// r_surf.c: surface-related refresh code
#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
+cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), value is 0-128"};
+cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
+cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
+cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
+cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
-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;
+/*
+===============
+R_BuildLightMap
-static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
+Combine and scale multiple lightmaps into the 8.8 format in blocklights
+===============
+*/
+void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
{
- int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract;
- unsigned int *bl;
- float dist, impact[3], local[3];
-
- // LordHavoc: use 64bit integer... shame it's not very standardized...
-#if _MSC_VER || __BORLANDC__
- __int64 k;
-#else
- long long k;
-#endif
+ int smax, tmax, i, size, size3, maps, l;
+ int *bl, scale;
+ unsigned char *lightmap, *out, *stain;
+ model_t *model = ent->model;
+ static int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+ static unsigned char templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
- lit = false;
+ // update cached lighting info
+ surface->cached_dlight = 0;
- smax = (surf->extents[0] >> 4) + 1;
- tmax = (surf->extents[1] >> 4) + 1;
- smax3 = smax * 3;
+ smax = (surface->lightmapinfo->extents[0]>>4)+1;
+ tmax = (surface->lightmapinfo->extents[1]>>4)+1;
+ size = smax*tmax;
+ size3 = size*3;
+ lightmap = surface->lightmapinfo->samples;
- for (lnum = 0; lnum < r_numdlights; lnum++)
+// set to full bright if no light data
+ bl = intblocklights;
+ if (!model->brushq1.lightdata)
{
- if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
- continue; // not lit by this light
-
- Matrix4x4_Transform(matrix, 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];
- green = r_dlight[lnum].light[1];
- blue = r_dlight[lnum].light[2];
- 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) >> 7;
- bl[1] += (green * k) >> 7;
- bl[2] += (blue * k) >> 7;
- lit = true;
- }
- }
- bl += 3;
- }
- }
- else // skip line
- bl += smax3;
- }
+ for (i = 0;i < size3;i++)
+ bl[i] = 255*256;
}
- return lit;
-}
-
-static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
-{
- int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
- float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
-
- lit = false;
-
- smax = (surf->extents[0] >> 4) + 1;
- tmax = (surf->extents[1] >> 4) + 1;
- smax3 = smax * 3;
-
- for (lnum = 0; lnum < r_numdlights; lnum++)
+ else
{
- 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;
+// clear to no light
+ memset(bl, 0, size3*sizeof(*bl));
- // 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;
+// add all the lightmaps
+ if (lightmap)
+ for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
+ for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
+ bl[i] += lightmap[i] * scale;
+ }
- td1 = impactt;
- for (t = 0;t < tmax;t++, td1 -= 16.0f)
+ stain = surface->lightmapinfo->stainsamples;
+ bl = intblocklights;
+ out = templight;
+ // the >> 16 shift adjusts down 8 bits to account for the stainmap
+ // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
+ // be doubled during rendering to achieve 2x overbright
+ // (0 = 0.0, 128 = 1.0, 256 = 2.0)
+ if (model->brushq1.lightmaprgba)
+ {
+ for (i = 0;i < size;i++)
{
- td = td1 * td1;
- // make sure some part of it is visible on this line
- if (td < maxdist3)
- {
- maxdist2 = maxdist - td;
- for (s = 0;s < smax;s++)
- {
- if (sdtable[s] < maxdist2)
- {
- k = (32768.0f / (sdtable[s] + td)) - subtract;
- bl[0] += red * k;
- bl[1] += green * k;
- bl[2] += blue * k;
- lit = true;
- }
- bl += 3;
- }
- }
- else // skip line
- bl += smax3;
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ *out++ = 255;
}
}
- return lit;
-}
-
-/*
-===============
-R_BuildLightMap
-
-Combine and scale multiple lightmaps into the 8.8 format in blocklights
-===============
-*/
-static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int dlightchanged)
-{
- if (!r_floatbuildlightmap.integer)
+ else
{
- 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_lightscalebit = lightscalebit;
- 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 < size;i++)
{
- for (i = 0;i < size3;i++)
- bl[i] = 255*256;
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
}
- else
- {
- // clear to no light
- j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
- if (j)
- {
- for (i = 0;i < size3;i++)
- *bl++ = j;
- }
- else
- memset(bl, 0, size*3*sizeof(unsigned int));
-
- if (surf->dlightframe == r_framecount && 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;
- }
- }
+ R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
- stain = surf->stainsamples;
+ // update the surface's deluxemap if it has one
+ if (surface->deluxemaptexture != r_texture_blanknormalmap)
+ {
+ vec3_t n;
+ unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
+ lightmap = surface->lightmapinfo->samples;
+ // clear to no normalmap
bl = intblocklights;
- out = templight;
- // deal with lightmap brightness scale
- shift = 7 + lightscalebit + 8;
- if (ent->model->lightmaprgba)
+ memset(bl, 0, size3*sizeof(*bl));
+ // add all the normalmaps
+ if (lightmap && normalmap)
{
- stride = (surf->lightmaptexturestride - smax) * 4;
- for (i = 0;i < tmax;i++, out += stride)
+ for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
{
- for (j = 0;j < smax;j++)
+ for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
{
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
- *out++ = 255;
+ // add the normalmap with weighting proportional to the style's lightmap intensity
+ l = (int)(VectorLength(lightmap + i*3) * scale);
+ bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
+ bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
+ bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
}
}
}
- 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);
- }
- }
- }
-
- R_UpdateTexture(surf->lightmaptexture, templight);
- }
- else
- {
- int smax, tmax, i, j, size, size3, maps, stride, l;
- float *bl, scale;
- qbyte *lightmap, *out, *stain;
-
- // update cached lighting info
- surf->cached_dlight = 0;
- surf->cached_lightscalebit = lightscalebit;
- 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
- }
-
- // add all the lightmaps
- if (lightmap)
- {
- bl = floatblocklights;
- for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
- for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
- bl[i] += lightmap[i] * scale;
- }
-
- stain = surf->stainsamples;
- bl = floatblocklights;
+ bl = intblocklights;
out = templight;
- // deal with lightmap brightness scale
- scale = 1.0f / (1 << (7 + lightscalebit + 8));
- if (ent->model->lightmaprgba)
+ // we simply renormalize the weighted normals to get a valid deluxemap
+ if (model->brushq1.lightmaprgba)
{
- stride = (surf->lightmaptexturestride - smax) * 4;
- for (i = 0;i < tmax;i++, out += stride)
+ for (i = 0;i < size;i++, bl += 3)
{
- for (j = 0;j < smax;j++)
- {
- l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
- l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
- l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
- *out++ = 255;
- }
+ VectorCopy(bl, n);
+ VectorNormalize(n);
+ l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
+ l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
+ l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
+ *out++ = 255;
}
}
else
{
- stride = (surf->lightmaptexturestride - smax) * 3;
- for (i = 0;i < tmax;i++, out += stride)
+ for (i = 0;i < size;i++, bl += 3)
{
- for (j = 0;j < smax;j++)
- {
- l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
- l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
- l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
- }
+ VectorCopy(bl, n);
+ VectorNormalize(n);
+ l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
+ l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
+ l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
}
}
-
- R_UpdateTexture(surf->lightmaptexture, templight);
+ R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
}
}
-void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, int icolor[8])
+void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
{
- float ndist;
- msurface_t *surf, *endsurf;
- int sdtable[256], td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, dist2, impacts, impactt, subtract, a, stained, cr, cg, cb, ca, ratio;
- qbyte *bl;
+ float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
+ msurface_t *surface, *endsurface;
+ int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
+ unsigned char *bl;
vec3_t impact;
- // LordHavoc: use 64bit integer... shame it's not very standardized...
-#if _MSC_VER || __BORLANDC__
- __int64 k;
-#else
- long long k;
-#endif
-
- // for comparisons to minimum acceptable light
- // compensate for 256 offset
- maxdist = radius * radius + 256.0f;
-
- // clamp radius to avoid exceeding 32768 entry division table
- if (maxdist > 4194304)
- maxdist = 4194304;
-
- subtract = (int) ((1.0f / maxdist) * 4194304.0f);
+ maxdist = radius * radius;
+ invradius = 1.0f / radius;
loc0:
- if (node->contents < 0)
+ if (!node->plane)
return;
ndist = PlaneDiff(origin, node->plane);
if (ndist > radius)
goto loc0;
}
- dist2 = ndist * ndist + 256.0f;
- if (dist2 < maxdist)
- {
- maxdist3 = maxdist - dist2;
+ dist2 = ndist * ndist;
+ maxdist3 = maxdist - dist2;
- if (node->plane->type < 3)
- {
- VectorCopy(origin, impact);
- impact[node->plane->type] -= ndist;
- }
- else
- {
- impact[0] = origin[0] - node->plane->normal[0] * ndist;
- impact[1] = origin[1] - node->plane->normal[1] * ndist;
- impact[2] = origin[2] - node->plane->normal[2] * ndist;
- }
+ if (node->plane->type < 3)
+ {
+ VectorCopy(origin, impact);
+ impact[node->plane->type] -= ndist;
+ }
+ else
+ {
+ impact[0] = origin[0] - node->plane->normal[0] * ndist;
+ impact[1] = origin[1] - node->plane->normal[1] * ndist;
+ impact[2] = origin[2] - node->plane->normal[2] * ndist;
+ }
- 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 (surface->lightmapinfo->stainsamples)
{
- if (surf->stainsamples)
- {
- smax = (surf->extents[0] >> 4) + 1;
- tmax = (surf->extents[1] >> 4) + 1;
+ smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
+ tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
- impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
- impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+ impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
+ impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
- s = bound(0, impacts, smax * 16) - impacts;
- t = bound(0, impactt, tmax * 16) - impactt;
- i = s * s + t * t + dist2;
- if (i > maxdist)
- continue;
+ s = bound(0, impacts, smax * 16) - impacts;
+ t = bound(0, impactt, tmax * 16) - impactt;
+ i = (int)(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;
+ // reduce calculations
+ for (s = 0, i = impacts; s < smax; s++, i -= 16)
+ sdtable[s] = i * i + dist2;
- // convert to 8.8 blocklights format
- bl = surf->stainsamples;
- smax3 = smax * 3;
- stained = false;
+ bl = surface->lightmapinfo->stainsamples;
+ smax3 = smax * 3;
+ stained = false;
- i = impactt;
- for (t = 0;t < tmax;t++, i -= 16)
+ 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)
{
- 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++)
{
- maxdist2 = maxdist - td;
- for (s = 0;s < smax;s++)
+ if (sdtable[s] < maxdist2)
{
- if (sdtable[s] < maxdist2)
+ ratio = lhrandom(0.0f, 1.0f);
+ a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
+ if (a >= (1.0f / 64.0f))
{
- k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
- if (k > 0)
- {
- ratio = rand() & 255;
- ca = (((icolor[7] - icolor[3]) * ratio) >> 8) + icolor[3];
- a = (ca * k) >> 8;
- if (a > 0)
- {
- a = bound(0, a, 256);
- cr = (((icolor[4] - icolor[0]) * ratio) >> 8) + icolor[0];
- cg = (((icolor[5] - icolor[1]) * ratio) >> 8) + icolor[1];
- cb = (((icolor[6] - icolor[2]) * ratio) >> 8) + icolor[2];
- bl[0] = (qbyte) ((((cr - (int) bl[0]) * a) >> 8) + (int) bl[0]);
- bl[1] = (qbyte) ((((cg - (int) bl[1]) * a) >> 8) + (int) bl[1]);
- bl[2] = (qbyte) ((((cb - (int) bl[2]) * a) >> 8) + (int) bl[2]);
- stained = true;
- }
- }
+ if (a > 1)
+ a = 1;
+ bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
+ bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
+ bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
+ stained = true;
}
- bl += 3;
}
+ bl += 3;
}
- else // skip line
- bl += smax3;
}
- // force lightmap upload
- if (stained)
- surf->cached_dlight = true;
+ else // skip line
+ bl += smax3;
}
+ // force lightmap upload
+ if (stained)
+ 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, icolor);
+ R_StainNode(node->children[0], model, origin, radius, fcolor);
node = node->children[1];
goto 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, icolor[8];
+ int n;
+ float fcolor[8];
entity_render_t *ent;
model_t *model;
vec3_t org;
- icolor[0] = cr1;
- icolor[1] = cg1;
- icolor[2] = cb1;
- icolor[3] = ca1;
- icolor[4] = cr2;
- icolor[5] = cg2;
- icolor[6] = cb2;
- icolor[7] = ca2;
-
- model = cl.worldmodel;
- if (model)
- R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor);
+ 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;
+ fcolor[3] = ca1 * (1.0f / 64.0f);
+ fcolor[4] = cr2 - cr1;
+ fcolor[5] = cg2 - cg1;
+ fcolor[6] = cb2 - cb1;
+ fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
+
+ R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
// look for embedded bmodels
- for (n = 0;n < cl_num_brushmodel_entities;n++)
+ 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, icolor);
+ R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
}
}
}
=============================================================
*/
-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 entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
- int i;
- float scale;
- const qbyte *lm;
- if (styles[0] != 255)
+ // due to the hacky nature of this function's parameters, this is never
+ // called with a batch, so numsurfaces is always 1, and the surfacelist
+ // contains only a leaf number for coloring purposes
+ const mportal_t *portal = (mportal_t *)ent;
+ int i, numpoints;
+ float *v;
+ float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
+ CHECKGLERROR
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ GL_CullFace(GL_NONE);
+ R_Mesh_Matrix(&identitymatrix);
+
+ numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
+
+ R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
+
+ i = surfacelist[0];
+ GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
+ ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
+ ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
+ 0.125f);
+ for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
+ VectorCopy(portal->points[i].position, v);
+ R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements);
+}
+
+// LordHavoc: this is just a nice debugging tool, very slow
+void R_DrawPortals(void)
+{
+ int i, leafnum;
+ mportal_t *portal;
+ float center[3], f;
+ model_t *model = r_refdef.worldmodel;
+ if (model == NULL)
+ return;
+ for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
{
- for (i = 0;i < numverts;i++, c += 4)
+ if (r_viewcache.world_leafvisible[leafnum])
{
- lm = samples + lightmapoffsets[i];
- scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- if (styles[1] != 255)
+ //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
+ for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
{
- lm += size3;
- scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- if (styles[2] != 255)
+ if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
+ if (!R_CullBox(portal->mins, portal->maxs))
{
- lm += size3;
- scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- if (styles[3] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- }
+ VectorClear(center);
+ for (i = 0;i < portal->numpoints;i++)
+ VectorAdd(center, portal->points[i].position, center);
+ f = ixtable[portal->numpoints];
+ VectorScale(center, f, center);
+ R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight);
}
}
}
}
}
-static void RSurf_FogColors(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
+void R_View_WorldVisibility(void)
{
- 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);
-}
+ int i, j, *mark;
+ mleaf_t *leaf;
+ mleaf_t *viewleaf;
+ model_t *model = r_refdef.worldmodel;
-static void RSurf_FoggedColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
-{
- int i;
- float diff[3], f;
- r *= colorscale;
- g *= colorscale;
- b *= colorscale;
- if (fogenabled)
+ if (!model)
+ return;
+
+ // if possible find the leaf the view origin is in
+ viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_view.origin) : NULL;
+ // if possible fetch the visible cluster bits
+ if (!r_lockpvs.integer && model->brush.FatPVS)
+ model->brush.FatPVS(model, r_view.origin, 2, r_viewcache.world_pvsbits, sizeof(r_viewcache.world_pvsbits));
+
+ if (!r_lockvisibility.integer)
{
- for (i = 0;i < numverts;i++, v += 4, c += 4)
+ // clear the visible surface and leaf flags arrays
+ memset(r_viewcache.world_surfacevisible, 0, model->num_surfaces);
+ memset(r_viewcache.world_leafvisible, 0, model->brush.num_leafs);
+
+ r_viewcache.world_novis = false;
+
+ // if floating around in the void (no pvs data available, and no
+ // portals available), simply use all on-screen leafs.
+ if (!viewleaf || viewleaf->clusterindex < 0)
{
- VectorSubtract(v, modelorg, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- c[0] = r * f;
- c[1] = g * f;
- c[2] = b * f;
- c[3] = a;
+ // no visibility method: (used when floating around in the void)
+ // simply cull each leaf to the frustum (view pyramid)
+ // similar to quake's RecursiveWorldNode but without cache misses
+ r_viewcache.world_novis = true;
+ for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
+ {
+ // if leaf is in current pvs and on the screen, mark its surfaces
+ if (!R_CullBox(leaf->mins, leaf->maxs))
+ {
+ r_refdef.stats.world_leafs++;
+ r_viewcache.world_leafvisible[j] = true;
+ if (leaf->numleafsurfaces)
+ for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+ r_viewcache.world_surfacevisible[*mark] = true;
+ }
+ }
}
- }
- else
- {
- for (i = 0;i < numverts;i++, c += 4)
+ // if the user prefers to disable portal culling (testing?), simply
+ // use all on-screen leafs that are in the pvs.
+ else if (!r_useportalculling.integer)
{
- c[0] = r;
- c[1] = g;
- c[2] = b;
- c[3] = a;
+ // pvs method:
+ // simply check if each leaf is in the Potentially Visible Set,
+ // and cull to frustum (view pyramid)
+ // similar to quake's RecursiveWorldNode but without cache misses
+ for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
+ {
+ // if leaf is in current pvs and on the screen, mark its surfaces
+ if (CHECKPVSBIT(r_viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+ {
+ r_refdef.stats.world_leafs++;
+ r_viewcache.world_leafvisible[j] = true;
+ if (leaf->numleafsurfaces)
+ for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+ r_viewcache.world_surfacevisible[*mark] = true;
+ }
+ }
}
- }
-}
-
-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;
- }
-}
-
-static void RSurf_ScaleColors(float *c, float scale, int numverts)
-{
- int i;
- if (scale != 1)
- for (i = 0;i < numverts;i++, c += 4)
- VectorScale(c, scale, c);
-}
-
-static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color)
-{
- 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 (dlightbits[l >> 5] & (1 << (l & 31)))
+ // otherwise use a recursive portal flow, culling each portal to
+ // frustum and checking if the leaf the portal leads to is in the pvs
+ else
{
- 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 leafstackpos;
+ mportal_t *p;
+ mleaf_t *leafstack[8192];
+ // simple-frustum portal method:
+ // follows portals leading outward from viewleaf, does not venture
+ // offscreen or into leafs that are not visible, faster than
+ // Quake's RecursiveWorldNode and vastly better in unvised maps,
+ // often culls some surfaces that pvs alone would miss
+ // (such as a room in pvs that is hidden behind a wall, but the
+ // passage leading to the room is off-screen)
+ leafstack[0] = viewleaf;
+ leafstackpos = 1;
+ while (leafstackpos)
{
- f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
- if (f < rd->cullradius2)
+ r_refdef.stats.world_leafs++;
+ leaf = leafstack[--leafstackpos];
+ r_viewcache.world_leafvisible[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_viewcache.world_surfacevisible[*mark] = true;
+ // follow portals into other leafs
+ // the checks are:
+ // if viewer is behind portal (portal faces outward into the scene)
+ // and the portal polygon's bounding box is on the screen
+ // and the leaf has not been visited yet
+ // and the leaf is visible in the pvs
+ // (the first two checks won't cause as many cache misses as the leaf checks)
+ for (p = leaf->portals;p;p = p->next)
{
- f = (1.0f / f) - rd->subtract;
- VectorMA(c, f, rd->light, c);
- lit = true;
+ r_refdef.stats.world_portals++;
+ if (DotProduct(r_view.origin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_viewcache.world_leafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_viewcache.world_pvsbits, p->past->clusterindex))
+ leafstack[leafstackpos++] = p->past;
}
}
}
}
- 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_DrawSky(entity_render_t *ent)
{
- int i, l;
- const rdlight_t *rd;
- vec3_t lightorigin;
- const float *v;
- for (l = 0;l < r_numdlights;l++)
- {
- 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;
+ if (ent->model == NULL)
+ return;
+ R_DrawSurfaces(ent, true);
}
-static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture)
+void R_Q1BSP_Draw(entity_render_t *ent)
{
- const msurface_t *surf;
- const surfmesh_t *mesh;
- rmeshstate_t m;
-
- // LordHavoc: HalfLife maps have freaky skypolys...
- if (ent->model->ishlbsp)
+ model_t *model = ent->model;
+ if (model == NULL)
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)
- {
- m.blendfunc1 = GL_ZERO;
- m.blendfunc2 = GL_ONE;
- }
- else
- {
- // fog sky
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- }
- m.wantoverbright = false;
- m.depthwrite = true;
- R_Mesh_State(&m);
- 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 (skyrendermasked)
- memset(varray_color, 0, mesh->numverts * sizeof(float[4]));
- else
- R_FillColors(varray_color, mesh->numverts, fogcolor[0] * mesh_colorscale, fogcolor[1] * mesh_colorscale, fogcolor[2] * mesh_colorscale, 1);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
- }
- }
+ R_DrawSurfaces(ent, false);
}
-static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
+typedef struct r_q1bsp_getlightinfo_s
{
- const entity_render_t *ent = calldata1;
- const msurface_t *surf = ent->model->surfaces + calldata2;
- float f;
- 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);
-
- R_Mesh_Matrix(&ent->matrix);
-
- 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.wantoverbright = true;
- m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- 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]));
- 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))
+ model_t *model;
+ vec3_t relativelightorigin;
+ float lightradius;
+ int *outleaflist;
+ unsigned char *outleafpvs;
+ int outnumleafs;
+ int *outsurfacelist;
+ unsigned char *outsurfacepvs;
+ int outnumsurfaces;
+ vec3_t outmins;
+ vec3_t outmaxs;
+ vec3_t lightmins;
+ vec3_t lightmaxs;
+ const unsigned char *pvs;
+}
+r_q1bsp_getlightinfo_t;
+
+void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
+{
+ int sides;
+ mleaf_t *leaf;
+ for (;;)
+ {
+ mplane_t *plane = node->plane;
+ //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+ // return;
+ if (!plane)
+ break;
+ if (plane->type < 3)
+ sides = ((info->lightmaxs[plane->type] >= plane->dist) | ((info->lightmins[plane->type] < plane->dist) << 1));
+ else
+ sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
+ if (sides == 3)
{
- 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);
+ R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
+ node = node->children[1];
}
- RSurf_FogColors(varray_vertex, varray_color, mesh_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ else if (sides == 0)
+ return; // ERROR: NAN bounding box!
+ else
+ node = node->children[sides - 1];
}
-
- if (fogenabled)
+ leaf = (mleaf_t *)node;
+ if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex))
{
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.wantoverbright = false;
- m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
- R_Mesh_State(&m);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ 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)
{
- 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, mesh_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ int leafindex = leaf - info->model->brush.data_leafs;
+ if (!CHECKPVSBIT(info->outleafpvs, leafindex))
+ {
+ SETPVSBIT(info->outleafpvs, leafindex);
+ info->outleaflist[info->outnumleafs++] = leafindex;
+ }
}
- }
-}
-
-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)
- {
- for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+ if (info->outsurfacepvs)
{
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
+ int leafsurfaceindex;
+ for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
+ {
+ int surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
+ if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+ {
+ msurface_t *surface = info->model->data_surfaces + surfaceindex;
+ if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+ {
+ int triangleindex, t;
+ const int *e;
+ const vec_t *v[3];
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+ {
+ v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ {
+ SETPVSBIT(info->outsurfacepvs, surfaceindex);
+ info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+ break;
+ }
+ }
+ }
+ }
+ }
}
}
- 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_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer)
{
- float base;
- 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)
+ 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)
{
- 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;
+ VectorCopy(info.lightmins, outmins);
+ VectorCopy(info.lightmaxs, outmaxs);
+ *outnumleafspointer = 0;
+ *outnumsurfacespointer = 0;
+ return;
}
+ info.model = ent->model;
+ info.outleaflist = outleaflist;
+ info.outleafpvs = outleafpvs;
+ info.outnumleafs = 0;
+ info.outsurfacelist = outsurfacelist;
+ info.outsurfacepvs = outsurfacepvs;
+ info.outnumsurfaces = 0;
+ VectorCopy(info.relativelightorigin, info.outmins);
+ VectorCopy(info.relativelightorigin, info.outmaxs);
+ memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
+ memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
+ if (info.model->brush.GetPVS)
+ info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
else
+ info.pvs = NULL;
+ R_UpdateAllTextureInfo(ent);
+ if (r_shadow_compilingrtlight)
{
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- }
- m.wantoverbright = true;
- m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
- 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]));
- 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, mesh_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;
+ // use portal recursion for exact light volume culling, and exact surface checking
+ Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs);
}
- else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1)
+ else if (r_shadow_realtime_dlight_portalculling.integer)
{
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ // use portal recursion for exact light volume culling, but not the expensive exact surface checking
+ Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs);
}
else
{
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- }
- m.wantoverbright = false;
- m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- 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]));
- RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, ent->alpha, mesh_colorscale, mesh->numverts, modelorg);
- 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);
}
-}
-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.wantoverbright = false;
- m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
- 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]));
- RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, ent->alpha, mesh_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
- }
-}
+ // 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]);
-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.wantoverbright = false;
- m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
- 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]));
- 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, mesh_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.wantoverbright = false;
- 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);
- 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]));
- cl = (float) (1 << lightscalebit) * mesh_colorscale;
- R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
- }
- }
+ *outnumleafspointer = info.outnumleafs;
+ *outnumsurfacespointer = info.outnumsurfaces;
}
-static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture)
+void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
{
- 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.wantoverbright = true;
- m.tex[0] = R_GetTexture(texture->texture);
- m.tex[1] = R_GetTexture(texture->surfacechain->lightmaptexture);
- R_Mesh_State(&m);
- for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+ model_t *model = ent->model;
+ msurface_t *surface;
+ int surfacelistindex;
+ float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
+ texture_t *texture;
+ r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+ R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- 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]));
- cl = (float) (1 << lightscalebit) * mesh_colorscale;
- R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
- }
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ texture = surface->texture;
+ if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+ continue;
+ if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
+ continue;
+ R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
}
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
+ r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
}
-static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture)
+void R_Q1BSP_DrawShadowVolume_Batch(const vec3_t relativelightorigin, const vec3_t relativelightdirection, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist)
{
- 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.wantoverbright = false;
- m.tex[0] = R_GetTexture(texture->texture);
- R_Mesh_State(&m);
- for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+ int texturesurfaceindex;
+ RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- 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, 1, 1, 1, 1);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
- }
+ msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture)
+void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
{
- const msurface_t *surf;
- const surfmesh_t *mesh;
- rmeshstate_t m;
- int lightmaptexturenum;
- float cl;
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_ZERO;
- m.blendfunc2 = GL_SRC_COLOR;
- m.wantoverbright = true;
- m.tex[0] = R_GetTexture(texture->surfacechain->lightmaptexture);
- R_Mesh_State(&m);
- for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+ model_t *model = ent->model;
+ msurface_t *surface;
+ int modelsurfacelistindex;
+ int f = 0;
+ float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
+ texture_t *t = NULL;
+ const int maxsurfacelist = 1024;
+ int numsurfacelist = 0;
+ msurface_t *surfacelist[1024];
+ // check the box in modelspace, it was already checked in worldspace
+ if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
+ return;
+ R_UpdateAllTextureInfo(ent);
+ if (model->brush.shadowmesh)
{
- 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_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+ for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
{
- 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]));
- cl = (float) (1 << lightscalebit) * mesh_colorscale;
- R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+ t = surface->texture->currentframe;
+ if ((t->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+ continue;
+ if ((t->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
+ continue;
+ R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, 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, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
}
-}
-
-static void RSurfShader_OpaqueWall_Pass_Light(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.wantoverbright = true;
- m.tex[0] = R_GetTexture(texture->texture);
- R_Mesh_State(&m);
- for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+ else
{
- if (surf->dlightframe == r_framecount)
+ projectdistance = lightradius + model->radius*2;
+ RSurf_ActiveEntity(ent, false, false);
+ R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
+ // identify lit faces within the bounding box
+ for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+ if (t != surface->texture || numsurfacelist >= maxsurfacelist)
{
- if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
+ if (numsurfacelist)
{
- 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, mesh_colorscale, mesh->numverts);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, relativelightdirection, lightmins, lightmaxs, numsurfacelist, surfacelist);
+ numsurfacelist = 0;
}
+ t = surface->texture;
+ rsurface_texture = t->currentframe;
+ f = (rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) == MATERIALFLAG_WALL;
}
+ if (f && surface->num_triangles)
+ surfacelist[numsurfacelist++] = surface;
}
+ if (numsurfacelist)
+ R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, relativelightdirection, lightmins, lightmaxs, numsurfacelist, surfacelist);
+ R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
}
}
-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;
- //m.wantoverbright = false;
- //m.tex[0] = 0;
- R_Mesh_State(&m);
- 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, mesh_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
- }
- }
-}
+#define BATCHSIZE 256
-static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture)
+static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
- 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.wantoverbright = false;
- m.tex[0] = R_GetTexture(texture->detailtexture);
- R_Mesh_State(&m);
- for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+ int surfacelistindex, batchcount;
+ texture_t *t;
+ msurface_t *batchsurfaces[BATCHSIZE];
+ // note: in practice this never actually batches, oh well
+ R_Shadow_RenderMode_Begin();
+ R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
+ R_Shadow_RenderMode_Lighting(false, true);
+ R_Shadow_SetupEntityLight(ent);
+ t = NULL;
+ batchcount = 0;
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex];
+ if (t != surface->texture)
{
- 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_FillColors(varray_color, mesh->numverts, 1, 1, 1, 1);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ if (batchcount > 0)
+ R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces);
+ batchcount = 0;
+ t = surface->texture;
+ R_UpdateTextureInfo(ent, t);
+ rsurface_texture = t->currentframe;
}
+ batchsurfaces[batchcount++] = surface;
}
+ if (batchcount > 0)
+ R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces);
+ R_Shadow_RenderMode_End();
}
-static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture)
+static void R_Q1BSP_DrawLight_TransparentBatch(int batchnumsurfaces, msurface_t **batchsurfacelist)
{
- 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.wantoverbright = false;
- m.tex[0] = R_GetTexture(texture->glowtexture);
- R_Mesh_State(&m);
- for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+ int batchsurfaceindex;
+ msurface_t *batchsurface;
+ vec3_t tempcenter, center;
+ for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++)
{
- 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, mesh_colorscale, mesh_colorscale, mesh_colorscale, 1);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
- }
+ batchsurface = batchsurfacelist[batchsurfaceindex];
+ tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f;
+ tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f;
+ tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, rsurface_entity, batchsurface - rsurface_model->data_surfaces, r_shadow_rtlight);
}
}
-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);
-}
+#define RSURF_MAX_BATCHSURFACES 1024
-static void RSurfShader_Wall_Fullbright(const entity_render_t *ent, const texture_t *texture)
+void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist)
{
- const msurface_t *surf;
- vec3_t center;
- if (ent->effects & EF_ADDITIVE || ent->alpha < 1 || texture->fogtexture != NULL)
+ model_t *model = ent->model;
+ msurface_t *surface;
+ int surfacelistindex, batchnumsurfaces;
+ msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
+ texture_t *tex;
+ qboolean skip;
+ CHECKGLERROR
+ RSurf_ActiveEntity(ent, true, true);
+ R_UpdateAllTextureInfo(ent);
+ tex = NULL;
+ rsurface_texture = NULL;
+ skip = false;
+ batchnumsurfaces = 0;
+ CHECKGLERROR
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- 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 ((ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[surfacelist[surfacelistindex]]))
+ continue;
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ r_refdef.stats.lights_lighttriangles += surface->num_triangles;
+ if (tex != surface->texture)
{
-#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
+ if (batchnumsurfaces > 0)
{
- 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_lightscalebit != lightscalebit)
- 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 (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+ R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
+ else
+ R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
+ batchnumsurfaces = 0;
}
+ tex = surface->texture;
+ rsurface_texture = surface->texture->currentframe;
+ skip = (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
+ if (skip)
+ continue;
}
- }
-
- 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;
- //m.wantoverbright = false;
- R_Mesh_Matrix(&ent->matrix);
- R_Mesh_State(&m);
- R_Mesh_ResizeCheck(portal->numpoints);
- i = portal - ent->model->portals;
- R_FillColors(varray_color, portal->numpoints,
- ((i & 0x0007) >> 0) * (1.0f / 7.0f) * mesh_colorscale,
- ((i & 0x0038) >> 3) * (1.0f / 7.0f) * mesh_colorscale,
- ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * mesh_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 (!skip && surface->num_triangles)
{
- if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
+ if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
{
- 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);
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+ R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
+ else
+ R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
+ batchnumsurfaces = 0;
}
+ batchsurfacelist[batchnumsurfaces++] = surface;
}
}
-}
-
-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 (batchnumsurfaces > 0)
{
-#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;
- }
- }
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+ R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
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_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
+ batchnumsurfaces = 0;
}
- R_DrawSurfaces(ent, sky, normal);
}
-void R_SurfaceWorldNode (entity_render_t *ent)
+//Made by [515]
+void R_ReplaceWorldTexture (void)
{
- 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
- }
- }
-}
+ model_t *m;
+ texture_t *t;
+ int i;
+ const char *r, *newt;
+ m = r_refdef.worldmodel;
-/*
-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)
+ if(Cmd_Argc() < 2)
{
- 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 (surf->flags & SURF_PLANEBACK)
- surf->visframe = r_framecount;
- }
- else
- {
- if (!(surf->flags & SURF_PLANEBACK))
- surf->visframe = r_framecount;
- }
- }
- }
+ Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
+ Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
+ return;
}
- // follow portals into other leafs
- for (p = leaf->portals;p;p = p->next)
+ if(!cl.islocalgame || !cl.worldmodel)
{
- 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];
- }
- }
+ Con_Print("This command works only in singleplayer\n");
+ return;
}
- 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)
+ r = Cmd_Argv(1);
+ newt = Cmd_Argv(2);
+ if(!newt[0])
+ newt = r;
+ for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
{
- 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)
+ if(t->width && !strcasecmp(t->name, r))
{
- // 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))
+ if(Mod_LoadSkinFrame(&t->skinframes[0], (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer))
{
- 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;
- }
+ Con_Printf("%s replaced with %s\n", r, newt);
+ return;
}
- }
- }
- 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)
+ else
{
- 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;
- }
- }
+ Con_Printf("%s was not found\n", newt);
+ Mod_LoadSkinFrame(&t->skinframes[0], (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default
+ return;
}
}
}
}
-/*
-=============
-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);
-}
-
-/*
-=================
-R_DrawBrushModel
-=================
-*/
-void R_DrawBrushModelSky (entity_render_t *ent)
+//Made by [515]
+void R_ListWorldTextures (void)
{
- R_DrawBrushModel(ent, true, false);
-}
+ model_t *m;
+ texture_t *t;
+ int i;
+ m = r_refdef.worldmodel;
-void R_DrawBrushModelNormal (entity_render_t *ent)
-{
- c_bmodels++;
- R_DrawBrushModel(ent, false, true);
+ Con_Print("Worldmodel textures :\n");
+ for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
+ if (t->numskinframes)
+ Con_Printf("%s\n", t->name);
}
+#if 0
static void gl_surf_start(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);
-
- R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
+ Cvar_RegisterVariable(&r_lockpvs);
+ Cvar_RegisterVariable(&r_lockvisibility);
+ Cvar_RegisterVariable(&r_useportalculling);
+ Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
+
+ Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes"); // By [515]
+ Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515]
+
+ //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
}