2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // r_surf.c: surface-related refresh code
26 #define MAX_LIGHTMAP_SIZE 256
28 cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), value is 0-128"};
29 cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
30 cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
31 cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
32 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
38 Combine and scale multiple lightmaps into the 8.8 format in blocklights
41 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
43 int smax, tmax, i, size, size3, maps, l;
45 unsigned char *lightmap, *out, *stain;
46 model_t *model = ent->model;
47 static int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
48 static unsigned char templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
50 // update cached lighting info
51 surface->cached_dlight = 0;
53 smax = (surface->lightmapinfo->extents[0]>>4)+1;
54 tmax = (surface->lightmapinfo->extents[1]>>4)+1;
57 lightmap = surface->lightmapinfo->samples;
59 // set to full bright if no light data
61 if (!model->brushq1.lightdata)
63 for (i = 0;i < size3;i++)
69 memset(bl, 0, size3*sizeof(*bl));
71 // add all the lightmaps
73 for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
74 for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
75 bl[i] += lightmap[i] * scale;
78 stain = surface->lightmapinfo->stainsamples;
81 // the >> 16 shift adjusts down 8 bits to account for the stainmap
82 // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
83 // be doubled during rendering to achieve 2x overbright
84 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
85 if (model->brushq1.lightmaprgba)
87 for (i = 0;i < size;i++)
89 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
90 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
91 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
97 for (i = 0;i < size;i++)
99 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
100 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
101 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
105 R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
107 // update the surface's deluxemap if it has one
108 if (surface->deluxemaptexture != r_texture_blanknormalmap)
111 unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
112 lightmap = surface->lightmapinfo->samples;
113 // clear to no normalmap
115 memset(bl, 0, size3*sizeof(*bl));
116 // add all the normalmaps
117 if (lightmap && normalmap)
119 for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
121 for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
123 // add the normalmap with weighting proportional to the style's lightmap intensity
124 l = (int)(VectorLength(lightmap + i*3) * scale);
125 bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
126 bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
127 bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
133 // we simply renormalize the weighted normals to get a valid deluxemap
134 if (model->brushq1.lightmaprgba)
136 for (i = 0;i < size;i++, bl += 3)
140 l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
141 l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
142 l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
148 for (i = 0;i < size;i++, bl += 3)
152 l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
153 l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
154 l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
157 R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
161 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
163 float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
164 msurface_t *surface, *endsurface;
165 int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
169 maxdist = radius * radius;
170 invradius = 1.0f / radius;
175 ndist = PlaneDiff(origin, node->plane);
178 node = node->children[0];
183 node = node->children[1];
187 dist2 = ndist * ndist;
188 maxdist3 = maxdist - dist2;
190 if (node->plane->type < 3)
192 VectorCopy(origin, impact);
193 impact[node->plane->type] -= ndist;
197 impact[0] = origin[0] - node->plane->normal[0] * ndist;
198 impact[1] = origin[1] - node->plane->normal[1] * ndist;
199 impact[2] = origin[2] - node->plane->normal[2] * ndist;
202 for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
204 if (surface->lightmapinfo->stainsamples)
206 smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
207 tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
209 impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
210 impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
212 s = bound(0, impacts, smax * 16) - impacts;
213 t = bound(0, impactt, tmax * 16) - impactt;
214 i = (int)(s * s + t * t + dist2);
218 // reduce calculations
219 for (s = 0, i = impacts; s < smax; s++, i -= 16)
220 sdtable[s] = i * i + dist2;
222 bl = surface->lightmapinfo->stainsamples;
227 for (t = 0;t < tmax;t++, i -= 16)
230 // make sure some part of it is visible on this line
233 maxdist2 = maxdist - td;
234 for (s = 0;s < smax;s++)
236 if (sdtable[s] < maxdist2)
238 ratio = lhrandom(0.0f, 1.0f);
239 a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
240 if (a >= (1.0f / 64.0f))
244 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
245 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
246 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
256 // force lightmap upload
258 surface->cached_dlight = true;
262 if (node->children[0]->plane)
264 if (node->children[1]->plane)
266 R_StainNode(node->children[0], model, origin, radius, fcolor);
267 node = node->children[1];
272 node = node->children[0];
276 else if (node->children[1]->plane)
278 node = node->children[1];
283 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)
287 entity_render_t *ent;
290 if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata)
295 fcolor[3] = ca1 * (1.0f / 64.0f);
296 fcolor[4] = cr2 - cr1;
297 fcolor[5] = cg2 - cg1;
298 fcolor[6] = cb2 - cb1;
299 fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
301 R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
303 // look for embedded bmodels
304 for (n = 0;n < cl.num_brushmodel_entities;n++)
306 ent = &cl.entities[cl.brushmodel_entities[n]].render;
308 if (model && model->name[0] == '*')
310 if (model->brush.data_nodes)
312 Matrix4x4_Transform(&ent->inversematrix, origin, org);
313 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
321 =============================================================
325 =============================================================
328 static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
330 // due to the hacky nature of this function's parameters, this is never
331 // called with a batch, so numsurfaces is always 1, and the surfacelist
332 // contains only a leaf number for coloring purposes
333 const mportal_t *portal = (mportal_t *)ent;
336 float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
338 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
341 GL_CullFace(GL_NONE);
342 R_Mesh_Matrix(&identitymatrix);
344 numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
346 R_Mesh_VertexPointer(vertex3f);
347 R_Mesh_ColorPointer(NULL);
348 R_Mesh_ResetTextureState();
351 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
352 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
353 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
355 for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
356 VectorCopy(portal->points[i].position, v);
357 R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements);
360 // LordHavoc: this is just a nice debugging tool, very slow
361 void R_DrawPortals(void)
366 model_t *model = r_refdef.worldmodel;
369 for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
371 if (r_viewcache.world_leafvisible[leafnum])
373 //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
374 for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
376 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
377 if (!R_CullBox(portal->mins, portal->maxs))
380 for (i = 0;i < portal->numpoints;i++)
381 VectorAdd(center, portal->points[i].position, center);
382 f = ixtable[portal->numpoints];
383 VectorScale(center, f, center);
384 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight);
391 void R_View_WorldVisibility(void)
396 model_t *model = r_refdef.worldmodel;
401 // if possible find the leaf the view origin is in
402 viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_view.origin) : NULL;
403 // if possible fetch the visible cluster bits
404 if (!r_lockpvs.integer && model->brush.FatPVS)
405 model->brush.FatPVS(model, r_view.origin, 2, r_viewcache.world_pvsbits, sizeof(r_viewcache.world_pvsbits));
407 if (!r_lockvisibility.integer)
409 // clear the visible surface and leaf flags arrays
410 memset(r_viewcache.world_surfacevisible, 0, model->num_surfaces);
411 memset(r_viewcache.world_leafvisible, 0, model->brush.num_leafs);
413 r_viewcache.world_novis = false;
415 // if floating around in the void (no pvs data available, and no
416 // portals available), simply use all on-screen leafs.
417 if (!viewleaf || viewleaf->clusterindex < 0)
419 // no visibility method: (used when floating around in the void)
420 // simply cull each leaf to the frustum (view pyramid)
421 // similar to quake's RecursiveWorldNode but without cache misses
422 r_viewcache.world_novis = true;
423 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
425 // if leaf is in current pvs and on the screen, mark its surfaces
426 if (!R_CullBox(leaf->mins, leaf->maxs))
428 r_refdef.stats.world_leafs++;
429 r_viewcache.world_leafvisible[j] = true;
430 if (leaf->numleafsurfaces)
431 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
432 r_viewcache.world_surfacevisible[*mark] = true;
436 // if the user prefers to disable portal culling (testing?), simply
437 // use all on-screen leafs that are in the pvs.
438 else if (!r_useportalculling.integer)
441 // simply check if each leaf is in the Potentially Visible Set,
442 // and cull to frustum (view pyramid)
443 // similar to quake's RecursiveWorldNode but without cache misses
444 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
446 // if leaf is in current pvs and on the screen, mark its surfaces
447 if (CHECKPVSBIT(r_viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
449 r_refdef.stats.world_leafs++;
450 r_viewcache.world_leafvisible[j] = true;
451 if (leaf->numleafsurfaces)
452 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
453 r_viewcache.world_surfacevisible[*mark] = true;
457 // otherwise use a recursive portal flow, culling each portal to
458 // frustum and checking if the leaf the portal leads to is in the pvs
463 mleaf_t *leafstack[8192];
464 // simple-frustum portal method:
465 // follows portals leading outward from viewleaf, does not venture
466 // offscreen or into leafs that are not visible, faster than
467 // Quake's RecursiveWorldNode and vastly better in unvised maps,
468 // often culls some surfaces that pvs alone would miss
469 // (such as a room in pvs that is hidden behind a wall, but the
470 // passage leading to the room is off-screen)
471 leafstack[0] = viewleaf;
475 r_refdef.stats.world_leafs++;
476 leaf = leafstack[--leafstackpos];
477 r_viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
478 // mark any surfaces bounding this leaf
479 if (leaf->numleafsurfaces)
480 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
481 r_viewcache.world_surfacevisible[*mark] = true;
482 // follow portals into other leafs
484 // if viewer is behind portal (portal faces outward into the scene)
485 // and the portal polygon's bounding box is on the screen
486 // and the leaf has not been visited yet
487 // and the leaf is visible in the pvs
488 // (the first two checks won't cause as many cache misses as the leaf checks)
489 for (p = leaf->portals;p;p = p->next)
491 r_refdef.stats.world_portals++;
492 if (DotProduct(r_view.origin, p->plane.normal) < (p->plane.dist + 1)
493 && !r_viewcache.world_leafvisible[p->past - model->brush.data_leafs]
494 && CHECKPVSBIT(r_viewcache.world_pvsbits, p->past->clusterindex)
495 && !R_CullBox(p->mins, p->maxs)
496 && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
497 leafstack[leafstackpos++] = p->past;
504 void R_Q1BSP_DrawSky(entity_render_t *ent)
506 if (ent->model == NULL)
508 if (ent == r_refdef.worldentity)
509 R_DrawWorldSurfaces(true);
511 R_DrawModelSurfaces(ent, true);
514 void R_Q1BSP_Draw(entity_render_t *ent)
516 model_t *model = ent->model;
519 if (ent == r_refdef.worldentity)
520 R_DrawWorldSurfaces(false);
522 R_DrawModelSurfaces(ent, false);
525 typedef struct r_q1bsp_getlightinfo_s
528 vec3_t relativelightorigin;
531 unsigned char *outleafpvs;
534 unsigned char *outsurfacepvs;
535 unsigned char *tempsurfacepvs;
536 unsigned char *outshadowtrispvs;
537 unsigned char *outlighttrispvs;
543 const unsigned char *pvs;
544 qboolean svbsp_active;
545 qboolean svbsp_insertoccluder;
547 r_q1bsp_getlightinfo_t;
549 void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
555 mplane_t *plane = node->plane;
556 //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
562 if (info->lightmins[plane->type] > plane->dist)
563 node = node->children[0];
564 else if (info->lightmaxs[plane->type] < plane->dist)
565 node = node->children[1];
566 else if (info->relativelightorigin[plane->type] >= plane->dist)
568 R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
569 node = node->children[1];
573 R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
574 node = node->children[0];
579 sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
582 // recurse front side first because the svbsp building prefers it
583 if (PlaneDist(info->relativelightorigin, plane) >= 0)
585 R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
586 node = node->children[1];
590 R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
591 node = node->children[0];
595 return; // ERROR: NAN bounding box!
597 node = node->children[sides - 1];
600 leaf = (mleaf_t *)node;
601 if (info->svbsp_active)
605 double points[128][3];
606 for (portal = leaf->portals;portal;portal = portal->next)
608 for (i = 0;i < portal->numpoints;i++)
609 VectorCopy(portal->points[i].position, points[i]);
610 if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
614 return; // no portals of this leaf visible
618 if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
621 // inserting occluders does not alter the leaf info
622 if (!info->svbsp_insertoccluder)
624 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
625 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
626 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
627 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
628 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
629 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
630 if (info->outleafpvs)
632 int leafindex = leaf - info->model->brush.data_leafs;
633 if (!CHECKPVSBIT(info->outleafpvs, leafindex))
635 SETPVSBIT(info->outleafpvs, leafindex);
636 info->outleaflist[info->outnumleafs++] = leafindex;
640 if (info->outsurfacepvs)
642 int leafsurfaceindex;
644 int triangleindex, t;
649 for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
651 surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
652 if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
654 surface = info->model->data_surfaces + surfaceindex;
655 if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
656 && (!info->svbsp_insertoccluder || !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)))
658 qboolean addedtris = false;
659 qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
660 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
662 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
663 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
664 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
665 if (insidebox || TriangleOverlapsBox(v[0], v[1], v[2], info->lightmins, info->lightmaxs))
667 if (info->svbsp_insertoccluder)
669 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
671 if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
673 VectorCopy(v[0], v2[0]);
674 VectorCopy(v[1], v2[1]);
675 VectorCopy(v[2], v2[2]);
676 if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0) & 2))
682 if (info->svbsp_active)
684 VectorCopy(v[0], v2[0]);
685 VectorCopy(v[1], v2[1]);
686 VectorCopy(v[2], v2[2]);
687 if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
690 if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE)
692 // if the material is double sided we
693 // can't cull by direction
694 SETPVSBIT(info->outlighttrispvs, t);
696 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
697 SETPVSBIT(info->outshadowtrispvs, t);
699 else if (r_shadow_frontsidecasting.integer)
701 // front side casting occludes backfaces,
702 // so they are completely useless as both
703 // casters and lit polygons
704 if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
706 SETPVSBIT(info->outlighttrispvs, t);
708 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
709 SETPVSBIT(info->outshadowtrispvs, t);
713 // back side casting does not occlude
714 // anything so we can't cull lit polygons
715 SETPVSBIT(info->outlighttrispvs, t);
717 if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
718 SETPVSBIT(info->outshadowtrispvs, t);
725 SETPVSBIT(info->outsurfacepvs, surfaceindex);
726 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
734 void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
739 VectorCopy(info->relativelightorigin, origin);
742 r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18);
743 r_svbsp.nodes = Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
745 info->svbsp_active = true;
746 info->svbsp_insertoccluder = true;
749 SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
750 R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
751 // if that failed, retry with more nodes
752 if (r_svbsp.ranoutofnodes)
754 // an upper limit is imposed
755 if (r_svbsp.maxnodes >= 2<<22)
757 Mem_Free(r_svbsp.nodes);
758 r_svbsp.maxnodes *= 2;
759 r_svbsp.nodes = Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
764 // now clear the surfacepvs array because we need to redo it
765 memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
766 info->outnumsurfaces = 0;
769 info->svbsp_active = false;
771 // we HAVE to mark the leaf the light is in as lit, because portals are
772 // irrelevant to a leaf that the light source is inside of
773 // (and they are all facing away, too)
775 mnode_t *node = info->model->brush.data_nodes;
778 node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
779 leaf = (mleaf_t *)node;
780 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
781 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
782 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
783 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
784 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
785 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
786 if (info->outleafpvs)
788 int leafindex = leaf - info->model->brush.data_leafs;
789 if (!CHECKPVSBIT(info->outleafpvs, leafindex))
791 SETPVSBIT(info->outleafpvs, leafindex);
792 info->outleaflist[info->outnumleafs++] = leafindex;
797 info->svbsp_insertoccluder = false;
798 R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
799 if (developer.integer >= 100 && use_svbsp)
801 Con_Printf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
802 Con_Printf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected);
803 Con_Printf("queries : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected);
807 void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs)
809 r_q1bsp_getlightinfo_t info;
810 VectorCopy(relativelightorigin, info.relativelightorigin);
811 info.lightradius = lightradius;
812 info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
813 info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
814 info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
815 info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
816 info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
817 info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
818 if (ent->model == NULL)
820 VectorCopy(info.lightmins, outmins);
821 VectorCopy(info.lightmaxs, outmaxs);
822 *outnumleafspointer = 0;
823 *outnumsurfacespointer = 0;
826 info.model = ent->model;
827 info.outleaflist = outleaflist;
828 info.outleafpvs = outleafpvs;
829 info.outnumleafs = 0;
830 info.outsurfacelist = outsurfacelist;
831 info.outsurfacepvs = outsurfacepvs;
832 info.outshadowtrispvs = outshadowtrispvs;
833 info.outlighttrispvs = outlighttrispvs;
834 info.outnumsurfaces = 0;
835 VectorCopy(info.relativelightorigin, info.outmins);
836 VectorCopy(info.relativelightorigin, info.outmaxs);
837 memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
838 memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
839 if (info.model->brush.shadowmesh)
840 memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
842 memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
843 memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
844 if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
845 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
848 R_UpdateAllTextureInfo(ent);
850 if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer)
852 // use portal recursion for exact light volume culling, and exact surface checking
853 Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs);
855 else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer)
857 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
858 Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs);
862 // recurse the bsp tree, checking leafs and surfaces for visibility
863 // optionally using svbsp for exact culling of compiled lights
864 // (or if the user enables dlight svbsp culling, which is mostly for
865 // debugging not actual use)
866 R_Q1BSP_CallRecursiveGetLightInfo(&info, r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer);
869 // limit combined leaf box to light boundaries
870 outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
871 outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
872 outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
873 outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
874 outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
875 outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
877 *outnumleafspointer = info.outnumleafs;
878 *outnumsurfacespointer = info.outnumsurfaces;
881 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
883 model_t *model = ent->model;
885 int surfacelistindex;
886 float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
887 r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
888 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
889 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
891 surface = model->data_surfaces + surfacelist[surfacelistindex];
892 if (surface->texture->currentframe->basematerialflags & MATERIALFLAG_NOSHADOW)
894 R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
896 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
897 r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
900 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
902 model_t *model = ent->model;
904 int modelsurfacelistindex;
905 float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
906 // check the box in modelspace, it was already checked in worldspace
907 if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
909 R_UpdateAllTextureInfo(ent);
910 if (model->brush.shadowmesh)
912 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
913 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
915 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
916 if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
918 R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
920 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
924 projectdistance = lightradius + model->radius*2;
925 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
926 // identify lit faces within the bounding box
927 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
929 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
930 rsurface_texture = surface->texture->currentframe;
931 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
933 RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
934 R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
936 R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
940 #define BATCHSIZE 1024
942 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
944 int i, j, endsurface;
947 // note: in practice this never actually receives batches), oh well
948 R_Shadow_RenderMode_Begin();
949 R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
950 R_Shadow_RenderMode_Lighting(false, true);
951 R_Shadow_SetupEntityLight(ent);
952 for (i = 0;i < numsurfaces;i = j)
955 surface = rsurface_model->data_surfaces + surfacelist[i];
956 t = surface->texture;
957 R_UpdateTextureInfo(ent, t);
958 rsurface_texture = t->currentframe;
959 endsurface = min(j + BATCHSIZE, numsurfaces);
960 for (j = i;j < endsurface;j++)
962 surface = rsurface_model->data_surfaces + surfacelist[j];
963 if (t != surface->texture)
965 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
966 R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, ent->model->surfmesh.data_element3i + surface->num_firsttriangle * 3);
969 R_Shadow_RenderMode_End();
972 #define RSURF_MAX_BATCHSURFACES 1024
974 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs)
976 model_t *model = ent->model;
978 int i, k, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex;
979 const int *element3i;
980 msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
981 int batchelements[BATCHSIZE*3];
984 RSurf_ActiveModelEntity(ent, true, true);
985 R_UpdateAllTextureInfo(ent);
987 element3i = rsurface_model->surfmesh.data_element3i;
988 // this is a double loop because non-visible surface skipping has to be
989 // fast, and even if this is not the world model (and hence no visibility
990 // checking) the input surface list and batch buffer are different formats
991 // so some processing is necessary. (luckily models have few surfaces)
992 for (i = 0;i < numsurfaces;)
994 batchnumsurfaces = 0;
995 endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
996 if (ent == r_refdef.worldentity)
998 for (;i < endsurface;i++)
999 if (r_viewcache.world_surfacevisible[surfacelist[i]])
1000 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1004 for (;i < endsurface;i++)
1005 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1007 if (!batchnumsurfaces)
1009 for (k = 0;k < batchnumsurfaces;k = l)
1011 surface = batchsurfacelist[k];
1012 tex = surface->texture;
1013 rsurface_texture = tex->currentframe;
1014 if (rsurface_texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER))
1016 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
1018 vec3_t tempcenter, center;
1019 for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++)
1021 surface = batchsurfacelist[l];
1022 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
1023 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
1024 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
1025 Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
1026 R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
1031 batchnumtriangles = 0;
1032 // note: this only accepts consecutive surfaces because
1033 // non-consecutive surfaces often have extreme vertex
1034 // ranges (due to large numbers of surfaces omitted
1036 surface = batchsurfacelist[k];
1037 for (l = k;l < batchnumsurfaces && surface == batchsurfacelist[l] && tex == surface->texture;l++, surface++)
1039 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
1040 for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
1042 if (r_shadow_culltriangles.integer)
1046 if (!CHECKPVSBIT(trispvs, m))
1051 if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(r_shadow_entitylightorigin, rsurface_vertex3f + element3i[m*3+0]*3, rsurface_vertex3f + element3i[m*3+1]*3, rsurface_vertex3f + element3i[m*3+2]*3))
1055 batchelements[batchnumtriangles*3+0] = element3i[m*3+0];
1056 batchelements[batchnumtriangles*3+1] = element3i[m*3+1];
1057 batchelements[batchnumtriangles*3+2] = element3i[m*3+2];
1058 batchnumtriangles++;
1059 r_refdef.stats.lights_lighttriangles++;
1060 if (batchnumtriangles >= BATCHSIZE)
1062 Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
1063 R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements);
1064 batchnumtriangles = 0;
1067 r_refdef.stats.lights_lighttriangles += batchsurfacelist[l]->num_triangles;
1069 if (batchnumtriangles > 0)
1071 Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
1072 R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements);
1078 // skip ahead to the next texture
1079 for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++)
1087 void R_ReplaceWorldTexture (void)
1092 const char *r, *newt;
1093 m = r_refdef.worldmodel;
1097 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
1098 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
1101 if(!cl.islocalgame || !cl.worldmodel)
1103 Con_Print("This command works only in singleplayer\n");
1110 for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1112 if(t->width && !strcasecmp(t->name, r))
1114 if(Mod_LoadSkinFrame(&t->skinframes[0], (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer))
1116 Con_Printf("%s replaced with %s\n", r, newt);
1121 Con_Printf("%s was not found\n", newt);
1122 Mod_LoadSkinFrame(&t->skinframes[0], (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default
1130 void R_ListWorldTextures (void)
1135 m = r_refdef.worldmodel;
1137 Con_Print("Worldmodel textures :\n");
1138 for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1139 if (t->numskinframes)
1140 Con_Printf("%s\n", t->name);
1144 static void gl_surf_start(void)
1148 static void gl_surf_shutdown(void)
1152 static void gl_surf_newmap(void)
1157 void GL_Surf_Init(void)
1160 Cvar_RegisterVariable(&r_ambient);
1161 Cvar_RegisterVariable(&r_lockpvs);
1162 Cvar_RegisterVariable(&r_lockvisibility);
1163 Cvar_RegisterVariable(&r_useportalculling);
1164 Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
1166 Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes"); // By [515]
1167 Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515]
1169 //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);