X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_rsurf.c;h=bde929ec7f3e4876f2dd1d1f60253a1f51caac73;hb=e4b3858e7aca0ead91be1d8f675db084d025abad;hp=9f09d2ab6af75e33f4c6b3f465919eb49913ac27;hpb=f18135d73ed7bb98019dd3ce009c3b9c05caca7f;p=xonotic%2Fdarkplaces.git diff --git a/gl_rsurf.c b/gl_rsurf.c index 9f09d2ab..bde929ec 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -21,18 +21,14 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" -extern int skytexturenum; - int lightmap_textures; -signed blocklights[18*18*3]; // LordHavoc: *3 for colored lighting - // LordHavoc: skinny but tall lightmaps for quicker subimage uploads -#define BLOCK_WIDTH 128 -#define BLOCK_HEIGHT 128 +#define BLOCK_WIDTH 256 +#define BLOCK_HEIGHT 256 // LordHavoc: increased lightmap limit from 64 to 1024 #define MAX_LIGHTMAPS 1024 -#define LIGHTMAPSIZE (BLOCK_WIDTH*BLOCK_HEIGHT*3) +#define LIGHTMAPSIZE (BLOCK_WIDTH*BLOCK_HEIGHT*4) int active_lightmaps; @@ -41,20 +37,34 @@ short allocated[MAX_LIGHTMAPS][BLOCK_WIDTH]; byte *lightmaps[MAX_LIGHTMAPS]; short lightmapupdate[MAX_LIGHTMAPS][2]; +signed int blocklights[BLOCK_WIDTH*BLOCK_HEIGHT*3]; // LordHavoc: *3 for colored lighting + int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"}; cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "1"}; cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"}; cvar_t gl_nosubimage = {"gl_nosubimage", "0"}; cvar_t r_ambient = {"r_ambient", "0"}; +cvar_t gl_vertex = {"gl_vertex", "0"}; +cvar_t gl_texsort = {"gl_texsort", "1"}; +cvar_t r_newworldnode = {"r_newworldnode", "0"}; +cvar_t r_oldclip = {"r_oldclip", "1"}; +cvar_t r_dlightmap = {"r_dlightmap", "1"}; -qboolean lightmaprgba, nosubimagefragments, nosubimage; +qboolean lightmaprgba, nosubimagefragments, nosubimage, skyisvisible; int lightmapbytes; -qboolean skyisvisible; -extern qboolean gl_arrays; +extern int r_dlightframecount; + +void gl_surf_start() +{ +} + +void gl_surf_shutdown() +{ +} -void glrsurf_init() +void GL_Surf_Init() { int i; for (i = 0;i < MAX_LIGHTMAPS;i++) @@ -64,113 +74,183 @@ void glrsurf_init() Cvar_RegisterVariable(&gl_nosubimagefragments); Cvar_RegisterVariable(&gl_nosubimage); Cvar_RegisterVariable(&r_ambient); - // check if it's the glquake minigl driver - if (strncasecmp(gl_vendor,"3Dfx",4)==0) - if (!gl_arrays) - { -// Cvar_SetValue("gl_nosubimagefragments", 1); -// Cvar_SetValue("gl_nosubimage", 1); - Cvar_SetValue("gl_lightmode", 0); - } + Cvar_RegisterVariable(&gl_vertex); + Cvar_RegisterVariable(&gl_texsort); + Cvar_RegisterVariable(&r_newworldnode); + Cvar_RegisterVariable(&r_oldclip); + Cvar_RegisterVariable(&r_dlightmap); + + R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown); } -int dlightdivtable[8192]; -int dlightdivtableinitialized = 0; +int dlightdivtable[32768]; /* -=============== -R_AddDynamicLights -=============== + R_AddDynamicLights */ -void R_AddDynamicLights (msurface_t *surf) +int R_AddDynamicLights (msurface_t *surf) { - int sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, j; - unsigned *bl; - float dist, f; - vec3_t impact, local; - // use 64bit integer... shame it's not very standardized... + int sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, lit, dist2, impacts, impactt; + unsigned int *bl; + float dist; + vec3_t impact, local; + + // LordHavoc: use 64bit integer... shame it's not very standardized... #if _MSC_VER || __BORLANDC__ - __int64 k; // MSVC + __int64 k; #else - long long k; // GCC + long long k; #endif - if (!dlightdivtableinitialized) + lit = false; + + if (!dlightdivtable[1]) { - dlightdivtable[0] = 1048576 >> 7; - for (s = 1;s < 8192;s++) - dlightdivtable[s] = 1048576 / (s << 7); - dlightdivtableinitialized = 1; + dlightdivtable[0] = 4194304; + for (s = 1; s < 32768; s++) + dlightdivtable[s] = 4194304 / (s << 7); } - smax = (surf->extents[0]>>4)+1; - tmax = (surf->extents[1]>>4)+1; + smax = (surf->extents[0] >> 4) + 1; + tmax = (surf->extents[1] >> 4) + 1; - for (lnum=0 ; lnumdlightbits[lnum >> 5] & (1<<(lnum&31)) ) ) - continue; // not lit by this light + if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) + continue; // not lit by this light - VectorSubtract(cl_dlights[lnum].origin, currententity->origin, local); + VectorSubtract (cl_dlights[lnum].origin, currententity->origin, local); dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; - for (i=0 ; i<3 ; i++) - impact[i] = cl_dlights[lnum].origin[i] - surf->plane->normal[i]*dist; - f = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; - i = f; + // for comparisons to minimum acceptable light + maxdist = (int) ((cl_dlights[lnum].radius * cl_dlights[lnum].radius)); + + // clamp radius to avoid exceeding 32768 entry division table + if (maxdist > 4194304) + maxdist = 4194304; + + dist2 = dist * dist; + if (dist2 >= maxdist) + continue; + + impact[0] = cl_dlights[lnum].origin[0] - surf->plane->normal[0] * dist; + impact[1] = cl_dlights[lnum].origin[1] - surf->plane->normal[1] * dist; + impact[2] = cl_dlights[lnum].origin[2] - surf->plane->normal[2] * dist; + + impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; + impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; + + s = bound(0, impacts, smax * 16) - impacts; + t = bound(0, impactt, tmax * 16) - impactt; + i = s * s + t * t + dist2; + if (i > maxdist) + continue; // reduce calculations - t = dist*dist; - for (s = 0;s < smax;s++, i -= 16) - sdtable[s] = i*i + t; - - f = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; - i = f; - - maxdist = (int) (cl_dlights[lnum].radius*cl_dlights[lnum].radius); // for comparisons to minimum acceptable light - // clamp radius to avoid exceeding 8192 entry division table - if (maxdist > 1048576) - maxdist = 1048576; - maxdist3 = maxdist - (int) (dist*dist); - // convert to 8.8 blocklights format - if (!cl_dlights[lnum].dark) - { - f = cl_dlights[lnum].color[0] * maxdist;red = f; - f = cl_dlights[lnum].color[1] * maxdist;green = f; - f = cl_dlights[lnum].color[2] * maxdist;blue = f; - } - else // negate for darklight - { - f = cl_dlights[lnum].color[0] * -maxdist;red = f; - f = cl_dlights[lnum].color[1] * -maxdist;green = f; - f = cl_dlights[lnum].color[2] * -maxdist;blue = f; - } + for (s = 0, i = impacts; s < smax; s++, i -= 16) + sdtable[s] = i * i + dist2 + LIGHTOFFSET; + + maxdist3 = maxdist - (int) (dist * dist); + + // convert to 8.8 blocklights format and scale up by radius + red = cl_dlights[lnum].color[0] * maxdist; + green = cl_dlights[lnum].color[1] * maxdist; + blue = cl_dlights[lnum].color[2] * maxdist; bl = blocklights; - for (t = 0;t < tmax;t++,i -= 16) + + i = impactt; + for (t = 0; t < tmax; t++, i -= 16) { - td = i*i; - if (td < maxdist3) // make sure some part of it is visible on this line + td = i * i; + // make sure some part of it is visible on this line + if (td < maxdist3) { maxdist2 = maxdist - td; - for (s = 0;s < smax;s++) + for (s = 0; s < smax; s++) { if (sdtable[s] < maxdist2) { - j = dlightdivtable[(sdtable[s]+td) >> 7]; - k = (red * j) >> 8;bl[0] += k; - k = (green * j) >> 8;bl[1] += k; - k = (blue * j) >> 8;bl[2] += k; + k = dlightdivtable[(sdtable[s] + td) >> 7]; + bl[0] += (red * k) >> 9; + bl[1] += (green * k) >> 9; + bl[2] += (blue * k) >> 9; + lit = true; } bl += 3; } } - else - bl+=smax*3; // skip line + else // skip line + bl += smax * 3; + } + } + return lit; +} + + +void R_ConvertLightmap (int *in, byte *out, int width, int height, int stride) +{ + int i, j; + stride -= (width*lightmapbytes); + if (lighthalf) + { + // LordHavoc: I shift down by 8 unlike GLQuake's 7, + // the image is brightened as a processing pass + if (lightmaprgba) + { + for (i = 0;i < height;i++, out += stride) + { + for (j = 0;j < width;j++, in += 3, out += 4) + { + out[0] = min(in[0] >> 8, 255); + out[1] = min(in[1] >> 8, 255); + out[2] = min(in[2] >> 8, 255); + out[3] = 255; + } + } + } + else + { + for (i = 0;i < height;i++, out += stride) + { + for (j = 0;j < width;j++, in += 3, out += 3) + { + out[0] = min(in[0] >> 8, 255); + out[1] = min(in[1] >> 8, 255); + out[2] = min(in[2] >> 8, 255); + } + } + } + } + else + { + if (lightmaprgba) + { + for (i = 0;i < height;i++, out += stride) + { + for (j = 0;j < width;j++, in += 3, out += 4) + { + out[0] = min(in[0] >> 7, 255); + out[1] = min(in[1] >> 7, 255); + out[2] = min(in[2] >> 7, 255); + out[3] = 255; + } + } + } + else + { + for (i = 0;i < height;i++, out += stride) + { + for (j = 0;j < width;j++, in += 3, out += 3) + { + out[0] = min(in[0] >> 7, 255); + out[1] = min(in[1] >> 7, 255); + out[2] = min(in[2] >> 7, 255); + } + } } } } -extern qboolean lighthalf; /* =============== R_BuildLightMap @@ -181,24 +261,24 @@ Combine and scale multiple lightmaps into the 8.8 format in blocklights void R_BuildLightMap (msurface_t *surf, byte *dest, int stride) { int smax, tmax; - int t; - int i, j, size; + int i, j, size, size3; byte *lightmap; int scale; int maps; int *bl; - surf->cached_dlight = (surf->dlightframe == r_framecount); + surf->cached_dlight = 0; surf->cached_lighthalf = lighthalf; surf->cached_ambient = r_ambient.value; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; size = smax*tmax; + size3 = size*3; lightmap = surf->samples; // set to full bright if no light data - if (currententity->effects & EF_FULLBRIGHT || !cl.worldmodel->lightdata) + if (currententity && currententity->effects & EF_FULLBRIGHT || !cl.worldmodel->lightdata) { bl = blocklights; for (i=0 ; istyles[maps] != 255;maps++) { scale = d_lightstylevalue[surf->styles[maps]]; surf->cached_light[maps] = scale; // 8.8 fraction bl = blocklights; - for (i=0 ; idlightframe == r_framecount) - R_AddDynamicLights (surf); - } - stride -= (smax*lightmapbytes); - bl = blocklights; - if (lighthalf) - { - // LordHavoc: I shift down by 8 unlike GLQuake's 7, - // the image is brightened as a processing pass - if (lightmaprgba) - { - for (i=0 ; i> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - *dest++ = 255; - } - } - } - else - { - for (i=0 ; i> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - } - } - } - } - else - { - if (lightmaprgba) - { - for (i=0 ; i> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - *dest++ = 255; - } - } - } - else - { - for (i=0 ; i> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - } } } + if (r_dlightmap.value && surf->dlightframe == r_dlightframecount) + if ((surf->cached_dlight = R_AddDynamicLights(surf))) + c_light_polys++; } + R_ConvertLightmap(blocklights, dest, smax, tmax, stride); } -byte templight[32*32*4]; +byte templight[BLOCK_WIDTH*BLOCK_HEIGHT*4]; void R_UpdateLightmap(msurface_t *s, int lnum) { int smax, tmax; // upload the new lightmap texture fragment - glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum); + if(r_upload.value) + glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum); if (nosubimage || nosubimagefragments) { if (lightmapupdate[lnum][0] > s->light_t) @@ -326,12 +346,14 @@ void R_UpdateLightmap(msurface_t *s, int lnum) if (lightmaprgba) { R_BuildLightMap (s, templight, smax * 4); - glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight); + if(r_upload.value) + glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight); } else { R_BuildLightMap (s, templight, smax * 3); - glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight); + if(r_upload.value) + glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight); } } } @@ -396,13 +418,8 @@ extern int solidskytexture; extern int alphaskytexture; extern float speedscale; // for top sky and bottom sky -qboolean mtexenabled = false; - extern char skyname[]; -void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits); -//extern cvar_t r_dynamicwater; -extern int r_dlightframecount; float turbsin[256] = { #include "gl_warp_sin.h" @@ -419,20 +436,23 @@ void UploadLightmaps() { if (lightmapupdate[i][0] < lightmapupdate[i][1]) { - glBindTexture(GL_TEXTURE_2D, lightmap_textures + i); - if (nosubimage) - { - if (lightmaprgba) - glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]); - else - glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]); - } - else + if(r_upload.value) { - if (lightmaprgba) - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0])); + glBindTexture(GL_TEXTURE_2D, lightmap_textures + i); + if (nosubimage) + { + if (lightmaprgba) + glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]); + else + glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]); + } else - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0])); + { + if (lightmaprgba) + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0])); + else + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0])); + } } } lightmapupdate[i][0] = BLOCK_HEIGHT; @@ -441,312 +461,458 @@ void UploadLightmaps() } } -/* -================ -DrawTextureChains -================ -*/ -extern qboolean hlbsp; -extern void R_Sky(); -extern char skyname[]; -void DrawTextureChains (void) +float wvert[1024*6]; // used by the following functions + +void RSurf_DrawSky(msurface_t *s, int transform) { - int i, j, maps; - msurface_t *s; - texture_t *t; - glpoly_t *p; - float *v; - float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255]; + glpoly_t *p; + int i; + float *v; + for (p=s->polys ; p ; p=p->next) + { + if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS) + { + skypoly[currentskypoly].firstvert = currentskyvert; + skypoly[currentskypoly++].verts = p->numverts; + if (transform) + { + for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) + { + softwaretransform(v, skyvert[currentskyvert].v); + currentskyvert++; + } + } + else + { + for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) + { + VectorCopy(v, skyvert[currentskyvert].v); + currentskyvert++; + } + } + } + } +} - // first the sky - skypolyclear(); - for (j = 0;j < cl.worldmodel->numtextures;j++) +int RSurf_Light(int *dlightbits, glpoly_t *polys) +{ + float cr, cg, cb, radius, radius2, f, *v, *wv; + int i, a, b, lit = false; + unsigned int c, d; + dlight_t *light; + vec_t *lightorigin; + glpoly_t *p; + for (a = 0;a < 8;a++) { - if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain)) - continue; - // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway - // subdivided water surface warp - if (s->flags & SURF_DRAWSKY) + if ((c = dlightbits[a])) { - cl.worldmodel->textures[j]->texturechain = NULL; - t = R_TextureAnimation (cl.worldmodel->textures[j]); - skyisvisible = true; - if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys... + for (b = 0, d = 1;c;b++, d <<= 1) { - for (;s;s = s->texturechain) + if (c & d) { - for (p=s->polys ; p ; p=p->next) + c -= d; + light = &cl_dlights[a * 32 + b]; + lightorigin = light->origin; + cr = light->color[0]; + cg = light->color[1]; + cb = light->color[2]; + radius = light->radius*light->radius; + radius2 = radius * 256.0f; + wv = wvert; + for (p = polys;p;p = p->next) { - if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS) + for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) { - skypoly[currentskypoly].firstvert = currentskyvert; - skypoly[currentskypoly++].verts = p->numverts; - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) + f = VectorDistance2(wv, lightorigin); + if (f < radius) { - skyvert[currentskyvert].v[0] = v[0]; - skyvert[currentskyvert].v[1] = v[1]; - skyvert[currentskyvert++].v[2] = v[2]; + f = radius2 / (f + LIGHTOFFSET); + wv[3] += cr * f; + wv[4] += cg * f; + wv[5] += cb * f; + lit = true; } + wv += 6; } } } } } } - skypolyrender(); // fogged sky polys, affects depth + return lit; +} - if (skyname[0] && skyisvisible && !fogenabled) - R_Sky(); // does not affect depth, draws over the sky polys +void RSurf_DrawWater(msurface_t *s, texture_t *t, int transform, int alpha) +{ + int i; + float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(cl.time * TURBSCALE + 96.0) & 255]; + glpoly_t *p; + float *v; + // FIXME: make fog texture if water texture is transparent? - // then walls - wallpolyclear(); - for (j = 0;j < cl.worldmodel->numtextures;j++) + if (s->dlightframe != r_dlightframecount) { - if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain)) - continue; - if (!(s->flags & SURF_DRAWTURB)) + vec3_t temp; + // LordHavoc: fast path for no vertex lighting cases + if (transform) { - cl.worldmodel->textures[j]->texturechain = NULL; - t = R_TextureAnimation (cl.worldmodel->textures[j]); - for (;s;s = s->texturechain) + if (r_waterripple.value) { - if (currentwallpoly < MAX_WALLPOLYS && currentwallvert < MAX_WALLVERTS && (currentwallvert + s->polys->numverts) <= MAX_WALLVERTS) + for (p=s->polys ; p ; p=p->next) { - // check for lightmap modification - if (r_dynamic.value) + transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA); + for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) { - if (s->dlightframe == r_framecount || s->cached_dlight || r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf) // dynamic this frame or previously, or lighthalf changed, or r_ambient changed - R_UpdateLightmap(s, s->lightmaptexturenum); - else - for (maps = 0 ; maps < MAXLIGHTMAPS && s->styles[maps] != 255 ; maps++) - if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps]) - { - R_UpdateLightmap(s, s->lightmaptexturenum); - break; - } + softwaretransform(v, temp); + transpolyvert(temp[0], temp[1], temp[2] + r_waterripple.value * turbsin[(int)((temp[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((temp[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha); } - wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum; - wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum; - wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum; - wallpoly[currentwallpoly].firstvert = currentwallvert; - wallpoly[currentwallpoly++].verts = s->polys->numverts; - for (i = 0,v = s->polys->verts[0];ipolys->numverts;i++, v += VERTEXSIZE) + transpolyend(); + } + } + else + { + for (p=s->polys ; p ; p=p->next) + { + transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA); + for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) { - wallvert[currentwallvert].vert[0] = v[0]; - wallvert[currentwallvert].vert[1] = v[1]; - wallvert[currentwallvert].vert[2] = v[2]; - wallvert[currentwallvert].s = v[3]; - wallvert[currentwallvert].t = v[4]; - wallvert[currentwallvert].u = v[5]; - wallvert[currentwallvert++].v = v[6]; + softwaretransform(v, temp); + transpolyvert(temp[0], temp[1], temp[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha); } + transpolyend(); } } } - } - UploadLightmaps(); - wallpolyrender(); - - // then water (water gets diverted to transpoly list) - for (j = 0;j < cl.worldmodel->numtextures;j++) - { - if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain)) - continue; - cl.worldmodel->textures[j]->texturechain = NULL; - t = R_TextureAnimation (cl.worldmodel->textures[j]); - // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway - // subdivided water surface warp - if (s->flags & SURF_DRAWTURB) + else { - int light, alpha, r = 0, g = 0, b = 0; - vec3_t nv, shadecolor; - alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f; - light = false; - if (s->flags & SURF_DRAWFULLBRIGHT) - r = g = b = lighthalf ? 128 : 255; - else if (s->dlightframe == r_dlightframecount && r_dynamic.value) - light = true; - else - r = g = b = (lighthalf ? 64 : 128) + (int) (r_ambient.value * 2.0f); if (r_waterripple.value) { - if (lighthalf) + for (p=s->polys ; p ; p=p->next) { - if (light) - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - nv[0] = v[0]; - nv[1] = v[1]; - nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f); - shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f); - R_DynamicLightPoint(shadecolor, nv, s->dlightbits); - transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha); - } - transpolyend(); - } - } - } - else - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - nv[0] = v[0]; - nv[1] = v[1]; - nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f); - transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha); - } - transpolyend(); - } - } - } + transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA); + for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) + transpolyvert(v[0], v[1], v[2] + r_waterripple.value * turbsin[(int)((v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha); + transpolyend(); + } + } + else + { + for (p=s->polys ; p ; p=p->next) + { + transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA); + for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) + transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha); + transpolyend(); } + } + } + } + else + { + float *wv; + wv = wvert; + for (p = s->polys;p;p = p->next) + { + for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) + { + if (transform) + softwaretransform(v, wv); else + VectorCopy(v, wv); + if (r_waterripple.value) + wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f); + wv[3] = wv[4] = wv[5] = 128.0f; + wv += 6; + } + } + if (s->dlightframe == r_dlightframecount) + RSurf_Light(s->dlightbits, s->polys); + wv = wvert; + for (p=s->polys ; p ; p=p->next) + { + transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA); + for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6) + transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), wv[3], wv[4], wv[5], alpha); + transpolyend(); + } + } +} + +void RSurf_DrawWall(msurface_t *s, texture_t *t, int transform) +{ + int i, lit = false, polys = 0, verts = 0; + float *v; + glpoly_t *p; + wallpoly_t *wp; + wallvert_t *out; + wallvertcolor_t *outcolor; + // check for lightmap modification + if (s->cached_dlight + || (r_dynamic.value && r_dlightmap.value && s->dlightframe == r_dlightframecount) + || r_ambient.value != s->cached_ambient + || lighthalf != s->cached_lighthalf + || (r_dynamic.value + && (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0]) + || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1]) + || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2]) + || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))) + R_UpdateLightmap(s, s->lightmaptexturenum); + if (r_dlightmap.value || s->dlightframe != r_dlightframecount) + { + // LordHavoc: fast path version for no vertex lighting cases + wp = &wallpoly[currentwallpoly]; + out = &wallvert[currentwallvert]; + for (p = s->polys;p;p = p->next) + { + if ((currentwallpoly >= MAX_WALLPOLYS) || (currentwallvert+p->numverts > MAX_WALLVERTS)) + return; + wp->texnum = (unsigned short) R_GetTexture(t->texture); + wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum); + wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture); + wp->firstvert = currentwallvert; + wp->numverts = p->numverts; + wp->lit = lit; + wp++; + currentwallpoly++; + currentwallvert += p->numverts; + v = p->verts[0]; + if (transform) + { + for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++) { - if (light) - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - nv[0] = v[0]; - nv[1] = v[1]; - nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f); - shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f); - R_DynamicLightPoint(shadecolor, nv, s->dlightbits); - transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha); - } - transpolyend(); - } - } - } - else - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - nv[0] = v[0]; - nv[1] = v[1]; - nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f); - transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha); - } - transpolyend(); - } - } - } + softwaretransform(v, out->vert); + out->vert[3] = v[3]; + out->vert[4] = v[4]; + out->vert[5] = v[5]; + out->vert[6] = v[6]; } } else { - if (lighthalf) + /* + for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++) + { + VectorCopy(v, out->vert); + out->vert[3] = v[3]; + out->vert[4] = v[4]; + out->vert[5] = v[5]; + out->vert[6] = v[6]; + } + */ + memcpy(out, v, sizeof(vec_t) * VERTEXSIZE * p->numverts); + out += p->numverts; + } + } + } + else + { + float *wv; + wv = wvert; + for (p = s->polys;p;p = p->next) + { + for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) + { + if (transform) + softwaretransform(v, wv); + else + VectorCopy(v, wv); + wv[3] = wv[4] = wv[5] = 0.0f; + wv += 6; + } + verts += p->numverts; + polys++; + } + if ((currentwallpoly + polys > MAX_WALLPOLYS) || (currentwallvert+verts > MAX_WALLVERTS)) + return; + if ((!r_dlightmap.value) && s->dlightframe == r_dlightframecount) + lit = RSurf_Light(s->dlightbits, s->polys); + wv = wvert; + wp = &wallpoly[currentwallpoly]; + out = &wallvert[currentwallvert]; + outcolor = &wallvertcolor[currentwallvert]; + currentwallpoly += polys; + for (p = s->polys;p;p = p->next) + { + v = p->verts[0]; + wp->texnum = (unsigned short) R_GetTexture(t->texture); + wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum); + wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture); + wp->firstvert = currentwallvert; + wp->numverts = p->numverts; + wp->lit = lit; + wp++; + currentwallvert += p->numverts; + for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, wv += 6, out++, outcolor++) + { + if (lit) { - if (light) + if (lighthalf) { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f); - R_DynamicLightPoint(shadecolor, v, s->dlightbits); - transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha); - } - transpolyend(); - } - } + outcolor->r = (byte) (bound(0, (int) wv[3] >> 1, 255)); + outcolor->g = (byte) (bound(0, (int) wv[4] >> 1, 255)); + outcolor->b = (byte) (bound(0, (int) wv[5] >> 1, 255)); + outcolor->a = 255; } else { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha); - } - transpolyend(); - } - } + outcolor->r = (byte) (bound(0, (int) wv[3], 255)); + outcolor->g = (byte) (bound(0, (int) wv[4], 255)); + outcolor->b = (byte) (bound(0, (int) wv[5], 255)); + outcolor->a = 255; } } - else + out->vert[0] = wv[0]; + out->vert[1] = wv[1]; + out->vert[2] = wv[2]; + out->vert[3] = v[3]; + out->vert[4] = v[4]; + out->vert[5] = v[5]; + out->vert[6] = v[6]; + } + } + } +} + +// LordHavoc: transparent brush models +extern int r_dlightframecount; +extern float modelalpha; + +void RSurf_DrawWallVertex(msurface_t *s, texture_t *t, int transform, int isbmodel) +{ + int i, alpha, size3; + float *v, *wv, scale; + glpoly_t *p; + byte *lm; + alpha = (int) (modelalpha * 255.0f); + size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3; // *3 for colored lighting + wv = wvert; + for (p = s->polys;p;p = p->next) + { + for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) + { + if (transform) + softwaretransform(v, wv); + else + VectorCopy(v, wv); + wv[3] = wv[4] = wv[5] = r_ambient.value * 2.0f; + if (s->styles[0] != 255) + { + lm = (byte *)((long) s->samples + (int) v[7]); + scale = d_lightstylevalue[s->styles[0]] * (1.0f / 128.0f);wv[3] += lm[size3*0+0] * scale;wv[4] += lm[size3*0+1] * scale;wv[5] += lm[size3*0+2] * scale; + if (s->styles[1] != 255) { - if (light) - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f); - R_DynamicLightPoint(shadecolor, v, s->dlightbits); - transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha); - } - transpolyend(); - } - } - } - else + scale = d_lightstylevalue[s->styles[1]] * (1.0f / 128.0f);wv[3] += lm[size3*1+0] * scale;wv[4] += lm[size3*1+1] * scale;wv[5] += lm[size3*1+2] * scale; + if (s->styles[2] != 255) { - for (;s;s = s->texturechain) + scale = d_lightstylevalue[s->styles[2]] * (1.0f / 128.0f);wv[3] += lm[size3*2+0] * scale;wv[4] += lm[size3*2+1] * scale;wv[5] += lm[size3*2+2] * scale; + if (s->styles[3] != 255) { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha); - } - transpolyend(); - } + scale = d_lightstylevalue[s->styles[3]] * (1.0f / 128.0f);wv[3] += lm[size3*3+0] * scale;wv[4] += lm[size3*3+1] * scale;wv[5] += lm[size3*3+2] * scale; } } } } + wv += 6; + } + } + if (s->dlightframe == r_dlightframecount) + RSurf_Light(s->dlightbits, s->polys); + wv = wvert; + if (isbmodel && (currententity->colormod[0] != 1 || currententity->colormod[1] != 1 || currententity->colormod[2] != 1)) + { + for (p = s->polys;p;p = p->next) + { + v = p->verts[0]; + transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); + for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6) + transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3] * currententity->colormod[0], wv[4] * currententity->colormod[1], wv[5] * currententity->colormod[2], alpha); + transpolyend(); + } + } + else + { + for (p = s->polys;p;p = p->next) + { + v = p->verts[0]; + transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); + for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6) + transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3], wv[4], wv[5], alpha); + transpolyend(); } } } -// LordHavoc: transparent brush models -extern int r_dlightframecount; -extern float modelalpha; -extern vec3_t shadecolor; -//qboolean R_CullBox (vec3_t mins, vec3_t maxs); -void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits); -void R_DynamicLightPointNoMask(vec3_t color, vec3_t org); -void EmitWaterPolys (msurface_t *fa); -void R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node); +/* +================ +DrawTextureChains +================ +*/ +extern qboolean hlbsp; +extern char skyname[]; +void R_DrawSurf(msurface_t *s, int isbmodel, int vertexlit) +{ + texture_t *t; + if (s->flags & SURF_DRAWSKY) + { + skyisvisible = true; + if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys... + RSurf_DrawSky(s, false); + return; + } + t = R_TextureAnimation (s->texinfo->texture); + if (s->flags & SURF_DRAWTURB) + { + RSurf_DrawWater(s, t, false, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f); + return; + } + if (vertexlit) + RSurf_DrawWallVertex(s, t, false, false); + else + RSurf_DrawWall(s, t, false); +} + +void DrawTextureChains (void) +{ + int n; + msurface_t *s; + texture_t *t; + + for (n = 0;n < cl.worldmodel->numtextures;n++) + { + if (!cl.worldmodel->textures[n] || !(s = cl.worldmodel->textures[n]->texturechain)) + continue; + cl.worldmodel->textures[n]->texturechain = NULL; +// for (;s;s = s->texturechain) +// R_DrawSurf(s, false, gl_vertex.value); + // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway + // sky + if (s->flags & SURF_DRAWSKY) + { + skyisvisible = true; + if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys... + for (;s;s = s->texturechain) + RSurf_DrawSky(s, false); + continue; + } + t = R_TextureAnimation (cl.worldmodel->textures[n]); + // subdivided water surface warp + if (s->flags & SURF_DRAWTURB) + { + int alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f; + for (;s;s = s->texturechain) + RSurf_DrawWater(s, t, false, alpha); + continue; + } + if (gl_vertex.value) + for (;s;s = s->texturechain) + RSurf_DrawWallVertex(s, t, false, false); + else + for (;s;s = s->texturechain) + RSurf_DrawWall(s, t, false); + } +} + +void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model); /* ================= @@ -755,16 +921,13 @@ R_DrawBrushModel */ void R_DrawBrushModel (entity_t *e) { - int i, j, k, smax, tmax, size3, maps; - vec3_t mins, maxs, nv; + int i; + vec3_t mins, maxs; msurface_t *s; - mplane_t *pplane; model_t *clmodel; - qboolean rotated, vertexlit = false; - float dot, *v, scale; + int rotated, vertexlit = false; texture_t *t; - byte *lm; - float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255]; + vec3_t org; currententity = e; @@ -789,6 +952,8 @@ void R_DrawBrushModel (entity_t *e) if (R_CullBox (mins, maxs)) return; + c_bmodels++; + VectorSubtract (r_refdef.vieworg, e->origin, modelorg); if (rotated) { @@ -806,194 +971,41 @@ void R_DrawBrushModel (entity_t *e) // calculate dynamic lighting for bmodel if it's not an // instanced model - if (modelalpha == 1 && clmodel->firstmodelsurface != 0 && !(currententity->effects & EF_FULLBRIGHT) && currententity->colormod[0] == 1 && currententity->colormod[2] == 1 && currententity->colormod[2] == 1) + for (i = 0;i < MAX_DLIGHTS;i++) { -// if (!gl_flashblend.value) -// { - vec3_t org; - for (k=0 ; korigin, org); - R_MarkLights (org, &cl_dlights[k], 1<<(k&31), k >> 5, clmodel->nodes + clmodel->hulls[0].firstclipnode); - } -// } + VectorSubtract(cl_dlights[i].origin, currententity->origin, org); + R_NoVisMarkLights (org, &cl_dlights[i], 1<<(i&31), i >> 5, clmodel); } - else - vertexlit = true; + vertexlit = modelalpha != 1 || clmodel->firstmodelsurface == 0 || (currententity->effects & EF_FULLBRIGHT) || currententity->colormod[0] != 1 || currententity->colormod[2] != 1 || currententity->colormod[2] != 1; e->angles[0] = -e->angles[0]; // stupid quake bug softwaretransformforentity (e); e->angles[0] = -e->angles[0]; // stupid quake bug // draw texture - for (j = 0;j < clmodel->nummodelsurfaces;j++, s++) + for (i = 0;i < clmodel->nummodelsurfaces;i++, s++) { - // find which side of the node we are on - pplane = s->plane; - - dot = DotProduct (modelorg, pplane->normal) - pplane->dist; - - // draw the polygon - if (((s->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) || - (!(s->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) + if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0)) { +// R_DrawSurf(s, true, vertexlit || s->texinfo->texture->transparent); if (s->flags & SURF_DRAWSKY) - continue; - if (s->flags & SURF_DRAWTURB) { - glpoly_t *p; - int light, alpha, r = 0, g = 0, b = 0; - vec3_t shadecolor; - - if (s->flags & SURF_DRAWNOALPHA) - alpha = modelalpha*255.0f; - else - alpha = r_wateralpha.value*modelalpha*255.0f; - light = false; - if (s->flags & SURF_DRAWFULLBRIGHT || currententity->effects & EF_FULLBRIGHT) - { - if (lighthalf) - { - r = 128.0f * currententity->colormod[0]; - g = 128.0f * currententity->colormod[1]; - b = 128.0f * currententity->colormod[2]; - } - else - { - r = 255.0f * currententity->colormod[0]; - g = 255.0f * currententity->colormod[1]; - b = 255.0f * currententity->colormod[2]; - } - } - else if (s->dlightframe == r_dlightframecount && r_dynamic.value) - light = true; - else - { - if (lighthalf) - { - r = 64.0f * currententity->colormod[0] + (int) r_ambient.value; - g = 64.0f * currententity->colormod[1] + (int) r_ambient.value; - b = 64.0f * currententity->colormod[2] + (int) r_ambient.value; - } - else - { - r = 128.0f * currententity->colormod[0] + (int) (r_ambient.value * 2.0f); - g = 128.0f * currententity->colormod[1] + (int) (r_ambient.value * 2.0f); - b = 128.0f * currententity->colormod[2] + (int) (r_ambient.value * 2.0f); - } - } - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - softwaretransform(v, nv); - if (r_waterripple.value) - nv[2] += r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f); - if (light) - { - shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f); - R_DynamicLightPoint(shadecolor, nv, s->dlightbits); - if (lighthalf) - { - r = (int) ((float) (shadecolor[0] * currententity->colormod[0])) >> 1; - g = (int) ((float) (shadecolor[1] * currententity->colormod[1])) >> 1; - b = (int) ((float) (shadecolor[2] * currententity->colormod[2])) >> 1; - } - else - { - r = (int) ((float) (shadecolor[0] * currententity->colormod[0])); - g = (int) ((float) (shadecolor[1] * currententity->colormod[1])); - b = (int) ((float) (shadecolor[2] * currententity->colormod[2])); - } - } - transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha); - } - transpolyend(); - } + RSurf_DrawSky(s, true); continue; } t = R_TextureAnimation (s->texinfo->texture); - v = s->polys->verts[0]; - if (vertexlit || s->texinfo->texture->transparent) + if (s->flags & SURF_DRAWTURB) { - // FIXME: could be a transparent water texture - transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - if ((currententity->effects & EF_FULLBRIGHT) || !s->samples) - { - for (i = 0;i < s->polys->numverts;i++, v += VERTEXSIZE) - { - softwaretransform(v, nv); - transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], 255,255,255,modelalpha*255.0f); - } - } - else - { - smax = (s->extents[0]>>4)+1; - tmax = (s->extents[1]>>4)+1; - size3 = smax*tmax*3; // *3 for colored lighting - for (i = 0;i < s->polys->numverts;i++, v += VERTEXSIZE) - { - shadecolor[0] = shadecolor[1] = shadecolor[2] = r_ambient.value * 2.0f; - lm = (byte *)((long) s->samples + ((int) v[8] * smax + (int) v[7]) * 3); // LordHavoc: *3 for colored lighting - for (maps = 0;maps < MAXLIGHTMAPS && s->styles[maps] != 255;maps++) - { - scale = d_lightstylevalue[s->styles[maps]] * (1.0 / 128.0); - shadecolor[0] += lm[0] * scale; - shadecolor[1] += lm[1] * scale; - shadecolor[2] += lm[2] * scale; - lm += size3; // LordHavoc: *3 for colored lighting - } - softwaretransform(v, nv); - R_DynamicLightPointNoMask(shadecolor, nv); // LordHavoc: dynamic lighting - if (lighthalf) - { - transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], (int) shadecolor[0] >> 1, (int) shadecolor[1] >> 1, (int) shadecolor[2] >> 1, modelalpha*255.0f); - } - else - { - transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], shadecolor[0], shadecolor[1], shadecolor[2], modelalpha*255.0f); - } - } - } - transpolyend(); + RSurf_DrawWater(s, t, true, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f); + continue; } + if (vertexlit || s->texinfo->texture->transparent) + RSurf_DrawWallVertex(s, t, true, true); else - { - // check for lightmap modification - if (r_dynamic.value) - { - if (s->dlightframe == r_framecount || s->cached_dlight || r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf) // dynamic this frame or previously, or lighthalf changed - R_UpdateLightmap(s, s->lightmaptexturenum); - else - for (maps = 0 ; maps < MAXLIGHTMAPS && s->styles[maps] != 255 ; maps++) - if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps]) - { - R_UpdateLightmap(s, s->lightmaptexturenum); - break; - } - } - if (currentwallpoly < MAX_WALLPOLYS && (currentwallvert + s->polys->numverts) <= MAX_WALLVERTS) - { - wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum; - wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum; - wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum; - wallpoly[currentwallpoly].firstvert = currentwallvert; - wallpoly[currentwallpoly++].verts = s->polys->numverts; - for (i = 0;ipolys->numverts;i++, v += VERTEXSIZE) - { - softwaretransform(v, wallvert[currentwallvert].vert); - wallvert[currentwallvert].s = v[3]; - wallvert[currentwallvert].t = v[4]; - wallvert[currentwallvert].u = v[5]; - wallvert[currentwallvert++].v = v[6]; - } - } - } + RSurf_DrawWall(s, t, true); } } UploadLightmaps(); @@ -1009,150 +1021,142 @@ e->angles[0] = -e->angles[0]; // stupid quake bug void R_StoreEfrags (efrag_t **ppefrag); -/* -================ -R_RecursiveWorldNode -================ -*/ -//extern qboolean R_CullBox (vec3_t mins, vec3_t maxs); -/* -void R_RecursiveWorldNode (mnode_t *node) +void R_NewWorldNode () { - int c, side; - double dot; + int l, texsort = gl_texsort.value, vertex = gl_vertex.value; + mleaf_t *leaf; + msurface_t *surf, **mark, **endmark; -loc0: -// if a leaf node, draw stuff - if (node->contents < 0) + for (l = 0, leaf = cl.worldmodel->leafs;l < cl.worldmodel->numleafs;l++, leaf++) { - mleaf_t *pleaf; - pleaf = (mleaf_t *)node; - - if (c = pleaf->nummarksurfaces) + if ((leaf->visframe == r_visframecount) && (leaf->efrags || leaf->nummarksurfaces)) { - msurface_t **mark; - mark = pleaf->firstmarksurface; - do - { - (*mark)->visframe = r_framecount; - mark++; - } while (--c); - } - - // deal with model fragments in this leaf - if (pleaf->efrags) - R_StoreEfrags (&pleaf->efrags); + if (R_CullBox(leaf->minmaxs, leaf->minmaxs+3)) + continue; - return; - } + c_leafs++; -// node is just a decision point, so go down the apropriate sides - -// find which side of the node we are on - dot = (node->plane->type < 3 ? modelorg[node->plane->type] : DotProduct (modelorg, node->plane->normal)) - node->plane->dist; - -// recurse down the children, front side first - side = dot < 0; - // LordHavoc: save a stack frame by avoiding a call -// if (node->children[side]->contents != CONTENTS_SOLID && node->children[side]->visframe == r_visframecount && !R_CullBox (node->children[side]->minmaxs, node->children[side]->minmaxs+3)) - // LordHavoc: inlined further to reduce conditions - if (node->children[side]->contents != CONTENTS_SOLID - && node->children[side]->visframe == r_visframecount - && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2 - && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2 - && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2 - && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2) - R_RecursiveWorldNode (node->children[side]); - - // backside - side = dot >= 0; -// draw stuff - if (c = node->numsurfaces) - { - msurface_t *surf; - surf = cl.worldmodel->surfaces + node->firstsurface; + // deal with model fragments in this leaf + if (leaf->efrags) + R_StoreEfrags (&leaf->efrags); - // LordHavoc: caused a crash due to texsort (it could render twice...) - // back side - //side = dot >= -BACKFACE_EPSILON; - if (dot < 0) - { - for (;c;c--, surf++) - { - if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK)) - { - surf->texturechain = surf->texinfo->texture->texturechain; - surf->texinfo->texture->texturechain = surf; - } - } - } - else - { - for (;c;c--, surf++) + if (leaf->nummarksurfaces) { - if (surf->visframe == r_framecount && (!(surf->flags & SURF_PLANEBACK))) + mark = leaf->firstmarksurface; + endmark = mark + leaf->nummarksurfaces; + do { - surf->texturechain = surf->texinfo->texture->texturechain; - surf->texinfo->texture->texturechain = surf; + surf = *mark++; + // make sure surfaces are only processed once + if (surf->worldnodeframe == r_framecount) + continue; + surf->worldnodeframe = r_framecount; + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) + { + if ( (surf->flags & SURF_PLANEBACK)) + { + surf->visframe = r_framecount; + c_faces++; + if (texsort) + { + surf->texturechain = surf->texinfo->texture->texturechain; + surf->texinfo->texture->texturechain = surf; + } + else + R_DrawSurf(surf, false, vertex); + } + } + else + { + if (!(surf->flags & SURF_PLANEBACK)) + { + surf->visframe = r_framecount; + c_faces++; + if (texsort) + { + surf->texturechain = surf->texinfo->texture->texturechain; + surf->texinfo->texture->texturechain = surf; + } + else + R_DrawSurf(surf, false, vertex); + } + } } + while (mark < endmark); } } } - -// recurse down the back side - // LordHavoc: save a stack frame by avoiding a call -// if (node->children[side]->contents != CONTENTS_SOLID && node->children[side]->visframe == r_visframecount && !R_CullBox (node->children[side]->minmaxs, node->children[side]->minmaxs+3)) - // LordHavoc: inlined further to reduce conditions - if (node->children[side]->contents != CONTENTS_SOLID - && node->children[side]->visframe == r_visframecount - && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2 - && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2 - && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2 - && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2) - { - node = node->children[side]; - goto loc0; - } -// R_RecursiveWorldNode (node->children[side]); } -*/ -extern int c_nodes; +struct nodestack_s +{ + int side; + mnode_t *node; + int noclipping; +} nodestack[8192]; + +/* +================ +R_WorldNode +================ +*/ void R_WorldNode () { - int c, side; - double dot; - struct - { - double dot; - mnode_t *node; - } nodestack[1024]; - int s = 0; + int side, texsort = gl_texsort.value, vertex = gl_vertex.value, ca, cb, cc, cd, noclipping = false, oldclip = r_oldclip.value; + struct nodestack_s *nstack; mnode_t *node; + mleaf_t *pleaf; + msurface_t *surf, *endsurf, **mark, **endmark; + nstack = nodestack; if (!(node = cl.worldmodel->nodes)) return; while(1) { + if (oldclip) + { + if (R_CullBox(node->minmaxs, node->minmaxs+3)) + { +backupstack: + if (nstack <= nodestack) + break; + nstack--; + node = nstack->node; + side = nstack->side; + noclipping = nstack->noclipping; + goto loc0; + } + } + else + if (!noclipping) + { + ca = frustum[0].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[0]);if (ca == 2) goto backupstack; // completely clipped away + cb = frustum[1].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[1]);if (cb == 2) goto backupstack; // completely clipped away + cc = frustum[2].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[2]);if (cc == 2) goto backupstack; // completely clipped away + cd = frustum[3].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[3]);if (cd == 2) goto backupstack; // completely clipped away + if (ca == 0 && cb == 0 && cc == 0 && cd == 0) + noclipping = true; // not clipped at all, no need to clip any children of this node + // partially clipped node + } // if a leaf node, draw stuff - c_nodes++; if (node->contents < 0) { if (node->contents != CONTENTS_SOLID) { - mleaf_t *pleaf; pleaf = (mleaf_t *)node; - if ((c = pleaf->nummarksurfaces)) + c_leafs++; + if (pleaf->nummarksurfaces) { - msurface_t **mark; mark = pleaf->firstmarksurface; + endmark = mark + pleaf->nummarksurfaces; do { (*mark)->visframe = r_framecount; mark++; - } while (--c); + } + while (mark < endmark); } // deal with model fragments in this leaf @@ -1160,80 +1164,124 @@ void R_WorldNode () R_StoreEfrags (&pleaf->efrags); } - if (!s) + if (nstack <= nodestack) break; - node = nodestack[--s].node; - dot = nodestack[s].dot; + nstack--; + node = nstack->node; + side = nstack->side; + noclipping = nstack->noclipping; goto loc0; } - // node is just a decision point, so go down the apropriate sides + c_nodes++; + + // node is just a decision point, so go down the apropriate sides - // find which side of the node we are on - dot = (node->plane->type < 3 ? modelorg[node->plane->type] : DotProduct (modelorg, node->plane->normal)) - node->plane->dist; + // find which side of the node we are on + side = PlaneDist(modelorg, node->plane) < node->plane->dist; - // recurse down the children, front side first - side = dot < 0; - if (node->children[side]->visframe == r_visframecount - && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2 - && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2 - && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2 - && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2) + // recurse down the children, front side first + if (node->children[side]->visframe == r_visframecount) { - nodestack[s].node = node; - nodestack[s++].dot = dot; + nstack->node = node; + nstack->side = !side; // go down back side when we come back up + nstack->noclipping = noclipping; + nstack++; node = node->children[side]; continue; } + side = !side; loc0: - // backside - side = dot >= 0; // draw stuff - if ((c = node->numsurfaces)) + if (node->numsurfaces) { - msurface_t *surf; surf = cl.worldmodel->surfaces + node->firstsurface; + endsurf = surf + node->numsurfaces; - if (side) + if (texsort) { - for (;c;c--, surf++) + if (side) + { + do + { + if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK)) + { + c_faces++; + surf->texturechain = surf->texinfo->texture->texturechain; + surf->texinfo->texture->texturechain = surf; + } + else + surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it + surf++; + } + while (surf < endsurf); + } + else { - if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK)) + do { - surf->texturechain = surf->texinfo->texture->texturechain; - surf->texinfo->texture->texturechain = surf; + if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK)) + { + c_faces++; + surf->texturechain = surf->texinfo->texture->texturechain; + surf->texinfo->texture->texturechain = surf; + } + else + surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it + surf++; } + while (surf < endsurf); } } else { - for (;c;c--, surf++) + if (side) + { + do + { + if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK)) + { + c_faces++; + R_DrawSurf(surf, false, vertex); + } + else + surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it + surf++; + } + while (surf < endsurf); + } + else { - if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK)) + do { - surf->texturechain = surf->texinfo->texture->texturechain; - surf->texinfo->texture->texturechain = surf; + if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK)) + { + c_faces++; + R_DrawSurf(surf, false, vertex); + } + else + surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it + surf++; } + while (surf < endsurf); } } } // recurse down the back side - if (node->children[side]->visframe == r_visframecount - && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2 - && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2 - && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2 - && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2) + if (node->children[side]->visframe == r_visframecount) { node = node->children[side]; continue; } - if (!s) + if (nstack <= nodestack) break; - node = nodestack[--s].node; - dot = nodestack[s].dot; + nstack--; + node = nstack->node; + side = nstack->side; + noclipping = nstack->noclipping; goto loc0; } } @@ -1259,17 +1307,18 @@ void R_DrawWorld (void) currententity = &ent; softwaretransformidentity(); // LordHavoc: clear transform - skyisvisible = false; if (cl.worldmodel) - R_WorldNode (); + { + if (r_newworldnode.value) + R_NewWorldNode (); + else + R_WorldNode (); + } - glClear (GL_DEPTH_BUFFER_BIT); + R_PushDlights (); // now mark the lit surfaces DrawTextureChains (); - - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } @@ -1336,7 +1385,7 @@ void R_MarkLeaves (void) */ // returns a texture number and the position inside it -int AllocBlock (int w, int h, int *x, int *y) +int AllocBlock (int w, int h, short *x, short *y) { int i, j; int best, best2; @@ -1370,20 +1419,26 @@ int AllocBlock (int w, int h, int *x, int *y) if (nosubimagefragments || nosubimage) { if (!lightmaps[texnum]) - lightmaps[texnum] = calloc(BLOCK_WIDTH*BLOCK_HEIGHT*4, 1); + { + lightmaps[texnum] = qmalloc(BLOCK_WIDTH*BLOCK_HEIGHT*4); + memset(lightmaps[texnum], 0, BLOCK_WIDTH*BLOCK_HEIGHT*4); + } } // LordHavoc: clear texture to blank image, fragments are uploaded using subimage else if (!allocated[texnum][0]) { - byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*3]; + byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*4]; memset(blank, 0, sizeof(blank)); - glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - if (lightmaprgba) - glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank); - else - glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank); + if(r_upload.value) + { + glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + if (lightmaprgba) + glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank); + else + glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank); + } } for (i=0 ; inext = fa->polys; poly->flags = fa->flags; fa->polys = poly; @@ -1445,30 +1500,26 @@ void BuildSurfaceDisplayList (msurface_t *fa) vec = r_pcurrentvertbase[r_pedge->v[1]].position; } s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3]; - s /= fa->texinfo->texture->width; - t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3]; - t /= fa->texinfo->texture->height; VectorCopy (vec, poly->verts[i]); - poly->verts[i][3] = s; - poly->verts[i][4] = t; + poly->verts[i][3] = s / fa->texinfo->texture->width; + poly->verts[i][4] = t / fa->texinfo->texture->height; // // lightmap texture coordinates // - s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3]; s -= fa->texturemins[0]; - poly->verts[i][7] = bound(0l, ((int)s>>4), (fa->extents[0]>>4)); // LordHavoc: raw lightmap coordinates - s += fa->light_s*16; + t -= fa->texturemins[1]; s += 8; + t += 8; + // LordHavoc: calc lightmap data offset + j = (bound(0l, (int)t>>4, fa->extents[1]>>4) * ((fa->extents[0]>>4)+1) + bound(0l, (int)s>>4, fa->extents[0]>>4)) * 3; + poly->verts[i][7] = j; + s += fa->light_s*16; s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width; - t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3]; - t -= fa->texturemins[1]; - poly->verts[i][8] = bound(0l, ((int)t>>4), (fa->extents[1]>>4)); // LordHavoc: raw lightmap coordinates t += fa->light_t*16; - t += 8; t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height; poly->verts[i][5] = s; @@ -1517,7 +1568,6 @@ void BuildSurfaceDisplayList (msurface_t *fa) } */ poly->numverts = lnumverts; - } /* @@ -1543,12 +1593,14 @@ void GL_CreateSurfaceLightmap (msurface_t *surf) if (lightmaprgba) { R_BuildLightMap (surf, templight, smax * 4); - glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight); + if(r_upload.value) + glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight); } else { R_BuildLightMap (surf, templight, smax * 3); - glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight); + if(r_upload.value) + glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight); } } @@ -1610,10 +1662,7 @@ void GL_BuildLightmaps (void) } if (!lightmap_textures) - { - lightmap_textures = texture_extension_number; - texture_extension_number += MAX_LIGHTMAPS; - } + lightmap_textures = R_GetTextureSlots(MAX_LIGHTMAPS); for (j=1 ; j