; - m.pointer_texcoord[3] = surface->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + c[0] = 0; + c[1] = 0; + c[2] = 0; + if (!surface->lightmapinfo) + VectorCopy((surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex) + i*4, c); + else //if (surface->lightmapinfo) + { + const qbyte *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i]; + float scale = d_lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (surface->lightmapinfo->styles[1] != 255) + { + int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3; + lm += size3; + scale = d_lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (surface->lightmapinfo->styles[2] != 255) + { + lm += size3; + scale = d_lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (surface->lightmapinfo->styles[3] != 255) + { + lm += size3; + scale = d_lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + } + } + } + } + c[0] *= r; + c[1] *= g; + c[2] *= b; + if (fogallpasses) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + VectorScale(c, f, c); + } + if (!surface->lightmapinfo && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a; + else + c[3] = a; + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } } else { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + if (fogallpasses) { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + if (!surface->lightmapinfo && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + { + R_Mesh_ColorPointer(varray_color4f); + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + 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] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a; + } + } + else + { + R_Mesh_ColorPointer(varray_color4f); + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + 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; + } + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + else + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + if (!surface->lightmaptexture && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + { + R_Mesh_ColorPointer(varray_color4f); + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a; + } + } + else + { + R_Mesh_ColorPointer(NULL); + GL_Color(r, g, b, a); + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } } } } - else if (r_textureunits.integer >= 3 && !doambient && !dodetail && doglow) + } + else + { + if (!dolightmap && dobase) { - m.tex[2] = R_GetTexture(texture->skin.glow); - m.texcombinergb[2] = GL_ADD; - doglow = false; + dolightmap = false; + dobase = false; + GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.base); + if (waterscrolling) + m.texmatrix[0] = r_surf_waterscrollmatrix; + R_Mesh_State(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - m.pointer_texcoord[2] = surface->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg)); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } } - } - // anything not handled above - if (dobase) - { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - if (ent->flags & RENDER_LIGHT) - GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); - else - GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - GL_DepthMask(false); - if (dolightmap) - { - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + if (r_lightmapintensity <= 0 && dolightmap && dobase) { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[0] = R_GetTexture(surface->lightmaptexture); - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; + dolightmap = false; + dobase = false; + GL_Color(0, 0, 0, 1); + memset(&m, 0, sizeof(m)); R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg)); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } } - } - if (doambient) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - memset(&m, 0, sizeof(m)); - GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1); - m.tex[0] = R_GetTexture(texture->skin.base); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase) { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + // dualtexture combine + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + dolightmap = false; + dobase = false; + memset(&m, 0, sizeof(m)); + m.tex[1] = R_GetTexture(texture->skin.base); + if (waterscrolling) + m.texmatrix[1] = r_surf_waterscrollmatrix; + m.texrgbscale[1] = 2; R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); + r = ent->colormod[0] * r_lightmapintensity; + g = ent->colormod[1] * r_lightmapintensity; + b = ent->colormod[2] * r_lightmapintensity; + GL_Color(r, g, b, 1); + if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + { + R_Mesh_VertexPointer(varray_vertex3f); + if (r == 1 && g == 1 && b == 1) + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_DeformVertices(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); + R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); + if (surface->lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + R_Mesh_ColorPointer(NULL); + } + else //if (r == 1 && g == 1 && b == 1) + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f); + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + else + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_DeformVertices(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); + R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); + if (surface->lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + R_Mesh_ColorPointer(NULL); + } + else + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_Mesh_ColorPointer(varray_color4f); + for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4) + { + c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r; + c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g; + c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b; + c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3]; + } + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + } + else + { + if (r == 1 && g == 1 && b == 1) + { +#if 0 + // experimental direct state calls for measuring + // R_Mesh_ call overhead, do not use! + R_Mesh_VertexPointer(varray_vertex3f); + R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]); + R_Mesh_TexCoordPointer(1, 2, varray_texcoord2f[1]); + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_Mesh_ColorPointer(varray_color4f); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), surface->groupmesh->data_vertex3f); + qglClientActiveTexture(GL_TEXTURE0_ARB); + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), surface->groupmesh->data_texcoordlightmap2f); + qglClientActiveTexture(GL_TEXTURE1_ARB); + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), surface->groupmesh->data_texcoordtexture2f); + if (surface->lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + qglDisableClientState(GL_COLOR_ARRAY); + qglColor4f(r, g, b, 1); + } + else //if (r == 1 && g == 1 && b == 1) + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + qglEnableClientState(GL_COLOR_ARRAY); + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), surface->groupmesh->data_lightmapcolor4f); + } + qglLockArraysEXT(0, surface->num_vertices); + qglDrawRangeElements(GL_TRIANGLES, surface->num_firstvertex, surface->num_firstvertex + surface->num_vertices, surface->num_triangles * 3, GL_UNSIGNED_INT, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + qglUnlockArraysEXT(); + } +#else + groupmesh = NULL; + lightmaptexture = NULL; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + if (groupmesh != surface->groupmesh) + { + groupmesh = surface->groupmesh; + R_Mesh_VertexPointer(groupmesh->data_vertex3f); + R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordlightmap2f); + R_Mesh_TexCoordPointer(1, 2, groupmesh->data_texcoordtexture2f); + if (!lightmaptexture) + R_Mesh_ColorPointer(groupmesh->data_lightmapcolor4f); + } + if (lightmaptexture != surface->lightmaptexture) + { + lightmaptexture = surface->lightmaptexture; + if (lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(lightmaptexture)); + R_Mesh_ColorPointer(NULL); + } + else //if (r == 1 && g == 1 && b == 1) + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f); + } + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } +#endif + } + else + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); + R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); + if (surface->lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + R_Mesh_ColorPointer(NULL); + } + else + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_Mesh_ColorPointer(varray_color4f); + for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4) + { + c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r; + c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g; + c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b; + c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3]; + } + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + } } - } - if (dodetail) - { - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.detail); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + // single texture + if (dolightmap) { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (doglow) + if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + { + R_Mesh_VertexPointer(varray_vertex3f); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_DeformVertices(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); + if (surface->lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + R_Mesh_ColorPointer(NULL); + } + else //if (r == 1 && g == 1 && b == 1) + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f); + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + else + { + groupmesh = NULL; + lightmaptexture = NULL; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + if (groupmesh != surface->groupmesh) + { + groupmesh = surface->groupmesh; + R_Mesh_VertexPointer(groupmesh->data_vertex3f); + R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordlightmap2f); + if (!lightmaptexture) + R_Mesh_ColorPointer(groupmesh->data_lightmapcolor4f); + } + if (lightmaptexture != surface->lightmaptexture) + { + lightmaptexture = surface->lightmaptexture; + if (lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(lightmaptexture)); + R_Mesh_ColorPointer(NULL); + } + else //if (r == 1 && g == 1 && b == 1) + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f); + } + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + } + if (dobase) + { + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_DepthMask(false); + GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.base); + if (waterscrolling) + m.texmatrix[0] = r_surf_waterscrollmatrix; + R_Mesh_State(&m); + if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + { + R_Mesh_VertexPointer(varray_vertex3f); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_DeformVertices(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + else + { + groupmesh = NULL; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + if (groupmesh != surface->groupmesh) + { + groupmesh = surface->groupmesh; + R_Mesh_VertexPointer(groupmesh->data_vertex3f); + R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordtexture2f); + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + } + } + if (doambient) { + doambient = false; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); - GL_DepthTest(true); - GL_Color(1, 1, 1, 1); memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.glow); + m.tex[0] = R_GetTexture(texture->skin.base); + if (waterscrolling) + m.texmatrix[0] = r_surf_waterscrollmatrix; + m.pointer_color = varray_color4f; + colorscale = 1; + if (gl_combine.integer) + { + m.texrgbscale[0] = 4; + colorscale *= 0.25f; + } + R_Mesh_State(&m); + base = r_ambient.value * (1.0f / 64.0f); + r = ent->colormod[0] * colorscale * base; + g = ent->colormod[1] * colorscale * base; + b = ent->colormod[2] * colorscale * base; + a = texture->currentalpha; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + c[0] = r; + c[1] = g; + c[2] = b; + if (fogallpasses) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + VectorScale(c, f, c); + } + if (!surface->lightmaptexture && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a; + else + c[3] = a; + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } } - if (dofog) + if (dodetail) { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); GL_DepthMask(false); - GL_DepthTest(true); + GL_Color(1, 1, 1, 1); memset(&m, 0, sizeof(m)); - m.pointer_color = varray_color4f; - m.tex[0] = R_GetTexture(texture->skin.glow); + m.tex[0] = R_GetTexture(texture->skin.detail); + R_Mesh_State(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - if (m.tex[0]) - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surface->mesh.num_vertices, modelorg); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg)); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoorddetail2f); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } } - } - else if (texture->flags & SURF_DRAWTURB) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurfShader_Transparent_Callback(ent, surface - ent->model->brush.data_surfaces); - } - } - else if (texture->flags & SURF_DRAWSKY) - { - if (skyrendernow) - { - skyrendernow = false; - if (skyrendermasked) - R_Sky(); - } - // LordHavoc: HalfLife maps have freaky skypolys... - if (!ent->model->brush.ishlbsp) + if (doglow) { - R_Mesh_Matrix(&ent->matrix); - GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); - if (skyrendermasked) + // if glow was not already done using multitexture, do it now. + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.glow); + if (waterscrolling) + m.texmatrix[0] = r_surf_waterscrollmatrix; + m.pointer_color = varray_color4f; + R_Mesh_State(&m); + colorscale = 1; + r = ent->colormod[0] * colorscale; + g = ent->colormod[1] * colorscale; + b = ent->colormod[2] * colorscale; + a = texture->currentalpha; + if (fogallpasses) { - // depth-only (masking) - GL_ColorMask(0,0,0,0); - // just to make sure that braindead drivers don't draw anything - // despite that colormask... - GL_BlendFunc(GL_ZERO, GL_ONE); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + R_Mesh_ColorPointer(varray_color4f); + if (!surface->lightmaptexture && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + { + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c[0] = f * r; + c[1] = f * g; + c[2] = f * b; + c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a; + } + } + else + { + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c[0] = f * r; + c[1] = f * g; + c[2] = f * b; + c[3] = a; + } + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } } else { - // fog sky - GL_BlendFunc(GL_ONE, GL_ZERO); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + if (!surface->lightmaptexture && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + { + R_Mesh_ColorPointer(varray_color4f); + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a; + } + } + else + { + R_Mesh_ColorPointer(NULL); + GL_Color(r, g, b, a); + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } } - GL_DepthMask(true); - GL_DepthTest(true); + } + if (dofogpass) + { + // if this is opaque use alpha blend which will darken the earlier + // passes cheaply. + // + // if this is an alpha blended material, all the earlier passes + // were darkened by fog already, so we only need to add the fog + // color ontop through the fog mask texture + // + // if this is an additive blended material, all the earlier passes + // were darkened by fog already, and we should not add fog color + // (because the background was not darkened, there is no fog color + // that was lost behind it). + if (!fogallpasses) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + else + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.fog); + if (waterscrolling) + m.texmatrix[0] = r_surf_waterscrollmatrix; + R_Mesh_State(&m); + r = fogcolor[0]; + g = fogcolor[1]; + b = fogcolor[2]; + a = texture->currentalpha; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + R_Mesh_ColorPointer(varray_color4f); + //RSurf_FogPassColors_Vertex3f_Color4f((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->num_vertices, modelorg); + if (surface->lightmaptexture && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + { + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;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] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * f * a; + } + } + else + { + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;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] = f * a; + } + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); } } + if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglEnable(GL_CULL_FACE); +} + +static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2) +{ + const entity_render_t *ent = calldata1; + const msurface_t *surface = ent->model->brush.data_surfaces + calldata2; + vec3_t modelorg; + texture_t *texture; + + texture = surface->texture; + if (texture->basematerialflags & MATERIALFLAG_SKY) + return; // transparent sky is too difficult + R_UpdateTextureInfo(ent, texture); + + R_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + R_DrawSurfaceList(ent, texture, 1, &surface, modelorg); +} + +void R_QueueSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) +{ + int texturesurfaceindex; + const msurface_t *surface; + vec3_t tempcenter, center; + if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) + { + // drawing sky transparently would be too difficult + if (!(texture->currentmaterialflags & MATERIALFLAG_SKY)) + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; + tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; + tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; + Matrix4x4_Transform(&ent->matrix, tempcenter, center); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces); + } + } + } + else + R_DrawSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg); } void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) @@ -1194,941 +1395,308 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) vec3_t modelorg; const int maxsurfacelist = 1024; int numsurfacelist = 0; - msurface_t *surfacelist[1024]; + const msurface_t *surfacelist[1024]; if (model == NULL) return; R_Mesh_Matrix(&ent->matrix); Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - if (ent != r_refdef.worldentity) - { - // because bmodels can be reused, we have to clear dlightframe every time - surface = model->brush.data_surfaces + model->firstmodelsurface; - for (i = 0;i < model->nummodelsurfaces;i++, surface++) - surface->dlightframe = -1; - } - // update light styles - if (!skysurfaces) + if (!skysurfaces && model->brushq1.light_styleupdatechains) { - if (r_dynamic.integer && !r_rtdlight) - R_MarkLights(ent); 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]]; - if ((surfacechain = model->brushq1.light_styleupdatechains[i])) - for (;(surface = *surfacechain);surfacechain++) - surface->cached_dlight = true; - } - } - } - - R_UpdateTextureInfo(ent); - flagsmask = skysurfaces ? SURF_DRAWSKY : (SURF_DRAWTURB | SURF_LIGHTMAP); - f = 0; - t = NULL; - numsurfacelist = 0; - for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++) - { - if (ent != r_refdef.worldentity || r_worldsurfacevisible[j]) - { - surface = model->brush.data_surfaces + j; - if (t != surface->texture) - { - if (numsurfacelist) - { - R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist); - numsurfacelist = 0; - } - t = surface->texture; - f = t->flags & flagsmask; - texture = t->currentframe; - } - if (f) - { - // add face to draw list and update lightmap if necessary - c_faces++; - if (surface->cached_dlight && surface->lightmaptexture != NULL) - R_BuildLightMap(ent, surface); - surfacelist[numsurfacelist++] = surface; - if (numsurfacelist >= maxsurfacelist) - { - R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist); - numsurfacelist = 0; - } - } - } - } - if (numsurfacelist) - R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist); -} - -static void R_DrawPortal_Callback(const void *calldata1, int calldata2) -{ - int i; - float *v; - rmeshstate_t m; - const mportal_t *portal = calldata1; - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - GL_DepthTest(true); - R_Mesh_Matrix(&r_identitymatrix); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = varray_vertex3f; - R_Mesh_State(&m); - - i = calldata2; - GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f), - ((i & 0x0038) >> 3) * (1.0f / 7.0f), - ((i & 0x01C0) >> 6) * (1.0f / 7.0f), - 0.125f); - if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0) - { - for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3) - VectorCopy(portal->points[i].position, v); - } - else - for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3) - VectorCopy(portal->points[i].position, v); - GL_LockArrays(0, portal->numpoints); - R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements); - GL_LockArrays(0, 0); -} - -// LordHavoc: this is just a nice debugging tool, very slow -static void R_DrawPortals(void) -{ - int i, portalnum; - mportal_t *portal; - float center[3], f; - model_t *model = r_refdef.worldmodel; - if (model == NULL) - return; - for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++) - { - if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) - if (!R_CullBox(portal->mins, portal->maxs)) - { - VectorClear(center); - for (i = 0;i < portal->numpoints;i++) - VectorAdd(center, portal->points[i].position, center); - f = ixtable[portal->numpoints]; - VectorScale(center, f, center); - R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum); - } - } -} - -void R_WorldVisibility(void) -{ - model_t *model = r_refdef.worldmodel; - - if (!model) - return; - - if (model->type == mod_brushq3) - { - int i, j; - mleaf_t *leaf; - memset(r_worldsurfacevisible, 0, r_refdef.worldmodel->brush.num_surfaces); - for (j = 0, leaf = r_refdef.worldmodel->brush.data_leafs;j < r_refdef.worldmodel->brush.num_leafs;j++, leaf++) - { - if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) - { - c_leafs++; - for (i = 0;i < leaf->numleafsurfaces;i++) - r_worldsurfacevisible[leaf->firstleafsurface[i]] = 1; - } - } - } - else if (model->type == mod_brushq1) - { - int i, j, *mark; - mleaf_t *leaf; - mleaf_t *viewleaf; - int leafstackpos; - mportal_t *p; - mleaf_t *leafstack[8192]; - qbyte leafvisited[32768]; - - viewleaf = model->brushq1.PointInLeaf(model, r_vieworigin); - if (!viewleaf) - return; - - memset(r_worldsurfacevisible, 0, r_refdef.worldmodel->brush.num_surfaces); - if (viewleaf->clusterindex < 0 || r_surfaceworldnode.integer) - { - // equivilant to quake's RecursiveWorldNode but faster and more effective - for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) - { - if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox (leaf->mins, leaf->maxs)) - { - c_leafs++; - if (leaf->numleafsurfaces) - for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_worldsurfacevisible[*mark] = true; - } - } - } - else - { - // 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 - leafstack[0] = viewleaf; - leafstackpos = 1; - memset(leafvisited, 0, r_refdef.worldmodel->brush.num_leafs); - while (leafstackpos) - { - c_leafs++; - leaf = leafstack[--leafstackpos]; - leafvisited[leaf - r_refdef.worldmodel->brush.data_leafs] = 1; - // draw 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 - for (p = leaf->portals;p;p = p->next) - if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !leafvisited[p->past - r_refdef.worldmodel->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex) && !R_CullBox(p->mins, p->maxs)) - leafstack[leafstackpos++] = p->past; - } - } - - if (r_drawportals.integer) - R_DrawPortals(); - } -} - -void R_Q1BSP_DrawSky(entity_render_t *ent) -{ - if (ent->model == NULL) - return; - R_DrawSurfaces(ent, true); -} - -void R_Q1BSP_Draw(entity_render_t *ent) -{ - if (ent->model == NULL) - return; - c_bmodels++; - R_DrawSurfaces(ent, false); -} - -void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) -{ - model_t *model = ent->model; - vec3_t lightmins, lightmaxs; - int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; - const int *e; - const float *v[3]; - msurface_t *surface; - mleaf_t *leaf; - const qbyte *pvs; - 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; - *outnumclusterspointer = 0; - *outnumsurfacespointer = 0; - memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes); - memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3); - if (model == NULL) - { - VectorCopy(lightmins, outmins); - VectorCopy(lightmaxs, outmaxs); - return; - } - VectorCopy(relativelightorigin, outmins); - VectorCopy(relativelightorigin, outmaxs); - if (model->brush.GetPVS) - pvs = model->brush.GetPVS(model, relativelightorigin); - else - pvs = NULL; - // FIXME: use BSP recursion as lights are often small - for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++) - { - if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) - { - outmins[0] = min(outmins[0], leaf->mins[0]); - outmins[1] = min(outmins[1], leaf->mins[1]); - outmins[2] = min(outmins[2], leaf->mins[2]); - outmaxs[0] = max(outmaxs[0], leaf->maxs[0]); - outmaxs[1] = max(outmaxs[1], leaf->maxs[1]); - outmaxs[2] = max(outmaxs[2], leaf->maxs[2]); - if (outclusterpvs) - { - if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) - { - SETPVSBIT(outclusterpvs, leaf->clusterindex); - outclusterlist[outnumclusters++] = leaf->clusterindex; - } - } - if (outsurfacepvs) - { - for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++) - { - surfaceindex = leaf->firstleafsurface[leafsurfaceindex]; - if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) - { - surface = model->brush.data_surfaces + surfaceindex; - if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && (surface->texture->flags & SURF_LIGHTMAP) && !surface->texture->skin.fog) - { - for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, 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]))) - { - SETPVSBIT(outsurfacepvs, surfaceindex); - outsurfacelist[outnumsurfaces++] = surfaceindex; - break; - } - } - } - } - } - } - } - } - - // limit combined leaf box to light boundaries - outmins[0] = max(outmins[0], lightmins[0]); - outmins[1] = max(outmins[1], lightmins[1]); - outmins[2] = max(outmins[2], lightmins[2]); - outmaxs[0] = min(outmaxs[0], lightmaxs[0]); - outmaxs[1] = min(outmaxs[1], lightmaxs[1]); - outmaxs[2] = min(outmaxs[2], lightmaxs[2]); - - *outnumclusterspointer = outnumclusters; - *outnumsurfacespointer = outnumsurfaces; -} - -void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) -{ - model_t *model = ent->model; - vec3_t lightmins, lightmaxs; - msurface_t *surface; - int surfacelistindex; - if (r_drawcollisionbrushes.integer < 2) - { - 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_Mesh_Matrix(&ent->matrix); - R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; - R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.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 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); - } -} - -void R_Q1BSP_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, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist) -{ - model_t *model = ent->model; - vec3_t lightmins, lightmaxs, modelorg; - msurface_t *surface; - texture_t *t; - int surfacelistindex; - if (r_drawcollisionbrushes.integer < 2) - { - 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_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - R_UpdateTextureInfo(ent); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; - if (r_shadow_compilingrtlight) - { - // if compiling an rtlight, capture the mesh - t = surface->texture; - if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i); - } - else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surface - ent->model->brush.data_surfaces]) - { - t = surface->texture->currentframe; - // FIXME: transparent surfaces need to be lit later - if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE) - R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale); - } - } - } -} - -void R_DrawCollisionBrush(colbrushf_t *brush) -{ - int i; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = brush->points->v; - R_Mesh_State(&m); - i = (int)(((size_t)brush) / sizeof(colbrushf_t)); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); - GL_LockArrays(0, brush->numpoints); - R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements); - GL_LockArrays(0, 0); -} - -void R_Q3BSP_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface) -{ - int i; - rmeshstate_t m; - if (!surface->mesh.num_collisiontriangles) - return; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = surface->mesh.data_collisionvertex3f; - R_Mesh_State(&m); - i = (int)(((size_t)surface) / sizeof(msurface_t)); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); - GL_LockArrays(0, surface->mesh.num_collisionvertices); - R_Mesh_Draw(surface->mesh.num_collisionvertices, surface->mesh.num_collisiontriangles, surface->mesh.data_collisionelement3i); - GL_LockArrays(0, 0); -} - -void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int surfacenumber) -{ - const entity_render_t *ent = voident; - msurface_t *surface = ent->model->brush.data_surfaces + surfacenumber; - rmeshstate_t m; - R_Mesh_Matrix(&ent->matrix); - memset(&m, 0, sizeof(m)); - if ((ent->effects & EF_ADDITIVE) || (surface->texture->textureflags & Q3TEXTUREFLAG_ADDITIVE)) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - else - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); - m.tex[0] = R_GetTexture(surface->texture->skin.base); - m.pointer_texcoord[0] = surface->mesh.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(surface->lightmaptexture); - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha); - } - else - { - if (ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1 && ent->alpha == 1) - m.pointer_color = surface->mesh.data_lightmapcolor4f; - else - { - int i; - for (i = 0;i < surface->mesh.num_vertices;i++) - { - varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0]; - varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1]; - varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2]; - varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha; - } - m.pointer_color = varray_color4f; - } - } - } - else - { - int i; - for (i = 0;i < surface->mesh.num_vertices;i++) - { - varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * 2.0f; - varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * 2.0f; - varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * 2.0f; - varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha; - } - m.pointer_color = varray_color4f; - } - if (surface->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) - { - int i, j; - float center[3], center2[3], forward[3], right[3], up[3], v[4][3]; - matrix4x4_t matrix1, imatrix1; - R_Mesh_Matrix(&r_identitymatrix); - // a single autosprite surface can contain multiple sprites... - for (j = 0;j < surface->mesh.num_vertices - 3;j += 4) - { - VectorClear(center); - for (i = 0;i < 4;i++) - VectorAdd(center, surface->mesh.data_vertex3f + (j+i) * 3, center); - VectorScale(center, 0.25f, center); - Matrix4x4_Transform(&ent->matrix, center, center2); - // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? - Matrix4x4_FromVectors(&matrix1, surface->mesh.data_normal3f + j*3, surface->mesh.data_svector3f + j*3, surface->mesh.data_tvector3f + j*3, center); - Matrix4x4_Invert_Simple(&imatrix1, &matrix1); - for (i = 0;i < 4;i++) - Matrix4x4_Transform(&imatrix1, surface->mesh.data_vertex3f + (j+i)*3, v[i]); - if (surface->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) - { - forward[0] = r_vieworigin[0] - center2[0]; - forward[1] = r_vieworigin[1] - center2[1]; - forward[2] = 0; - VectorNormalize(forward); - right[0] = forward[1]; - right[1] = -forward[0]; - right[2] = 0; - up[0] = 0; - up[1] = 0; - up[2] = 1; - } - else - { - VectorCopy(r_viewforward, forward); - VectorCopy(r_viewright, right); - VectorCopy(r_viewup, up); - } - for (i = 0;i < 4;i++) - VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3); - } - m.pointer_vertex = varray_vertex3f; - } - else - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglDisable(GL_CULL_FACE); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglEnable(GL_CULL_FACE); -} - -void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumsurfaces, msurface_t **texturesurfacelist) -{ - int i, texturesurfaceindex; - msurface_t *surface; - qboolean dolightmap; - qboolean dobase; - qboolean doambient; - qboolean doglow; - qboolean dofog; - rmeshstate_t m; - if (!texturenumsurfaces) - return; - c_faces += texturenumsurfaces; - // gl_lightmaps debugging mode skips normal texturing - if (gl_lightmaps.integer) - { - GL_DepthMask(true); - GL_DepthTest(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - qglDisable(GL_CULL_FACE); - memset(&m, 0, sizeof(m)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[0] = R_GetTexture(surface->lightmaptexture); - m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; - if (surface->lightmaptexture) - { - GL_Color(1, 1, 1, 1); - m.pointer_color = NULL; - } - else - m.pointer_color = surface->mesh.data_lightmapcolor4f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - qglEnable(GL_CULL_FACE); - return; - } - // transparent surfaces get sorted for later drawing - if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE)) - { - vec3_t facecenter, center; - // drawing sky transparently would be too difficult - if (t->surfaceparms & Q3SURFACEPARM_SKY) - return; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - facecenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; - facecenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; - facecenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; - Matrix4x4_Transform(&ent->matrix, facecenter, center); - R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, surface - ent->model->brush.data_surfaces); - } - return; - } - // sky surfaces draw sky if needed and render themselves as a depth mask - if (t->surfaceparms & Q3SURFACEPARM_SKY) - { - if (skyrendernow) - { - skyrendernow = false; - if (skyrendermasked) - R_Sky(); - } - if (!r_q3bsp_renderskydepth.integer) - return; - - R_Mesh_Matrix(&ent->matrix); - - GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); - if (skyrendermasked) - { - // depth-only (masking) - GL_ColorMask(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)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - return; - } - // anything else is a typical wall, lightmap * texture + glow - dolightmap = (ent->flags & RENDER_LIGHT); - dobase = true; - doambient = r_ambient.value > 0; - doglow = t->skin.glow != NULL; - dofog = fogenabled; - if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglDisable(GL_CULL_FACE); - if (!dolightmap && dobase) - { - dolightmap = false; - dobase = false; - GL_DepthMask(true); - GL_DepthTest(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1); - if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglDisable(GL_CULL_FACE); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.base); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (r_lightmapintensity <= 0 && dolightmap && dobase) - { - dolightmap = false; - dobase = false; - GL_DepthMask(true); - GL_DepthTest(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_Color(0, 0, 0, 1); - memset(&m, 0, sizeof(m)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); + { + model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]]; + if ((surfacechain = model->brushq1.light_styleupdatechains[i])) + for (;(surface = *surfacechain);surfacechain++) + surface->cached_dlight = true; + } } } - if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase) + + R_UpdateAllTextureInfo(ent); + flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); + f = 0; + t = NULL; + texture = NULL; + numsurfacelist = 0; + if (ent == r_refdef.worldentity) { - // dualtexture combine - dolightmap = false; - dobase = false; - GL_DepthMask(true); - GL_DepthTest(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.base); - GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); - m.pointer_color = NULL; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + for (i = 0, j = model->firstmodelsurface, surface = model->brush.data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { - surface = texturesurfacelist[texturesurfaceindex]; - if (!surface->lightmaptexture) + if (!r_worldsurfacevisible[j]) continue; - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - m.texrgbscale[1] = 2; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - if (r_lightmapintensity == 1 && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + if (t != surface->texture) { - surface = texturesurfacelist[texturesurfaceindex]; - if (surface->lightmaptexture) - continue; - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - m.texrgbscale[1] = 2; - m.pointer_color = surface->mesh.data_lightmapcolor4f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); + if (numsurfacelist) + { + R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + numsurfacelist = 0; + } + t = surface->texture; + f = t->currentmaterialflags & flagsmask; + texture = t->currentframe; } - } - else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + if (f && surface->num_triangles) { - surface = texturesurfacelist[texturesurfaceindex]; - if (surface->lightmaptexture) - continue; - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - m.texrgbscale[1] = 2; - m.pointer_color = varray_color4f; - for (i = 0;i < surface->mesh.num_vertices;i++) + // if lightmap parameters changed, rebuild lightmap texture + if (surface->cached_dlight && surface->lightmapinfo->samples) + R_BuildLightMap(ent, surface); + // add face to draw list + surfacelist[numsurfacelist++] = surface; + if (numsurfacelist >= maxsurfacelist) { - varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * r_lightmapintensity; - varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * r_lightmapintensity; - varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * r_lightmapintensity; - varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3]; + R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + numsurfacelist = 0; } - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); } } } - // single texture - if (dolightmap) - { - GL_DepthMask(true); - GL_DepthTest(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - memset(&m, 0, sizeof(m)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[0] = R_GetTexture(surface->lightmaptexture); - m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; - if (surface->lightmaptexture) - m.pointer_color = NULL; - else - m.pointer_color = surface->mesh.data_lightmapcolor4f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (dobase) - { - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_DepthTest(true); - GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.base); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (doambient) - { - GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.base); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (doglow) + else { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.glow); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + for (i = 0, j = model->firstmodelsurface, surface = model->brush.data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); + if (t != surface->texture) + { + if (numsurfacelist) + { + R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + numsurfacelist = 0; + } + t = surface->texture; + f = t->currentmaterialflags & flagsmask; + texture = t->currentframe; + } + if (f && surface->num_triangles) + { + // if lightmap parameters changed, rebuild lightmap texture + if (surface->cached_dlight && surface->lightmapinfo->samples) + R_BuildLightMap(ent, surface); + // add face to draw list + surfacelist[numsurfacelist++] = surface; + if (numsurfacelist >= maxsurfacelist) + { + R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + numsurfacelist = 0; + } + } } } - if (dofog) + if (numsurfacelist) + R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); +} + +static void R_DrawPortal_Callback(const void *calldata1, int calldata2) +{ + int i; + float *v; + rmeshstate_t m; + const mportal_t *portal = calldata1; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); + R_Mesh_Matrix(&r_identitymatrix); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = varray_vertex3f; + R_Mesh_State(&m); + + i = calldata2; + GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f), + ((i & 0x0038) >> 3) * (1.0f / 7.0f), + ((i & 0x01C0) >> 6) * (1.0f / 7.0f), + 0.125f); + if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0) { - float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.fog); - m.pointer_color = varray_color4f; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - if (m.tex[0]) - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surface->mesh.num_vertices, modelorg); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } + for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3) + VectorCopy(portal->points[i].position, v); } - if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglEnable(GL_CULL_FACE); + else + for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3) + VectorCopy(portal->points[i].position, v); + GL_LockArrays(0, portal->numpoints); + R_Mesh_Draw(0, portal->numpoints, portal->numpoints - 2, polygonelements); + GL_LockArrays(0, 0); } -void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces) +// LordHavoc: this is just a nice debugging tool, very slow +static void R_DrawPortals(void) { - int i, j, f, flagsmask, flags; - msurface_t *surface; - model_t *model = ent->model; - texture_t *t; - const int maxfaces = 1024; - int numsurfaces = 0; - msurface_t *surfacelist[1024]; - R_Mesh_Matrix(&ent->matrix); - flagsmask = Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY; - if (skyfaces) - flags = Q3SURFACEFLAG_SKY; - else - flags = 0; - t = NULL; - f = 0; - numsurfaces = 0; - for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++) + int i, leafnum;//, portalnum; + mportal_t *portal; + float center[3], f; + model_t *model = r_refdef.worldmodel; + if (model == NULL) + return; + for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++) { - if (ent != r_refdef.worldentity || r_worldsurfacevisible[j]) + if (r_worldleafvisible[leafnum]) { - surface = model->brush.data_surfaces + j; - if (t != surface->texture) + //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) { - if (numsurfaces) + if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) + if (!R_CullBox(portal->mins, portal->maxs)) { - R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist); - numsurfaces = 0; + VectorClear(center); + for (i = 0;i < portal->numpoints;i++) + VectorAdd(center, portal->points[i].position, center); + f = ixtable[portal->numpoints]; + VectorScale(center, f, center); + //R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum); + R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, leafnum); } - t = surface->texture; - f = t->surfaceflags & flagsmask; } - if (f == flags) + } + } +} + +static void R_DrawCollisionBrush(colbrushf_t *brush) +{ + int i; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = brush->points->v; + R_Mesh_State(&m); + i = (int)(((size_t)brush) / sizeof(colbrushf_t)); + GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); + GL_LockArrays(0, brush->numpoints); + R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements); + GL_LockArrays(0, 0); +} + +static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface) +{ + int i; + rmeshstate_t m; + if (!surface->num_collisiontriangles) + return; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = surface->data_collisionvertex3f; + R_Mesh_State(&m); + i = (int)(((size_t)surface) / sizeof(msurface_t)); + GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); + GL_LockArrays(0, surface->num_collisionvertices); + R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i); + GL_LockArrays(0, 0); +} + +void R_WorldVisibility(void) +{ + int i, j, *mark; + mleaf_t *leaf; + mleaf_t *viewleaf; + model_t *model = r_refdef.worldmodel; + + if (!model) + return; + + // if possible find the leaf the view origin is in + viewleaf = model->brushq1.PointInLeaf ? model->brushq1.PointInLeaf(model, r_vieworigin) : NULL; + // if possible fetch the visible cluster bits + if (model->brush.FatPVS) + model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits)); + + // clear the visible surface and leaf flags arrays + memset(r_worldsurfacevisible, 0, model->brush.num_surfaces); + memset(r_worldleafvisible, 0, model->brush.num_leafs); + + // if the user prefers surfaceworldnode (testing?) or the viewleaf could + // not be found, or the viewleaf is not part of the visible world + // (floating around in the void), use the pvs method + if (r_surfaceworldnode.integer || !viewleaf || viewleaf->clusterindex < 0) + { + // pvs method: + // similar to quake's RecursiveWorldNode but without cache misses + for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) + { + // 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)) { - if (!surface->mesh.num_triangles) - continue; - surfacelist[numsurfaces++] = surface; - if (numsurfaces >= maxfaces) - { - R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist); - numsurfaces = 0; - } + c_leafs++; + r_worldleafvisible[j] = true; + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_worldsurfacevisible[*mark] = true; } } } - if (numsurfaces) - R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist); + else + { + int leafstackpos; + mportal_t *p; + mleaf_t *leafstack[8192]; + // portal method: + // follows portals leading outward from viewleaf, does not venture + // offscreen or into leafs that are not visible, faster than Quake's + // RecursiveWorldNode and vastly better in unvised maps, often culls a + // lot of surface that pvs alone would miss + leafstack[0] = viewleaf; + leafstackpos = 1; + while (leafstackpos) + { + c_leafs++; + leaf = leafstack[--leafstackpos]; + r_worldleafvisible[leaf - model->brush.data_leafs] = true; + // mark any surfaces bounding this leaf + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_worldsurfacevisible[*mark] = true; + // follow portals into other leafs + // the checks are: + // if viewer is behind portal (portal faces outward into the scene) + // and the portal polygon's bounding box is on the screen + // and the leaf has not been visited yet + // and the leaf is visible in the pvs + // (the first two checks won't cause as many cache misses as the leaf checks) + for (p = leaf->portals;p;p = p->next) + if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex)) + leafstack[leafstackpos++] = p->past; + } + } + + if (r_drawportals.integer) + R_DrawPortals(); } -void R_Q3BSP_DrawSky(entity_render_t *ent) +void R_Q1BSP_DrawSky(entity_render_t *ent) { + if (ent->model == NULL) + return; if (r_drawcollisionbrushes.integer < 2) - R_Q3BSP_DrawFaces(ent, true); + R_DrawSurfaces(ent, true); } -void R_Q3BSP_Draw(entity_render_t *ent) +void R_Q1BSP_Draw(entity_render_t *ent) { + if (ent->model == NULL) + return; + c_bmodels++; if (r_drawcollisionbrushes.integer < 2) - R_Q3BSP_DrawFaces(ent, false); - if (r_drawcollisionbrushes.integer >= 1) + R_DrawSurfaces(ent, false); + if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes) { int i; model_t *model = ent->model; msurface_t *surface; + q3mbrush_t *brush; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value); - for (i = 0;i < model->brushq3.data_models[model->brush.submodel].numbrushes;i++) - if (model->brushq3.data_models[model->brush.submodel].firstbrush[i].colbrushf && model->brushq3.data_models[model->brush.submodel].firstbrush[i].colbrushf->numtriangles) - R_DrawCollisionBrush(model->brushq3.data_models[model->brush.submodel].firstbrush[i].colbrushf); - for (i = 0, surface = model->brushq3.data_models[model->brush.submodel].firstsurface;i < model->brushq3.data_models[model->brush.submodel].numsurfaces;i++, surface++) - if (surface->mesh.num_collisiontriangles) - R_Q3BSP_DrawCollisionSurface(ent, surface); + for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) + if (brush->colbrushf && brush->colbrushf->numtriangles) + R_DrawCollisionBrush(brush->colbrushf); + for (i = 0, surface = model->brush.data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) + if (surface->num_collisiontriangles) + R_DrawCollisionSurface(ent, surface); qglPolygonOffset(0, 0); } } -void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) +void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) { model_t *model = ent->model; vec3_t lightmins, lightmaxs; @@ -2160,6 +1728,7 @@ void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa pvs = model->brush.GetPVS(model, relativelightorigin); else pvs = NULL; + R_UpdateAllTextureInfo(ent); // FIXME: use BSP recursion as lights are often small for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++) { @@ -2184,39 +1753,22 @@ void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++) { surfaceindex = leaf->firstleafsurface[leafsurfaceindex]; - surface = model->brush.data_surfaces + surfaceindex; if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) { - if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) && surface->mesh.num_triangles) + surface = model->brush.data_surfaces + surfaceindex; + if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs)) + if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) { - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - { - for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, 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 (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]))) - { - SETPVSBIT(outsurfacepvs, surfaceindex); - outsurfacelist[outnumsurfaces++] = surfaceindex; - break; - } - } - } - else + for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3) { - for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, 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 (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]))) { - 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]))) - { - SETPVSBIT(outsurfacepvs, surfaceindex); - outsurfacelist[outnumsurfaces++] = surfaceindex; - break; - } + SETPVSBIT(outsurfacepvs, surfaceindex); + outsurfacelist[outnumsurfaces++] = surfaceindex; + break; } } } @@ -2238,64 +1790,65 @@ void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa *outnumsurfacespointer = outnumsurfaces; } -void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) +void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs) { model_t *model = ent->model; - vec3_t lightmins, lightmaxs; msurface_t *surface; int surfacelistindex; if (r_drawcollisionbrushes.integer < 2) { - 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_Mesh_Matrix(&ent->matrix); R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + if (!r_shadow_compilingrtlight) + R_UpdateAllTextureInfo(ent); for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; - // FIXME: check some manner of surface->rendermode here? - if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && !(surface->texture->surfaceparms & (Q3SURFACEPARM_SKY | Q3SURFACEPARM_TRANS)) && !(surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)) - R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); + if ((surface->texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) + continue; + if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + 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 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); } } -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, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist) +void R_Q1BSP_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, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist) { model_t *model = ent->model; - vec3_t lightmins, lightmaxs, modelorg; msurface_t *surface; + texture_t *t; int surfacelistindex; if (r_drawcollisionbrushes.integer < 2) { - 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_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + if (!r_shadow_compilingrtlight) + R_UpdateAllTextureInfo(ent); for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; + if (surface->texture->basematerialflags & MATERIALFLAG_NODRAW || !surface->num_triangles) + continue; if (r_shadow_compilingrtlight) { // if compiling an rtlight, capture the mesh - Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i); + t = surface->texture; + if ((t->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) + Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); } - else if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->mesh.num_triangles) + else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]]) { - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglDisable(GL_CULL_FACE); - R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale); - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglEnable(GL_CULL_FACE); + t = surface->texture->currentframe; + // FIXME: transparent surfaces need to be lit later + if ((t->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) + { + if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); + R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale); + if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglEnable(GL_CULL_FACE); + } } } } @@ -2317,15 +1870,10 @@ static void gl_surf_newmap(void) 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);