#include "quakedef.h"
-extern int skytexturenum;
-
int lightmap_textures;
-signed blocklights[18*18*3]; // LordHavoc: *3 for colored lighting
+signed int blocklights[18*18*3]; // LordHavoc: *3 for colored lighting
// LordHavoc: skinny but tall lightmaps for quicker subimage uploads
#define BLOCK_WIDTH 128
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", "0"};
+cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "1"};
cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"};
cvar_t gl_nosubimage = {"gl_nosubimage", "0"};
cvar_t r_ambient = {"r_ambient", "0"};
cvar_t gl_vertex = {"gl_vertex", "0"};
cvar_t gl_texsort = {"gl_texsort", "1"};
-//cvar_t gl_funnywalls = {"gl_funnywalls", "0"}; // LordHavoc: see BuildSurfaceDisplayList
+cvar_t r_newworldnode = {"r_newworldnode", "0"};
+cvar_t r_oldclip = {"r_oldclip", "1"};
+cvar_t r_dlightmap = {"r_dlightmap", "1"};
qboolean lightmaprgba, nosubimagefragments, nosubimage, skyisvisible;
int lightmapbytes;
Cvar_RegisterVariable(&gl_nosubimagefragments);
Cvar_RegisterVariable(&gl_nosubimage);
Cvar_RegisterVariable(&r_ambient);
-// Cvar_RegisterVariable(&gl_funnywalls);
Cvar_RegisterVariable(&gl_vertex);
Cvar_RegisterVariable(&gl_texsort);
+ Cvar_RegisterVariable(&r_newworldnode);
+ Cvar_RegisterVariable(&r_oldclip);
+ Cvar_RegisterVariable(&r_dlightmap);
// check if it's the glquake minigl driver
if (strncasecmp(gl_vendor,"3Dfx",4)==0)
if (!gl_arrays)
R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown);
}
-extern qboolean lighthalf;
+int dlightdivtable[32768];
+
+/*
+ R_AddDynamicLights
+*/
+int R_AddDynamicLights (msurface_t *surf)
+{
+ int sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, j, s, t, smax, tmax, red, green, blue, lit, dist2, impacts, impactt;
+ unsigned int *bl;
+ float dist;
+ vec3_t impact, local;
+
+ // LordHavoc: use 64bit integer... shame it's not very standardized...
+//#if _MSC_VER || __BORLANDC__
+// __int64 k;
+//#else
+// long long k;
+//#endif
+
+ // LordHavoc: later note: MSVC and hopefully all other C compilers use a 64bit result for 32bit*32bit multiply, so that was not necessary
+ int k;
+
+ lit = false;
+
+ if (!dlightdivtable[1])
+ {
+ dlightdivtable[0] = 4194304;
+ for (s = 1; s < 32768; s++)
+ dlightdivtable[s] = 4194304 / (s << 7);
+ }
+
+ smax = (surf->extents[0] >> 4) + 1;
+ tmax = (surf->extents[1] >> 4) + 1;
+
+ for (lnum = 0; lnum < MAX_DLIGHTS; lnum++)
+ {
+ if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+ continue; // not lit by this light
+
+ VectorSubtract (cl_dlights[lnum].origin, currententity->origin, local);
+ dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+
+ // for comparisons to minimum acceptable light
+ maxdist = (int) ((cl_dlights[lnum].radius * cl_dlights[lnum].radius) * LIGHTSCALE);
+
+ // clamp radius to avoid exceeding 32768 entry division table
+ if (maxdist > 4194304)
+ maxdist = 4194304;
+
+ dist2 = dist * dist;
+ if (dist2 >= maxdist)
+ continue;
+
+ impact[0] = cl_dlights[lnum].origin[0] - surf->plane->normal[0] * dist;
+ impact[1] = cl_dlights[lnum].origin[1] - surf->plane->normal[1] * dist;
+ impact[2] = cl_dlights[lnum].origin[2] - surf->plane->normal[2] * dist;
+
+ impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+ impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+ s = bound(0, impacts, smax * 16) - impacts;
+ t = bound(0, impactt, tmax * 16) - impactt;
+ i = s * s + t * t + dist2;
+ if (i > maxdist)
+ continue;
+
+ // reduce calculations
+ for (s = 0, i = impacts; s < smax; s++, i -= 16)
+ sdtable[s] = i * i + dist2;
+
+ maxdist3 = maxdist - (int) (dist * dist);
+
+ // convert to 8.8 blocklights format and scale up by radius
+ red = cl_dlights[lnum].color[0] * maxdist;
+ green = cl_dlights[lnum].color[1] * maxdist;
+ blue = cl_dlights[lnum].color[2] * maxdist;
+ bl = blocklights;
+
+ 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];
+ j = (red * k) >> 9;bl[0] += j;
+ j = (green * k) >> 9;bl[1] += j;
+ j = (blue * k) >> 9;bl[2] += j;
+ lit = true;
+ }
+ bl += 3;
+ }
+ }
+ else // skip line
+ bl += smax * 3;
+ }
+ }
+ return lit;
+}
+
+
/*
===============
R_BuildLightMap
void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
{
int smax, tmax;
- int t;
- int i, j, size;
+ int i, j, size, size3;
byte *lightmap;
int scale;
int maps;
int *bl;
+ surf->cached_dlight = 0;
surf->cached_lighthalf = lighthalf;
surf->cached_ambient = r_ambient.value;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
size = smax*tmax;
+ size3 = size*3;
lightmap = surf->samples;
// set to full bright if no light data
else
{
// 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++)
+ if (j)
{
- *bl++ = j;
- *bl++ = j;
- *bl++ = j;
+ bl = blocklights;
+ for (i = 0;i < size3;i++)
+ *bl++ = j;
}
+ else
+ memset(&blocklights[0], 0, size*3*sizeof(int));
// add all the lightmaps
if (lightmap)
+ {
for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
{
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;
+ for (i = 0;i < size3;i++)
*bl++ += *lightmap++ * scale;
- }
}
+ }
+ if (r_dlightmap.value && surf->dlightframe == r_dlightframecount)
+ if ((surf->cached_dlight = R_AddDynamicLights(surf)))
+ c_light_polys++;
}
stride -= (smax*lightmapbytes);
bl = blocklights;
// the image is brightened as a processing pass
if (lightmaprgba)
{
- for (i=0 ; i<tmax ; i++, dest += stride)
+ for (i = 0;i < tmax;i++, dest += stride)
{
- for (j=0 ; j<smax ; j++)
+ for (j = 0;j < smax;j++, bl += 3, dest += 4)
{
- 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;
+ dest[0] = min(bl[0] >> 8, 255);
+ dest[1] = min(bl[1] >> 8, 255);
+ dest[2] = min(bl[2] >> 8, 255);
+ dest[3] = 255;
}
}
}
else
{
- for (i=0 ; i<tmax ; i++, dest += stride)
+ for (i = 0;i < tmax;i++, dest += stride)
{
- for (j=0 ; j<smax ; j++)
+ for (j = 0;j < smax;j++, bl += 3, dest += 3)
{
- 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[0] = min(bl[0] >> 8, 255);
+ dest[1] = min(bl[1] >> 8, 255);
+ dest[2] = min(bl[2] >> 8, 255);
}
}
}
{
if (lightmaprgba)
{
- for (i=0 ; i<tmax ; i++, dest += stride)
+ for (i = 0;i < tmax;i++, dest += stride)
{
- for (j=0 ; j<smax ; j++)
+ for (j = 0;j < smax;j++, bl += 3, dest += 4)
{
- 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;
+ dest[0] = min(bl[0] >> 7, 255);
+ dest[1] = min(bl[1] >> 7, 255);
+ dest[2] = min(bl[2] >> 7, 255);
+ dest[3] = 255;
}
}
}
else
{
- for (i=0 ; i<tmax ; i++, dest += stride)
+ for (i = 0;i < tmax;i++, dest += stride)
{
- for (j=0 ; j<smax ; j++)
+ for (j = 0;j < smax;j++, bl += 3, dest += 3)
{
- 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[0] = min(bl[0] >> 7, 255);
+ dest[1] = min(bl[1] >> 7, 255);
+ dest[2] = min(bl[2] >> 7, 255);
}
}
}
cg = light->color[1];
cb = light->color[2];
radius = light->radius*light->radius*LIGHTSCALE;
- radius2 = radius * (256.0f / LIGHTSCALE);
+ radius2 = radius * (256.0f / LIGHTSCALE2);
wv = wvert;
for (p = polys;p;p = p->next)
{
void RSurf_DrawWater(msurface_t *s, texture_t *t, int transform, int alpha)
{
int i;
- float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
+ float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(cl.time * TURBSCALE + 96.0) & 255];
glpoly_t *p;
float *wv, *v;
wv = wvert;
else
VectorCopy(v, wv);
if (r_waterripple.value)
- wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
+ wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
wv[3] = wv[4] = wv[5] = 128.0f;
wv += 6;
}
}
- if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+ if (s->dlightframe == r_dlightframecount)
RSurf_Light(s->dlightbits, s->polys);
wv = wvert;
// FIXME: make fog texture if water texture is transparent?
// check for lightmap modification
if (r_dynamic.value)
{
- if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf
- || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
- || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
- || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
- || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
+ if (s->cached_dlight
+ || (r_dlightmap.value && s->dlightframe == r_dlightframecount)
+ || r_ambient.value != s->cached_ambient
+ || lighthalf != s->cached_lighthalf
+ || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
+ || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
+ || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
+ || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
R_UpdateLightmap(s, s->lightmaptexturenum);
}
wv = wvert;
}
if ((currentwallpoly + polys > MAX_WALLPOLYS) || (currentwallvert+verts > MAX_WALLVERTS))
return;
- if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+ if ((!r_dlightmap.value) && s->dlightframe == r_dlightframecount)
lit = RSurf_Light(s->dlightbits, s->polys);
wv = wvert;
wp = &wallpoly[currentwallpoly];
wv += 6;
}
}
- if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+ if (s->dlightframe == r_dlightframecount)
RSurf_Light(s->dlightbits, s->polys);
wv = wvert;
if (isbmodel && (currententity->colormod[0] != 1 || currententity->colormod[1] != 1 || currententity->colormod[2] != 1))
if (R_CullBox (mins, maxs))
return;
+ c_bmodels++;
+
VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
if (rotated)
{
void R_StoreEfrags (efrag_t **ppefrag);
+void R_NewWorldNode ()
+{
+ int l, texsort = gl_texsort.value, vertex = gl_vertex.value;
+ mleaf_t *leaf;
+ msurface_t *surf, **mark, **endmark;
+
+ for (l = 0, leaf = cl.worldmodel->leafs;l < cl.worldmodel->numleafs;l++, leaf++)
+ {
+ if ((leaf->visframe == r_visframecount) && (leaf->efrags || leaf->nummarksurfaces))
+ {
+ if (R_CullBox(leaf->minmaxs, leaf->minmaxs+3))
+ continue;
+
+ c_leafs++;
+
+ // deal with model fragments in this leaf
+ if (leaf->efrags)
+ R_StoreEfrags (&leaf->efrags);
+
+ if (leaf->nummarksurfaces)
+ {
+ mark = leaf->firstmarksurface;
+ endmark = mark + leaf->nummarksurfaces;
+ do
+ {
+ surf = *mark++;
+ // make sure surfaces are only processed once
+ if (surf->worldnodeframe == r_framecount)
+ continue;
+ surf->worldnodeframe = r_framecount;
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+ {
+ if ( (surf->flags & SURF_PLANEBACK))
+ {
+ surf->visframe = r_framecount;
+ c_faces++;
+ if (texsort)
+ {
+ surf->texturechain = surf->texinfo->texture->texturechain;
+ surf->texinfo->texture->texturechain = surf;
+ }
+ else
+ R_DrawSurf(surf, false, vertex);
+ }
+ }
+ else
+ {
+ if (!(surf->flags & SURF_PLANEBACK))
+ {
+ surf->visframe = r_framecount;
+ c_faces++;
+ if (texsort)
+ {
+ surf->texturechain = surf->texinfo->texture->texturechain;
+ surf->texinfo->texture->texturechain = surf;
+ }
+ else
+ R_DrawSurf(surf, false, vertex);
+ }
+ }
+ }
+ while (mark < endmark);
+ }
+ }
+ }
+}
+
struct nodestack_s
{
int side;
mnode_t *node;
+ int noclipping;
} nodestack[8192];
/*
*/
void R_WorldNode ()
{
- int side, texsort, vertex;
+ int side, texsort = gl_texsort.value, vertex = gl_vertex.value, ca, cb, cc, cd, noclipping = false, oldclip = r_oldclip.value;
struct nodestack_s *nstack;
mnode_t *node;
mleaf_t *pleaf;
msurface_t *surf, *endsurf, **mark, **endmark;
nstack = nodestack;
- texsort = gl_texsort.value;
- vertex = gl_vertex.value;
if (!(node = cl.worldmodel->nodes))
return;
while(1)
{
+ if (oldclip)
+ {
+ if (R_CullBox(node->minmaxs, node->minmaxs+3))
+ {
+backupstack:
+ if (nstack <= nodestack)
+ break;
+ nstack--;
+ node = nstack->node;
+ side = nstack->side;
+ noclipping = nstack->noclipping;
+ goto loc0;
+ }
+ }
+ else
+ if (!noclipping)
+ {
+ ca = frustum[0].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[0]);if (ca == 2) goto backupstack; // completely clipped away
+ cb = frustum[1].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[1]);if (cb == 2) goto backupstack; // completely clipped away
+ cc = frustum[2].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[2]);if (cc == 2) goto backupstack; // completely clipped away
+ cd = frustum[3].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[3]);if (cd == 2) goto backupstack; // completely clipped away
+ if (ca == 0 && cb == 0 && cc == 0 && cd == 0)
+ noclipping = true; // not clipped at all, no need to clip any children of this node
+ // partially clipped node
+ }
// if a leaf node, draw stuff
if (node->contents < 0)
{
nstack--;
node = nstack->node;
side = nstack->side;
+ noclipping = nstack->noclipping;
goto loc0;
}
side = PlaneDist(modelorg, node->plane) < node->plane->dist;
// recurse down the children, front side first
- if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3))
+ if (node->children[side]->visframe == r_visframecount)
{
nstack->node = node;
nstack->side = !side; // go down back side when we come back up
+ nstack->noclipping = noclipping;
nstack++;
node = node->children[side];
continue;
{
if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
{
+ c_faces++;
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = surf;
}
+ else
+ surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it
surf++;
}
while (surf < endsurf);
{
if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
{
+ c_faces++;
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = surf;
}
+ else
+ surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it
surf++;
}
while (surf < endsurf);
do
{
if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
+ {
+ c_faces++;
R_DrawSurf(surf, false, vertex);
+ }
+ else
+ surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it
surf++;
}
while (surf < endsurf);
do
{
if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+ {
+ c_faces++;
R_DrawSurf(surf, false, vertex);
+ }
+ else
+ surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it
surf++;
}
while (surf < endsurf);
}
// recurse down the back side
- if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3))
+ if (node->children[side]->visframe == r_visframecount)
{
node = node->children[side];
continue;
nstack--;
node = nstack->node;
side = nstack->side;
+ noclipping = nstack->noclipping;
goto loc0;
}
}
softwaretransformidentity(); // LordHavoc: clear transform
if (cl.worldmodel)
- R_WorldNode ();
+ {
+ if (r_newworldnode.value)
+ R_NewWorldNode ();
+ else
+ R_WorldNode ();
+ }
R_PushDlights (); // now mark the lit surfaces
if (nosubimagefragments || nosubimage)
{
if (!lightmaps[texnum])
- lightmaps[texnum] = calloc(BLOCK_WIDTH*BLOCK_HEIGHT*4, 1);
+ {
+ lightmaps[texnum] = qmalloc(BLOCK_WIDTH*BLOCK_HEIGHT*4);
+ memset(lightmaps[texnum], 0, BLOCK_WIDTH*BLOCK_HEIGHT*4);
+ }
}
// LordHavoc: clear texture to blank image, fragments are uploaded using subimage
else if (!allocated[texnum][0])
//
// draw texture
//
- poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
+ poly = Hunk_AllocName (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float), "surfaces");
poly->next = fa->polys;
poly->flags = fa->flags;
fa->polys = poly;