#define BLOCK_HEIGHT 128
// LordHavoc: increased lightmap limit from 64 to 1024
#define MAX_LIGHTMAPS 1024
-#define LIGHTMAPSIZE (BLOCK_WIDTH*BLOCK_HEIGHT*3)
+#define LIGHTMAPSIZE (BLOCK_WIDTH*BLOCK_HEIGHT*4)
int active_lightmaps;
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_lightmaprgba = {"gl_lightmaprgba", "0"};
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
-qboolean lightmaprgba, nosubimagefragments, nosubimage;
+qboolean lightmaprgba, nosubimagefragments, nosubimage, skyisvisible;
int lightmapbytes;
-qboolean skyisvisible;
extern qboolean gl_arrays;
-void glrsurf_init()
+extern int r_dlightframecount;
+
+void gl_surf_start()
+{
+}
+
+void gl_surf_shutdown()
+{
+}
+
+void GL_Surf_Init()
{
int i;
for (i = 0;i < MAX_LIGHTMAPS;i++)
Cvar_RegisterVariable(&gl_lightmaprgba);
Cvar_RegisterVariable(&gl_nosubimagefragments);
Cvar_RegisterVariable(&gl_nosubimage);
+ Cvar_RegisterVariable(&r_ambient);
+// Cvar_RegisterVariable(&gl_funnywalls);
+ Cvar_RegisterVariable(&gl_vertex);
+ Cvar_RegisterVariable(&gl_texsort);
// 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_nosubimagefragments", 1);
// Cvar_SetValue("gl_nosubimage", 1);
Cvar_SetValue("gl_lightmode", 0);
}
-}
-
-int dlightdivtable[8192];
-int dlightdivtableinitialized = 0;
-/*
-===============
-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 (!dlightdivtableinitialized)
- {
- dlightdivtable[0] = 1048576 >> 7;
- for (s = 1;s < 8192;s++)
- dlightdivtable[s] = 1048576 / (s << 7);
- dlightdivtableinitialized = 1;
- }
-
- 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 (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;
-
- // 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)
- {
- 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;
- }
- else // negate for darklight
- {
- 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;
- }
- bl = blocklights;
- for (t = 0;t < tmax;t++,i -= 16)
- {
- td = i*i;
- if (td < maxdist3) // make sure some part of it is visible on this line
- {
- 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;
- }
- bl += 3;
- }
- }
- else
- bl+=smax*3; // skip line
- }
- }
+ R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown);
}
extern qboolean lighthalf;
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;
{
// 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++)
{
- *bl++ = 0;
- *bl++ = 0;
- *bl++ = 0;
+ *bl++ = j;
+ *bl++ = j;
+ *bl++ = j;
}
// add all the lightmaps
*bl++ += *lightmap++ * scale;
}
}
-
-// add all the dynamic lights
- if (surf->dlightframe == r_framecount)
- R_AddDynamicLights (surf);
}
stride -= (smax*lightmapbytes);
bl = blocklights;
{
int smax, tmax;
// upload the new lightmap texture fragment
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
+ if(r_upload.value)
+ glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
if (nosubimage || nosubimagefragments)
{
if (lightmapupdate[lnum][0] > s->light_t)
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);
+ if(r_upload.value)
+ 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);
+ if(r_upload.value)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
}
}
}
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"
{
if (lightmapupdate[i][0] < lightmapupdate[i][1])
{
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
- if (nosubimage)
+ if(r_upload.value)
{
- if (lightmaprgba)
- glTexImage2D(GL_TEXTURE_2D, 0, 4, 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
- {
- 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]));
+ 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
- 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]));
+ {
+ 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]));
+ }
}
}
lightmapupdate[i][0] = BLOCK_HEIGHT;
}
}
-/*
-================
-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];
+float wvert[1024*6]; // used by the following functions
- // first the sky
- skypolyclear();
- for (j = 0;j < cl.worldmodel->numtextures;j++)
+void RSurf_DrawSky(msurface_t *s, int transform)
+{
+ glpoly_t *p;
+ int i;
+ float *v;
+ for (p=s->polys ; p ; p=p->next)
{
- 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)
+ if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
{
- cl.worldmodel->textures[j]->texturechain = NULL;
- t = R_TextureAnimation (cl.worldmodel->textures[j]);
- skyisvisible = true;
- if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
+ skypoly[currentskypoly].firstvert = currentskyvert;
+ skypoly[currentskypoly++].verts = p->numverts;
+ if (transform)
{
- for (;s;s = s->texturechain)
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
{
- 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];
- }
- }
- }
+ softwaretransform(v, skyvert[currentskyvert].v);
+ currentskyvert++;
+ }
+ }
+ else
+ {
+ 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];
}
}
}
}
- skypolyrender(); // fogged sky polys, affects depth
-
- if (skyname[0] && skyisvisible && !fogenabled)
- R_Sky(); // does not affect depth, draws over the sky polys
+}
- // then walls
- wallpolyclear();
- for (j = 0;j < cl.worldmodel->numtextures;j++)
+int RSurf_Light(int *dlightbits, glpoly_t *polys)
+{
+ float cr, cg, cb, radius, radius2, f, *v, *wv;
+ int i, a, b, lit = false;
+ unsigned int c, d;
+ dlight_t *light;
+ vec_t *lightorigin;
+ glpoly_t *p;
+ for (a = 0;a < 8;a++)
{
- if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
- continue;
- if (!(s->flags & SURF_DRAWTURB))
+ if ((c = dlightbits[a]))
{
- cl.worldmodel->textures[j]->texturechain = NULL;
- t = R_TextureAnimation (cl.worldmodel->textures[j]);
- c_brush_polys++;
- for (;s;s = s->texturechain)
+ for (b = 0, d = 1;c;b++, d <<= 1)
{
- if (currentwallpoly < MAX_WALLPOLYS && currentwallvert < MAX_WALLVERTS && (currentwallvert + s->polys->numverts) <= MAX_WALLVERTS)
+ if (c & d)
{
- // check for lightmap modification
-// if (r_dynamic.value)
-// {
- if (s->dlightframe == r_framecount || s->cached_dlight || 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;
- }
-// }
- 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)
+ c -= d;
+ light = &cl_dlights[a * 32 + b];
+ lightorigin = light->origin;
+ cr = light->color[0];
+ cg = light->color[1];
+ cb = light->color[2];
+ radius = light->radius*light->radius*LIGHTSCALE;
+ radius2 = radius * (256.0f / LIGHTSCALE);
+ wv = wvert;
+ for (p = polys;p;p = p->next)
{
- 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];
+ for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ {
+ f = VectorDistance2(wv, lightorigin);
+ if (f < radius)
+ {
+ f = radius2 / (f + LIGHTOFFSET);
+ wv[3] += cr * f;
+ wv[4] += cg * f;
+ wv[5] += cb * f;
+ lit = true;
+ }
+ wv += 6;
+ }
}
}
}
}
}
- UploadLightmaps();
- wallpolyrender();
+ return lit;
+}
- // then water (water gets diverted to transpoly list)
- for (j = 0;j < cl.worldmodel->numtextures;j++)
+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];
+ glpoly_t *p;
+ float *wv, *v;
+ wv = wvert;
+ for (p = s->polys;p;p = p->next)
{
- 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)
+ for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
{
- 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_dynamicwater.value*/)
- light = true;
+ if (transform)
+ softwaretransform(v, wv);
else
- r = g = b = lighthalf ? 64 : 128;
+ 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[3] = wv[4] = wv[5] = 128.0f;
+ wv += 6;
+ }
+ }
+ if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+ RSurf_Light(s->dlightbits, s->polys);
+ wv = wvert;
+ // FIXME: make fog texture if water texture is transparent?
+ for (p=s->polys ; p ; p=p->next)
+ {
+ transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+ transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), wv[3], wv[4], wv[5], alpha);
+ transpolyend();
+ }
+}
+
+void RSurf_DrawWall(msurface_t *s, texture_t *t, int transform)
+{
+ int i, lit = false, polys = 0, verts = 0;
+ float *v, *wv;
+ glpoly_t *p;
+ wallpoly_t *wp;
+ wallvert_t *out;
+ // 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]))
+ R_UpdateLightmap(s, s->lightmaptexturenum);
+ }
+ wv = wvert;
+ for (p = s->polys;p;p = p->next)
+ {
+ for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ {
+ if (transform)
+ softwaretransform(v, wv);
+ else
+ VectorCopy(v, wv);
+ wv[3] = wv[4] = wv[5] = 0.0f;
+ wv += 6;
+ }
+ verts += p->numverts;
+ polys++;
+ }
+ if ((currentwallpoly + polys > MAX_WALLPOLYS) || (currentwallvert+verts > MAX_WALLVERTS))
+ return;
+ if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+ lit = RSurf_Light(s->dlightbits, s->polys);
+ wv = wvert;
+ wp = &wallpoly[currentwallpoly];
+ out = &wallvert[currentwallvert];
+ currentwallpoly += polys;
+ for (p = s->polys;p;p = p->next)
+ {
+ v = p->verts[0];
+ wp->texnum = (unsigned short) t->gl_texturenum;
+ wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
+ wp->glowtexnum = (unsigned short) t->gl_glowtexturenum;
+ wp->firstvert = currentwallvert;
+ wp->numverts = p->numverts;
+ wp->lit = lit;
+ wp++;
+ currentwallvert += p->numverts;
+ for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, wv += 6, out++)
+ {
+ if (lit)
{
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;
- 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();
- }
- }
- }
+ out->r = (byte) (bound(0, (int) wv[3] >> 1, 255));
+ out->g = (byte) (bound(0, (int) wv[4] >> 1, 255));
+ out->b = (byte) (bound(0, (int) wv[5] >> 1, 255));
+ out->a = 255;
}
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;
- 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();
- }
- }
- }
+ out->r = (byte) (bound(0, (int) wv[3], 255));
+ out->g = (byte) (bound(0, (int) wv[4], 255));
+ out->b = (byte) (bound(0, (int) wv[5], 255));
+ out->a = 255;
}
}
+ out->vert[0] = wv[0];
+ out->vert[1] = wv[1];
+ out->vert[2] = wv[2];
+ out->s = v[3];
+ out->t = v[4];
+ out->u = v[5];
+ out->v = v[6];
+ }
+ }
+}
+
+// LordHavoc: transparent brush models
+extern int r_dlightframecount;
+extern float modelalpha;
+
+void RSurf_DrawWallVertex(msurface_t *s, texture_t *t, int transform, int isbmodel)
+{
+ int i, alpha, size3;
+ float *v, *wv, scale;
+ glpoly_t *p;
+ byte *lm;
+ alpha = (int) (modelalpha * 255.0f);
+ size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3; // *3 for colored lighting
+ wv = wvert;
+ for (p = s->polys;p;p = p->next)
+ {
+ for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ {
+ if (transform)
+ softwaretransform(v, wv);
else
+ VectorCopy(v, wv);
+ wv[3] = wv[4] = wv[5] = r_ambient.value * 2.0f;
+ if (s->styles[0] != 255)
{
- 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;
- 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
+ lm = (byte *)((long) s->samples + (int) v[7]);
+ scale = d_lightstylevalue[s->styles[0]] * (1.0f / 128.0f);wv[3] += lm[size3*0+0] * scale;wv[4] += lm[size3*0+1] * scale;wv[5] += lm[size3*0+2] * scale;
+ if (s->styles[1] != 255)
{
- 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;
- 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
+ scale = d_lightstylevalue[s->styles[1]] * (1.0f / 128.0f);wv[3] += lm[size3*1+0] * scale;wv[4] += lm[size3*1+1] * scale;wv[5] += lm[size3*1+2] * scale;
+ if (s->styles[2] != 255)
{
- for (;s;s = s->texturechain)
+ scale = d_lightstylevalue[s->styles[2]] * (1.0f / 128.0f);wv[3] += lm[size3*2+0] * scale;wv[4] += lm[size3*2+1] * scale;wv[5] += lm[size3*2+2] * scale;
+ if (s->styles[3] != 255)
{
- 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();
- }
+ scale = d_lightstylevalue[s->styles[3]] * (1.0f / 128.0f);wv[3] += lm[size3*3+0] * scale;wv[4] += lm[size3*3+1] * scale;wv[5] += lm[size3*3+2] * scale;
}
}
}
}
+ wv += 6;
+ }
+ }
+ if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+ RSurf_Light(s->dlightbits, s->polys);
+ wv = wvert;
+ if (isbmodel && (currententity->colormod[0] != 1 || currententity->colormod[1] != 1 || currententity->colormod[2] != 1))
+ {
+ for (p = s->polys;p;p = p->next)
+ {
+ v = p->verts[0];
+ transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+ transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3] * currententity->colormod[0], wv[4] * currententity->colormod[1], wv[5] * currententity->colormod[2], alpha);
+ transpolyend();
+ }
+ }
+ else
+ {
+ for (p = s->polys;p;p = p->next)
+ {
+ v = p->verts[0];
+ transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+ transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3], wv[4], wv[5], alpha);
+ transpolyend();
}
}
}
-// 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);
+/*
+================
+DrawTextureChains
+================
+*/
+extern qboolean hlbsp;
+extern char skyname[];
+void R_DrawSurf(msurface_t *s, int isbmodel, int vertexlit)
+{
+ texture_t *t;
+ if (s->flags & SURF_DRAWSKY)
+ {
+ skyisvisible = true;
+ if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
+ RSurf_DrawSky(s, false);
+ return;
+ }
+ t = R_TextureAnimation (s->texinfo->texture);
+ if (s->flags & SURF_DRAWTURB)
+ {
+ RSurf_DrawWater(s, t, false, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
+ return;
+ }
+ if (vertexlit)
+ RSurf_DrawWallVertex(s, t, false, false);
+ else
+ RSurf_DrawWall(s, t, false);
+}
+
+void DrawTextureChains (void)
+{
+ int n;
+ msurface_t *s;
+ texture_t *t;
+
+ for (n = 0;n < cl.worldmodel->numtextures;n++)
+ {
+ if (!cl.worldmodel->textures[n] || !(s = cl.worldmodel->textures[n]->texturechain))
+ continue;
+ cl.worldmodel->textures[n]->texturechain = NULL;
+// for (;s;s = s->texturechain)
+// R_DrawSurf(s, false, gl_vertex.value);
+ // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
+ // sky
+ if (s->flags & SURF_DRAWSKY)
+ {
+ skyisvisible = true;
+ if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
+ for (;s;s = s->texturechain)
+ RSurf_DrawSky(s, false);
+ continue;
+ }
+ t = R_TextureAnimation (cl.worldmodel->textures[n]);
+ // subdivided water surface warp
+ if (s->flags & SURF_DRAWTURB)
+ {
+ int alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
+ for (;s;s = s->texturechain)
+ RSurf_DrawWater(s, t, false, alpha);
+ continue;
+ }
+ if (gl_vertex.value)
+ for (;s;s = s->texturechain)
+ RSurf_DrawWallVertex(s, t, false, false);
+ else
+ for (;s;s = s->texturechain)
+ RSurf_DrawWall(s, t, false);
+ }
+}
+
+void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model);
/*
=================
*/
void R_DrawBrushModel (entity_t *e)
{
- int i, j, k, smax, tmax, size3, maps;
- vec3_t mins, maxs, nv;
+ int i;
+ vec3_t mins, maxs;
msurface_t *s;
- mplane_t *pplane;
model_t *clmodel;
- qboolean rotated, vertexlit = false;
- float dot, *v, scale;
+ int rotated, vertexlit = false;
texture_t *t;
- byte *lm;
- float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
+ vec3_t org;
currententity = e;
// 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)
+ for (i = 0;i < MAX_DLIGHTS;i++)
{
-// if (!gl_flashblend.value)
-// {
- vec3_t org;
- for (k=0 ; k<MAX_DLIGHTS ; k++)
- {
- if ((cl_dlights[k].die < cl.time) || (!cl_dlights[k].radius))
- continue;
+ if ((cl_dlights[i].die < cl.time) || (!cl_dlights[i].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);
- }
-// }
+ VectorSubtract(cl_dlights[i].origin, currententity->origin, org);
+ R_NoVisMarkLights (org, &cl_dlights[i], 1<<(i&31), i >> 5, clmodel);
}
- else
- vertexlit = true;
+ vertexlit = modelalpha != 1 || clmodel->firstmodelsurface == 0 || (currententity->effects & EF_FULLBRIGHT) || currententity->colormod[0] != 1 || currententity->colormod[2] != 1 || currententity->colormod[2] != 1;
e->angles[0] = -e->angles[0]; // stupid quake bug
softwaretransformforentity (e);
e->angles[0] = -e->angles[0]; // stupid quake bug
// draw texture
- for (j = 0;j < clmodel->nummodelsurfaces;j++, s++)
+ for (i = 0;i < clmodel->nummodelsurfaces;i++, s++)
{
- // find which side of the node we are on
- pplane = s->plane;
-
- dot = DotProduct (modelorg, pplane->normal) - pplane->dist;
-
- // draw the polygon
- if (((s->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
- (!(s->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON)))
+ if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
{
+// R_DrawSurf(s, true, vertexlit || s->texinfo->texture->transparent);
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_dynamicwater.value*/)
- light = true;
- else
- {
- if (lighthalf)
- {
- r = 64.0f * currententity->colormod[0];
- g = 64.0f * currententity->colormod[1];
- b = 64.0f * currententity->colormod[2];
- }
- else
- {
- r = 128.0f * currententity->colormod[0];
- g = 128.0f * currententity->colormod[1];
- b = 128.0f * currententity->colormod[2];
- }
- }
- 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;
- 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();
- }
+ RSurf_DrawSky(s, true);
continue;
}
- c_brush_polys++;
t = R_TextureAnimation (s->texinfo->texture);
- v = s->polys->verts[0];
- if (vertexlit || s->texinfo->texture->transparent)
+ if (s->flags & SURF_DRAWTURB)
{
- // 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] = 0;
- 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();
+ RSurf_DrawWater(s, t, true, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
+ continue;
}
+ if (vertexlit || s->texinfo->texture->transparent)
+ RSurf_DrawWallVertex(s, t, true, true);
else
- {
- // check for lightmap modification
-// if (r_dynamic.value)
-// {
- if (s->dlightframe == r_framecount || s->cached_dlight || 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];
- }
- }
- }
+ RSurf_DrawWall(s, t, true);
}
}
UploadLightmaps();
void R_StoreEfrags (efrag_t **ppefrag);
+struct nodestack_s
+{
+ int side;
+ mnode_t *node;
+} nodestack[8192];
+
/*
================
-R_RecursiveWorldNode
+R_WorldNode
================
*/
-//extern qboolean R_CullBox (vec3_t mins, vec3_t maxs);
-/*
-void R_RecursiveWorldNode (mnode_t *node)
-{
- int c, side;
- double dot;
-
-loc0:
-// if a leaf node, draw stuff
- if (node->contents < 0)
- {
- 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);
- }
-
- // deal with model fragments in this leaf
- if (pleaf->efrags)
- R_StoreEfrags (&pleaf->efrags);
-
- return;
- }
-
-// 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)
- {
- for (;c;c--, surf++)
- {
- if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
- {
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = surf;
- }
- }
- }
- else
- {
- for (;c;c--, surf++)
- {
- if (surf->visframe == r_framecount && (!(surf->flags & SURF_PLANEBACK)))
- {
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = 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]);
-}
-*/
-
-extern int c_nodes;
void R_WorldNode ()
{
- int c, side;
- double dot;
- struct
- {
- double dot;
- mnode_t *node;
- } nodestack[1024];
- int s = 0;
+ int side, texsort, vertex;
+ 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 a leaf node, draw stuff
- c_nodes++;
if (node->contents < 0)
{
if (node->contents != CONTENTS_SOLID)
{
- mleaf_t *pleaf;
pleaf = (mleaf_t *)node;
- if ((c = pleaf->nummarksurfaces))
+ c_leafs++;
+ if (pleaf->nummarksurfaces)
{
- msurface_t **mark;
mark = pleaf->firstmarksurface;
+ endmark = mark + pleaf->nummarksurfaces;
do
{
(*mark)->visframe = r_framecount;
mark++;
- } while (--c);
+ }
+ while (mark < endmark);
}
// deal with model fragments in this leaf
R_StoreEfrags (&pleaf->efrags);
}
- if (!s)
+ if (nstack <= nodestack)
break;
- node = nodestack[--s].node;
- dot = nodestack[s].dot;
+ nstack--;
+ node = nstack->node;
+ side = nstack->side;
goto loc0;
}
- // node is just a decision point, so go down the apropriate sides
+ c_nodes++;
+
+ // 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;
+ // find which side of the node we are on
+ side = PlaneDist(modelorg, node->plane) < node->plane->dist;
- // 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)
+ // 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))
{
- nodestack[s].node = node;
- nodestack[s++].dot = dot;
+ nstack->node = node;
+ nstack->side = !side; // go down back side when we come back up
+ nstack++;
node = node->children[side];
continue;
}
+ side = !side;
loc0:
- // backside
- side = dot >= 0;
// draw stuff
- if ((c = node->numsurfaces))
+ if (node->numsurfaces)
{
- msurface_t *surf;
surf = cl.worldmodel->surfaces + node->firstsurface;
+ endsurf = surf + node->numsurfaces;
- if (side)
+ if (texsort)
{
- for (;c;c--, surf++)
+ if (side)
+ {
+ do
+ {
+ if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
+ {
+ surf->texturechain = surf->texinfo->texture->texturechain;
+ surf->texinfo->texture->texturechain = surf;
+ }
+ surf++;
+ }
+ while (surf < endsurf);
+ }
+ else
{
- if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
+ do
{
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = surf;
+ if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+ {
+ surf->texturechain = surf->texinfo->texture->texturechain;
+ surf->texinfo->texture->texturechain = surf;
+ }
+ surf++;
}
+ while (surf < endsurf);
}
}
else
{
- for (;c;c--, surf++)
+ if (side)
+ {
+ do
+ {
+ if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
+ R_DrawSurf(surf, false, vertex);
+ surf++;
+ }
+ while (surf < endsurf);
+ }
+ else
{
- if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+ do
{
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = surf;
+ if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+ R_DrawSurf(surf, false, vertex);
+ surf++;
}
+ while (surf < endsurf);
}
}
}
// 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)
+ if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3))
{
node = node->children[side];
continue;
}
- if (!s)
+ if (nstack <= nodestack)
break;
- node = nodestack[--s].node;
- dot = nodestack[s].dot;
+ nstack--;
+ node = nstack->node;
+ side = nstack->side;
goto loc0;
}
}
currententity = &ent;
softwaretransformidentity(); // LordHavoc: clear transform
- skyisvisible = false;
if (cl.worldmodel)
R_WorldNode ();
- glClear (GL_DEPTH_BUFFER_BIT);
+ R_PushDlights (); // now mark the lit surfaces
DrawTextureChains ();
-
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
*/
// returns a texture number and the position inside it
-int AllocBlock (int w, int h, int *x, int *y)
+int AllocBlock (int w, int h, short *x, short *y)
{
int i, j;
int best, best2;
{
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, 4, 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);
+ if(r_upload.value)
+ {
+ 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);
+ }
}
for (i=0 ; i<w ; i++)
*/
void BuildSurfaceDisplayList (msurface_t *fa)
{
- int i, lindex, lnumverts;
+ int i, j, lindex, lnumverts;
medge_t *pedges, *r_pedge;
int vertpage;
float *vec;
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;
+ poly->verts[i][3] = s / fa->texinfo->texture->width;
+ poly->verts[i][4] = t / fa->texinfo->texture->height;
//
// 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;
+ t -= fa->texturemins[1];
s += 8;
+ t += 8;
+ // LordHavoc: calc lightmap data offset
+ j = (bound(0l, (int)t>>4, fa->extents[1]>>4) * ((fa->extents[0]>>4)+1) + bound(0l, (int)s>>4, fa->extents[0]>>4)) * 3;
+ poly->verts[i][7] = j;
+ s += fa->light_s*16;
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->numverts = lnumverts;
-
}
/*
if (lightmaprgba)
{
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);
+ if(r_upload.value)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
}
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(r_upload.value)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
}
}
if (nosubimage || nosubimagefragments)
{
- if (gl_mtexable)
- qglSelectTexture(gl_mtex_enum+1);
+ if(r_upload.value)
+ if (gl_mtexable)
+ qglSelectTexture(gl_mtex_enum+1);
for (i = 0;i < MAX_LIGHTMAPS;i++)
{
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, 4, 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(r_upload.value)
+ {
+ 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 (gl_mtexable)
- qglSelectTexture(gl_mtex_enum+0);
+ if(r_upload.value)
+ if (gl_mtexable)
+ qglSelectTexture(gl_mtex_enum+0);
}
}