X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_rsurf.c;h=d72dcbab094c3d13bba9d89ab3505230d28cf9ca;hb=4a14d162b12e843464f90f705c57dae8a5693964;hp=9bbf8afcdb218430e18bb584ebab88eb9f10000a;hpb=2dbb3966a2791390e57a081d68238788cbeb4a3c;p=xonotic%2Fdarkplaces.git diff --git a/gl_rsurf.c b/gl_rsurf.c index 9bbf8afc..d72dcbab 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -21,213 +21,27 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" #include "r_shadow.h" +#include "portals.h" #define MAX_LIGHTMAP_SIZE 256 -static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting -static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting - -static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; - cvar_t r_ambient = {0, "r_ambient", "0"}; -cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"}; -cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"}; cvar_t r_drawportals = {0, "r_drawportals", "0"}; cvar_t r_testvis = {0, "r_testvis", "0"}; -cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"}; cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"}; - -static int dlightdivtable[32768]; - -// variables used by R_PVSUpdate -int r_pvsframecount = 0; -mleaf_t *r_pvsviewleaf = NULL; -int r_pvsviewleafnovis = 0; - -static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) -{ - 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]; - - lit = false; - - smax = (surf->extents[0] >> 4) + 1; - tmax = (surf->extents[1] >> 4) + 1; - smax3 = smax * 3; - - for (lnum = 0; lnum < r_numdlights; lnum++) - { - if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) - continue; // not lit by this light - - Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local); - dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; - - // for comparisons to minimum acceptable light - // compensate for LIGHTOFFSET - maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET; - - dist2 = dist * dist; - dist2 += LIGHTOFFSET; - if (dist2 >= maxdist) - continue; - - if (surf->plane->type < 3) - { - VectorCopy(local, impact); - impact[surf->plane->type] -= dist; - } - else - { - impact[0] = local[0] - surf->plane->normal[0] * dist; - impact[1] = local[1] - surf->plane->normal[1] * dist; - impact[2] = local[2] - surf->plane->normal[2] * dist; - } - - impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; - impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; - - s = bound(0, impacts, smax * 16) - impacts; - t = bound(0, impactt, tmax * 16) - impactt; - i = s * s + t * t + dist2; - if (i > maxdist) - continue; - - // reduce calculations - for (s = 0, i = impacts; s < smax; s++, i -= 16) - sdtable[s] = i * i + dist2; - - maxdist3 = maxdist - dist2; - - // convert to 8.8 blocklights format - red = r_dlight[lnum].light[0] * (1.0f / 128.0f); - green = r_dlight[lnum].light[1] * (1.0f / 128.0f); - blue = r_dlight[lnum].light[2] * (1.0f / 128.0f); - subtract = (int) (r_dlight[lnum].subtract * 4194304.0f); - bl = intblocklights; - - i = impactt; - for (t = 0;t < tmax;t++, i -= 16) - { - 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 *surf) -{ - int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt; - float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract; - - lit = false; - - smax = (surf->extents[0] >> 4) + 1; - tmax = (surf->extents[1] >> 4) + 1; - smax3 = smax * 3; - - for (lnum = 0; lnum < r_numdlights; lnum++) - { - if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) - continue; // not lit by this light - - Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local); - dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; - - // for comparisons to minimum acceptable light - // compensate for LIGHTOFFSET - maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET; - - dist2 = dist * dist; - dist2 += LIGHTOFFSET; - if (dist2 >= maxdist) - continue; - - if (surf->plane->type < 3) - { - VectorCopy(local, impact); - impact[surf->plane->type] -= dist; - } - else - { - impact[0] = local[0] - surf->plane->normal[0] * dist; - impact[1] = local[1] - surf->plane->normal[1] * dist; - impact[2] = local[2] - surf->plane->normal[2] * dist; - } - - impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; - impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; - - td = bound(0, impacts, smax * 16) - impacts; - td1 = bound(0, impactt, tmax * 16) - impactt; - td = td * td + td1 * td1 + dist2; - if (td > maxdist) - continue; - - // reduce calculations - for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f) - sdtable[s] = td1 * td1 + dist2; - - maxdist3 = maxdist - dist2; - - // convert to 8.8 blocklights format - red = r_dlight[lnum].light[0]; - green = r_dlight[lnum].light[1]; - blue = r_dlight[lnum].light[2]; - subtract = r_dlight[lnum].subtract * 32768.0f; - bl = floatblocklights; - - td1 = impactt; - for (t = 0;t < tmax;t++, td1 -= 16.0f) - { - 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; -} +cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"}; +cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"}; +cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"}; + +// flag arrays used for visibility checking on world model +// (all other entities have no per-surface/per-leaf visibility checks) +// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters +qbyte r_pvsbits[(32768+7)>>3]; +// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs +qbyte r_worldleafvisible[32768]; +// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces +qbyte r_worldsurfacevisible[262144]; /* =============== @@ -236,198 +50,87 @@ R_BuildLightMap Combine and scale multiple lightmaps into the 8.8 format in blocklights =============== */ -static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int dlightchanged) +void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) { - if (!r_floatbuildlightmap.integer) - { - int smax, tmax, i, j, size, size3, shift, maps, stride, l; - unsigned int *bl, scale; - qbyte *lightmap, *out, *stain; - - // update cached lighting info - surf->cached_dlight = 0; - surf->cached_lightmapscalebit = r_lightmapscalebit; - surf->cached_ambient = r_ambient.value; - surf->cached_light[0] = d_lightstylevalue[surf->styles[0]]; - surf->cached_light[1] = d_lightstylevalue[surf->styles[1]]; - surf->cached_light[2] = d_lightstylevalue[surf->styles[2]]; - surf->cached_light[3] = d_lightstylevalue[surf->styles[3]]; - - smax = (surf->extents[0]>>4)+1; - tmax = (surf->extents[1]>>4)+1; - size = smax*tmax; - size3 = size*3; - lightmap = surf->samples; - - // set to full bright if no light data - bl = intblocklights; - if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata) - { - for (i = 0;i < size3;i++) - bl[i] = 255*256; - } - else - { - // clear to no light - j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style - if (j) - { - for (i = 0;i < size3;i++) - *bl++ = j; - } - else - memset(bl, 0, size*3*sizeof(unsigned int)); + 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]; - if (surf->dlightframe == r_framecount && r_dlightmap.integer) - { - surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf); - if (surf->cached_dlight) - c_light_polys++; - else if (dlightchanged) - return; // don't upload if only updating dlights and none mattered - } - - // add all the lightmaps - if (lightmap) - { - bl = intblocklights; - for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) - for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) - bl[i] += lightmap[i] * scale; - } - } + // update cached lighting info + surface->cached_dlight = 0; - stain = surf->stainsamples; - bl = intblocklights; - out = templight; - // deal with lightmap brightness scale - shift = 7 + r_lightmapscalebit + 8; - if (ent->model->lightmaprgba) - { - stride = (surf->lightmaptexturestride - smax) * 4; - for (i = 0;i < tmax;i++, out += stride) - { - for (j = 0;j < smax;j++) - { - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - *out++ = 255; - } - } - } - else - { - stride = (surf->lightmaptexturestride - smax) * 3; - for (i = 0;i < tmax;i++, out += stride) - { - for (j = 0;j < smax;j++) - { - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - } - } - } + smax = (surface->lightmapinfo->extents[0]>>4)+1; + tmax = (surface->lightmapinfo->extents[1]>>4)+1; + size = smax*tmax; + size3 = size*3; + lightmap = surface->lightmapinfo->samples; - R_UpdateTexture(surf->lightmaptexture, templight); +// 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 { - int smax, tmax, i, j, size, size3, maps, stride, l; - float *bl, scale; - qbyte *lightmap, *out, *stain; - - // update cached lighting info - surf->cached_dlight = 0; - surf->cached_lightmapscalebit = r_lightmapscalebit; - surf->cached_ambient = r_ambient.value; - surf->cached_light[0] = d_lightstylevalue[surf->styles[0]]; - surf->cached_light[1] = d_lightstylevalue[surf->styles[1]]; - surf->cached_light[2] = d_lightstylevalue[surf->styles[2]]; - surf->cached_light[3] = d_lightstylevalue[surf->styles[3]]; - - smax = (surf->extents[0]>>4)+1; - tmax = (surf->extents[1]>>4)+1; - size = smax*tmax; - size3 = size*3; - lightmap = surf->samples; - - // set to full bright if no light data - bl = floatblocklights; - if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata) - j = 255*256; - else - j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style - - // clear to no light - if (j) - { - for (i = 0;i < size3;i++) - *bl++ = j; - } - else - memset(bl, 0, size*3*sizeof(float)); - - if (surf->dlightframe == r_framecount && r_dlightmap.integer) - { - surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf); - if (surf->cached_dlight) - c_light_polys++; - else if (dlightchanged) - return; // don't upload if only updating dlights and none mattered - } +// clear to no light + memset(bl, 0, size*3*sizeof(unsigned int)); - // add all the lightmaps +// add all the lightmaps if (lightmap) { - bl = floatblocklights; - for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) - for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) + bl = 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 = surf->stainsamples; - bl = floatblocklights; - out = templight; - // deal with lightmap brightness scale - scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8)); - if (ent->model->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 = (surf->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 = (surf->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(surf->lightmaptexture, templight); } + + R_UpdateTexture(surface->lightmaptexture, templight); } -void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, float fcolor[8]) +void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8]) { float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2; - msurface_t *surf, *endsurf; + msurface_t *surface, *endsurface; int i, s, t, smax, tmax, smax3, impacts, impactt, stained; qbyte *bl; vec3_t impact; @@ -436,7 +139,7 @@ void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, fl invradius = 1.0f / radius; loc0: - if (node->contents < 0) + if (!node->plane) return; ndist = PlaneDiff(origin, node->plane); if (ndist > radius) @@ -465,15 +168,15 @@ loc0: impact[2] = origin[2] - node->plane->normal[2] * ndist; } - for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++) + for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++) { - if (surf->stainsamples) + if (surface->lightmapinfo->stainsamples) { - smax = (surf->extents[0] >> 4) + 1; - tmax = (surf->extents[1] >> 4) + 1; + smax = (surface->lightmapinfo->extents[0] >> 4) + 1; + tmax = (surface->lightmapinfo->extents[1] >> 4) + 1; - impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; - impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; + impacts = 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; @@ -485,7 +188,7 @@ loc0: for (s = 0, i = impacts; s < smax; s++, i -= 16) sdtable[s] = i * i + dist2; - bl = surf->stainsamples; + bl = surface->lightmapinfo->stainsamples; smax3 = smax * 3; stained = false; @@ -521,13 +224,13 @@ loc0: } // force lightmap upload if (stained) - surf->cached_dlight = true; + surface->cached_dlight = true; } } - if (node->children[0]->contents >= 0) + if (node->children[0]->plane) { - if (node->children[1]->contents >= 0) + if (node->children[1]->plane) { R_StainNode(node->children[0], model, origin, radius, fcolor); node = node->children[1]; @@ -539,20 +242,22 @@ loc0: goto loc0; } } - else if (node->children[1]->contents >= 0) + else if (node->children[1]->plane) { node = node->children[1]; goto loc0; } } -void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2) +void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2) { int n; float fcolor[8]; entity_render_t *ent; model_t *model; vec3_t org; + if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata) + return; fcolor[0] = cr1; fcolor[1] = cg1; fcolor[2] = cb1; @@ -562,22 +267,20 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i fcolor[6] = cb2 - cb1; fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f); - model = cl.worldmodel; - if (model) - R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, fcolor); + R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor); // look for embedded bmodels for (n = 0;n < cl_num_brushmodel_entities;n++) { - ent = cl_brushmodel_entities[n]; + ent = &cl_entities[cl_brushmodel_entities[n]].render; model = ent->model; if (model && model->name[0] == '*') { Mod_CheckLoaded(model); - if (model->type == mod_brush) + if (model->brush.data_nodes) { Matrix4x4_Transform(&ent->inversematrix, origin, org); - R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, fcolor); + R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor); } } } @@ -592,1407 +295,534 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i ============================================================= */ -static void RSurf_AddLightmapToVertexColors(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles) +static void R_DrawPortal_Callback(const void *calldata1, int calldata2) { int i; - float scale; - const qbyte *lm; - if (styles[0] != 255) + float *v; + rmeshstate_t m; + const mportal_t *portal = calldata1; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); + R_Mesh_Matrix(&r_identitymatrix); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = varray_vertex3f; + R_Mesh_State(&m); + + i = calldata2; + GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f), + ((i & 0x0038) >> 3) * (1.0f / 7.0f), + ((i & 0x01C0) >> 6) * (1.0f / 7.0f), + 0.125f); + if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0) + { + for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3) + VectorCopy(portal->points[i].position, v); + } + else + for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3) + VectorCopy(portal->points[i].position, v); + GL_LockArrays(0, portal->numpoints); + R_Mesh_Draw(0, portal->numpoints, portal->numpoints - 2, polygonelements); + GL_LockArrays(0, 0); +} + +// LordHavoc: this is just a nice debugging tool, very slow +static void R_DrawPortals(void) +{ + int i, leafnum;//, portalnum; + mportal_t *portal; + float center[3], f; + model_t *model = r_refdef.worldmodel; + if (model == NULL) + return; + for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++) { - for (i = 0;i < numverts;i++, c += 4) + if (r_worldleafvisible[leafnum]) { - lm = samples + lightmapoffsets[i]; - scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (styles[1] != 255) + //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++) + for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next) { - lm += size3; - scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (styles[2] != 255) + if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) + if (!R_CullBox(portal->mins, portal->maxs)) { - lm += size3; - scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (styles[3] != 255) - { - lm += size3; - scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - } + VectorClear(center); + for (i = 0;i < portal->numpoints;i++) + VectorAdd(center, portal->points[i].position, center); + f = ixtable[portal->numpoints]; + VectorScale(center, f, center); + //R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum); + R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, leafnum); } } } } } -static void RSurf_FogColors(const float *v, float *c, float colorscale, int numverts, const float *modelorg) +static void R_DrawCollisionBrush(colbrushf_t *brush) { int i; - float diff[3], f; - if (fogenabled) - { - for (i = 0;i < numverts;i++, v += 4, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff))); - VectorScale(c, f, c); - } - } - else if (colorscale != 1) - for (i = 0;i < numverts;i++, c += 4) - VectorScale(c, colorscale, c); + 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 RSurf_FoggedColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg) +static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface) { int i; - float diff[3], f; - r *= colorscale; - g *= colorscale; - b *= colorscale; - if (fogenabled) + 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->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL; + // if possible fetch the visible cluster bits + if (model->brush.FatPVS) + model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits)); + + // clear the visible surface and leaf flags arrays + memset(r_worldsurfacevisible, 0, model->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) { - for (i = 0;i < numverts;i++, v += 4, c += 4) + // 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++) { - 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; + // if leaf is in current pvs and on the screen, mark its surfaces + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) + { + c_leafs++; + r_worldleafvisible[j] = true; + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_worldsurfacevisible[*mark] = true; + } } } else { - for (i = 0;i < numverts;i++, c += 4) - { - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = a; + 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; } } -} -static void RSurf_FogPassColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg) -{ - int i; - float diff[3], f; - r *= colorscale; - g *= colorscale; - b *= colorscale; - for (i = 0;i < numverts;i++, v += 4, 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; - } + if (r_drawportals.integer) + R_DrawPortals(); } -static void RSurf_ScaleColors(float *c, float scale, int numverts) +void R_Q1BSP_DrawSky(entity_render_t *ent) { - int i; - if (scale != 1) - for (i = 0;i < numverts;i++, c += 4) - VectorScale(c, scale, c); + if (ent->model == NULL) + return; + if (r_drawcollisionbrushes.integer < 2) + R_DrawSurfaces(ent, true); } -static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color) +void R_Q1BSP_Draw(entity_render_t *ent) { - float f; - const float *v; - float *c; - int i, l, lit = false; - const rdlight_t *rd; - vec3_t lightorigin; - for (l = 0;l < r_numdlights;l++) + if (ent->model == NULL) + return; + c_bmodels++; + if (r_drawcollisionbrushes.integer < 2) + R_DrawSurfaces(ent, false); + if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes) + { + int i; + model_t *model = ent->model; + msurface_t *surface; + q3mbrush_t *brush; + R_Mesh_Matrix(&ent->matrix); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value); + for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) + if (brush->colbrushf && brush->colbrushf->numtriangles) + R_DrawCollisionBrush(brush->colbrushf); + for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) + if (surface->num_collisiontriangles) + R_DrawCollisionSurface(ent, surface); + qglPolygonOffset(0, 0); + } +} + +typedef struct r_q1bsp_getlightinfo_s +{ + model_t *model; + vec3_t relativelightorigin; + float lightradius; + int *outleaflist; + qbyte *outleafpvs; + int outnumleafs; + int *outsurfacelist; + qbyte *outsurfacepvs; + int outnumsurfaces; + vec3_t outmins; + vec3_t outmaxs; + vec3_t lightmins; + vec3_t lightmaxs; + const qbyte *pvs; +} +r_q1bsp_getlightinfo_t; + +void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node) +{ + int sides; + mleaf_t *leaf; + for (;;) + { + if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs)) + return; + if (!node->plane) + break; + sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, node->plane) - 1; + if (sides == 2) + { + R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]); + node = node->children[1]; + } + else + node = node->children[sides]; + } + leaf = (mleaf_t *)node; + if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex)) { - if (dlightbits[l >> 5] & (1 << (l & 31))) + info->outmins[0] = min(info->outmins[0], leaf->mins[0]); + info->outmins[1] = min(info->outmins[1], leaf->mins[1]); + info->outmins[2] = min(info->outmins[2], leaf->mins[2]); + info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]); + info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]); + info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]); + if (info->outleafpvs) + { + int leafindex = leaf - info->model->brush.data_leafs; + if (!CHECKPVSBIT(info->outleafpvs, leafindex)) + { + SETPVSBIT(info->outleafpvs, leafindex); + info->outleaflist[info->outnumleafs++] = leafindex; + } + } + if (info->outsurfacepvs) { - rd = &r_dlight[l]; - Matrix4x4_Transform(matrix, rd->origin, lightorigin); - for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4) + int leafsurfaceindex; + for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++) { - f = VectorDistance2(v, lightorigin) + LIGHTOFFSET; - if (f < rd->cullradius2) + int surfaceindex = leaf->firstleafsurface[leafsurfaceindex]; + if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex)) { - f = (1.0f / f) - rd->subtract; - VectorMA(c, f, rd->light, c); - lit = true; + msurface_t *surface = info->model->data_surfaces + surfaceindex; + if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)) + if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) + { + int triangleindex, t; + const int *e; + const vec_t *v[3]; + for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3) + { + v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3; + v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3; + v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3; + if (PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + { + SETPVSBIT(info->outsurfacepvs, surfaceindex); + info->outsurfacelist[info->outnumsurfaces++] = surfaceindex; + break; + } + } + } } } } } - return lit; } -// note: this untransforms lights to do the checking, -// and takes surf->mesh->verts data -static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh) +void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) { - int i, l; - const rdlight_t *rd; - vec3_t lightorigin; - const float *v; - for (l = 0;l < r_numdlights;l++) + r_q1bsp_getlightinfo_t info; + VectorCopy(relativelightorigin, info.relativelightorigin); + info.lightradius = lightradius; + info.lightmins[0] = info.relativelightorigin[0] - info.lightradius; + info.lightmins[1] = info.relativelightorigin[1] - info.lightradius; + info.lightmins[2] = info.relativelightorigin[2] - info.lightradius; + info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius; + info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius; + info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius; + if (ent->model == NULL) { - if (dlightbits[l >> 5] & (1 << (l & 31))) - { - rd = &r_dlight[l]; - Matrix4x4_Transform(matrix, rd->origin, lightorigin); - for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4) - if (VectorDistance2(v, lightorigin) < rd->cullradius2) - return true; - } - } - return false; -} - -static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture) -{ - const msurface_t *surf; - const surfmesh_t *mesh; - rmeshstate_t m; - - // LordHavoc: HalfLife maps have freaky skypolys... - if (ent->model->ishlbsp) + VectorCopy(info.lightmins, outmins); + VectorCopy(info.lightmaxs, outmaxs); + *outnumleafspointer = 0; + *outnumsurfacespointer = 0; return; - - if (skyrendernow) - { - skyrendernow = false; - if (skyrendermasked) - R_Sky(); } - - R_Mesh_Matrix(&ent->matrix); - - // draw depth-only polys - memset(&m, 0, sizeof(m)); - if (skyrendermasked) + info.model = ent->model; + info.outleaflist = outleaflist; + info.outleafpvs = outleafpvs; + info.outnumleafs = 0; + info.outsurfacelist = outsurfacelist; + info.outsurfacepvs = outsurfacepvs; + info.outnumsurfaces = 0; + VectorCopy(info.relativelightorigin, info.outmins); + VectorCopy(info.relativelightorigin, info.outmaxs); + memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3); + memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3); + if (info.model->brush.GetPVS) + info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin); + else + info.pvs = NULL; + R_UpdateAllTextureInfo(ent); + if (r_shadow_compilingrtlight) { - qglColorMask(0,0,0,0); - // just to make sure that braindead drivers don't draw anything - // despite that colormask... - m.blendfunc1 = GL_ZERO; - m.blendfunc2 = GL_ONE; + // use portal recursion for exact light volume culling, and exact surface checking + Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs); } - else + else if (r_shadow_realtime_dlight_portalculling.integer) { - // fog sky - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; + // use portal recursion for exact light volume culling, but not the expensive exact surface checking + Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs); } - m.depthwrite = true; - R_Mesh_State(&m); - for (surf = texture->surfacechain;surf;surf = surf->texturechain) + else { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); - } + // use BSP recursion as lights are often small + R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes); } - qglColorMask(1,1,1,1); -} -static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) -{ - const entity_render_t *ent = calldata1; - const msurface_t *surf = ent->model->surfaces + calldata2; - float f, colorscale; - const surfmesh_t *mesh; - rmeshstate_t m; - float alpha = ent->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value); - float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + // limit combined leaf box to light boundaries + outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]); + outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]); + outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]); + outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]); + outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]); + outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]); - R_Mesh_Matrix(&ent->matrix); + *outnumleafspointer = info.outnumleafs; + *outnumsurfacespointer = info.outnumsurfaces; +} - memset(&m, 0, sizeof(m)); - if (ent->effects & EF_ADDITIVE) - { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - } - else if (surf->currenttexture->fogtexture != NULL || alpha < 1) - { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - } - else - { - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - } - m.tex[0] = R_GetTexture(surf->currenttexture->texture); - colorscale = r_colorscale; - if (gl_combine.integer) - { - m.texrgbscale[0] = 4; - colorscale *= 0.25f; - } - R_Mesh_State(&m); - GL_UseColorArray(); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) +extern float *rsurface_vertex3f; +extern float *rsurface_svector3f; +extern float *rsurface_tvector3f; +extern float *rsurface_normal3f; +extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg); + +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; + msurface_t *surface; + int surfacelistindex; + float projectdistance = lightradius + model->radius + r_shadow_projectdistance.value; + vec3_t modelorg; + texture_t *texture; + // check the box in modelspace, it was already checked in worldspace + if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs)) + return; + if (r_drawcollisionbrushes.integer >= 2) + return; + if (!r_shadow_compilingrtlight) + R_UpdateAllTextureInfo(ent); + if (model->brush.shadowmesh) { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f); - R_FillColors(varray_color, mesh->numverts, f, f, f, alpha); - if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT)) + R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + if (r_shadow_compilingrtlight) { - if (surf->dlightframe == r_framecount) - RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color); - if (surf->flags & SURF_LIGHTMAP) - RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->data_surfaces + surfacelist[surfacelistindex]; + texture = surface->texture; + if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) + continue; + if (texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + continue; + R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); + } } - RSurf_FogColors(varray_vertex, varray_color, colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); - } - - if (fogenabled) - { - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture); - R_Mesh_State(&m); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + else { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - if (m.tex[0]) - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->data_surfaces + surfacelist[surfacelistindex]; + texture = surface->texture->currentframe; + if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) + continue; + if (texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + continue; + R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); + } } + R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist); } -} - -static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture) -{ - const msurface_t *surf; - vec3_t center; - if ((r_wateralpha.value < 1 && !(texture->flags & SURF_DRAWNOALPHA)) || ent->effects & EF_ADDITIVE || texture->fogtexture) + else { - for (surf = texture->surfacechain;surf;surf = surf->texturechain) + projectdistance = lightradius + ent->model->radius; + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces); + surface = model->data_surfaces + surfacelist[surfacelistindex]; + // FIXME: get current skin + texture = surface->texture;//R_FetchAliasSkin(ent, surface->groupmesh); + if (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT) || !surface->num_triangles) + continue; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + // identify lit faces within the bounding box + R_Shadow_PrepareShadowMark(surface->groupmesh->num_triangles); + R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); + R_Shadow_VolumeFromList(surface->groupmesh->num_vertices, surface->groupmesh->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, surface->groupmesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist); } } - else - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - RSurfShader_Water_Callback(ent, surf - ent->model->surfaces); } -static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf) +void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolor, int numsurfaces, const int *surfacelist) { - float base, colorscale; - const surfmesh_t *mesh; - rmeshstate_t m; - float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - memset(&m, 0, sizeof(m)); - if (ent->effects & EF_ADDITIVE) - { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - } - else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1) + model_t *model = ent->model; + msurface_t *surface; + texture_t *texture; + int surfacelistindex; + vec3_t modelorg; + if (r_drawcollisionbrushes.integer >= 2) + return; + if (r_shadow_compilingrtlight) { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + // if compiling an rtlight, capture the meshes + int tri; + int *e; + float *lightmins, *lightmaxs, *v[3], *vertex3f; + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->data_surfaces + surfacelist[surfacelistindex]; + texture = surface->texture; + if ((texture->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL || !surface->num_triangles) + continue; + e = surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle; + vertex3f = surface->groupmesh->data_vertex3f; + lightmins = r_shadow_compilingrtlight->cullmins; + lightmaxs = r_shadow_compilingrtlight->cullmaxs; + for (tri = 0;tri < surface->num_triangles;tri++, e += 3) + { + v[0] = vertex3f + e[0] * 3; + v[1] = vertex3f + e[1] * 3; + v[2] = vertex3f + e[2] * 3; + if (PointInfrontOfTriangle(r_shadow_compilingrtlight->shadoworigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, 1, e); + } + } } else { - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - } - m.tex[0] = R_GetTexture(surf->currenttexture->texture); - colorscale = r_colorscale; - if (gl_combine.integer) - { - m.texrgbscale[0] = 4; - colorscale *= 0.25f; - } - base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f); - R_Mesh_State(&m); - GL_UseColorArray(); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - R_FillColors(varray_color, mesh->numverts, base, base, base, ent->alpha); - if (!(ent->effects & EF_FULLBRIGHT)) - { - if (surf->dlightframe == r_framecount) - RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color); - if (surf->flags & SURF_LIGHTMAP) - RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); - } - RSurf_FogColors(varray_vertex, varray_color, colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); - } -} - -static void RSurfShader_Wall_Pass_BaseFullbright(const entity_render_t *ent, const msurface_t *surf) -{ - const surfmesh_t *mesh; - rmeshstate_t m; - float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - memset(&m, 0, sizeof(m)); - if (ent->effects & EF_ADDITIVE) - { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - } - else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1) - { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - } - else - { - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - } - m.tex[0] = R_GetTexture(surf->currenttexture->texture); - R_Mesh_State(&m); - GL_UseColorArray(); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, ent->alpha, r_colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); - } -} - -static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf) -{ - const surfmesh_t *mesh; - rmeshstate_t m; - float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture); - R_Mesh_State(&m); - GL_UseColorArray(); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, ent->alpha, r_colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); - } -} - -static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf) -{ - const surfmesh_t *mesh; - rmeshstate_t m; - float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture); - R_Mesh_State(&m); - GL_UseColorArray(); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - if (m.tex[0]) - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha, r_colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); - } -} - -static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture) -{ - const msurface_t *surf; - const surfmesh_t *mesh; - rmeshstate_t m; - int lightmaptexturenum; - float cl; - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - m.tex[0] = R_GetTexture(texture->texture); - m.tex[1] = R_GetTexture(texture->surfacechain->lightmaptexture); - m.tex[2] = R_GetTexture(texture->detailtexture); - m.texrgbscale[0] = 1; - m.texrgbscale[1] = 4; - m.texrgbscale[2] = 2; - R_Mesh_State(&m); - cl = (float) (1 << r_lightmapscalebit) * r_colorscale; - GL_Color(cl, cl, cl, 1); - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - { - lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - if (m.tex[1] != lightmaptexturenum) - { - m.tex[1] = lightmaptexturenum; - R_Mesh_State(&m); - } - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - memcpy(varray_texcoord[1], mesh->uv, mesh->numverts * sizeof(float[2])); - memcpy(varray_texcoord[2], mesh->ab, mesh->numverts * sizeof(float[2])); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); - } - } -} - -static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture) -{ - const msurface_t *surf; - const surfmesh_t *mesh; - rmeshstate_t m; - int lightmaptexturenum; - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - m.tex[0] = R_GetTexture(texture->texture); - m.tex[1] = R_GetTexture(texture->surfacechain->lightmaptexture); - if (gl_combine.integer) - m.texrgbscale[1] = 4; - R_Mesh_State(&m); - GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - { - lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - if (m.tex[1] != lightmaptexturenum) - { - m.tex[1] = lightmaptexturenum; - R_Mesh_State(&m); - } - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - memcpy(varray_texcoord[1], mesh->uv, mesh->numverts * sizeof(float[2])); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); - } - } -} - -static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture) -{ - const msurface_t *surf; - const surfmesh_t *mesh; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - m.tex[0] = R_GetTexture(texture->texture); - R_Mesh_State(&m); - GL_Color(1, 1, 1, 1); - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); - } - } -} - -static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture) -{ - const msurface_t *surf; - const surfmesh_t *mesh; - rmeshstate_t m; - int lightmaptexturenum; - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_ZERO; - m.blendfunc2 = GL_SRC_COLOR; - m.tex[0] = R_GetTexture(texture->surfacechain->lightmaptexture); - if (gl_combine.integer) - m.texrgbscale[0] = 4; - R_Mesh_State(&m); - GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - { - lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - if (m.tex[0] != lightmaptexturenum) - { - m.tex[0] = lightmaptexturenum; - R_Mesh_State(&m); - } - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->uv, mesh->numverts * sizeof(float[2])); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); - } - } -} - -static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture) -{ - const msurface_t *surf; - const surfmesh_t *mesh; - float colorscale; - rmeshstate_t m; - - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.tex[0] = R_GetTexture(texture->texture); - colorscale = r_colorscale; - if (gl_combine.integer) - { - m.texrgbscale[0] = 4; - colorscale *= 0.25f; - } - R_Mesh_State(&m); - GL_UseColorArray(); - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - { - if (surf->dlightframe == r_framecount) - { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh)) - { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - R_FillColors(varray_color, mesh->numverts, 0, 0, 0, 1); - RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color); - RSurf_ScaleColors(varray_color, colorscale, mesh->numverts); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); - } - } - } - } -} - -static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture) -{ - const msurface_t *surf; - const surfmesh_t *mesh; - rmeshstate_t m; - float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - R_Mesh_State(&m); - GL_UseColorArray(); - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - if (m.tex[0]) - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); - } - } -} - -static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture) -{ - const msurface_t *surf; - const surfmesh_t *mesh; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_DST_COLOR; - m.blendfunc2 = GL_SRC_COLOR; - m.tex[0] = R_GetTexture(texture->detailtexture); - R_Mesh_State(&m); - GL_Color(1, 1, 1, 1); - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + R_UpdateAllTextureInfo(ent); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->ab, mesh->numverts * sizeof(float[2])); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); - } - } -} - -static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture) -{ - const msurface_t *surf; - const surfmesh_t *mesh; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.tex[0] = R_GetTexture(texture->glowtexture); - R_Mesh_State(&m); - GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2])); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); - } - } -} - -static void RSurfShader_Wall_Fullbright_Callback(const void *calldata1, int calldata2) -{ - const entity_render_t *ent = calldata1; - const msurface_t *surf = ent->model->surfaces + calldata2; - R_Mesh_Matrix(&ent->matrix); - RSurfShader_Wall_Pass_BaseFullbright(ent, surf); - if (surf->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(ent, surf); - if (fogenabled) - RSurfShader_Wall_Pass_Fog(ent, surf); -} - -static void RSurfShader_Wall_Fullbright(const entity_render_t *ent, const texture_t *texture) -{ - const msurface_t *surf; - vec3_t center; - if (ent->effects & EF_ADDITIVE || ent->alpha < 1 || texture->fogtexture != NULL) - { - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces); - } - } - else - { - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - RSurfShader_Wall_Pass_BaseFullbright(ent, surf); - if (texture->glowtexture) - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - RSurfShader_Wall_Pass_Glow(ent, surf); - if (fogenabled) - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - RSurfShader_Wall_Pass_Fog(ent, surf); - } -} - -static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2) -{ - const entity_render_t *ent = calldata1; - const msurface_t *surf = ent->model->surfaces + calldata2; - R_Mesh_Matrix(&ent->matrix); - RSurfShader_Wall_Pass_BaseVertex(ent, surf); - if (surf->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(ent, surf); - if (fogenabled) - RSurfShader_Wall_Pass_Fog(ent, surf); -} - -static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture) -{ - const msurface_t *surf; - vec3_t center; - if (ent->effects & EF_ADDITIVE || ent->alpha < 1 || texture->fogtexture != NULL) - { - // transparent vertex shaded from lightmap - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); - } - } - else if (r_vertexsurfaces.integer) - { - // opaque vertex shaded from lightmap - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - RSurfShader_Wall_Pass_BaseVertex(ent, surf); - if (texture->glowtexture) - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - RSurfShader_Wall_Pass_Glow(ent, surf); - if (fogenabled) - for (surf = texture->surfacechain;surf;surf = surf->texturechain) - RSurfShader_Wall_Pass_Fog(ent, surf); - } - else - { - // opaque lightmapped - if (r_textureunits.integer >= 2) - { - if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture); - else - { - RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture); - if (r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture); - } - } - else - { - RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture); - RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture); - if (r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture); - } - if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT)) - RSurfShader_OpaqueWall_Pass_Light(ent, texture); - if (texture->glowtexture) - RSurfShader_OpaqueWall_Pass_Glow(ent, texture); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture); - } -} - -Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP}; -Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, 0}; -Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0}; -Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0}; - -int Cshader_count = 4; -Cshader_t *Cshaders[4] = -{ - &Cshader_wall_lightmap, - &Cshader_wall_fullbright, - &Cshader_water, - &Cshader_sky -}; - -void R_DrawSurfaces(entity_render_t *ent, int sky, int normal) -{ - int i, alttextures, texframe, framecount, numtextures, numsurfaces, *surfacevisframes; - texture_t *t, *textures; - model_t *model; - msurface_t *surf, *surfaces; - vec3_t modelorg; - - if (!ent->model) - return; - - // mark the surfaces touched by dynamic lights - if (normal && r_dynamic.integer) - R_MarkLights(ent); - - R_Mesh_Matrix(&ent->matrix); - - model = ent->model; - alttextures = ent->frame != 0; - texframe = (int)(cl.time * 5.0f); - - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - - numtextures = model->numtextures; - textures = model->textures; - numsurfaces = model->nummodelsurfaces; - surfaces = model->surfaces + model->firstmodelsurface; - surfacevisframes = model->surfacevisframes + model->firstmodelsurface; - - for (i = 0;i < numtextures;i++) - textures[i].surfacechain = NULL; - - for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++) - { - if (surfacevisframes[i] == r_framecount) - { -#if !WORLDNODECULLBACKFACES - // mark any backface surfaces as not visible - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) - { - if (!(surf->flags & SURF_PLANEBACK)) - surfacevisframes[i] = -1; - } - else - { - if ((surf->flags & SURF_PLANEBACK)) - surfacevisframes[i] = -1; - } - if (surfacevisframes[i] == r_framecount) -#endif - { - c_faces++; - t = surf->texinfo->texture; - if (t->animated) - { - framecount = t->anim_total[alttextures]; - if (framecount >= 2) - t = t->anim_frames[alttextures][texframe % framecount]; - else - t = t->anim_frames[alttextures][0]; - } - surf->currenttexture = t; - surf->texturechain = t->surfacechain; - t->surfacechain = surf; - if (!r_vertexsurfaces.integer && surf->lightmaptexture != NULL) - { - if (surf->cached_dlight - || surf->cached_ambient != r_ambient.value - || surf->cached_lightmapscalebit != r_lightmapscalebit) - R_BuildLightMap(ent, surf, false); // base lighting changed - else if (r_dynamic.integer) - { - if (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0] - || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1] - || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2] - || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3])))))))) - R_BuildLightMap(ent, surf, false); // base lighting changed - else if (surf->dlightframe == r_framecount && r_dlightmap.integer) - R_BuildLightMap(ent, surf, true); // only dlights - } - } - } - } - } - - if (sky) - for (i = 0, t = textures;i < numtextures;i++, t++) - if (t->surfacechain && t->shader->shaderfunc[SHADERSTAGE_SKY]) - t->shader->shaderfunc[SHADERSTAGE_SKY](ent, t); - - if (normal) - for (i = 0, t = textures;i < numtextures;i++, t++) - if (t->surfacechain && t->shader->shaderfunc[SHADERSTAGE_NORMAL]) - t->shader->shaderfunc[SHADERSTAGE_NORMAL](ent, t); -} - -static void R_DrawPortal_Callback(const void *calldata1, int calldata2) -{ - int i; - float *v; - rmeshstate_t m; - const entity_render_t *ent = calldata1; - const mportal_t *portal = ent->model->portals + calldata2; - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - R_Mesh_Matrix(&ent->matrix); - R_Mesh_State(&m); - R_Mesh_ResizeCheck(portal->numpoints); - i = portal - ent->model->portals; - GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale, - ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale, - ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale, - 0.125f); - if (PlaneDiff(r_origin, (&portal->plane)) > 0) - { - for (i = portal->numpoints - 1, v = varray_vertex;i >= 0;i--, v += 4) - VectorCopy(portal->points[i].position, v); - } - else - for (i = 0, v = varray_vertex;i < portal->numpoints;i++, v += 4) - VectorCopy(portal->points[i].position, v); - R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements); -} - -static void R_DrawPortals(entity_render_t *ent) -{ - int i; - mportal_t *portal, *endportal; - float temp[3], center[3], f; - - if (r_drawportals.integer < 1) - return; - - for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++) - { - if (portal->here->pvsframe == r_pvsframecount || portal->past->pvsframe == r_pvsframecount) - { - if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) - { - VectorClear(temp); - for (i = 0;i < portal->numpoints;i++) - VectorAdd(temp, portal->points[i].position, temp); - f = ixtable[portal->numpoints]; - VectorScale(temp, f, temp); - Matrix4x4_Transform(&ent->matrix, temp, center); - R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->portals); - } - } - } -} - -void R_DrawBrushModel(entity_render_t *ent, int sky, int normal) -{ - int i, numsurfaces, *surfacevisframes, *surfacepvsframes; - msurface_t *surf; - model_t *model; -#if WORLDNODECULLBACKFACES - vec3_t modelorg; -#endif - - // because bmodels can be reused, we have to decide which things to render - // from scratch every time - model = ent->model; -#if WORLDNODECULLBACKFACES - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); -#endif - numsurfaces = model->nummodelsurfaces; - surf = model->surfaces + model->firstmodelsurface; - surfacevisframes = model->surfacevisframes + model->firstmodelsurface; - surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface; - for (i = 0;i < numsurfaces;i++, surf++) - { -#if WORLDNODECULLBACKFACES - // mark any backface surfaces as not visible - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) - { - if ((surf->flags & SURF_PLANEBACK)) - { - surfacevisframes[i] = r_framecount; - surfacepvsframes[i] = r_pvsframecount; - } - } - else - { - if (!(surf->flags & SURF_PLANEBACK)) - { - surfacevisframes[i] = r_framecount; - surfacepvsframes[i] = r_pvsframecount; - } - } -#else - surfacevisframes[i] = r_framecount; - surfacepvsframes[i] = r_pvsframecount; -#endif - surf->dlightframe = -1; - } - R_DrawSurfaces(ent, sky, normal); -} - -void R_SurfaceWorldNode (entity_render_t *ent) -{ - int i, numsurfaces, *surfacevisframes, *surfacepvsframes; - msurface_t *surfaces, *surf; - model_t *model; - vec3_t modelorg; - - model = ent->model; - numsurfaces = model->nummodelsurfaces; - surfaces = model->surfaces + model->firstmodelsurface; - surfacevisframes = model->surfacevisframes + model->firstmodelsurface; - surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - - for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++) - { - if (surfacepvsframes[i] == r_pvsframecount) - { -#if WORLDNODECULLBACKFACES - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) - { - if ((surf->flags & SURF_PLANEBACK) && R_NotCulledBox (surf->poly_mins, surf->poly_maxs)) - surfacevisframes[i] = r_framecount; - } - else - { - if (!(surf->flags & SURF_PLANEBACK) && R_NotCulledBox (surf->poly_mins, surf->poly_maxs)) - surfacevisframes[i] = r_framecount; - } -#else - if (R_NotCulledBox (surf->poly_mins, surf->poly_maxs)) - surfacevisframes[i] = r_framecount; -#endif - } - } -} - -/* -static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) -{ - int portalstack, i; - mportal_t *p, *pstack[8192]; - msurface_t *surf, **mark, **endmark; - mleaf_t *leaf; - // 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 - leaf = viewleaf; - leaf->worldnodeframe = r_framecount; - portalstack = 0; -loc0: - c_leafs++; - if (leaf->nummarksurfaces) - { - for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) - { - surf = *mark++; - // make sure surfaces are only processed once - if (surf->worldnodeframe != r_framecount) - { - surf->worldnodeframe = r_framecount; - if (PlaneDist(r_origin, surf->plane) < surf->plane->dist) + if (ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]]) + continue; + surface = model->data_surfaces + surfacelist[surfacelistindex]; + texture = surface->texture->currentframe; + // FIXME: transparent surfaces need to be lit later + if ((texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL || !surface->num_triangles) + continue; + if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + if (!rsurface_svector3f) + { + rsurface_svector3f = varray_svector3f; + rsurface_tvector3f = varray_tvector3f; + rsurface_normal3f = varray_normal3f; + Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f); + } + if (ent->colormap >= 0) + { + vec3_t lightcolorpants, lightcolorshirt; + // 128-224 are backwards ranges + int b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12; + if (texture->skin.pants && b >= 224) { - if (surf->flags & SURF_PLANEBACK) - surf->visframe = r_framecount; + qbyte *bcolor = (qbyte *) (&palette_complete[b]); + lightcolorpants[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f); + lightcolorpants[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f); + lightcolorpants[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f); } else + VectorClear(lightcolorpants); + // 128-224 are backwards ranges + b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12; + if (texture->skin.shirt && b >= 224) { - if (!(surf->flags & SURF_PLANEBACK)) - surf->visframe = r_framecount; - } - } - } - } - // follow portals into other leafs - for (p = leaf->portals;p;p = p->next) - { - leaf = p->past; - if (leaf->worldnodeframe != r_framecount) - { - leaf->worldnodeframe = r_framecount; - // FIXME: R_NotCulledBox is absolute, should be done relative - if (leaf->pvsframe == r_pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs)) - { - p->visframe = r_framecount; - pstack[portalstack++] = p; - goto loc0; -loc1: - p = pstack[--portalstack]; - } - } - } - if (portalstack) - goto loc1; -} -*/ - -static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) -{ - int c, leafstackpos, *mark, *surfacevisframes; -#if WORLDNODECULLBACKFACES - int n; - msurface_t *surf; -#endif - mleaf_t *leaf, *leafstack[8192]; - mportal_t *p; - vec3_t modelorg; - msurface_t *surfaces; - // LordHavoc: portal-passage worldnode with PVS; - // follows portals leading outward from viewleaf, does not venture - // offscreen or into leafs that are not visible, faster than Quake's - // RecursiveWorldNode - surfaces = ent->model->surfaces; - surfacevisframes = ent->model->surfacevisframes; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - viewleaf->worldnodeframe = r_framecount; - leafstack[0] = viewleaf; - leafstackpos = 1; - while (leafstackpos) - { - c_leafs++; - leaf = leafstack[--leafstackpos]; - // draw any surfaces bounding this leaf - if (leaf->nummarksurfaces) - { - for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) - { -#if WORLDNODECULLBACKFACES - n = *mark++; - if (surfacevisframes[n] != r_framecount) - { - surf = surfaces + n; - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) - { - if ((surf->flags & SURF_PLANEBACK)) - surfacevisframes[n] = r_framecount; - } - else - { - if (!(surf->flags & SURF_PLANEBACK)) - surfacevisframes[n] = r_framecount; - } - } -#else - surfacevisframes[*mark++] = r_framecount; -#endif - } - } - // follow portals into other leafs - for (p = leaf->portals;p;p = p->next) - { - // LordHavoc: this DotProduct hurts less than a cache miss - // (which is more likely to happen if backflowing through leafs) - if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1)) - { - leaf = p->past; - if (leaf->worldnodeframe != r_framecount) - { - leaf->worldnodeframe = r_framecount; - // FIXME: R_NotCulledBox is absolute, should be done relative - if (leaf->pvsframe == r_pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs)) - leafstack[leafstackpos++] = leaf; - } - } - } - } - if (r_drawportals.integer) - R_DrawPortals(ent); -} - -void R_PVSUpdate (mleaf_t *viewleaf) -{ - int i, j, l, c, bits, *surfacepvsframes, *mark; - mleaf_t *leaf; - qbyte *vis; - - if (r_pvsviewleaf == viewleaf && r_pvsviewleafnovis == r_novis.integer) - return; - - r_pvsframecount++; - r_pvsviewleaf = viewleaf; - r_pvsviewleafnovis = r_novis.integer; - - if (viewleaf) - { - surfacepvsframes = cl.worldmodel->surfacepvsframes; - vis = Mod_LeafPVS (viewleaf, cl.worldmodel); - for (j = 0;j < cl.worldmodel->numleafs;j += 8) - { - bits = *vis++; - if (bits) - { - l = cl.worldmodel->numleafs - j; - if (l > 8) - l = 8; - for (i = 0;i < l;i++) - { - if (bits & (1 << i)) - { - leaf = &cl.worldmodel->leafs[j + i + 1]; - leaf->pvsframe = r_pvsframecount; - // mark surfaces bounding this leaf as visible - for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) - surfacepvsframes[*mark++] = r_pvsframecount; - } + qbyte *bcolor = (qbyte *) (&palette_complete[b]); + lightcolorshirt[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f); + lightcolorshirt[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f); + lightcolorshirt[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f); } + else + VectorClear(lightcolorshirt); + R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), rsurface_vertex3f, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolor, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->skin.gloss); } + else + R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), rsurface_vertex3f, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolor, vec3_origin, vec3_origin, texture->skin.merged ? texture->skin.merged : texture->skin.base, NULL, NULL, texture->skin.nmap, texture->skin.gloss); + if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglEnable(GL_CULL_FACE); } } } -/* -============= -R_DrawWorld -============= -*/ -void R_DrawWorld (entity_render_t *ent) -{ - mleaf_t *viewleaf; - viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel); - R_PVSUpdate(viewleaf); - if (!viewleaf) - return; - if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID) - R_SurfaceWorldNode (ent); - else - R_PortalWorldNode (ent, viewleaf); - R_DrawSurfaces(ent, true, true); -} - -void R_Model_Brush_DrawSky (entity_render_t *ent) -{ - R_DrawBrushModel(ent, true, false); -} - -void R_Model_Brush_Draw (entity_render_t *ent) -{ - c_bmodels++; - R_DrawBrushModel(ent, false, true); -} - -void R_Model_Brush_DrawDepth (entity_render_t *ent) -{ - shadowmesh_t *mesh; - if (!cl.worldmodel->numlights) - GL_Color(0.3, 0.3, 0.3, 1); - for (mesh = ent->model->shadowmesh;mesh;mesh = mesh->next) - { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->elements); - } - if (!cl.worldmodel->numlights) - GL_Color(0, 0, 0, 1); -} - -void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int visiblevolume) -{ #if 0 - float projectdistance, temp[3]; - shadowmesh_t *mesh; - VectorSubtract(relativelightorigin, ent->model->shadowmesh_center, temp); - projectdistance = lightradius + ent->model->shadowmesh_radius - sqrt(DotProduct(temp, temp)); - if (projectdistance >= 0.1) - { - for (mesh = ent->model->shadowmesh;mesh;mesh = mesh->next) - { - R_Mesh_ResizeCheck(mesh->numverts * 2); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - R_Shadow_Volume(mesh->numverts, mesh->numtriangles, varray_vertex, mesh->elements, mesh->neighbors, relativelightorigin, lightradius, projectdistance, visiblevolume); - } - } -#else - int i; - msurface_t *surf; - float projectdistance, f, temp[3], lightradius2; - surfmesh_t *mesh; - lightradius2 = lightradius * lightradius; - for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++) - { - f = PlaneDiff(relativelightorigin, surf->plane); - if (surf->flags & SURF_PLANEBACK) - f = -f; - // draw shadows only for backfaces - projectdistance = lightradius + f; - if (projectdistance >= 0.1 && projectdistance < lightradius) - { - VectorSubtract(relativelightorigin, surf->poly_center, temp); - if (DotProduct(temp, temp) < (surf->poly_radius2 + lightradius2)) - { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - R_Mesh_ResizeCheck(mesh->numverts * 2); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - R_Shadow_Volume(mesh->numverts, mesh->numtriangles, varray_vertex, mesh->index, mesh->triangleneighbors, relativelightorigin, lightradius, projectdistance, visiblevolume); - } - } - } - } -#endif -} - -void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, float lightdistbias, float lightsubtract, float *lightcolor) -{ - int i; - msurface_t *surf; - float f, lightradius2; - surfmesh_t *mesh; - vec3_t modelorg; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - lightradius2 = lightradius * lightradius; - GL_UseColorArray(); - for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++) - { - f = PlaneDiff(relativelightorigin, surf->plane); - if (surf->flags & SURF_PLANEBACK) - f = -f; - if (f >= -0.1 && f < lightradius) - { - f = PlaneDiff(modelorg, surf->plane); - if (surf->flags & SURF_PLANEBACK) - f = -f; - if (f > 0) - { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - R_Mesh_ResizeCheck(mesh->numverts); - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - R_Shadow_VertexLight(mesh->numverts, varray_vertex, mesh->normals, relativelightorigin, lightradius2, lightdistbias, lightsubtract, lightcolor); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); - } - } - } - } -} - -void R_Model_Brush_DrawOntoLight(entity_render_t *ent) -{ - // FIXME - c_bmodels++; -} - -/* -extern cvar_t r_shadows; -void R_DrawBrushModelFakeShadow (entity_render_t *ent) -{ - int i; - vec3_t relativelightorigin; - rmeshstate_t m; - mlight_t *sl; - rdlight_t *rd; - svbspmesh_t *mesh; - - if (r_shadows.integer < 2) - return; - - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ONE; - R_Mesh_State(&m); - R_Mesh_Matrix(&ent->matrix); - GL_Color(0.0125 * r_colorscale, 0.025 * r_colorscale, 0.1 * r_colorscale, 1); - if (0)//ent->model == cl.worldmodel) - { - for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights;i++, sl++) - { - if (d_lightstylevalue[sl->style] > 0 && R_NotCulledBox(sl->shadowvolumemins, sl->shadowvolumemaxs)) - { - for (mesh = sl->shadowvolume;mesh;mesh = mesh->next) - { - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->elements); - } - } - } - } - else - { - for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights;i++, sl++) - { - if (d_lightstylevalue[sl->style] > 0 - && ent->maxs[0] >= sl->origin[0] - sl->cullradius - && ent->mins[0] <= sl->origin[0] + sl->cullradius - && ent->maxs[1] >= sl->origin[1] - sl->cullradius - && ent->mins[1] <= sl->origin[1] + sl->cullradius - && ent->maxs[2] >= sl->origin[2] - sl->cullradius - && ent->mins[2] <= sl->origin[2] + sl->cullradius) - { - Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin); - R_DrawBrushModelShadowVolume (ent, relativelightorigin, sl->cullradius, true); - } - } - } - for (i = 0, rd = r_dlight;i < r_numdlights;i++, rd++) - { - if (ent->maxs[0] >= rd->origin[0] - rd->cullradius - && ent->mins[0] <= rd->origin[0] + rd->cullradius - && ent->maxs[1] >= rd->origin[1] - rd->cullradius - && ent->mins[1] <= rd->origin[1] + rd->cullradius - && ent->maxs[2] >= rd->origin[2] - rd->cullradius - && ent->mins[2] <= rd->origin[2] + rd->cullradius) - { - Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin); - R_DrawBrushModelShadowVolume (ent, relativelightorigin, rd->cullradius, true); - } - } -} -*/ - static void gl_surf_start(void) { } @@ -2003,28 +833,21 @@ static void gl_surf_shutdown(void) static void gl_surf_newmap(void) { - // reset pvs visibility variables so it will update on first frame - r_pvsframecount = 1; - r_pvsviewleaf = NULL; - r_pvsviewleafnovis = false; } +#endif void GL_Surf_Init(void) { - int i; - dlightdivtable[0] = 4194304; - for (i = 1;i < 32768;i++) - dlightdivtable[i] = 4194304 / (i << 7); Cvar_RegisterVariable(&r_ambient); - Cvar_RegisterVariable(&r_vertexsurfaces); - Cvar_RegisterVariable(&r_dlightmap); Cvar_RegisterVariable(&r_drawportals); Cvar_RegisterVariable(&r_testvis); - Cvar_RegisterVariable(&r_floatbuildlightmap); Cvar_RegisterVariable(&r_detailtextures); Cvar_RegisterVariable(&r_surfaceworldnode); + Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor); + Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset); + Cvar_RegisterVariable(&r_q3bsp_renderskydepth); - R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); + //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }