This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
// r_surf.c: surface-related refresh code
#include "quakedef.h"
+#include "r_shadow.h"
-extern int skytexturenum;
+#define MAX_LIGHTMAP_SIZE 256
-int lightmap_textures;
+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
-signed blocklights[18*18*3]; // LordHavoc: *3 for colored lighting
+static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
-// LordHavoc: skinny but tall lightmaps for quicker subimage uploads
-#define BLOCK_WIDTH 128
-#define BLOCK_HEIGHT 128
-// LordHavoc: increased lightmap limit from 64 to 1024
-#define MAX_LIGHTMAPS 1024
-#define LIGHTMAPSIZE (BLOCK_WIDTH*BLOCK_HEIGHT*3)
+cvar_t r_ambient = {0, "r_ambient", "0"};
+cvar_t r_drawportals = {0, "r_drawportals", "0"};
+cvar_t r_testvis = {0, "r_testvis", "0"};
+cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
+cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
+cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
+cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
+cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
+cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
-int active_lightmaps;
+static int dlightdivtable[32768];
-short allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
+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];
+ dlight_t *light;
-byte *lightmaps[MAX_LIGHTMAPS];
-short lightmapupdate[MAX_LIGHTMAPS][2];
+ lit = false;
-int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes
-cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"};
-cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "1"};
-cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"};
-cvar_t gl_nosubimage = {"gl_nosubimage", "0"};
-cvar_t r_ambient = {"r_ambient", "0"};
+ smax = (surf->extents[0] >> 4) + 1;
+ tmax = (surf->extents[1] >> 4) + 1;
+ smax3 = smax * 3;
-qboolean lightmaprgba, nosubimagefragments, nosubimage;
-int lightmapbytes;
+ for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
+ {
+ if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+ continue; // not lit by this light
-qboolean skyisvisible;
-extern qboolean gl_arrays;
+ Matrix4x4_Transform(matrix, light->origin, local);
+ dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
-void glrsurf_init()
-{
- int i;
- for (i = 0;i < MAX_LIGHTMAPS;i++)
- lightmaps[i] = NULL;
- Cvar_RegisterVariable(&gl_lightmapalign);
- Cvar_RegisterVariable(&gl_lightmaprgba);
- Cvar_RegisterVariable(&gl_nosubimagefragments);
- Cvar_RegisterVariable(&gl_nosubimage);
- Cvar_RegisterVariable(&r_ambient);
- // check if it's the glquake minigl driver
- if (strncasecmp(gl_vendor,"3Dfx",4)==0)
- if (!gl_arrays)
- {
-// Cvar_SetValue("gl_nosubimagefragments", 1);
-// Cvar_SetValue("gl_nosubimage", 1);
- Cvar_SetValue("gl_lightmode", 0);
- }
-}
+ // for comparisons to minimum acceptable light
+ // compensate for LIGHTOFFSET
+ maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
-int dlightdivtable[8192];
-int dlightdivtableinitialized = 0;
+ dist2 = dist * dist;
+ dist2 += LIGHTOFFSET;
+ if (dist2 >= maxdist)
+ continue;
-/*
-===============
-R_AddDynamicLights
-===============
-*/
-void R_AddDynamicLights (msurface_t *surf)
-{
- int sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, j;
- unsigned *bl;
- float dist, f;
- vec3_t impact, local;
- // use 64bit integer... shame it's not very standardized...
-#if _MSC_VER || __BORLANDC__
- __int64 k; // MSVC
-#else
- long long k; // GCC
-#endif
+ 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;
+ }
- if (!dlightdivtableinitialized)
- {
- dlightdivtable[0] = 1048576 >> 7;
- for (s = 1;s < 8192;s++)
- dlightdivtable[s] = 1048576 / (s << 7);
- dlightdivtableinitialized = 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];
+
+ s = bound(0, impacts, smax * 16) - impacts;
+ t = bound(0, impactt, tmax * 16) - impactt;
+ i = s * s + t * t + dist2;
+ if (i > maxdist)
+ continue;
+
+ // reduce calculations
+ for (s = 0, i = impacts; s < smax; s++, i -= 16)
+ sdtable[s] = i * i + dist2;
+
+ maxdist3 = maxdist - dist2;
+
+ // convert to 8.8 blocklights format
+ red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
+ green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
+ blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
+ subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
+ bl = intblocklights;
+
+ i = impactt;
+ for (t = 0;t < tmax;t++, i -= 16)
+ {
+ td = i * i;
+ // make sure some part of it is visible on this line
+ if (td < maxdist3)
+ {
+ maxdist2 = maxdist - td;
+ for (s = 0;s < smax;s++)
+ {
+ if (sdtable[s] < maxdist2)
+ {
+ k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
+ if (k > 0)
+ {
+ bl[0] += (red * k);
+ bl[1] += (green * k);
+ bl[2] += (blue * k);
+ lit = true;
+ }
+ }
+ bl += 3;
+ }
+ }
+ else // skip line
+ bl += smax3;
+ }
}
+ return lit;
+}
- smax = (surf->extents[0]>>4)+1;
- tmax = (surf->extents[1]>>4)+1;
+static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
+{
+ int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
+ float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
+ dlight_t *light;
+
+ lit = false;
- for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
+ smax = (surf->extents[0] >> 4) + 1;
+ tmax = (surf->extents[1] >> 4) + 1;
+ smax3 = smax * 3;
+
+ for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
{
- if ( !(surf->dlightbits[lnum >> 5] & (1<<(lnum&31)) ) )
- continue; // not lit by this light
+ if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+ continue; // not lit by this light
- VectorSubtract(cl_dlights[lnum].origin, currententity->origin, local);
+ Matrix4x4_Transform(matrix, light->origin, local);
dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
- for (i=0 ; i<3 ; i++)
- impact[i] = cl_dlights[lnum].origin[i] - surf->plane->normal[i]*dist;
- f = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
- i = f;
+ // for comparisons to minimum acceptable light
+ // compensate for LIGHTOFFSET
+ maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
- // reduce calculations
- t = dist*dist;
- for (s = 0;s < smax;s++, i -= 16)
- sdtable[s] = i*i + t;
-
- f = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
- i = f;
-
- maxdist = (int) (cl_dlights[lnum].radius*cl_dlights[lnum].radius); // for comparisons to minimum acceptable light
- // clamp radius to avoid exceeding 8192 entry division table
- if (maxdist > 1048576)
- maxdist = 1048576;
- maxdist3 = maxdist - (int) (dist*dist);
- // convert to 8.8 blocklights format
- if (!cl_dlights[lnum].dark)
+ dist2 = dist * dist;
+ dist2 += LIGHTOFFSET;
+ if (dist2 >= maxdist)
+ continue;
+
+ if (surf->plane->type < 3)
{
- f = cl_dlights[lnum].color[0] * maxdist;red = f;
- f = cl_dlights[lnum].color[1] * maxdist;green = f;
- f = cl_dlights[lnum].color[2] * maxdist;blue = f;
+ VectorCopy(local, impact);
+ impact[surf->plane->type] -= dist;
}
- else // negate for darklight
+ else
{
- f = cl_dlights[lnum].color[0] * -maxdist;red = f;
- f = cl_dlights[lnum].color[1] * -maxdist;green = f;
- f = cl_dlights[lnum].color[2] * -maxdist;blue = f;
+ 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;
}
- bl = blocklights;
- for (t = 0;t < tmax;t++,i -= 16)
+
+ impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+ impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+ td = bound(0, impacts, smax * 16) - impacts;
+ td1 = bound(0, impactt, tmax * 16) - impactt;
+ td = td * td + td1 * td1 + dist2;
+ if (td > maxdist)
+ continue;
+
+ // reduce calculations
+ for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
+ sdtable[s] = td1 * td1 + dist2;
+
+ maxdist3 = maxdist - dist2;
+
+ // convert to 8.8 blocklights format
+ red = light->rtlight.lightmap_light[0];
+ green = light->rtlight.lightmap_light[1];
+ blue = light->rtlight.lightmap_light[2];
+ subtract = light->rtlight.lightmap_subtract * 32768.0f;
+ bl = floatblocklights;
+
+ td1 = impactt;
+ for (t = 0;t < tmax;t++, td1 -= 16.0f)
{
- td = i*i;
- if (td < maxdist3) // make sure some part of it is visible on this line
+ 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)
{
- j = dlightdivtable[(sdtable[s]+td) >> 7];
- k = (red * j) >> 8;bl[0] += k;
- k = (green * j) >> 8;bl[1] += k;
- k = (blue * j) >> 8;bl[2] += k;
+ k = (32768.0f / (sdtable[s] + td)) - subtract;
+ bl[0] += red * k;
+ bl[1] += green * k;
+ bl[2] += blue * k;
+ lit = true;
}
bl += 3;
}
}
- else
- bl+=smax*3; // skip line
+ else // skip line
+ bl += smax3;
}
}
+ return lit;
}
-extern qboolean lighthalf;
/*
===============
R_BuildLightMap
Combine and scale multiple lightmaps into the 8.8 format in blocklights
===============
*/
-void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
-{
- int smax, tmax;
- int t;
- int i, j, size;
- byte *lightmap;
- int scale;
- int maps;
- int *bl;
-
- surf->cached_dlight = (surf->dlightframe == r_framecount);
- surf->cached_lighthalf = lighthalf;
- surf->cached_ambient = r_ambient.value;
-
- smax = (surf->extents[0]>>4)+1;
- tmax = (surf->extents[1]>>4)+1;
- size = smax*tmax;
- lightmap = surf->samples;
-
-// set to full bright if no light data
- if (currententity->effects & EF_FULLBRIGHT || !cl.worldmodel->lightdata)
- {
- bl = blocklights;
- for (i=0 ; i<size ; i++)
- {
- *bl++ = 255*256;
- *bl++ = 255*256;
- *bl++ = 255*256;
- }
- }
- else
+static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
+{
+ if (!r_floatbuildlightmap.integer)
{
-// clear to no light
- bl = blocklights;
- j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style
- for (i=0 ; i<size ; i++)
+ int smax, tmax, i, j, size, size3, maps, stride, l;
+ unsigned int *bl, scale;
+ qbyte *lightmap, *out, *stain;
+
+ // update cached lighting info
+ surf->cached_dlight = 0;
+
+ smax = (surf->extents[0]>>4)+1;
+ tmax = (surf->extents[1]>>4)+1;
+ size = smax*tmax;
+ size3 = size*3;
+ lightmap = surf->samples;
+
+ // set to full bright if no light data
+ bl = intblocklights;
+ if (!ent->model->brushq1.lightdata)
{
- *bl++ = j;
- *bl++ = j;
- *bl++ = j;
+ 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));
-// add all the lightmaps
- if (lightmap)
- for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
+ if (surf->dlightframe == r_framecount)
{
- scale = d_lightstylevalue[surf->styles[maps]];
- surf->cached_light[maps] = scale; // 8.8 fraction
- bl = blocklights;
- for (i=0 ; i<size ; i++)
- {
- *bl++ += *lightmap++ * scale;
- *bl++ += *lightmap++ * scale;
- *bl++ += *lightmap++ * scale;
- }
+ surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
+ if (surf->cached_dlight)
+ c_light_polys++;
}
-// add all the dynamic lights
- if (surf->dlightframe == r_framecount)
- R_AddDynamicLights (surf);
- }
- stride -= (smax*lightmapbytes);
- bl = blocklights;
- if (lighthalf)
- {
- // LordHavoc: I shift down by 8 unlike GLQuake's 7,
- // the image is brightened as a processing pass
- if (lightmaprgba)
+ // 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;
+ }
+ }
+
+ stain = surf->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)
{
- for (i=0 ; i<tmax ; i++, dest += 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++)
{
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- *dest++ = 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
{
- for (i=0 ; i<tmax ; i++, dest += 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++)
{
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
+ 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);
}
else
{
- if (lightmaprgba)
+ int smax, tmax, i, j, size, size3, maps, stride, l;
+ float *bl, scale;
+ qbyte *lightmap, *out, *stain;
+
+ // update cached lighting info
+ surf->cached_dlight = 0;
+
+ smax = (surf->extents[0]>>4)+1;
+ tmax = (surf->extents[1]>>4)+1;
+ size = smax*tmax;
+ size3 = size*3;
+ lightmap = surf->samples;
+
+ // set to full bright if no light data
+ bl = floatblocklights;
+ if (!ent->model->brushq1.lightdata)
+ j = 255*256;
+ else
+ j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
+
+ // clear to no light
+ if (j)
+ {
+ for (i = 0;i < size3;i++)
+ *bl++ = j;
+ }
+ else
+ memset(bl, 0, size*3*sizeof(float));
+
+ if (surf->dlightframe == r_framecount)
+ {
+ surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
+ if (surf->cached_dlight)
+ c_light_polys++;
+ }
+
+ // add all the lightmaps
+ if (lightmap)
+ {
+ bl = floatblocklights;
+ for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+ for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+ bl[i] += lightmap[i] * scale;
+ }
+
+ stain = surf->stainsamples;
+ bl = floatblocklights;
+ out = templight;
+ // this scaling adjusts down 8 bits to account for the stainmap
+ // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will
+ // be doubled during rendering to achieve 2x overbright
+ // (0 = 0.0, 128 = 1.0, 256 = 2.0)
+ scale = 1.0f / (1 << 16);
+ if (ent->model->brushq1.lightmaprgba)
{
- for (i=0 ; i<tmax ; i++, dest += 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++)
{
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- *dest++ = 255;
+ 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;
}
}
}
else
{
- for (i=0 ; i<tmax ; i++, dest += 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++)
{
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
}
}
}
+
+ R_UpdateTexture(surf->lightmaptexture, templight);
}
}
-byte templight[32*32*4];
-
-void R_UpdateLightmap(msurface_t *s, int lnum)
+void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
{
- int smax, tmax;
- // upload the new lightmap texture fragment
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
- if (nosubimage || nosubimagefragments)
+ float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
+ msurface_t *surf, *endsurf;
+ int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
+ qbyte *bl;
+ vec3_t impact;
+
+ maxdist = radius * radius;
+ invradius = 1.0f / radius;
+
+loc0:
+ if (node->contents < 0)
+ return;
+ ndist = PlaneDiff(origin, node->plane);
+ if (ndist > radius)
{
- if (lightmapupdate[lnum][0] > s->light_t)
- lightmapupdate[lnum][0] = s->light_t;
- if (lightmapupdate[lnum][1] < (s->light_t + ((s->extents[1]>>4)+1)))
- lightmapupdate[lnum][1] = (s->light_t + ((s->extents[1]>>4)+1));
- if (lightmaprgba)
- R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 4, BLOCK_WIDTH * 4);
- else
- R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 3, BLOCK_WIDTH * 3);
+ node = node->children[0];
+ goto loc0;
+ }
+ if (ndist < -radius)
+ {
+ node = node->children[1];
+ goto loc0;
+ }
+
+ dist2 = ndist * ndist;
+ maxdist3 = maxdist - dist2;
+
+ if (node->plane->type < 3)
+ {
+ VectorCopy(origin, impact);
+ impact[node->plane->type] -= ndist;
}
else
{
- smax = ((s->extents[0]>>4)+lightmapalign) & lightmapalignmask;
- tmax = (s->extents[1]>>4)+1;
- if (lightmaprgba)
- {
- R_BuildLightMap (s, templight, smax * 4);
- glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
- }
- else
- {
- R_BuildLightMap (s, templight, smax * 3);
- glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
- }
+ 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->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
+ {
+ if (surf->stainsamples)
+ {
+ smax = (surf->extents[0] >> 4) + 1;
+ tmax = (surf->extents[1] >> 4) + 1;
-/*
-===============
-R_TextureAnimation
+ 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];
-Returns the proper texture for a given time and base texture
-===============
-*/
-texture_t *R_TextureAnimation (texture_t *base)
-{
- texture_t *original;
- int relative;
- int count;
+ s = bound(0, impacts, smax * 16) - impacts;
+ t = bound(0, impactt, tmax * 16) - impactt;
+ i = s * s + t * t + dist2;
+ if (i > maxdist)
+ continue;
- if (currententity->frame)
- {
- if (base->alternate_anims)
- base = base->alternate_anims;
- }
-
- if (!base->anim_total)
- return base;
+ // reduce calculations
+ for (s = 0, i = impacts; s < smax; s++, i -= 16)
+ sdtable[s] = i * i + dist2;
- original = base;
+ bl = surf->stainsamples;
+ smax3 = smax * 3;
+ stained = false;
- relative = (int)(cl.time*10) % base->anim_total;
+ 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)
+ {
+ 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))
+ {
+ if (a > 1)
+ a = 1;
+ bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
+ bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
+ bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
+ stained = true;
+ }
+ }
+ bl += 3;
+ }
+ }
+ else // skip line
+ bl += smax3;
+ }
+ // force lightmap upload
+ if (stained)
+ surf->cached_dlight = true;
+ }
+ }
- count = 0;
- while (base->anim_min > relative || base->anim_max <= relative)
+ if (node->children[0]->contents >= 0)
{
- base = base->anim_next;
- if (!base)
+ if (node->children[1]->contents >= 0)
{
- Con_Printf("R_TextureAnimation: broken cycle");
- return original;
+ R_StainNode(node->children[0], model, origin, radius, fcolor);
+ node = node->children[1];
+ goto loc0;
}
- if (++count > 100)
+ else
{
- Con_Printf("R_TextureAnimation: infinite cycle");
- return original;
+ node = node->children[0];
+ goto loc0;
}
}
+ else if (node->children[1]->contents >= 0)
+ {
+ node = node->children[1];
+ goto loc0;
+ }
+}
- return base;
+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 (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
+ 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(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
+
+ // look for embedded bmodels
+ for (n = 0;n < cl_num_brushmodel_entities;n++)
+ {
+ ent = cl_brushmodel_entities[n];
+ model = ent->model;
+ if (model && model->name[0] == '*')
+ {
+ Mod_CheckLoaded(model);
+ if (model->brushq1.nodes)
+ {
+ Matrix4x4_Transform(&ent->inversematrix, origin, org);
+ R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
+ }
+ }
+ }
}
=============================================================
*/
-
-extern int solidskytexture;
-extern int alphaskytexture;
-extern float speedscale; // for top sky and bottom sky
-
-qboolean mtexenabled = false;
-
-extern char skyname[];
-
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-//extern cvar_t r_dynamicwater;
-extern int r_dlightframecount;
-float turbsin[256] =
-{
- #include "gl_warp_sin.h"
-};
-#define TURBSCALE (256.0 / (2 * M_PI))
-
-
-void UploadLightmaps()
+static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
{
int i;
- if (nosubimage || nosubimagefragments)
+ float scale;
+ const qbyte *lm;
+ if (styles[0] != 255)
{
- for (i = 0;i < MAX_LIGHTMAPS;i++)
+ for (i = 0;i < numverts;i++, c += 4)
{
- if (lightmapupdate[i][0] < lightmapupdate[i][1])
+ lm = samples + lightmapoffsets[i];
+ scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (styles[1] != 255)
{
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
- if (nosubimage)
- {
- if (lightmaprgba)
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
- else
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
- }
- else
+ lm += size3;
+ scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (styles[2] != 255)
{
- if (lightmaprgba)
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0]));
- else
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0]));
+ 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);
+ }
}
}
- lightmapupdate[i][0] = BLOCK_HEIGHT;
- lightmapupdate[i][1] = 0;
}
}
}
-/*
-================
-DrawTextureChains
-================
-*/
-extern qboolean hlbsp;
-extern void R_Sky();
-extern char skyname[];
-void DrawTextureChains (void)
-{
- int i, j, maps;
- msurface_t *s;
- texture_t *t;
- glpoly_t *p;
- float *v;
- float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
-
- // first the sky
- skypolyclear();
- for (j = 0;j < cl.worldmodel->numtextures;j++)
- {
- if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
- continue;
- // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
- // subdivided water surface warp
- if (s->flags & SURF_DRAWSKY)
+static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
+{
+ int i;
+ float diff[3], f;
+ if (fogenabled)
+ {
+ for (i = 0;i < numverts;i++, v += 3, c += 4)
{
- cl.worldmodel->textures[j]->texturechain = NULL;
- t = R_TextureAnimation (cl.worldmodel->textures[j]);
- skyisvisible = true;
- if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
- {
- skypoly[currentskypoly].firstvert = currentskyvert;
- skypoly[currentskypoly++].verts = p->numverts;
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- skyvert[currentskyvert].v[0] = v[0];
- skyvert[currentskyvert].v[1] = v[1];
- skyvert[currentskyvert++].v[2] = v[2];
- }
- }
- }
- }
- }
+ 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);
+}
+
+static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
+{
+ int i;
+ float diff[3], f;
+ r *= colorscale;
+ g *= colorscale;
+ b *= colorscale;
+ if (fogenabled)
+ {
+ for (i = 0;i < numverts;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r * f;
+ c[1] = g * f;
+ c[2] = b * f;
+ c[3] = a;
+ }
+ }
+ else
+ {
+ for (i = 0;i < numverts;i++, c += 4)
+ {
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ c[3] = a;
}
}
- skypolyrender(); // fogged sky polys, affects depth
+}
- if (skyname[0] && skyisvisible && !fogenabled)
- R_Sky(); // does not affect depth, draws over the sky polys
+static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
+{
+ int i;
+ float diff[3], f;
+ r *= colorscale;
+ g *= colorscale;
+ b *= colorscale;
+ for (i = 0;i < numverts;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ c[3] = a * f;
+ }
+}
- // then walls
- wallpolyclear();
- for (j = 0;j < cl.worldmodel->numtextures;j++)
+static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
+{
+ float f;
+ const float *v;
+ float *c;
+ int i, l, lit = false;
+ const dlight_t *light;
+ vec3_t lightorigin;
+ for (l = 0;l < r_numdlights;l++)
{
- if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
- continue;
- if (!(s->flags & SURF_DRAWTURB))
+ if (dlightbits[l >> 5] & (1 << (l & 31)))
{
- cl.worldmodel->textures[j]->texturechain = NULL;
- t = R_TextureAnimation (cl.worldmodel->textures[j]);
- for (;s;s = s->texturechain)
+ light = &r_dlight[l];
+ Matrix4x4_Transform(matrix, light->origin, lightorigin);
+ for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
{
- if (currentwallpoly < MAX_WALLPOLYS && currentwallvert < MAX_WALLVERTS && (currentwallvert + s->polys->numverts) <= MAX_WALLVERTS)
+ f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
+ if (f < light->rtlight.lightmap_cullradius2)
{
- // check for lightmap modification
- if (r_dynamic.value)
- {
- if (s->dlightframe == r_framecount || s->cached_dlight || r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf) // dynamic this frame or previously, or lighthalf changed, or r_ambient changed
- R_UpdateLightmap(s, s->lightmaptexturenum);
- else
- for (maps = 0 ; maps < MAXLIGHTMAPS && s->styles[maps] != 255 ; maps++)
- if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps])
- {
- R_UpdateLightmap(s, s->lightmaptexturenum);
- break;
- }
- }
- wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
- wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
- wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
- wallpoly[currentwallpoly].firstvert = currentwallvert;
- wallpoly[currentwallpoly++].verts = s->polys->numverts;
- for (i = 0,v = s->polys->verts[0];i<s->polys->numverts;i++, v += VERTEXSIZE)
- {
- wallvert[currentwallvert].vert[0] = v[0];
- wallvert[currentwallvert].vert[1] = v[1];
- wallvert[currentwallvert].vert[2] = v[2];
- wallvert[currentwallvert].s = v[3];
- wallvert[currentwallvert].t = v[4];
- wallvert[currentwallvert].u = v[5];
- wallvert[currentwallvert++].v = v[6];
- }
+ f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
+ VectorMA(c, f, light->rtlight.lightmap_light, c);
+ lit = true;
}
}
}
}
- UploadLightmaps();
- wallpolyrender();
+ return lit;
+}
+
+static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ rmeshstate_t m;
+
+ // LordHavoc: HalfLife maps have freaky skypolys...
+ if (ent->model->brush.ishlbsp)
+ return;
- // then water (water gets diverted to transpoly list)
- for (j = 0;j < cl.worldmodel->numtextures;j++)
+ if (skyrendernow)
{
- if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
- continue;
- cl.worldmodel->textures[j]->texturechain = NULL;
- t = R_TextureAnimation (cl.worldmodel->textures[j]);
- // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
- // subdivided water surface warp
- if (s->flags & SURF_DRAWTURB)
+ skyrendernow = false;
+ if (skyrendermasked)
+ R_Sky();
+ }
+
+ R_Mesh_Matrix(&ent->matrix);
+
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ if (skyrendermasked)
+ {
+ // depth-only (masking)
+ qglColorMask(0,0,0,0);
+ // just to make sure that braindead drivers don't draw anything
+ // despite that colormask...
+ GL_BlendFunc(GL_ZERO, GL_ONE);
+ }
+ else
+ {
+ // fog sky
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ }
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
{
- int light, alpha, r = 0, g = 0, b = 0;
- vec3_t nv, shadecolor;
- alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
- light = false;
- if (s->flags & SURF_DRAWFULLBRIGHT)
- r = g = b = lighthalf ? 128 : 255;
- else if (s->dlightframe == r_dlightframecount && r_dynamic.value)
- light = true;
- else
- r = g = b = (lighthalf ? 64 : 128) + (int) (r_ambient.value * 2.0f);
- if (r_waterripple.value)
- {
- if (lighthalf)
- {
- if (light)
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- nv[0] = v[0];
- nv[1] = v[1];
- nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
- R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha);
- }
- transpolyend();
- }
- }
- }
- else
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- nv[0] = v[0];
- nv[1] = v[1];
- nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
- }
- transpolyend();
- }
- }
- }
- }
- else
- {
- if (light)
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- nv[0] = v[0];
- nv[1] = v[1];
- nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
- R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha);
- }
- transpolyend();
- }
- }
- }
- else
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- nv[0] = v[0];
- nv[1] = v[1];
- nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
- }
- transpolyend();
- }
- }
- }
- }
- }
- else
- {
- if (lighthalf)
- {
- if (light)
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
- R_DynamicLightPoint(shadecolor, v, s->dlightbits);
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha);
- }
- transpolyend();
- }
- }
- }
- else
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
- }
- transpolyend();
- }
- }
- }
- }
- else
- {
- if (light)
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
- R_DynamicLightPoint(shadecolor, v, s->dlightbits);
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha);
- }
- transpolyend();
- }
- }
- }
- else
- {
- for (;s;s = s->texturechain)
- {
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
- }
- transpolyend();
- }
- }
- }
- }
- }
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
+ qglColorMask(1,1,1,1);
}
-// LordHavoc: transparent brush models
-extern int r_dlightframecount;
-extern float modelalpha;
-extern vec3_t shadecolor;
-//qboolean R_CullBox (vec3_t mins, vec3_t maxs);
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
-void EmitWaterPolys (msurface_t *fa);
-void R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node);
-
-/*
-=================
-R_DrawBrushModel
-=================
-*/
-void R_DrawBrushModel (entity_t *e)
+static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
{
- int i, j, k, smax, tmax, size3, maps;
- vec3_t mins, maxs, nv;
- msurface_t *s;
- mplane_t *pplane;
- model_t *clmodel;
- qboolean rotated, vertexlit = false;
- float dot, *v, scale;
- texture_t *t;
- byte *lm;
- float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
-
- currententity = e;
+ const entity_render_t *ent = calldata1;
+ const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
+ rmeshstate_t m;
+ float alpha;
+ float modelorg[3];
+ texture_t *texture;
+ matrix4x4_t tempmatrix;
+ float args[4] = {0.05f,0,0,0.04f};
+
+ if (gl_textureshader && r_watershader.value && !fogenabled)
+ {
+ Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+ R_Mesh_TextureMatrix(1, &tempmatrix);
+ Matrix4x4_CreateFromQuakeEntity(&tempmatrix, 0, 0, 0, 0, 0, 0, r_watershader.value);
+ R_Mesh_TextureMatrix(0, &tempmatrix);
+ }
+ else if (r_waterscroll.value)
+ {
+ // scrolling in texture matrix
+ Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+ R_Mesh_TextureMatrix(0, &tempmatrix);
+ }
- clmodel = e->model;
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- if (e->angles[0] || e->angles[1] || e->angles[2])
+ memset(&m, 0, sizeof(m));
+ texture = surf->texinfo->texture->currentframe;
+ alpha = texture->currentalpha;
+ if (texture->rendertype == SURFRENDER_ADD)
{
- rotated = true;
- for (i=0 ; i<3 ; i++)
- {
- mins[i] = e->origin[i] - clmodel->radius;
- maxs[i] = e->origin[i] + clmodel->radius;
- }
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ }
+ else if (texture->rendertype == SURFRENDER_ALPHA)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
}
else
{
- rotated = false;
- VectorAdd (e->origin, clmodel->mins, mins);
- VectorAdd (e->origin, clmodel->maxs, maxs);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ }
+ if (gl_textureshader && r_watershader.value && !fogenabled)
+ {
+ m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
+ m.tex[1] = R_GetTexture(texture->skin.base);
+ }
+ else
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ GL_DepthTest(true);
+ if (fogenabled)
+ GL_ColorPointer(varray_color4f);
+ else
+ GL_Color(1, 1, 1, alpha);
+ if (gl_textureshader && r_watershader.value && !fogenabled)
+ {
+ GL_ActiveTexture (0);
+ qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+ GL_ActiveTexture (1);
+ qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+ qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
+ qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
+ qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
+ qglEnable (GL_TEXTURE_SHADER_NV);
}
- if (R_CullBox (mins, maxs))
- return;
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
+ m.texcombinergb[1] = GL_REPLACE;
+ R_Mesh_State_Texture(&m);
+ if (fogenabled)
+ {
+ R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
+ RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg);
+ }
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
- if (rotated)
+ if (gl_textureshader && r_watershader.value && !fogenabled)
{
- vec3_t temp;
- vec3_t forward, right, up;
+ qglDisable (GL_TEXTURE_SHADER_NV);
+ GL_ActiveTexture (0);
+ }
- VectorCopy (modelorg, temp);
- AngleVectors (e->angles, forward, right, up);
- modelorg[0] = DotProduct (temp, forward);
- modelorg[1] = -DotProduct (temp, right);
- modelorg[2] = DotProduct (temp, up);
+ if (fogenabled)
+ {
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.fog);
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ GL_ColorPointer(varray_color4f);
+ R_Mesh_State_Texture(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
- s = &clmodel->surfaces[clmodel->firstmodelsurface];
+ if ((gl_textureshader && r_watershader.value && !fogenabled) || r_waterscroll.value)
+ {
+ Matrix4x4_CreateIdentity(&tempmatrix);
+ R_Mesh_TextureMatrix(0, &tempmatrix);
+ R_Mesh_TextureMatrix(1, &tempmatrix);
+ }
+}
-// calculate dynamic lighting for bmodel if it's not an
-// instanced model
- if (modelalpha == 1 && clmodel->firstmodelsurface != 0 && !(currententity->effects & EF_FULLBRIGHT) && currententity->colormod[0] == 1 && currententity->colormod[2] == 1 && currententity->colormod[2] == 1)
+static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ msurface_t **chain;
+ vec3_t center;
+ if (texture->rendertype != SURFRENDER_OPAQUE)
{
-// if (!gl_flashblend.value)
-// {
- vec3_t org;
- for (k=0 ; k<MAX_DLIGHTS ; k++)
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ {
+ if (surf->visframe == r_framecount)
{
- if ((cl_dlights[k].die < cl.time) || (!cl_dlights[k].radius))
- continue;
-
- VectorSubtract(cl_dlights[k].origin, currententity->origin, org);
- R_MarkLights (org, &cl_dlights[k], 1<<(k&31), k >> 5, clmodel->nodes + clmodel->hulls[0].firstclipnode);
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
}
-// }
+ }
+ }
+ else
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ if (surf->visframe == r_framecount)
+ RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
+}
+
+static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
+{
+ float base, colorscale;
+ rmeshstate_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ memset(&m, 0, sizeof(m));
+ if (rendertype == SURFRENDER_ADD)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ }
+ else if (rendertype == SURFRENDER_ALPHA)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
}
else
- vertexlit = true;
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ }
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ colorscale = 1;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
+ }
+ base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+ GL_DepthTest(true);
+ GL_ColorPointer(varray_color4f);
+
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
+ if (!(ent->effects & EF_FULLBRIGHT))
+ {
+ if (surf->dlightframe == r_framecount)
+ RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
+ if (surf->flags & SURF_LIGHTMAP)
+ RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
+ }
+ RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+}
+
+static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
+{
+ rmeshstate_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ GL_ColorPointer(varray_color4f);
+
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ if (m.tex[0])
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+}
-e->angles[0] = -e->angles[0]; // stupid quake bug
- softwaretransformforentity (e);
-e->angles[0] = -e->angles[0]; // stupid quake bug
+static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
+{
+ rmeshstate_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.fog);
+ GL_ColorPointer(varray_color4f);
+
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ if (m.tex[0])
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+}
- // draw texture
- for (j = 0;j < clmodel->nummodelsurfaces;j++, s++)
+static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ rmeshstate_t m;
+ int lightmaptexturenum;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
+ m.texrgbscale[1] = 2;
+ m.tex[2] = R_GetTexture(texture->skin.detail);
+ m.texrgbscale[2] = 2;
+ if (texture->skin.glow)
{
- // find which side of the node we are on
- pplane = s->plane;
+ m.tex[3] = R_GetTexture(texture->skin.glow);
+ m.texcombinergb[3] = GL_ADD;
+ }
+ if (r_shadow_realtime_world.integer)
+ GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+ else
+ GL_Color(1, 1, 1, 1);
- dot = DotProduct (modelorg, pplane->normal) - pplane->dist;
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
+ {
+ lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+ //if (m.tex[1] != lightmaptexturenum)
+ //{
+ m.tex[1] = lightmaptexturenum;
+ // R_Mesh_State_Texture(&m);
+ //}
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+ m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
+ m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ }
+ }
+}
+
+static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ rmeshstate_t m;
+ int lightmaptexturenum;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
+ m.texrgbscale[1] = 2;
+ m.tex[2] = R_GetTexture(texture->skin.detail);
+ m.texrgbscale[2] = 2;
+ if (r_shadow_realtime_world.integer)
+ GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+ else
+ GL_Color(1, 1, 1, 1);
- // draw the polygon
- if (((s->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
- (!(s->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON)))
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
{
- if (s->flags & SURF_DRAWSKY)
- continue;
- if (s->flags & SURF_DRAWTURB)
- {
- glpoly_t *p;
- int light, alpha, r = 0, g = 0, b = 0;
- vec3_t shadecolor;
-
- if (s->flags & SURF_DRAWNOALPHA)
- alpha = modelalpha*255.0f;
- else
- alpha = r_wateralpha.value*modelalpha*255.0f;
- light = false;
- if (s->flags & SURF_DRAWFULLBRIGHT || currententity->effects & EF_FULLBRIGHT)
- {
- if (lighthalf)
- {
- r = 128.0f * currententity->colormod[0];
- g = 128.0f * currententity->colormod[1];
- b = 128.0f * currententity->colormod[2];
- }
- else
- {
- r = 255.0f * currententity->colormod[0];
- g = 255.0f * currententity->colormod[1];
- b = 255.0f * currententity->colormod[2];
- }
- }
- else if (s->dlightframe == r_dlightframecount && r_dynamic.value)
- light = true;
- else
- {
- if (lighthalf)
- {
- r = 64.0f * currententity->colormod[0] + (int) r_ambient.value;
- g = 64.0f * currententity->colormod[1] + (int) r_ambient.value;
- b = 64.0f * currententity->colormod[2] + (int) r_ambient.value;
- }
- else
- {
- r = 128.0f * currententity->colormod[0] + (int) (r_ambient.value * 2.0f);
- g = 128.0f * currententity->colormod[1] + (int) (r_ambient.value * 2.0f);
- b = 128.0f * currententity->colormod[2] + (int) (r_ambient.value * 2.0f);
- }
- }
- for (p=s->polys ; p ; p=p->next)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, nv);
- if (r_waterripple.value)
- nv[2] += r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- if (light)
- {
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
- R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
- if (lighthalf)
- {
- r = (int) ((float) (shadecolor[0] * currententity->colormod[0])) >> 1;
- g = (int) ((float) (shadecolor[1] * currententity->colormod[1])) >> 1;
- b = (int) ((float) (shadecolor[2] * currententity->colormod[2])) >> 1;
- }
- else
- {
- r = (int) ((float) (shadecolor[0] * currententity->colormod[0]));
- g = (int) ((float) (shadecolor[1] * currententity->colormod[1]));
- b = (int) ((float) (shadecolor[2] * currententity->colormod[2]));
- }
- }
- transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
- }
- transpolyend();
- }
- continue;
- }
- t = R_TextureAnimation (s->texinfo->texture);
- v = s->polys->verts[0];
- if (vertexlit || s->texinfo->texture->transparent)
- {
- // FIXME: could be a transparent water texture
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- if ((currententity->effects & EF_FULLBRIGHT) || !s->samples)
- {
- for (i = 0;i < s->polys->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, nv);
- transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], 255,255,255,modelalpha*255.0f);
- }
- }
- else
- {
- smax = (s->extents[0]>>4)+1;
- tmax = (s->extents[1]>>4)+1;
- size3 = smax*tmax*3; // *3 for colored lighting
- for (i = 0;i < s->polys->numverts;i++, v += VERTEXSIZE)
- {
- shadecolor[0] = shadecolor[1] = shadecolor[2] = r_ambient.value * 2.0f;
- lm = (byte *)((long) s->samples + ((int) v[8] * smax + (int) v[7]) * 3); // LordHavoc: *3 for colored lighting
- for (maps = 0;maps < MAXLIGHTMAPS && s->styles[maps] != 255;maps++)
- {
- scale = d_lightstylevalue[s->styles[maps]] * (1.0 / 128.0);
- shadecolor[0] += lm[0] * scale;
- shadecolor[1] += lm[1] * scale;
- shadecolor[2] += lm[2] * scale;
- lm += size3; // LordHavoc: *3 for colored lighting
- }
- softwaretransform(v, nv);
- R_DynamicLightPointNoMask(shadecolor, nv); // LordHavoc: dynamic lighting
- if (lighthalf)
- {
- transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], (int) shadecolor[0] >> 1, (int) shadecolor[1] >> 1, (int) shadecolor[2] >> 1, modelalpha*255.0f);
- }
- else
- {
- transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], shadecolor[0], shadecolor[1], shadecolor[2], modelalpha*255.0f);
- }
- }
- }
- transpolyend();
- }
- else
- {
- // check for lightmap modification
- if (r_dynamic.value)
- {
- if (s->dlightframe == r_framecount || s->cached_dlight || r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf) // dynamic this frame or previously, or lighthalf changed
- R_UpdateLightmap(s, s->lightmaptexturenum);
- else
- for (maps = 0 ; maps < MAXLIGHTMAPS && s->styles[maps] != 255 ; maps++)
- if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps])
- {
- R_UpdateLightmap(s, s->lightmaptexturenum);
- break;
- }
- }
- if (currentwallpoly < MAX_WALLPOLYS && (currentwallvert + s->polys->numverts) <= MAX_WALLVERTS)
- {
- wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
- wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
- wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
- wallpoly[currentwallpoly].firstvert = currentwallvert;
- wallpoly[currentwallpoly++].verts = s->polys->numverts;
- for (i = 0;i<s->polys->numverts;i++, v += VERTEXSIZE)
- {
- softwaretransform(v, wallvert[currentwallvert].vert);
- wallvert[currentwallvert].s = v[3];
- wallvert[currentwallvert].t = v[4];
- wallvert[currentwallvert].u = v[5];
- wallvert[currentwallvert++].v = v[6];
- }
- }
- }
+ lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+ //if (m.tex[1] != lightmaptexturenum)
+ //{
+ m.tex[1] = lightmaptexturenum;
+ // R_Mesh_State_Texture(&m);
+ //}
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+ m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
- UploadLightmaps();
}
-/*
-=============================================================
+static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ rmeshstate_t m;
+ int lightmaptexturenum;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
+ m.texrgbscale[1] = 2;
+ if (r_shadow_realtime_world.integer)
+ GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+ else
+ GL_Color(1, 1, 1, 1);
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
+ {
+ lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+ //if (m.tex[1] != lightmaptexturenum)
+ //{
+ m.tex[1] = lightmaptexturenum;
+ // R_Mesh_State_Texture(&m);
+ //}
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ }
+ }
+}
- WORLD MODEL
+static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ if (r_shadow_realtime_world.integer)
+ GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+ else
+ GL_Color(1, 1, 1, 1);
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
+ {
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ }
+ }
+}
-=============================================================
-*/
+static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ rmeshstate_t m;
+ int lightmaptexturenum;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
+ GL_Color(1, 1, 1, 1);
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
+ {
+ lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+ //if (m.tex[0] != lightmaptexturenum)
+ //{
+ m.tex[0] = lightmaptexturenum;
+ // R_Mesh_State_Texture(&m);
+ //}
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ }
+ }
+}
-void R_StoreEfrags (efrag_t **ppefrag);
+static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ rmeshstate_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ GL_ColorPointer(varray_color4f);
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
+ {
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ if (m.tex[0])
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ }
+ }
+}
+
+static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.detail);
+ GL_Color(1, 1, 1, 1);
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
+ {
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ }
+ }
+}
+
+static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ GL_Color(1, 1, 1, 1);
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
+ {
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ }
+ }
+}
/*
-================
-R_RecursiveWorldNode
-================
-*/
-//extern qboolean R_CullBox (vec3_t mins, vec3_t maxs);
-/*
-void R_RecursiveWorldNode (mnode_t *node)
+static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- int c, side;
- double dot;
+ const msurface_t *surf;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ GL_DepthMask(true);
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ if (m.tex[0])
+ GL_Color(1, 1, 1, 1);
+ else
+ GL_Color(0, 0, 0, 1);
+ while((surf = *surfchain++) != NULL)
+ {
+ if (surf->visframe == r_framecount)
+ {
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ }
+ }
+}
+*/
-loc0:
-// if a leaf node, draw stuff
- if (node->contents < 0)
+static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ rmeshstate_t m;
+ int lightmaptexturenum;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
+ if (r_shadow_realtime_world.integer)
+ GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+ else
+ GL_Color(1, 1, 1, 1);
+ while((surf = *surfchain++) != NULL)
{
- mleaf_t *pleaf;
- pleaf = (mleaf_t *)node;
+ if (surf->visframe == r_framecount)
+ {
+ lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+ //if (m.tex[0] != lightmaptexturenum)
+ //{
+ m.tex[0] = lightmaptexturenum;
+ // R_Mesh_State_Texture(&m);
+ //}
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ }
+ }
+}
+
+static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
+{
+ const entity_render_t *ent = calldata1;
+ const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
+ int rendertype;
+ float currentalpha;
+ texture_t *texture;
+ R_Mesh_Matrix(&ent->matrix);
+
+ texture = surf->texinfo->texture;
+ if (texture->animated)
+ texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
+
+ currentalpha = ent->alpha;
+ if (ent->effects & EF_ADDITIVE)
+ rendertype = SURFRENDER_ADD;
+ else if (currentalpha < 1 || texture->skin.fog != NULL)
+ rendertype = SURFRENDER_ALPHA;
+ else
+ rendertype = SURFRENDER_OPAQUE;
+
+ RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
+ if (texture->skin.glow)
+ RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
+ if (fogenabled)
+ RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
+}
- if (c = pleaf->nummarksurfaces)
+static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+ const msurface_t *surf;
+ msurface_t **chain;
+ vec3_t center;
+ if (texture->rendertype != SURFRENDER_OPAQUE)
+ {
+ // transparent vertex shaded from lightmap
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
{
- msurface_t **mark;
- mark = pleaf->firstmarksurface;
- do
+ if (surf->visframe == r_framecount)
{
- (*mark)->visframe = r_framecount;
- mark++;
- } while (--c);
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
+ }
}
+ }
+ else if (ent->effects & EF_FULLBRIGHT)
+ {
+ RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+ if (r_detailtextures.integer)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+ if (texture->skin.glow)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
+ /*
+ // opaque base lighting
+ else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
+ {
+ if (r_ambient.value > 0)
+ {
+ }
+ else
+ RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
+ */
+ // opaque lightmapped
+ else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
+ {
+ RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
+ else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
+ {
+ RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
+ if (texture->skin.glow)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
+ else if (r_textureunits.integer >= 2 && gl_combine.integer && !gl_lightmaps.integer)
+ {
+ RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
+ if (r_detailtextures.integer)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+ if (texture->skin.glow)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
+ else if (!gl_lightmaps.integer)
+ {
+ RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+ RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
+ if (r_detailtextures.integer)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+ if (texture->skin.glow)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
+ else
+ {
+ RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
+}
+
+Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
+Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
+Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
+
+int Cshader_count = 3;
+Cshader_t *Cshaders[3] =
+{
+ &Cshader_wall_lightmap,
+ &Cshader_water,
+ &Cshader_sky
+};
- // deal with model fragments in this leaf
- if (pleaf->efrags)
- R_StoreEfrags (&pleaf->efrags);
+void R_UpdateTextureInfo(entity_render_t *ent)
+{
+ int i, texframe, alttextures;
+ texture_t *t;
+ if (!ent->model)
return;
+
+ alttextures = ent->frame != 0;
+ texframe = (int)(cl.time * 5.0f);
+ for (i = 0;i < ent->model->brushq1.numtextures;i++)
+ {
+ t = ent->model->brushq1.textures + i;
+ t->currentalpha = ent->alpha;
+ if (t->flags & SURF_WATERALPHA)
+ t->currentalpha *= r_wateralpha.value;
+ if (ent->effects & EF_ADDITIVE)
+ t->rendertype = SURFRENDER_ADD;
+ else if (t->currentalpha < 1 || t->skin.fog != NULL)
+ t->rendertype = SURFRENDER_ALPHA;
+ else
+ t->rendertype = SURFRENDER_OPAQUE;
+ // we don't need to set currentframe if t->animated is false because
+ // it was already set up by the texture loader for non-animating
+ if (t->animated)
+ t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
}
+}
-// node is just a decision point, so go down the apropriate sides
-
-// find which side of the node we are on
- dot = (node->plane->type < 3 ? modelorg[node->plane->type] : DotProduct (modelorg, node->plane->normal)) - node->plane->dist;
-
-// recurse down the children, front side first
- side = dot < 0;
- // LordHavoc: save a stack frame by avoiding a call
-// if (node->children[side]->contents != CONTENTS_SOLID && node->children[side]->visframe == r_visframecount && !R_CullBox (node->children[side]->minmaxs, node->children[side]->minmaxs+3))
- // LordHavoc: inlined further to reduce conditions
- if (node->children[side]->contents != CONTENTS_SOLID
- && node->children[side]->visframe == r_visframecount
- && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2
- && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2
- && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2
- && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2)
- R_RecursiveWorldNode (node->children[side]);
-
- // backside
- side = dot >= 0;
-// draw stuff
- if (c = node->numsurfaces)
- {
- msurface_t *surf;
- surf = cl.worldmodel->surfaces + node->firstsurface;
-
- // LordHavoc: caused a crash due to texsort (it could render twice...)
- // back side
- //side = dot >= -BACKFACE_EPSILON;
- if (dot < 0)
+void R_PrepareSurfaces(entity_render_t *ent)
+{
+ int i, numsurfaces, *surfacevisframes;
+ model_t *model;
+ msurface_t *surf, *surfaces, **surfchain;
+ vec3_t modelorg;
+
+ if (!ent->model)
+ return;
+
+ model = ent->model;
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ numsurfaces = model->brushq1.nummodelsurfaces;
+ surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
+ surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
+
+ R_UpdateTextureInfo(ent);
+
+ if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
+ R_MarkLights(ent);
+
+ if (model->brushq1.light_ambient != r_ambient.value)
+ {
+ model->brushq1.light_ambient = r_ambient.value;
+ for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
+ model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
+ }
+ else
+ {
+ for (i = 0;i < model->brushq1.light_styles;i++)
{
- for (;c;c--, surf++)
+ if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
{
- if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
- {
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = surf;
- }
+ model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
+ for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++)
+ (**surfchain).cached_dlight = true;
}
}
- else
+ }
+
+ for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
+ {
+ if (surfacevisframes[i] == r_framecount)
{
- for (;c;c--, surf++)
+#if !WORLDNODECULLBACKFACES
+ // mark any backface surfaces as not visible
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
{
- if (surf->visframe == r_framecount && (!(surf->flags & SURF_PLANEBACK)))
- {
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = surf;
- }
+ if (!(surf->flags & SURF_PLANEBACK))
+ surfacevisframes[i] = -1;
+ }
+ else
+ {
+ if ((surf->flags & SURF_PLANEBACK))
+ surfacevisframes[i] = -1;
+ }
+ if (surfacevisframes[i] == r_framecount)
+#endif
+ {
+ c_faces++;
+ surf->visframe = r_framecount;
+ if (surf->cached_dlight && surf->lightmaptexture != NULL)
+ R_BuildLightMap(ent, surf);
}
}
}
+}
-// recurse down the back side
- // LordHavoc: save a stack frame by avoiding a call
-// if (node->children[side]->contents != CONTENTS_SOLID && node->children[side]->visframe == r_visframecount && !R_CullBox (node->children[side]->minmaxs, node->children[side]->minmaxs+3))
- // LordHavoc: inlined further to reduce conditions
- if (node->children[side]->contents != CONTENTS_SOLID
- && node->children[side]->visframe == r_visframecount
- && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2
- && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2
- && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2
- && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2)
- {
- node = node->children[side];
- goto loc0;
- }
-// R_RecursiveWorldNode (node->children[side]);
+void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
+{
+ int i;
+ texture_t *t;
+ if (ent->model == NULL)
+ return;
+ R_Mesh_Matrix(&ent->matrix);
+ for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
+ if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
+ t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
}
-*/
-extern int c_nodes;
-void R_WorldNode ()
+static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
{
- int c, side;
- double dot;
- struct
+ int i;
+ float *v;
+ rmeshstate_t m;
+ const entity_render_t *ent = calldata1;
+ const mportal_t *portal = ent->model->brushq1.portals + calldata2;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ R_Mesh_Matrix(&ent->matrix);
+ GL_VertexPointer(varray_vertex3f);
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+
+ i = portal - ent->model->brushq1.portals;
+ GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
+ ((i & 0x0038) >> 3) * (1.0f / 7.0f),
+ ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
+ 0.125f);
+ if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
{
- double dot;
- mnode_t *node;
- } nodestack[1024];
- int s = 0;
- mnode_t *node;
+ for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
+ VectorCopy(portal->points[i].position, v);
+ }
+ else
+ for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
+ VectorCopy(portal->points[i].position, v);
+ R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
+}
- if (!(node = cl.worldmodel->nodes))
+// LordHavoc: this is just a nice debugging tool, very slow
+static void R_DrawPortals(entity_render_t *ent)
+{
+ int i;
+ mportal_t *portal, *endportal;
+ float temp[3], center[3], f;
+ if (ent->model == NULL)
return;
-
- while(1)
+ for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
{
- // if a leaf node, draw stuff
- c_nodes++;
- if (node->contents < 0)
+ if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
{
- if (node->contents != CONTENTS_SOLID)
- {
- mleaf_t *pleaf;
- pleaf = (mleaf_t *)node;
-
- if ((c = pleaf->nummarksurfaces))
- {
- msurface_t **mark;
- mark = pleaf->firstmarksurface;
- do
- {
- (*mark)->visframe = r_framecount;
- mark++;
- } while (--c);
- }
+ VectorClear(temp);
+ for (i = 0;i < portal->numpoints;i++)
+ VectorAdd(temp, portal->points[i].position, temp);
+ f = ixtable[portal->numpoints];
+ VectorScale(temp, f, temp);
+ Matrix4x4_Transform(&ent->matrix, temp, center);
+ R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
+ }
+ }
+}
- // deal with model fragments in this leaf
- if (pleaf->efrags)
- R_StoreEfrags (&pleaf->efrags);
- }
+void R_PrepareBrushModel(entity_render_t *ent)
+{
+ int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
+ msurface_t *surf;
+ model_t *model;
+#if WORLDNODECULLBACKFACES
+ vec3_t modelorg;
+#endif
- if (!s)
- break;
- node = nodestack[--s].node;
- dot = nodestack[s].dot;
- goto loc0;
+ // because bmodels can be reused, we have to decide which things to render
+ // from scratch every time
+ model = ent->model;
+ if (model == NULL)
+ return;
+#if WORLDNODECULLBACKFACES
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+#endif
+ numsurfaces = model->brushq1.nummodelsurfaces;
+ surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
+ surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
+ surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
+ for (i = 0;i < numsurfaces;i++, surf++)
+ {
+#if WORLDNODECULLBACKFACES
+ // mark any backface surfaces as not visible
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+ {
+ if ((surf->flags & SURF_PLANEBACK))
+ surfacevisframes[i] = r_framecount;
}
+ else if (!(surf->flags & SURF_PLANEBACK))
+ surfacevisframes[i] = r_framecount;
+#else
+ surfacevisframes[i] = r_framecount;
+#endif
+ surf->dlightframe = -1;
+ }
+ R_PrepareSurfaces(ent);
+}
- // node is just a decision point, so go down the apropriate sides
+void R_SurfaceWorldNode (entity_render_t *ent)
+{
+ int i, *surfacevisframes, *surfacepvsframes, surfnum;
+ msurface_t *surf;
+ mleaf_t *leaf;
+ model_t *model;
+ vec3_t modelorg;
+
+ // equivilant to quake's RecursiveWorldNode but faster and more effective
+ model = ent->model;
+ if (model == NULL)
+ return;
+ surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
+ surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- // find which side of the node we are on
- dot = (node->plane->type < 3 ? modelorg[node->plane->type] : DotProduct (modelorg, node->plane->normal)) - node->plane->dist;
+ for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
+ {
+ if (!R_CullBox (leaf->mins, leaf->maxs))
+ {
+ c_leafs++;
+ leaf->visframe = r_framecount;
+ }
+ }
- // recurse down the children, front side first
- side = dot < 0;
- if (node->children[side]->visframe == r_visframecount
- && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2
- && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2
- && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2
- && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2)
+ for (i = 0;i < model->brushq1.pvssurflistlength;i++)
+ {
+ surfnum = model->brushq1.pvssurflist[i];
+ surf = model->brushq1.surfaces + surfnum;
+#if WORLDNODECULLBACKFACES
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+ {
+ if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
+ surfacevisframes[surfnum] = r_framecount;
+ }
+ else
{
- nodestack[s].node = node;
- nodestack[s++].dot = dot;
- node = node->children[side];
- continue;
+ if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
+ surfacevisframes[surfnum] = r_framecount;
}
-loc0:
+#else
+ if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
+ surfacevisframes[surfnum] = r_framecount;
+#endif
+ }
+}
- // backside
- side = dot >= 0;
- // draw stuff
- if ((c = node->numsurfaces))
+static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
+{
+ int c, leafstackpos, *mark, *surfacevisframes;
+#if WORLDNODECULLBACKFACES
+ int n;
+ msurface_t *surf;
+#endif
+ mleaf_t *leaf, *leafstack[8192];
+ mportal_t *p;
+ vec3_t modelorg;
+ msurface_t *surfaces;
+ if (ent->model == NULL)
+ return;
+ // LordHavoc: portal-passage worldnode with PVS;
+ // follows portals leading outward from viewleaf, does not venture
+ // offscreen or into leafs that are not visible, faster than Quake's
+ // RecursiveWorldNode
+ surfaces = ent->model->brushq1.surfaces;
+ surfacevisframes = ent->model->brushq1.surfacevisframes;
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ viewleaf->worldnodeframe = r_framecount;
+ leafstack[0] = viewleaf;
+ leafstackpos = 1;
+ while (leafstackpos)
+ {
+ c_leafs++;
+ leaf = leafstack[--leafstackpos];
+ leaf->visframe = r_framecount;
+ // draw any surfaces bounding this leaf
+ if (leaf->nummarksurfaces)
{
- msurface_t *surf;
- surf = cl.worldmodel->surfaces + node->firstsurface;
-
- if (side)
+ for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
{
- for (;c;c--, surf++)
+#if WORLDNODECULLBACKFACES
+ n = *mark++;
+ if (surfacevisframes[n] != r_framecount)
{
- if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
+ surf = surfaces + n;
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+ {
+ if ((surf->flags & SURF_PLANEBACK))
+ surfacevisframes[n] = r_framecount;
+ }
+ else
{
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = surf;
+ if (!(surf->flags & SURF_PLANEBACK))
+ surfacevisframes[n] = r_framecount;
}
}
+#else
+ surfacevisframes[*mark++] = r_framecount;
+#endif
}
- else
+ }
+ // 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))
{
- for (;c;c--, surf++)
+ leaf = p->past;
+ if (leaf->worldnodeframe != r_framecount)
{
- if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
- {
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = surf;
- }
+ leaf->worldnodeframe = r_framecount;
+ // FIXME: R_CullBox is absolute, should be done relative
+ if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+ leafstack[leafstackpos++] = leaf;
}
}
}
+ }
+}
+
+void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
+{
+ int j, c, *surfacepvsframes, *mark;
+ mleaf_t *leaf;
+ model_t *model;
- // recurse down the back side
- if (node->children[side]->visframe == r_visframecount
- && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2
- && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2
- && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2
- && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2)
+ model = ent->model;
+ if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
+ {
+ model->brushq1.pvsframecount++;
+ model->brushq1.pvsviewleaf = viewleaf;
+ model->brushq1.pvsviewleafnovis = r_novis.integer;
+ model->brushq1.pvsleafchain = NULL;
+ model->brushq1.pvssurflistlength = 0;
+ if (viewleaf)
{
- node = node->children[side];
- continue;
+ surfacepvsframes = model->brushq1.surfacepvsframes;
+ for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
+ {
+ if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
+ {
+ leaf->pvsframe = model->brushq1.pvsframecount;
+ leaf->pvschain = model->brushq1.pvsleafchain;
+ model->brushq1.pvsleafchain = leaf;
+ // mark surfaces bounding this leaf as visible
+ for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
+ surfacepvsframes[*mark] = model->brushq1.pvsframecount;
+ }
+ }
+ model->brushq1.BuildPVSTextureChains(model);
}
-
- if (!s)
- break;
- node = nodestack[--s].node;
- dot = nodestack[s].dot;
- goto loc0;
}
}
-
-/*
-=============
-R_DrawWorld
-=============
-*/
-void R_DrawWorld (void)
+void R_WorldVisibility(entity_render_t *ent)
{
- entity_t ent;
-
- memset (&ent, 0, sizeof(ent));
- ent.model = cl.worldmodel;
- ent.colormod[0] = ent.colormod[1] = ent.colormod[2] = 1;
- modelalpha = ent.alpha = 1;
- ent.scale = 1;
-
- VectorCopy (r_refdef.vieworg, modelorg);
-
- currententity = &ent;
+ vec3_t modelorg;
+ mleaf_t *viewleaf;
- softwaretransformidentity(); // LordHavoc: clear transform
- skyisvisible = false;
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
+ R_PVSUpdate(ent, viewleaf);
- if (cl.worldmodel)
- R_WorldNode ();
-
- glClear (GL_DEPTH_BUFFER_BIT);
-
- DrawTextureChains ();
+ if (!viewleaf)
+ return;
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
+ R_SurfaceWorldNode (ent);
+ else
+ R_PortalWorldNode (ent, viewleaf);
}
+void R_DrawWorld(entity_render_t *ent)
+{
+ if (ent->model == NULL)
+ return;
+ if (!ent->model->brushq1.num_leafs)
+ {
+ if (ent->model->DrawSky)
+ ent->model->DrawSky(ent);
+ if (ent->model->Draw)
+ ent->model->Draw(ent);
+ }
+ else
+ {
+ R_PrepareSurfaces(ent);
+ R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
+ R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
+ if (r_drawportals.integer)
+ R_DrawPortals(ent);
+ }
+}
-/*
-===============
-R_MarkLeaves
-===============
-*/
-void R_MarkLeaves (void)
+void R_Model_Brush_DrawSky(entity_render_t *ent)
{
- byte *vis;
- mnode_t *node;
- int i;
+ if (ent->model == NULL)
+ return;
+ if (ent != &cl_entities[0].render)
+ R_PrepareBrushModel(ent);
+ R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
+}
- if (r_oldviewleaf == r_viewleaf && !r_novis.value)
+void R_Model_Brush_Draw(entity_render_t *ent)
+{
+ if (ent->model == NULL)
return;
-
- r_visframecount++;
- r_oldviewleaf = r_viewleaf;
+ c_bmodels++;
+ if (ent != &cl_entities[0].render)
+ R_PrepareBrushModel(ent);
+ R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
+}
- if (r_novis.value)
+void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+{
+#if 0
+ int i;
+ msurface_t *surf;
+ float projectdistance, f, temp[3], lightradius2;
+ if (ent->model == NULL)
+ return;
+ R_Mesh_Matrix(&ent->matrix);
+ lightradius2 = lightradius * lightradius;
+ R_UpdateTextureInfo(ent);
+ projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ //projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
+ {
+ if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
+ {
+ f = PlaneDiff(relativelightorigin, surf->plane);
+ if (surf->flags & SURF_PLANEBACK)
+ f = -f;
+ // draw shadows only for frontfaces and only if they are close
+ if (f >= 0.1 && f < lightradius)
+ {
+ temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
+ temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
+ temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
+ if (DotProduct(temp, temp) < lightradius2)
+ R_Shadow_VolumeFromSphere(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, projectdistance, lightradius);
+ }
+ }
+ }
+#else
+ int i, j, t;
+ const int *e;
+ msurface_t *surf;
+ float projectdistance;
+ const float *v[3];
+ vec3_t lightmins, lightmaxs;
+ if (ent->model == NULL)
+ return;
+ R_Mesh_Matrix(&ent->matrix);
+ R_UpdateTextureInfo(ent);
+ projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ //projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
+ for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
{
- for (i=0 ; i<cl.worldmodel->numleafs ; i++)
+ if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
{
- node = (mnode_t *)&cl.worldmodel->leafs[i+1];
- do
+ for (j = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;j < surf->mesh.num_triangles;j++, t++, e += 3)
{
- if (node->visframe == r_visframecount)
- break;
- node->visframe = r_visframecount;
- node = node->parent;
- } while (node);
+ v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ shadowmarklist[numshadowmark++] = t;
+ }
}
}
- else
+ R_Shadow_VolumeFromList(ent->model->brush.shadowmesh->numverts, ent->model->brush.shadowmesh->numtriangles, ent->model->brush.shadowmesh->vertex3f, ent->model->brush.shadowmesh->element3i, ent->model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
+#endif
+}
+
+void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+{
+ int surfnum;
+ msurface_t *surf;
+ texture_t *t;
+ float f, lightmins[3], lightmaxs[3];
+ if (ent->model == NULL)
+ return;
+ R_Mesh_Matrix(&ent->matrix);
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ R_UpdateTextureInfo(ent);
+ for (surfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;surfnum < ent->model->brushq1.nummodelsurfaces;surfnum++, surf++)
{
- vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
-
- for (i=0 ; i<cl.worldmodel->numleafs ; i++)
+ if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
{
- if (vis[i>>3] & (1<<(i&7)))
+ f = PlaneDiff(relativelightorigin, surf->plane);
+ if (surf->flags & SURF_PLANEBACK)
+ f = -f;
+ if (f >= -0.1 && f < lightradius)
{
- node = (mnode_t *)&cl.worldmodel->leafs[i+1];
- do
+ t = surf->texinfo->texture->currentframe;
+ if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
{
- if (node->visframe == r_visframecount)
- break;
- node->visframe = r_visframecount;
- node = node->parent;
- } while (node);
+ R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
+ R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
+ }
}
}
}
}
+void R_DrawCollisionBrush(colbrushf_t *brush)
+{
+ int i;
+ i = ((int)brush) / sizeof(colbrushf_t);
+ GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+ GL_VertexPointer(brush->points->v);
+ R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
+}
+
+void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ if (!face->num_triangles)
+ return;
+ c_faces++;
+ if (skyrendernow)
+ {
+ skyrendernow = false;
+ if (skyrendermasked)
+ R_Sky();
+ }
+ R_Mesh_Matrix(&ent->matrix);
-/*
-=============================================================================
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ if (skyrendermasked)
+ {
+ // depth-only (masking)
+ qglColorMask(0,0,0,0);
+ // just to make sure that braindead drivers don't draw anything
+ // despite that colormask...
+ GL_BlendFunc(GL_ZERO, GL_ONE);
+ }
+ else
+ {
+ // fog sky
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ }
+ GL_DepthMask(true);
+ GL_DepthTest(true);
- LIGHTMAP ALLOCATION
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
-=============================================================================
-*/
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ qglColorMask(1,1,1,1);
+}
-// returns a texture number and the position inside it
-int AllocBlock (int w, int h, int *x, int *y)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face)
{
- int i, j;
- int best, best2;
- int texnum;
-
- for (texnum=0 ; texnum<MAX_LIGHTMAPS ; texnum++)
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ if (face->texture->skin.glow)
{
- best = BLOCK_HEIGHT;
+ m.tex[0] = R_GetTexture(face->texture->skin.glow);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ GL_Color(1, 1, 1, 1);
+ }
+ else
+ GL_Color(0, 0, 0, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
- for (i=0 ; i<BLOCK_WIDTH-w ; i+=lightmapalign) // LordHavoc: NVIDIA has broken subimage, so align the lightmaps
- {
- best2 = 0;
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ m.tex[1] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+ m.texrgbscale[1] = 2;
+ GL_Color(1, 1, 1, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
- for (j=0 ; j<w ; j++)
- {
- if (allocated[texnum][i+j] >= best)
- break;
- if (allocated[texnum][i+j] > best2)
- best2 = allocated[texnum][i+j];
- }
- if (j == w)
- { // this is a valid spot
- *x = i;
- *y = best = best2;
- }
- }
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ GL_Color(1, 1, 1, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
- if (best + h > BLOCK_HEIGHT)
- continue;
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
+ GL_Color(1, 1, 1, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
+ if (r_shadow_realtime_world.integer)
+ GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+ else
+ GL_Color(1, 1, 1, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ if (face->texture->skin.glow)
+ {
+ m.tex[0] = R_GetTexture(face->texture->skin.glow);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ GL_Color(1, 1, 1, 1);
+ }
+ else
+ GL_Color(0, 0, 0, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
- if (nosubimagefragments || nosubimage)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face)
+{
+ int i;
+ float mul;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ mul = 2.0f;
+ if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
+ mul *= r_shadow_realtime_world_lightmaps.value;
+ if (mul == 2 && gl_combine.integer)
+ {
+ m.texrgbscale[0] = 2;
+ GL_ColorPointer(face->data_color4f);
+ }
+ else if (mul == 1)
+ GL_ColorPointer(face->data_color4f);
+ else
+ {
+ for (i = 0;i < face->num_vertices;i++)
{
- if (!lightmaps[texnum])
- lightmaps[texnum] = calloc(BLOCK_WIDTH*BLOCK_HEIGHT*4, 1);
+ varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul;
+ varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul;
+ varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul;
+ varray_color4f[i*4+3] = face->data_color4f[i*4+3];
}
- // LordHavoc: clear texture to blank image, fragments are uploaded using subimage
- else if (!allocated[texnum][0])
+ GL_ColorPointer(varray_color4f);
+ }
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face)
+{
+ int i;
+ float mul;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ R_Mesh_State_Texture(&m);
+ mul = 2.0f;
+ if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
+ mul *= r_shadow_realtime_world_lightmaps.value;
+ if (mul == 1)
+ GL_ColorPointer(face->data_color4f);
+ else
+ {
+ for (i = 0;i < face->num_vertices;i++)
{
- byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*3];
- memset(blank, 0, sizeof(blank));
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- if (lightmaprgba)
- glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
- else
- glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank);
+ varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
+ varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
+ varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
+ varray_color4f[i*4+3] = face->data_color4f[i*4+3];
}
-
- for (i=0 ; i<w ; i++)
- allocated[texnum][*x + i] = best + h;
-
- return texnum;
+ GL_ColorPointer(varray_color4f);
}
-
- Sys_Error ("AllocBlock: full");
- return 0;
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
}
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
-mvertex_t *r_pcurrentvertbase;
-model_t *currentmodel;
-
-int nColinElim;
-
-/*
-================
-BuildSurfaceDisplayList
-================
-*/
-void BuildSurfaceDisplayList (msurface_t *fa)
-{
- int i, lindex, lnumverts;
- medge_t *pedges, *r_pedge;
- int vertpage;
- float *vec;
- float s, t;
- glpoly_t *poly;
-
-// reconstruct the polygon
- pedges = currentmodel->edges;
- lnumverts = fa->numedges;
- vertpage = 0;
-
- //
- // draw texture
- //
- poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
- poly->next = fa->polys;
- poly->flags = fa->flags;
- fa->polys = poly;
- poly->numverts = lnumverts;
-
- for (i=0 ; i<lnumverts ; i++)
- {
- lindex = currentmodel->surfedges[fa->firstedge + i];
-
- if (lindex > 0)
+void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
+{
+ const entity_render_t *ent = voident;
+ q3mface_t *face = ent->model->brushq3.data_faces + facenumber;
+ rmeshstate_t m;
+ R_Mesh_Matrix(&ent->matrix);
+ memset(&m, 0, sizeof(m));
+ if (ent->effects & EF_ADDITIVE)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ else
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ // LordHavoc: quake3 was not able to do this; lit transparent surfaces
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 2;
+ if (r_textureunits.integer >= 2)
{
- r_pedge = &pedges[lindex];
- vec = r_pcurrentvertbase[r_pedge->v[0]].position;
+ m.tex[1] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+ GL_Color(1, 1, 1, ent->alpha);
}
else
{
- r_pedge = &pedges[-lindex];
- vec = r_pcurrentvertbase[r_pedge->v[1]].position;
- }
- s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
- s /= fa->texinfo->texture->width;
-
- t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
- t /= fa->texinfo->texture->height;
-
- VectorCopy (vec, poly->verts[i]);
- poly->verts[i][3] = s;
- poly->verts[i][4] = t;
-
- //
- // lightmap texture coordinates
- //
- s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
- s -= fa->texturemins[0];
- poly->verts[i][7] = bound(0l, ((int)s>>4), (fa->extents[0]>>4)); // LordHavoc: raw lightmap coordinates
- s += fa->light_s*16;
- s += 8;
- s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
-
- t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
- t -= fa->texturemins[1];
- poly->verts[i][8] = bound(0l, ((int)t>>4), (fa->extents[1]>>4)); // LordHavoc: raw lightmap coordinates
- t += fa->light_t*16;
- t += 8;
- t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
-
- poly->verts[i][5] = s;
- poly->verts[i][6] = t;
- }
-
- //
- // remove co-linear points - Ed
- //
- /*
- if (!gl_keeptjunctions.value)
- {
- for (i = 0 ; i < lnumverts ; ++i)
- {
- vec3_t v1, v2;
- float *prev, *this, *next;
-
- prev = poly->verts[(i + lnumverts - 1) % lnumverts];
- this = poly->verts[i];
- next = poly->verts[(i + 1) % lnumverts];
-
- VectorSubtract( this, prev, v1 );
- VectorNormalize( v1 );
- VectorSubtract( next, prev, v2 );
- VectorNormalize( v2 );
-
- // skip co-linear points
- #define COLINEAR_EPSILON 0.001
- if ((fabs( v1[0] - v2[0] ) <= COLINEAR_EPSILON) &&
- (fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) &&
- (fabs( v1[2] - v2[2] ) <= COLINEAR_EPSILON))
+ if (ent->alpha == 1)
+ GL_ColorPointer(face->data_color4f);
+ else
{
- int j;
- for (j = i + 1; j < lnumverts; ++j)
+ int i;
+ for (i = 0;i < face->num_vertices;i++)
{
- int k;
- for (k = 0; k < VERTEXSIZE; ++k)
- poly->verts[j - 1][k] = poly->verts[j][k];
+ varray_color4f[i*4+0] = face->data_color4f[i*4+0];
+ varray_color4f[i*4+1] = face->data_color4f[i*4+1];
+ varray_color4f[i*4+2] = face->data_color4f[i*4+2];
+ varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
}
- --lnumverts;
- ++nColinElim;
- // retry next vertex next time, which is now current vertex
- --i;
+ GL_ColorPointer(varray_color4f);
}
}
}
- */
- poly->numverts = lnumverts;
-
+ else
+ {
+ int i;
+ for (i = 0;i < face->num_vertices;i++)
+ {
+ varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
+ varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
+ varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
+ varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
+ }
+ GL_ColorPointer(varray_color4f);
+ }
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ qglDisable(GL_CULL_FACE);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ qglEnable(GL_CULL_FACE);
}
-/*
-========================
-GL_CreateSurfaceLightmap
-========================
-*/
-void GL_CreateSurfaceLightmap (msurface_t *surf)
+void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
{
- int smax, tmax;
-
- if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
+ if (!face->num_triangles)
return;
-
- smax = (surf->extents[0]>>4)+1;
- tmax = (surf->extents[1]>>4)+1;
-
- surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t);
- if (nosubimage || nosubimagefragments)
+ if (face->texture->surfaceparms)
+ {
+ if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))
+ return;
+ }
+ c_faces++;
+ face->visframe = r_framecount;
+ if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
+ {
+ vec3_t facecenter, center;
+ facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
+ facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
+ facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&ent->matrix, facecenter, center);
+ R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
return;
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + surf->lightmaptexturenum);
- smax = ((surf->extents[0]>>4)+lightmapalign) & lightmapalignmask;
- if (lightmaprgba)
+ }
+ R_Mesh_Matrix(&ent->matrix);
+ if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
+ else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer)
{
- R_BuildLightMap (surf, templight, smax * 4);
- glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
+ if (face->texture->skin.glow)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ }
+ else if (face->lightmaptexture)
+ {
+ if (gl_lightmaps.integer)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face);
+ else
+ {
+ if (r_textureunits.integer >= 2 && gl_combine.integer)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face);
+ else
+ {
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
+ }
+ if (face->texture->skin.glow)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ }
}
else
{
- R_BuildLightMap (surf, templight, smax * 3);
- glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
+ if (gl_lightmaps.integer)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face);
+ else
+ {
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
+ if (face->texture->skin.glow)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ }
}
+ if (r_ambient.value)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
}
-
-/*
-==================
-GL_BuildLightmaps
-
-Builds the lightmap texture
-with all the surfaces from all brush models
-==================
-*/
-void GL_BuildLightmaps (void)
+void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
{
- int i, j;
- model_t *m;
-
- memset (allocated, 0, sizeof(allocated));
-
- r_framecount = 1; // no dlightcache
-
- if (gl_nosubimagefragments.value)
- nosubimagefragments = 1;
- else
- nosubimagefragments = 0;
-
- if (gl_nosubimage.value)
- nosubimage = 1;
- else
- nosubimage = 0;
-
- if (gl_lightmaprgba.value)
+ int i;
+ q3mleaf_t *leaf;
+ for (;;)
{
- lightmaprgba = true;
- lightmapbytes = 4;
+ if (R_CullBox(node->mins, node->maxs))
+ return;
+ if (!node->plane)
+ break;
+ c_nodes++;
+ R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
+ node = node->children[1];
}
- else
+ leaf = (q3mleaf_t *)node;
+ if (CHECKPVSBIT(pvs, leaf->clusterindex))
{
- lightmaprgba = false;
- lightmapbytes = 3;
+ c_leafs++;
+ for (i = 0;i < leaf->numleaffaces;i++)
+ leaf->firstleafface[i]->markframe = markframe;
}
+}
- // LordHavoc: NVIDIA seems to have a broken glTexSubImage2D,
- // it needs to be aligned on 4 pixel boundaries...
- // so I implemented an adjustable lightmap alignment
- if (gl_lightmapalign.value < 1)
- gl_lightmapalign.value = 1;
- if (gl_lightmapalign.value > 16)
- gl_lightmapalign.value = 16;
- lightmapalign = 1;
- while (lightmapalign < gl_lightmapalign.value)
- lightmapalign <<= 1;
- gl_lightmapalign.value = lightmapalign;
- lightmapalignmask = ~(lightmapalign - 1);
- if (nosubimagefragments || nosubimage)
+// FIXME: num_leafs needs to be recalculated at load time to include only
+// node-referenced leafs, as some maps are incorrectly compiled with leafs for
+// the submodels (which would render the submodels occasionally, as part of
+// the world - not good)
+void R_Q3BSP_MarkLeafPVS(entity_render_t *ent, qbyte *pvs, int markframe)
+{
+ int i, j;
+ q3mleaf_t *leaf;
+ for (j = 0, leaf = ent->model->brushq3.data_leafs;j < ent->model->brushq3.num_leafs;j++, leaf++)
{
- lightmapalign = 1;
- lightmapalignmask = ~0;
+ if (CHECKPVSBIT(pvs, leaf->clusterindex))
+ {
+ c_leafs++;
+ for (i = 0;i < leaf->numleaffaces;i++)
+ leaf->firstleafface[i]->markframe = markframe;
+ }
}
+}
+
+static int r_q3bsp_framecount = -1;
- if (!lightmap_textures)
+void R_Q3BSP_DrawSky(entity_render_t *ent)
+{
+ int i;
+ q3mface_t *face;
+ vec3_t modelorg;
+ model_t *model;
+ qbyte *pvs;
+ R_Mesh_Matrix(&ent->matrix);
+ model = ent->model;
+ if (r_drawcollisionbrushes.integer < 2)
{
- lightmap_textures = texture_extension_number;
- texture_extension_number += MAX_LIGHTMAPS;
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+ {
+ if (r_q3bsp_framecount != r_framecount)
+ {
+ r_q3bsp_framecount = r_framecount;
+ R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
+ //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
+ }
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if (face->markframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
+ R_Q3BSP_DrawSkyFace(ent, face);
+ }
+ else
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
+ R_Q3BSP_DrawSkyFace(ent, face);
}
+}
- for (j=1 ; j<MAX_MODELS ; j++)
+void R_Q3BSP_Draw(entity_render_t *ent)
+{
+ int i;
+ q3mface_t *face;
+ vec3_t modelorg;
+ model_t *model;
+ qbyte *pvs;
+ R_Mesh_Matrix(&ent->matrix);
+ model = ent->model;
+ if (r_drawcollisionbrushes.integer < 2)
{
- m = cl.model_precache[j];
- if (!m)
- break;
- if (m->name[0] == '*')
- continue;
- r_pcurrentvertbase = m->vertexes;
- currentmodel = m;
- for (i=0 ; i<m->numsurfaces ; i++)
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
{
- if ( m->surfaces[i].flags & SURF_DRAWTURB )
- continue;
- if ( m->surfaces[i].flags & SURF_DRAWSKY )
- continue;
- GL_CreateSurfaceLightmap (m->surfaces + i);
- BuildSurfaceDisplayList (m->surfaces + i);
+ if (r_q3bsp_framecount != r_framecount)
+ {
+ r_q3bsp_framecount = r_framecount;
+ R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
+ //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
+ }
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if (face->markframe == r_framecount && !R_CullBox(face->mins, face->maxs))
+ R_Q3BSP_DrawFace(ent, face);
}
+ else
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ R_Q3BSP_DrawFace(ent, face);
+ }
+ if (r_drawcollisionbrushes.integer >= 1)
+ {
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ R_Mesh_State_Texture(&m);
+ qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
+ for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
+ if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
+ R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
+ qglPolygonOffset(0, 0);
}
+}
- if (nosubimage || nosubimagefragments)
+void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+{
+#if 0
+ int i;
+ q3mface_t *face;
+ vec3_t modelorg, lightmins, lightmaxs;
+ model_t *model;
+ float projectdistance;
+ projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ if (r_drawcollisionbrushes.integer < 2)
+ {
+ model = ent->model;
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ //if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+ // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
+ //else
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+ R_Shadow_VolumeFromSphere(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
+ }
+#else
+ int i, j, t;
+ const int *e;
+ q3mface_t *face;
+ vec3_t modelorg, lightmins, lightmaxs;
+ model_t *model;
+ float projectdistance;
+ projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ if (r_drawcollisionbrushes.integer < 2)
{
- if (gl_mtexable)
- qglSelectTexture(gl_mtex_enum+1);
- for (i = 0;i < MAX_LIGHTMAPS;i++)
+ model = ent->model;
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
{
- if (!allocated[i][0])
- break;
- lightmapupdate[i][0] = BLOCK_HEIGHT;
- lightmapupdate[i][1] = 0;
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- if (lightmaprgba)
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
- else
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
+ if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+ {
+ for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
+ {
+ const float *v[3];
+ v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ shadowmarklist[numshadowmark++] = t;
+ }
+ }
}
- if (gl_mtexable)
- qglSelectTexture(gl_mtex_enum+0);
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
+ }
+#endif
+}
+
+void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+{
+ if ((face->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || !face->num_triangles)
+ return;
+ R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap);
+ R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap);
+}
+
+void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+{
+ int i;
+ q3mface_t *face;
+ vec3_t modelorg, lightmins, lightmaxs;
+ model_t *model;
+ //qbyte *pvs;
+ //static int markframe = 0;
+ if (r_drawcollisionbrushes.integer < 2)
+ {
+ model = ent->model;
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ //if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+ // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
+ //else
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+ R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
}
}
+static void gl_surf_start(void)
+{
+}
+
+static void gl_surf_shutdown(void)
+{
+}
+
+static void gl_surf_newmap(void)
+{
+}
+
+void GL_Surf_Init(void)
+{
+ int i;
+ dlightdivtable[0] = 4194304;
+ for (i = 1;i < 32768;i++)
+ dlightdivtable[i] = 4194304 / (i << 7);
+
+ Cvar_RegisterVariable(&r_ambient);
+ Cvar_RegisterVariable(&r_drawportals);
+ Cvar_RegisterVariable(&r_testvis);
+ Cvar_RegisterVariable(&r_floatbuildlightmap);
+ Cvar_RegisterVariable(&r_detailtextures);
+ Cvar_RegisterVariable(&r_surfaceworldnode);
+ Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
+ Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
+ Cvar_RegisterVariable(&gl_lightmaps);
+
+ R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
+}
+