This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
#include "quakedef.h"
-extern int skytexturenum;
+#define MAX_LIGHTMAP_SIZE 256
-int lightmap_textures;
+static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
-signed blocklights[18*18*3]; // LordHavoc: *3 for colored lighting
+static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
-// LordHavoc: skinny but tall lightmaps for quicker subimage uploads
-#define BLOCK_WIDTH 128
-#define BLOCK_HEIGHT 128
-// LordHavoc: increased lightmap limit from 64 to 1024
-#define MAX_LIGHTMAPS 1024
-#define LIGHTMAPSIZE (BLOCK_WIDTH*BLOCK_HEIGHT*4)
+cvar_t r_ambient = {0, "r_ambient", "0"};
+cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"};
+cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"};
+cvar_t r_drawportals = {0, "r_drawportals", "0"};
+cvar_t r_testvis = {0, "r_testvis", "0"};
+cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
+cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
+cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
+cvar_t r_cullsurface = {0, "r_cullsurface", "0"};
-int active_lightmaps;
+static int dlightdivtable[32768];
-short allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
+// variables used by R_PVSUpdate
+int r_pvsframecount = 0;
+mleaf_t *r_viewleaf = NULL;
+int r_viewleafnovis = 0;
-byte *lightmaps[MAX_LIGHTMAPS];
-short lightmapupdate[MAX_LIGHTMAPS][2];
+static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
+{
+ int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract;
+ unsigned int *bl;
+ float dist, impact[3], local[3];
+
+ // LordHavoc: use 64bit integer... shame it's not very standardized...
+#if _MSC_VER || __BORLANDC__
+ __int64 k;
+#else
+ long long k;
+#endif
+
+ lit = false;
+
+ smax = (surf->extents[0] >> 4) + 1;
+ tmax = (surf->extents[1] >> 4) + 1;
+ smax3 = smax * 3;
+
+ for (lnum = 0; lnum < r_numdlights; lnum++)
+ {
+ if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+ continue; // not lit by this light
+
+ Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
+ dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+
+ // for comparisons to minimum acceptable light
+ // compensate for LIGHTOFFSET
+ maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
+
+ dist2 = dist * dist;
+ dist2 += LIGHTOFFSET;
+ if (dist2 >= maxdist)
+ continue;
+
+ if (surf->plane->type < 3)
+ {
+ VectorCopy(local, impact);
+ impact[surf->plane->type] -= dist;
+ }
+ else
+ {
+ impact[0] = local[0] - surf->plane->normal[0] * dist;
+ impact[1] = local[1] - surf->plane->normal[1] * dist;
+ impact[2] = local[2] - surf->plane->normal[2] * dist;
+ }
+
+ impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+ impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+ s = bound(0, impacts, smax * 16) - impacts;
+ t = bound(0, impactt, tmax * 16) - impactt;
+ i = s * s + t * t + dist2;
+ if (i > maxdist)
+ continue;
-int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes
-cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"};
-cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "1"};
-cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"};
-cvar_t gl_nosubimage = {"gl_nosubimage", "0"};
-cvar_t r_ambient = {"r_ambient", "0"};
-cvar_t gl_vertex = {"gl_vertex", "0"};
-//cvar_t gl_funnywalls = {"gl_funnywalls", "0"}; // LordHavoc: see BuildSurfaceDisplayList
+ // reduce calculations
+ for (s = 0, i = impacts; s < smax; s++, i -= 16)
+ sdtable[s] = i * i + dist2;
-qboolean lightmaprgba, nosubimagefragments, nosubimage;
-int lightmapbytes;
+ maxdist3 = maxdist - dist2;
-qboolean skyisvisible;
-extern qboolean gl_arrays;
+ // convert to 8.8 blocklights format
+ red = r_dlight[lnum].light[0];
+ green = r_dlight[lnum].light[1];
+ blue = r_dlight[lnum].light[2];
+ subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
+ bl = intblocklights;
-extern int r_dlightframecount;
+ i = impactt;
+ for (t = 0;t < tmax;t++, i -= 16)
+ {
+ td = i * i;
+ // make sure some part of it is visible on this line
+ if (td < maxdist3)
+ {
+ maxdist2 = maxdist - td;
+ for (s = 0;s < smax;s++)
+ {
+ if (sdtable[s] < maxdist2)
+ {
+ k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
+ if (k > 0)
+ {
+ bl[0] += (red * k) >> 7;
+ bl[1] += (green * k) >> 7;
+ bl[2] += (blue * k) >> 7;
+ lit = true;
+ }
+ }
+ bl += 3;
+ }
+ }
+ else // skip line
+ bl += smax3;
+ }
+ }
+ return lit;
+}
-void glrsurf_init()
+static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
{
- int i;
- for (i = 0;i < MAX_LIGHTMAPS;i++)
- lightmaps[i] = NULL;
- Cvar_RegisterVariable(&gl_lightmapalign);
- Cvar_RegisterVariable(&gl_lightmaprgba);
- Cvar_RegisterVariable(&gl_nosubimagefragments);
- Cvar_RegisterVariable(&gl_nosubimage);
- Cvar_RegisterVariable(&r_ambient);
-// Cvar_RegisterVariable(&gl_funnywalls);
- Cvar_RegisterVariable(&gl_vertex);
- // check if it's the glquake minigl driver
- if (strncasecmp(gl_vendor,"3Dfx",4)==0)
- if (!gl_arrays)
+ int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
+ float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
+
+ lit = false;
+
+ smax = (surf->extents[0] >> 4) + 1;
+ tmax = (surf->extents[1] >> 4) + 1;
+ smax3 = smax * 3;
+
+ for (lnum = 0; lnum < r_numdlights; lnum++)
{
-// Cvar_SetValue("gl_nosubimagefragments", 1);
-// Cvar_SetValue("gl_nosubimage", 1);
- Cvar_SetValue("gl_lightmode", 0);
+ if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+ continue; // not lit by this light
+
+ Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
+ dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+
+ // for comparisons to minimum acceptable light
+ // compensate for LIGHTOFFSET
+ maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
+
+ dist2 = dist * dist;
+ dist2 += LIGHTOFFSET;
+ if (dist2 >= maxdist)
+ continue;
+
+ if (surf->plane->type < 3)
+ {
+ VectorCopy(local, impact);
+ impact[surf->plane->type] -= dist;
+ }
+ else
+ {
+ impact[0] = local[0] - surf->plane->normal[0] * dist;
+ impact[1] = local[1] - surf->plane->normal[1] * dist;
+ impact[2] = local[2] - surf->plane->normal[2] * dist;
+ }
+
+ impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+ impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+ td = bound(0, impacts, smax * 16) - impacts;
+ td1 = bound(0, impactt, tmax * 16) - impactt;
+ td = td * td + td1 * td1 + dist2;
+ if (td > maxdist)
+ continue;
+
+ // reduce calculations
+ for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
+ sdtable[s] = td1 * td1 + dist2;
+
+ maxdist3 = maxdist - dist2;
+
+ // convert to 8.8 blocklights format
+ red = r_dlight[lnum].light[0];
+ green = r_dlight[lnum].light[1];
+ blue = r_dlight[lnum].light[2];
+ subtract = r_dlight[lnum].subtract * 32768.0f;
+ bl = floatblocklights;
+
+ td1 = impactt;
+ for (t = 0;t < tmax;t++, td1 -= 16.0f)
+ {
+ td = td1 * td1;
+ // make sure some part of it is visible on this line
+ if (td < maxdist3)
+ {
+ maxdist2 = maxdist - td;
+ for (s = 0;s < smax;s++)
+ {
+ if (sdtable[s] < maxdist2)
+ {
+ k = (32768.0f / (sdtable[s] + td)) - subtract;
+ bl[0] += red * k;
+ bl[1] += green * k;
+ bl[2] += blue * k;
+ lit = true;
+ }
+ bl += 3;
+ }
+ }
+ else // skip line
+ bl += smax3;
+ }
}
+ return lit;
}
-extern qboolean lighthalf;
/*
===============
R_BuildLightMap
Combine and scale multiple lightmaps into the 8.8 format in blocklights
===============
*/
-void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
+static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int dlightchanged)
{
- int smax, tmax;
- int t;
- int i, j, size;
- byte *lightmap;
- int scale;
- int maps;
- int *bl;
-
- surf->cached_lighthalf = lighthalf;
- surf->cached_ambient = r_ambient.value;
-
- smax = (surf->extents[0]>>4)+1;
- tmax = (surf->extents[1]>>4)+1;
- size = smax*tmax;
- lightmap = surf->samples;
-
-// set to full bright if no light data
- if (currententity->effects & EF_FULLBRIGHT || !cl.worldmodel->lightdata)
- {
- bl = blocklights;
- for (i=0 ; i<size ; i++)
- {
- *bl++ = 255*256;
- *bl++ = 255*256;
- *bl++ = 255*256;
- }
- }
- else
+ if (!r_floatbuildlightmap.integer)
{
-// clear to no light
- bl = blocklights;
- j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style
- for (i=0 ; i<size ; i++)
+ int smax, tmax, i, j, size, size3, shift, maps, stride, l;
+ unsigned int *bl, scale;
+ qbyte *lightmap, *out, *stain;
+
+ // update cached lighting info
+ surf->cached_dlight = 0;
+ surf->cached_lightscalebit = lightscalebit;
+ surf->cached_ambient = r_ambient.value;
+ surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
+ surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
+ surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
+ surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
+
+ smax = (surf->extents[0]>>4)+1;
+ tmax = (surf->extents[1]>>4)+1;
+ size = smax*tmax;
+ size3 = size*3;
+ lightmap = surf->samples;
+
+ // set to full bright if no light data
+ bl = intblocklights;
+ if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
{
- *bl++ = j;
- *bl++ = j;
- *bl++ = j;
+ for (i = 0;i < size3;i++)
+ bl[i] = 255*256;
}
+ else
+ {
+ // clear to no light
+ j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
+ if (j)
+ {
+ for (i = 0;i < size3;i++)
+ *bl++ = j;
+ }
+ else
+ memset(bl, 0, size*3*sizeof(unsigned int));
-// add all the lightmaps
- if (lightmap)
- for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
+ if (surf->dlightframe == r_framecount && r_dlightmap.integer)
{
- scale = d_lightstylevalue[surf->styles[maps]];
- surf->cached_light[maps] = scale; // 8.8 fraction
- bl = blocklights;
- for (i=0 ; i<size ; i++)
- {
- *bl++ += *lightmap++ * scale;
- *bl++ += *lightmap++ * scale;
- *bl++ += *lightmap++ * scale;
- }
+ surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
+ if (surf->cached_dlight)
+ c_light_polys++;
+ else if (dlightchanged)
+ return; // don't upload if only updating dlights and none mattered
}
- }
- stride -= (smax*lightmapbytes);
- bl = blocklights;
- if (lighthalf)
- {
- // LordHavoc: I shift down by 8 unlike GLQuake's 7,
- // the image is brightened as a processing pass
- if (lightmaprgba)
+
+ // add all the lightmaps
+ if (lightmap)
+ {
+ bl = intblocklights;
+ for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+ for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+ bl[i] += lightmap[i] * scale;
+ }
+ }
+
+ stain = surf->stainsamples;
+ bl = intblocklights;
+ out = templight;
+ // deal with lightmap brightness scale
+ shift = 7 + lightscalebit + 8;
+ if (ent->model->lightmaprgba)
{
- for (i=0 ; i<tmax ; i++, dest += stride)
+ stride = (surf->lightmaptexturestride - smax) * 4;
+ for (i = 0;i < tmax;i++, out += stride)
{
- for (j=0 ; j<smax ; j++)
+ for (j = 0;j < smax;j++)
{
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- *dest++ = 255;
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ *out++ = 255;
}
}
}
else
{
- for (i=0 ; i<tmax ; i++, dest += stride)
+ stride = (surf->lightmaptexturestride - smax) * 3;
+ for (i = 0;i < tmax;i++, out += stride)
{
- for (j=0 ; j<smax ; j++)
+ for (j = 0;j < smax;j++)
{
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
}
}
}
+
+ R_UpdateTexture(surf->lightmaptexture, templight);
}
else
{
- if (lightmaprgba)
+ int smax, tmax, i, j, size, size3, maps, stride, l;
+ float *bl, scale;
+ qbyte *lightmap, *out, *stain;
+
+ // update cached lighting info
+ surf->cached_dlight = 0;
+ surf->cached_lightscalebit = lightscalebit;
+ surf->cached_ambient = r_ambient.value;
+ surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
+ surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
+ surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
+ surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
+
+ smax = (surf->extents[0]>>4)+1;
+ tmax = (surf->extents[1]>>4)+1;
+ size = smax*tmax;
+ size3 = size*3;
+ lightmap = surf->samples;
+
+ // set to full bright if no light data
+ bl = floatblocklights;
+ if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
+ j = 255*256;
+ else
+ j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
+
+ // clear to no light
+ if (j)
+ {
+ for (i = 0;i < size3;i++)
+ *bl++ = j;
+ }
+ else
+ memset(bl, 0, size*3*sizeof(float));
+
+ if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+ {
+ surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
+ if (surf->cached_dlight)
+ c_light_polys++;
+ else if (dlightchanged)
+ return; // don't upload if only updating dlights and none mattered
+ }
+
+ // add all the lightmaps
+ if (lightmap)
+ {
+ bl = floatblocklights;
+ for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+ for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+ bl[i] += lightmap[i] * scale;
+ }
+
+ stain = surf->stainsamples;
+ bl = floatblocklights;
+ out = templight;
+ // deal with lightmap brightness scale
+ scale = 1.0f / (1 << (7 + lightscalebit + 8));
+ if (ent->model->lightmaprgba)
{
- for (i=0 ; i<tmax ; i++, dest += stride)
+ stride = (surf->lightmaptexturestride - smax) * 4;
+ for (i = 0;i < tmax;i++, out += stride)
{
- for (j=0 ; j<smax ; j++)
+ for (j = 0;j < smax;j++)
{
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- *dest++ = 255;
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ *out++ = 255;
}
}
}
else
{
- for (i=0 ; i<tmax ; i++, dest += stride)
+ stride = (surf->lightmaptexturestride - smax) * 3;
+ for (i = 0;i < tmax;i++, out += stride)
{
- for (j=0 ; j<smax ; j++)
+ for (j = 0;j < smax;j++)
{
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
}
}
}
+
+ R_UpdateTexture(surf->lightmaptexture, templight);
}
}
-byte templight[32*32*4];
-
-void R_UpdateLightmap(msurface_t *s, int lnum)
+void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, int icolor[8])
{
- int smax, tmax;
- // upload the new lightmap texture fragment
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
- if (nosubimage || nosubimagefragments)
- {
- if (lightmapupdate[lnum][0] > s->light_t)
- lightmapupdate[lnum][0] = s->light_t;
- if (lightmapupdate[lnum][1] < (s->light_t + ((s->extents[1]>>4)+1)))
- lightmapupdate[lnum][1] = (s->light_t + ((s->extents[1]>>4)+1));
- if (lightmaprgba)
- R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 4, BLOCK_WIDTH * 4);
- else
- R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 3, BLOCK_WIDTH * 3);
+ float ndist;
+ msurface_t *surf, *endsurf;
+ int sdtable[256], td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, dist2, impacts, impactt, subtract, a, stained, cr, cg, cb, ca, ratio;
+ qbyte *bl;
+ vec3_t impact;
+ // LordHavoc: use 64bit integer... shame it's not very standardized...
+#if _MSC_VER || __BORLANDC__
+ __int64 k;
+#else
+ long long k;
+#endif
+
+
+ // for comparisons to minimum acceptable light
+ // compensate for 256 offset
+ maxdist = radius * radius + 256.0f;
+
+ // clamp radius to avoid exceeding 32768 entry division table
+ if (maxdist > 4194304)
+ maxdist = 4194304;
+
+ subtract = (int) ((1.0f / maxdist) * 4194304.0f);
+
+loc0:
+ if (node->contents < 0)
+ return;
+ ndist = PlaneDiff(origin, node->plane);
+ if (ndist > radius)
+ {
+ node = node->children[0];
+ goto loc0;
}
- else
+ if (ndist < -radius)
+ {
+ node = node->children[1];
+ goto loc0;
+ }
+
+ dist2 = ndist * ndist + 256.0f;
+ if (dist2 < maxdist)
{
- smax = ((s->extents[0]>>4)+lightmapalign) & lightmapalignmask;
- tmax = (s->extents[1]>>4)+1;
- if (lightmaprgba)
+ maxdist3 = maxdist - dist2;
+
+ if (node->plane->type < 3)
{
- 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);
+ VectorCopy(origin, impact);
+ impact[node->plane->type] -= ndist;
}
else
{
- R_BuildLightMap (s, templight, smax * 3);
- glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
+ impact[0] = origin[0] - node->plane->normal[0] * ndist;
+ impact[1] = origin[1] - node->plane->normal[1] * ndist;
+ impact[2] = origin[2] - node->plane->normal[2] * ndist;
}
- }
-}
+ for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
+ {
+ if (surf->stainsamples)
+ {
+ smax = (surf->extents[0] >> 4) + 1;
+ tmax = (surf->extents[1] >> 4) + 1;
-/*
-===============
-R_TextureAnimation
+ impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+ impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
-Returns the proper texture for a given time and base texture
-===============
-*/
-texture_t *R_TextureAnimation (texture_t *base)
-{
- texture_t *original;
- int relative;
- int count;
+ s = bound(0, impacts, smax * 16) - impacts;
+ t = bound(0, impactt, tmax * 16) - impactt;
+ i = s * s + t * t + dist2;
+ if (i > maxdist)
+ continue;
- if (currententity->frame)
- {
- if (base->alternate_anims)
- base = base->alternate_anims;
- }
-
- if (!base->anim_total)
- return base;
+ // reduce calculations
+ for (s = 0, i = impacts; s < smax; s++, i -= 16)
+ sdtable[s] = i * i + dist2;
- original = base;
+ // convert to 8.8 blocklights format
+ bl = surf->stainsamples;
+ smax3 = smax * 3;
+ stained = false;
- relative = (int)(cl.time*10) % base->anim_total;
+ i = impactt;
+ for (t = 0;t < tmax;t++, i -= 16)
+ {
+ td = i * i;
+ // make sure some part of it is visible on this line
+ if (td < maxdist3)
+ {
+ maxdist2 = maxdist - td;
+ for (s = 0;s < smax;s++)
+ {
+ if (sdtable[s] < maxdist2)
+ {
+ k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
+ if (k > 0)
+ {
+ ratio = rand() & 255;
+ ca = (((icolor[7] - icolor[3]) * ratio) >> 8) + icolor[3];
+ a = (ca * k) >> 8;
+ if (a > 0)
+ {
+ a = bound(0, a, 256);
+ cr = (((icolor[4] - icolor[0]) * ratio) >> 8) + icolor[0];
+ cg = (((icolor[5] - icolor[1]) * ratio) >> 8) + icolor[1];
+ cb = (((icolor[6] - icolor[2]) * ratio) >> 8) + icolor[2];
+ bl[0] = (qbyte) ((((cr - (int) bl[0]) * a) >> 8) + (int) bl[0]);
+ bl[1] = (qbyte) ((((cg - (int) bl[1]) * a) >> 8) + (int) bl[1]);
+ bl[2] = (qbyte) ((((cb - (int) bl[2]) * a) >> 8) + (int) bl[2]);
+ stained = true;
+ }
+ }
+ }
+ bl += 3;
+ }
+ }
+ else // skip line
+ bl += smax3;
+ }
+ // force lightmap upload
+ if (stained)
+ surf->cached_dlight = true;
+ }
+ }
+ }
- count = 0;
- while (base->anim_min > relative || base->anim_max <= relative)
+ if (node->children[0]->contents >= 0)
{
- base = base->anim_next;
- if (!base)
+ if (node->children[1]->contents >= 0)
{
- Con_Printf("R_TextureAnimation: broken cycle");
- return original;
+ R_StainNode(node->children[0], model, origin, radius, icolor);
+ node = node->children[1];
+ goto loc0;
}
- if (++count > 100)
+ else
{
- Con_Printf("R_TextureAnimation: infinite cycle");
- return original;
+ node = node->children[0];
+ goto loc0;
}
}
+ else if (node->children[1]->contents >= 0)
+ {
+ node = node->children[1];
+ goto loc0;
+ }
+}
- return base;
+void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
+{
+ int n, icolor[8];
+ entity_render_t *ent;
+ model_t *model;
+ vec3_t org;
+ icolor[0] = cr1;
+ icolor[1] = cg1;
+ icolor[2] = cb1;
+ icolor[3] = ca1;
+ icolor[4] = cr2;
+ icolor[5] = cg2;
+ icolor[6] = cb2;
+ icolor[7] = ca2;
+
+ model = cl.worldmodel;
+ if (model)
+ R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor);
+
+ // look for embedded bmodels
+ for (n = 0;n < cl_num_brushmodel_entities;n++)
+ {
+ ent = cl_brushmodel_entities[n];
+ model = ent->model;
+ if (model && model->name[0] == '*')
+ {
+ Mod_CheckLoaded(model);
+ if (model->type == mod_brush)
+ {
+ Matrix4x4_Transform(&ent->inversematrix, origin, org);
+ R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, icolor);
+ }
+ }
+ }
}
=============================================================
*/
+static void RSurf_CopyXYZ(const surfvertex_t *in, float *out, int numverts)
+{
+ int i;
+ for (i = 0;i < numverts;i++, in++, out += 4)
+ {
+ VectorCopy(in->v, out);
+ out[3] = 1;
+ }
+}
-extern int solidskytexture;
-extern int alphaskytexture;
-extern float speedscale; // for top sky and bottom sky
-
-qboolean mtexenabled = false;
-
-extern char skyname[];
-
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-//extern cvar_t r_dynamicwater;
-float turbsin[256] =
+static void RSurf_CopyST(const surfvertex_t *in, float *out, int numverts)
{
- #include "gl_warp_sin.h"
-};
-#define TURBSCALE (256.0 / (2 * M_PI))
+ int i;
+ for (i = 0;i < numverts;i++, in++, out += 2)
+ {
+ out[0] = in->st[0];
+ out[1] = in->st[1];
+ }
+}
+static void RSurf_CopyUV(const surfvertex_t *in, float *out, int numverts)
+{
+ int i;
+ for (i = 0;i < numverts;i++, in++, out += 2)
+ {
+ out[0] = in->uv[0];
+ out[1] = in->uv[1];
+ }
+}
-void UploadLightmaps()
+static void RSurf_CopyAB(const surfvertex_t *in, float *out, int numverts)
{
int i;
- if (nosubimage || nosubimagefragments)
+ for (i = 0;i < numverts;i++, in++, out += 2)
{
- for (i = 0;i < MAX_LIGHTMAPS;i++)
- {
- if (lightmapupdate[i][0] < lightmapupdate[i][1])
- {
- 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
- {
- 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;
- lightmapupdate[i][1] = 0;
- }
+ out[0] = in->ab[0];
+ out[1] = in->ab[1];
}
}
-void R_SkySurf(msurface_t *s, qboolean transform)
+static void RSurf_AddLightmapToVertexColors(const surfvertex_t *in, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
{
- glpoly_t *p;
int i;
- float *v;
- for (p=s->polys ; p ; p=p->next)
+ float scale;
+ const qbyte *lm;
+ if (styles[0] != 255)
{
- if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
+ for (i = 0;i < numverts;i++, in++, c += 4)
{
- skypoly[currentskypoly].firstvert = currentskyvert;
- skypoly[currentskypoly++].verts = p->numverts;
- if (transform)
+ lm = samples + in->lightmapoffset;
+ scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (styles[1] != 255)
{
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ lm += size3;
+ scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (styles[2] != 255)
{
- 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];
+ lm += size3;
+ scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (styles[3] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ }
}
}
}
}
}
-void R_WaterSurf(msurface_t *s, texture_t *t, qboolean transform, int alpha)
+static void RSurf_FogColors(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
{
- int i, a, b;
- unsigned int c;
- float cr, cg, cb, radius, radius2, f;
- float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
- glpoly_t *p;
- float wvert[64*6], *wv, *v, *lightorigin;
- dlight_t *light;
- 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);
- if (r_waterripple.value)
- wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*0.125f+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)
+ int i;
+ float diff[3], f;
+ if (fogenabled)
{
- for (a = 0;a < 8;a++)
+ for (i = 0;i < numverts;i++, v += 4, c += 4)
{
- if (c = s->dlightbits[a])
- {
- for (b = 0;c && b < 32;b++)
- {
- if (c & (1 << b))
- {
- c -= (1 << b);
- 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*16.0f;
- radius2 = radius * 16.0f;
- wv = wvert;
- for (p = s->polys;p;p = p->next)
- {
- for (i = 0;i < p->numverts;i++, wv += 6)
- {
- f = VectorDistance2(wv, lightorigin);
- if (f < radius)
- {
- f = radius2 / (f + 65536.0f);
- wv[3] += cr * f;
- wv[4] += cg * f;
- wv[5] += cb * f;
- }
- }
- }
- }
- c >>= 1;
- b++;
- }
- }
+ VectorSubtract(v, modelorg, diff);
+ f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ VectorScale(c, f, c);
}
}
- wv = wvert;
- // FIXME: make fog texture if water texture is transparent?
- if (lighthalf)
+ else if (colorscale != 1)
+ for (i = 0;i < numverts;i++, c += 4)
+ VectorScale(c, colorscale, c);
+}
+
+static void RSurf_FoggedColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
+{
+ int i;
+ float diff[3], f;
+ r *= colorscale;
+ g *= colorscale;
+ b *= colorscale;
+ if (fogenabled)
{
- for (p=s->polys ; p ; p=p->next)
+ for (i = 0;i < numverts;i++, v += 4, c += 4)
{
- 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), (int) wv[3] >> 1,(int) wv[4] >> 1,(int) wv[5] >> 1,alpha);
- transpolyend();
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r * f;
+ c[1] = g * f;
+ c[2] = b * f;
+ c[3] = a;
}
}
else
{
- for (p=s->polys ; p ; p=p->next)
+ for (i = 0;i < numverts;i++, c += 4)
{
- 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), (int) wv[3],(int) wv[4],(int) wv[5],alpha);
- transpolyend();
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ c[3] = a;
}
}
}
-void R_WallSurf(msurface_t *s, texture_t *t, qboolean transform)
+static void RSurf_FogPassColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
{
- int i, a, b;
- unsigned int c;
- glpoly_t *p;
- float wvert[64*6], *wv, *v, cr, cg, cb, radius, radius2, f, *lightorigin;
- dlight_t *light;
- // 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;
- }
+ int i;
+ float diff[3], f;
+ r *= colorscale;
+ g *= colorscale;
+ b *= colorscale;
+ for (i = 0;i < numverts;i++, v += 4, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ c[3] = a * f;
}
- if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+}
+
+static void RSurf_ScaleColors(float *c, float scale, int numverts)
+{
+ int i;
+ if (scale != 1)
+ for (i = 0;i < numverts;i++, c += 4)
+ VectorScale(c, scale, c);
+}
+
+static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color)
+{
+ float f;
+ const float *v;
+ float *c;
+ int i, l, lit = false;
+ rdlight_t *rd;
+ vec3_t lightorigin;
+ for (l = 0;l < r_numdlights;l++)
{
- for (a = 0;a < 8;a++)
+ if (dlightbits[l >> 5] & (1 << (l & 31)))
{
- if (c = s->dlightbits[a])
+ rd = &r_dlight[l];
+ Matrix4x4_Transform(matrix, rd->origin, lightorigin);
+ for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4)
{
- for (b = 0;c && b < 32;b++)
+ f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
+ if (f < rd->cullradius2)
{
- if (c & (1 << b))
- {
- c -= (1 << b);
- 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*16.0f;
- radius2 = radius * 16.0f;
- wv = wvert;
- for (p = s->polys;p;p = p->next)
- {
- for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- f = VectorDistance2(wv, lightorigin);
- if (f < radius)
- {
- f = radius2 / (f + 65536.0f);
- wv[3] += cr * f;
- wv[4] += cg * f;
- wv[5] += cb * f;
- }
- wv += 6;
- }
- }
- }
+ f = (1.0f / f) - rd->subtract;
+ VectorMA(c, f, rd->light, c);
+ lit = true;
}
}
}
}
- wv = wvert;
- for (p = s->polys;p;p = p->next)
- {
- if (currentwallpoly >= MAX_WALLPOLYS)
- break;
- v = p->verts[0];
- 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].numverts = p->numverts;
- wallpoly[currentwallpoly++].lit = true;
- for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
+ return lit;
+}
+
+// note: this untransforms lights to do the checking,
+// and takes surf->mesh->vertex data
+static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, surfmesh_t *mesh)
+{
+ int i, l;
+ rdlight_t *rd;
+ vec3_t lightorigin;
+ surfvertex_t *sv;
+ for (l = 0;l < r_numdlights;l++)
+ {
+ if (dlightbits[l >> 5] & (1 << (l & 31)))
{
- wallvert[currentwallvert].r = (byte) (bound(0, (int) wv[3], 255));
- wallvert[currentwallvert].g = (byte) (bound(0, (int) wv[4], 255));
- wallvert[currentwallvert].b = (byte) (bound(0, (int) wv[5], 255));
- wallvert[currentwallvert].a = 255;
- wallvert[currentwallvert].vert[0] = wv[0];
- wallvert[currentwallvert].vert[1] = wv[1];
- wallvert[currentwallvert].vert[2] = wv[2];
- wallvert[currentwallvert].s = v[3];
- wallvert[currentwallvert].t = v[4];
- wallvert[currentwallvert].u = v[5];
- wallvert[currentwallvert++].v = v[6];
- wv += 6;
+ rd = &r_dlight[l];
+ Matrix4x4_Transform(matrix, rd->origin, lightorigin);
+ for (i = 0, sv = mesh->vertex;i < mesh->numverts;i++, sv++)
+ if (VectorDistance2(sv->v, lightorigin) < rd->cullradius2)
+ return true;
}
}
+ return false;
}
-// 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_WallSurfVertex(msurface_t *s, texture_t *t, qboolean transform)
+static void RSurfShader_Sky(const entity_render_t *ent, const msurface_t *firstsurf)
{
- int i, a, b, alpha;
- unsigned int c;
- glpoly_t *p;
- float wvert[64*6], *wv, *v, cr, cg, cb, radius, radius2, f, *lightorigin;
- int smax, tmax, size3;
- float scale;
- byte *lm;
- dlight_t *light;
- smax = (s->extents[0]>>4)+1;
- tmax = (s->extents[1]>>4)+1;
- size3 = smax*tmax*3; // *3 for colored lighting
- alpha = (int) (modelalpha * 255.0f);
- // 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] = r_ambient.value * 2.0f;
- if (s->styles[0] != 255)
- {
- lm = (byte *)((long) s->samples + ((int) v[8] * smax + (int) v[7]) * 3); // LordHavoc: *3 for colored lighting
- 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)
- {
- 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)
- {
- 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)
- {
- 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;
- }
+ const msurface_t *surf;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+
+ // LordHavoc: HalfLife maps have freaky skypolys...
+ if (ent->model->ishlbsp)
+ return;
+
+ if (skyrendernow)
+ {
+ skyrendernow = false;
+ if (skyrendermasked)
+ R_Sky();
}
- if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+
+ // draw depth-only polys
+ memset(&m, 0, sizeof(m));
+ if (skyrendermasked)
{
- for (a = 0;a < 8;a++)
- {
- if (c = s->dlightbits[a])
- {
- for (b = 0;c && b < 32;b++)
- {
- if (c & (1 << b))
- {
- c -= (1 << b);
- 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*16.0f;
- radius2 = radius * 16.0f;
- wv = wvert;
- for (p = s->polys;p;p = p->next)
- {
- for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
- {
- f = VectorDistance2(wv, lightorigin);
- if (f < radius)
- {
- f = radius2 / (f + 65536.0f);
- wv[3] += cr * f;
- wv[4] += cg * f;
- wv[5] += cb * f;
- }
- wv += 6;
- }
- }
- }
- c >>= 1;
- b++;
- }
- }
- }
+ m.blendfunc1 = GL_ZERO;
+ m.blendfunc2 = GL_ONE;
+ }
+ else
+ {
+ // fog sky
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
}
- wv = wvert;
- if (currententity->colormod[0] != 1 || currententity->colormod[1] != 1 || currententity->colormod[2] != 1)
+ m.depthwrite = true;
+ m.matrix = ent->matrix;
+ for (surf = firstsurf;surf;surf = surf->chain)
{
- if (lighthalf)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- for (p = s->polys;p;p = p->next)
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ if (R_Mesh_Draw_GetBuffer(&m, false))
{
- 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], (int) (wv[3] * currententity->colormod[0]) >> 1,(int) (wv[4] * currententity->colormod[1]) >> 1,(int) (wv[5] * currententity->colormod[0]) >> 1,alpha);
- transpolyend();
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ if (skyrendermasked)
+ memset(m.color, 0, m.numverts * sizeof(float[4]));
+ else
+ R_FillColors(m.color, m.numverts, fogcolor[0] * m.colorscale, fogcolor[1] * m.colorscale, fogcolor[2] * m.colorscale, 1);
+ R_Mesh_Render();
}
}
- else
+ }
+}
+
+static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
+{
+ const entity_render_t *ent = calldata1;
+ msurface_t *surf = ent->model->surfaces + calldata2;
+ float f;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ float alpha = ent->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+
+ memset(&m, 0, sizeof(m));
+ if (ent->effects & EF_ADDITIVE)
+ {
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (surf->currenttexture->fogtexture != NULL || alpha < 1)
+ {
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ m.matrix = ent->matrix;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ if (R_Mesh_Draw_GetBuffer(&m, true))
{
- for (p = s->polys;p;p = p->next)
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
+ R_FillColors(m.color, m.numverts, f, f, f, alpha);
+ if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT))
{
- 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], (int) (wv[3] * currententity->colormod[0]),(int) (wv[4] * currententity->colormod[1]),(int) (wv[5] * currententity->colormod[2]),alpha);
- transpolyend();
+ if (surf->dlightframe == r_framecount)
+ RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, m.numverts, m.vertex, m.color);
+ if (surf->flags & SURF_LIGHTMAP)
+ RSurf_AddLightmapToVertexColors(mesh->vertex, m.color, m.numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
}
+ RSurf_FogColors(m.vertex, m.color, m.colorscale, m.numverts, modelorg);
+ R_Mesh_Render();
}
}
- else
+
+ if (fogenabled)
{
- if (lighthalf)
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
+ m.matrix = ent->matrix;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- for (p = s->polys;p;p = p->next)
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ if (R_Mesh_Draw_GetBuffer(&m, false))
{
- 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], (int) wv[3] >> 1,(int) wv[4] >> 1,(int) wv[5] >> 1,alpha);
- transpolyend();
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ if (m.tex[0])
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ RSurf_FogPassColors(m.vertex, m.color, fogcolor[0], fogcolor[1], fogcolor[2], alpha, m.colorscale, m.numverts, modelorg);
+ R_Mesh_Render();
}
}
+ }
+}
+
+static void RSurfShader_Water(const entity_render_t *ent, const msurface_t *firstsurf)
+{
+ const msurface_t *surf;
+ vec3_t center;
+ for (surf = firstsurf;surf;surf = surf->chain)
+ {
+ if ((r_wateralpha.value < 1 && !(surf->flags & SURF_DRAWNOALPHA)) || ent->effects & EF_ADDITIVE || surf->currenttexture->fogtexture)
+ {
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
+ }
else
+ R_MeshQueue_Add(RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
+ }
+}
+
+static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf)
+{
+ float base;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ memset(&m, 0, sizeof(m));
+ if (ent->effects & EF_ADDITIVE)
+ {
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1)
+ {
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+ m.matrix = ent->matrix;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ if (R_Mesh_Draw_GetBuffer(&m, true))
{
- for (p = s->polys;p;p = p->next)
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ R_FillColors(m.color, m.numverts, base, base, base, ent->alpha);
+ if (!(ent->effects & EF_FULLBRIGHT))
{
- 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], (int) wv[3],(int) wv[4],(int) wv[5],alpha);
- transpolyend();
+ if (surf->dlightframe == r_framecount)
+ RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, m.numverts, m.vertex, m.color);
+ if (surf->flags & SURF_LIGHTMAP)
+ RSurf_AddLightmapToVertexColors(mesh->vertex, m.color, m.numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
}
+ RSurf_FogColors(m.vertex, m.color, m.colorscale, m.numverts, modelorg);
+ R_Mesh_Render();
}
}
}
-/*
-================
-DrawTextureChains
-================
-*/
-extern qboolean hlbsp;
-extern char skyname[];
-//extern qboolean SV_TestLine (hull_t *hull, int num, vec3_t p1, vec3_t p2);
-void DrawTextureChains (void)
+static void RSurfShader_Wall_Pass_BaseFullbright(const entity_render_t *ent, const msurface_t *surf)
{
- int n;
- msurface_t *s;
- texture_t *t;
-
- for (n = 0;n < cl.worldmodel->numtextures;n++)
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ memset(&m, 0, sizeof(m));
+ if (ent->effects & EF_ADDITIVE)
{
- if (!cl.worldmodel->textures[n] || !(s = cl.worldmodel->textures[n]->texturechain))
- continue;
- // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
- cl.worldmodel->textures[n]->texturechain = NULL;
- t = R_TextureAnimation (cl.worldmodel->textures[n]);
- // sky
- if (s->flags & SURF_DRAWSKY)
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1)
+ {
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ m.matrix = ent->matrix;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ if (R_Mesh_Draw_GetBuffer(&m, false))
{
- skyisvisible = true;
- if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
- for (;s;s = s->texturechain)
- R_SkySurf(s, false);
- continue;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ RSurf_FoggedColors(m.vertex, m.color, 1, 1, 1, ent->alpha, m.colorscale, m.numverts, modelorg);
+ R_Mesh_Render();
}
- // subdivided water surface warp
- if (s->flags & SURF_DRAWTURB)
+ }
+}
+
+static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf)
+{
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
+ m.matrix = ent->matrix;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ if (R_Mesh_Draw_GetBuffer(&m, false))
{
- int alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
- for (;s;s = s->texturechain)
- R_WaterSurf(s, t, false, alpha);
- continue;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ RSurf_FoggedColors(m.vertex, m.color, 1, 1, 1, ent->alpha, m.colorscale, m.numverts, modelorg);
+ R_Mesh_Render();
}
- if (gl_vertex.value)
- for (;s;s = s->texturechain)
- R_WallSurfVertex(s, t, false);
- else
- for (;s;s = s->texturechain)
- R_WallSurf(s, t, false);
}
}
-void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model);
-
-/*
-=================
-R_DrawBrushModel
-=================
-*/
-void R_DrawBrushModel (entity_t *e)
+static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf)
{
- int i;
- vec3_t mins, maxs;
- msurface_t *s;
- model_t *clmodel;
- qboolean rotated, vertexlit = false;
- texture_t *t;
- vec3_t org;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.matrix = ent->matrix;
+ m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ if (R_Mesh_Draw_GetBuffer(&m, false))
+ {
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ if (m.tex[0])
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ RSurf_FogPassColors(m.vertex, m.color, fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha, m.colorscale, m.numverts, modelorg);
+ R_Mesh_Render();
+ }
+ }
+}
- currententity = e;
+static void RSurfShader_OpaqueWall_Pass_TripleTexCombine(const entity_render_t *ent, const msurface_t *surf)
+{
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ float cl;
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ m.texrgbscale[0] = 1.0f;
+ m.tex[1] = R_GetTexture(surf->lightmaptexture);
+ m.texrgbscale[1] = 4.0f;
+ m.tex[2] = R_GetTexture(surf->currenttexture->detailtexture);
+ m.texrgbscale[2] = 2.0f;
+ m.matrix = ent->matrix;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ if (R_Mesh_Draw_GetBuffer(&m, false))
+ {
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ cl = (float) (1 << lightscalebit) * m.colorscale;
+ R_FillColors(m.color, m.numverts, cl, cl, cl, 1);
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ RSurf_CopyUV(mesh->vertex, m.texcoords[1], m.numverts);
+ RSurf_CopyAB(mesh->vertex, m.texcoords[2], m.numverts);
+ R_Mesh_Render();
+ }
+ }
+}
- clmodel = e->model;
+static void RSurfShader_OpaqueWall_Pass_BaseMTex(const entity_render_t *ent, const msurface_t *surf)
+{
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ float cl;
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ m.tex[1] = R_GetTexture(surf->lightmaptexture);
+ m.matrix = ent->matrix;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ if (R_Mesh_Draw_GetBuffer(&m, true))
+ {
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ cl = (float) (1 << lightscalebit) * m.colorscale;
+ R_FillColors(m.color, m.numverts, cl, cl, cl, 1);
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ RSurf_CopyUV(mesh->vertex, m.texcoords[1], m.numverts);
+ R_Mesh_Render();
+ }
+ }
+}
- if (e->angles[0] || e->angles[1] || e->angles[2])
+static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const msurface_t *surf)
+{
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ float cl;
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ m.matrix = ent->matrix;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- rotated = true;
- for (i=0 ; i<3 ; i++)
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ if (R_Mesh_Draw_GetBuffer(&m, false))
{
- mins[i] = e->origin[i] - clmodel->radius;
- maxs[i] = e->origin[i] + clmodel->radius;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ cl = m.colorscale;
+ R_FillColors(m.color, m.numverts, cl, cl, cl, 1);
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ R_Mesh_Render();
}
}
- else
+}
+
+static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const msurface_t *surf)
+{
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ float cl;
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_ZERO;
+ m.blendfunc2 = GL_SRC_COLOR;
+ m.tex[0] = R_GetTexture(surf->lightmaptexture);
+ m.matrix = ent->matrix;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- rotated = false;
- VectorAdd (e->origin, clmodel->mins, mins);
- VectorAdd (e->origin, clmodel->maxs, maxs);
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ if (R_Mesh_Draw_GetBuffer(&m, true))
+ {
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ cl = (float) (1 << lightscalebit) * m.colorscale;
+ R_FillColors(m.color, m.numverts, cl, cl, cl, 1);
+ RSurf_CopyUV(mesh->vertex, m.texcoords[0], m.numverts);
+ R_Mesh_Render();
+ }
}
+}
+
+static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const msurface_t *surf)
+{
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
- if (R_CullBox (mins, maxs))
+ if (surf->dlightframe != r_framecount)
+ return;
+ if (ent->effects & EF_FULLBRIGHT)
return;
- VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
- if (rotated)
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ m.matrix = ent->matrix;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- vec3_t temp;
- vec3_t forward, right, up;
-
- VectorCopy (modelorg, temp);
- AngleVectors (e->angles, forward, right, up);
- modelorg[0] = DotProduct (temp, forward);
- modelorg[1] = -DotProduct (temp, right);
- modelorg[2] = DotProduct (temp, up);
+ if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ if (R_Mesh_Draw_GetBuffer(&m, true))
+ {
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ R_FillColors(m.color, m.numverts, 0, 0, 0, 1);
+ RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, m.numverts, m.vertex, m.color);
+ RSurf_ScaleColors(m.color, m.colorscale, m.numverts);
+ R_Mesh_Render();
+ }
+ }
}
+}
- s = &clmodel->surfaces[clmodel->firstmodelsurface];
+static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf)
+{
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
+ m.matrix = ent->matrix;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ if (R_Mesh_Draw_GetBuffer(&m, false))
+ {
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ if (m.tex[0])
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ RSurf_FogPassColors(m.vertex, m.color, fogcolor[0], fogcolor[1], fogcolor[2], 1, m.colorscale, m.numverts, modelorg);
+ R_Mesh_Render();
+ }
+ }
+}
-// calculate dynamic lighting for bmodel if it's not an
-// instanced model
- for (i = 0;i < MAX_DLIGHTS;i++)
+static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const msurface_t *surf)
+{
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_DST_COLOR;
+ m.blendfunc2 = GL_SRC_COLOR;
+ m.tex[0] = R_GetTexture(surf->currenttexture->detailtexture);
+ m.matrix = ent->matrix;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- if ((cl_dlights[i].die < cl.time) || (!cl_dlights[i].radius))
- continue;
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ if (R_Mesh_Draw_GetBuffer(&m, false))
+ {
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ R_FillColors(m.color, m.numverts, 1, 1, 1, 1);
+ RSurf_CopyAB(mesh->vertex, m.texcoords[0], m.numverts);
+ R_Mesh_Render();
+ }
+ }
+}
- VectorSubtract(cl_dlights[i].origin, currententity->origin, org);
- R_NoVisMarkLights (org, &cl_dlights[i], 1<<(i&31), i >> 5, clmodel);
+static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf)
+{
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
+ m.matrix = ent->matrix;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ if (R_Mesh_Draw_GetBuffer(&m, false))
+ {
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+ R_FillColors(m.color, m.numverts, m.colorscale, m.colorscale, m.colorscale, 1);
+ RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+ R_Mesh_Render();
+ }
}
- 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
+static void RSurfShader_Wall_Fullbright_Callback(const void *calldata1, int calldata2)
+{
+ const entity_render_t *ent = calldata1;
+ const msurface_t *surf = ent->model->surfaces + calldata2;
+ RSurfShader_Wall_Pass_BaseFullbright(ent, surf);
+ if (surf->currenttexture->glowtexture)
+ RSurfShader_Wall_Pass_Glow(ent, surf);
+ if (fogenabled)
+ RSurfShader_Wall_Pass_Fog(ent, surf);
+}
- // draw texture
- for (i = 0;i < clmodel->nummodelsurfaces;i++, s++)
+static void RSurfShader_Wall_Fullbright(const entity_render_t *ent, const msurface_t *firstsurf)
+{
+ const msurface_t *surf;
+ vec3_t center;
+ if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
{
- if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
+ for (surf = firstsurf;surf;surf = surf->chain)
{
- if (s->flags & SURF_DRAWSKY)
- {
- R_SkySurf(s, true);
- continue;
- }
- t = R_TextureAnimation (s->texinfo->texture);
- if (s->flags & SURF_DRAWTURB)
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces);
+ }
+ }
+ else
+ {
+ for (surf = firstsurf;surf;surf = surf->chain)
+ {
+ if (surf->currenttexture->fogtexture != NULL)
{
- R_WaterSurf(s, t, true, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
- continue;
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces);
}
- if (vertexlit || s->texinfo->texture->transparent)
- R_WallSurfVertex(s, t, true);
else
- R_WallSurf(s, t, true);
+ RSurfShader_Wall_Pass_BaseFullbright(ent, surf);
}
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->glowtexture)
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_Wall_Pass_Glow(ent, surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_Wall_Pass_Fog(ent, surf);
}
- UploadLightmaps();
}
-/*
-=============================================================
-
- WORLD MODEL
-
-=============================================================
-*/
-
-void R_StoreEfrags (efrag_t **ppefrag);
+static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
+{
+ const entity_render_t *ent = calldata1;
+ const msurface_t *surf = ent->model->surfaces + calldata2;
+ RSurfShader_Wall_Pass_BaseVertex(ent, surf);
+ if (surf->currenttexture->glowtexture)
+ RSurfShader_Wall_Pass_Glow(ent, surf);
+ if (fogenabled)
+ RSurfShader_Wall_Pass_Fog(ent, surf);
+}
-/*
-================
-R_WorldNode
-================
-*/
-void R_WorldNode ()
+static void RSurfShader_Wall_Vertex(const entity_render_t *ent, const msurface_t *firstsurf)
{
- int c, side, s = 0;
- double dot;
- struct
+ const msurface_t *surf;
+ vec3_t center;
+ if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
{
- double dot;
- mnode_t *node;
- } nodestack[8192];
- mnode_t *node;
-
- if (!(node = cl.worldmodel->nodes))
- return;
-
- while(1)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ {
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+ }
+ }
+ else
{
- // if a leaf node, draw stuff
- if (node->contents < 0)
+ for (surf = firstsurf;surf;surf = surf->chain)
{
- if (node->contents != CONTENTS_SOLID)
+ if (surf->currenttexture->fogtexture != NULL)
{
- mleaf_t *pleaf;
- pleaf = (mleaf_t *)node;
-
- c_leafs++;
- 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);
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
}
-
- if (!s)
- break;
- node = nodestack[--s].node;
- dot = nodestack[s].dot;
- goto loc0;
+ else
+ RSurfShader_Wall_Pass_BaseVertex(ent, surf);
}
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->glowtexture)
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_Wall_Pass_Glow(ent, surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_Wall_Pass_Fog(ent, surf);
+ }
+}
- 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;
-
- // recurse down the children, front side first
- side = dot < 0;
- if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3))
+static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const msurface_t *firstsurf)
+{
+ const msurface_t *surf;
+ vec3_t center;
+ if (ent->alpha < 1 || ent->effects & EF_ADDITIVE)
+ {
+ for (surf = firstsurf;surf;surf = surf->chain)
{
- nodestack[s].node = node;
- nodestack[s++].dot = dot;
- node = node->children[side];
- continue;
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
}
-loc0:
-
- // backside
- side = dot >= 0;
- // draw stuff
- if ((c = node->numsurfaces))
+ }
+ else if (r_vertexsurfaces.integer || ent->alpha < 1 || ent->effects & EF_ADDITIVE)
+ {
+ for (surf = firstsurf;surf;surf = surf->chain)
{
- msurface_t *surf;
- surf = cl.worldmodel->surfaces + node->firstsurface;
-
- if (side)
+ if (surf->currenttexture->fogtexture != NULL)
{
- for (;c;c--, surf++)
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+ }
+ else
+ RSurfShader_Wall_Pass_BaseVertex(ent, surf);
+ }
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->glowtexture)
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_Wall_Pass_Glow(ent, surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_Wall_Pass_Fog(ent, surf);
+ }
+ else
+ {
+ if (r_textureunits.integer >= 2)
+ {
+ if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
+ {
+ for (surf = firstsurf;surf;surf = surf->chain)
{
- if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
+ if (surf->currenttexture->fogtexture != NULL)
{
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = surf;
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
}
+ else
+ RSurfShader_OpaqueWall_Pass_TripleTexCombine(ent, surf);
}
}
else
{
- for (;c;c--, surf++)
+ for (surf = firstsurf;surf;surf = surf->chain)
{
- if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+ if (surf->currenttexture->fogtexture != NULL)
{
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = surf;
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
}
+ else
+ RSurfShader_OpaqueWall_Pass_BaseMTex(ent, surf);
}
+ if (r_detailtextures.integer)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf);
}
}
-
- // recurse down the back side
- if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3))
+ else
{
- node = node->children[side];
- continue;
+ for (surf = firstsurf;surf;surf = surf->chain)
+ {
+ if (surf->currenttexture->fogtexture != NULL)
+ {
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+ }
+ else
+ RSurfShader_OpaqueWall_Pass_BaseTexture(ent, surf);
+ }
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, surf);
+ if (r_detailtextures.integer)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf);
}
-
- if (!s)
- break;
- node = nodestack[--s].node;
- dot = nodestack[s].dot;
- goto loc0;
+ if (!r_dlightmap.integer)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->dlightframe == r_framecount)
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_OpaqueWall_Pass_Light(ent, surf);
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->glowtexture)
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ if (surf->currenttexture->fogtexture == NULL)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, surf);
}
}
+Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex}, NULL};
+Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, NULL};
+Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, NULL};
+Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, NULL};
+Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, NULL};
-/*
-=============
-R_DrawWorld
-=============
-*/
-void R_DrawWorld (void)
+int Cshader_count = 5;
+Cshader_t *Cshaders[5] =
{
- entity_t ent;
-
- memset (&ent, 0, sizeof(ent));
- ent.model = cl.worldmodel;
- ent.colormod[0] = ent.colormod[1] = ent.colormod[2] = 1;
- modelalpha = ent.alpha = 1;
- ent.scale = 1;
-
- VectorCopy (r_refdef.vieworg, modelorg);
+ &Cshader_wall_vertex,
+ &Cshader_wall_lightmap,
+ &Cshader_wall_fullbright,
+ &Cshader_water,
+ &Cshader_sky
+};
- currententity = &ent;
+void R_PrepareSurfaces(entity_render_t *ent)
+{
+ int i, alttextures, texframe, framecount;
+ texture_t *t;
+ model_t *model;
+ msurface_t *surf;
+ vec3_t modelorg;
- softwaretransformidentity(); // LordHavoc: clear transform
+ for (i = 0;i < Cshader_count;i++)
+ Cshaders[i]->chain = NULL;
- if (cl.worldmodel)
- R_WorldNode ();
+ model = ent->model;
+ alttextures = ent->frame != 0;
+ texframe = (int)(cl.time * 5.0f);
- glClear (GL_DEPTH_BUFFER_BIT);
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ for (i = 0;i < model->nummodelsurfaces;i++)
+ {
+ surf = model->modelsortedsurfaces[i];
+ if (surf->visframe == r_framecount)
+ {
+ // mark any backface surfaces as not visible
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+ {
+ if (!(surf->flags & SURF_PLANEBACK))
+ surf->visframe = -1;
+ }
+ else
+ {
+ if (surf->flags & SURF_PLANEBACK)
+ surf->visframe = -1;
+ }
+ if (surf->visframe == r_framecount)
+ {
+ c_faces++;
+ t = surf->texinfo->texture;
+ if (t->animated)
+ {
+ framecount = t->anim_total[alttextures];
+ if (framecount >= 2)
+ surf->currenttexture = t->anim_frames[alttextures][texframe % framecount];
+ else
+ surf->currenttexture = t->anim_frames[alttextures][0];
+ }
+ else
+ surf->currenttexture = t;
- R_PushDlights (); // now mark the lit surfaces
+ surf->chain = surf->shader->chain;
+ surf->shader->chain = surf;
+ }
+ }
+ }
+}
- DrawTextureChains ();
+void R_DrawSurfaces (entity_render_t *ent, int type)
+{
+ int i;
+ Cshader_t *shader;
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ for (i = 0;i < Cshader_count;i++)
+ {
+ shader = Cshaders[i];
+ if (shader->chain && shader->shaderfunc[type])
+ shader->shaderfunc[type](ent, shader->chain);
+ }
}
+static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
+{
+ int i;
+ float *v;
+ rmeshbufferinfo_t m;
+ const entity_render_t *ent = calldata1;
+ const mportal_t *portal = ent->model->portals + calldata2;
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ m.numverts = portal->numpoints;
+ m.numtriangles = portal->numpoints - 2;
+ m.matrix = ent->matrix;
+ if (R_Mesh_Draw_GetBuffer(&m, false))
+ {
+ for (i = 0;i < m.numtriangles;i++)
+ {
+ m.index[i * 3 + 0] = 0;
+ m.index[i * 3 + 1] = i + 1;
+ m.index[i * 3 + 2] = i + 2;
+ }
+ i = portal - ent->model->portals;
+ R_FillColors(m.color, m.numverts,
+ ((i & 0x0007) >> 0) * (1.0f / 7.0f) * m.colorscale,
+ ((i & 0x0038) >> 3) * (1.0f / 7.0f) * m.colorscale,
+ ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * m.colorscale,
+ 0.125f);
+ if (PlaneDiff(r_origin, (&portal->plane)) > 0)
+ {
+ for (i = portal->numpoints - 1, v = m.vertex;i >= 0;i--, v += 4)
+ VectorCopy(portal->points[i].position, v);
+ }
+ else
+ for (i = 0, v = m.vertex;i < portal->numpoints;i++, v += 4)
+ VectorCopy(portal->points[i].position, v);
+ R_Mesh_Render();
+ }
+}
-/*
-===============
-R_MarkLeaves
-===============
-*/
-void R_MarkLeaves (void)
+void R_DrawPortals(entity_render_t *ent)
{
- byte *vis;
- mnode_t *node;
- int i;
+ int i;
+ mportal_t *portal, *endportal;
+ float temp[3], center[3], f;
- if (r_oldviewleaf == r_viewleaf && !r_novis.value)
+ if (r_drawportals.integer < 1)
return;
-
- r_visframecount++;
- r_oldviewleaf = r_viewleaf;
- if (r_novis.value)
+ for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++)
{
- for (i=0 ; i<cl.worldmodel->numleafs ; i++)
+ if (portal->here->visframe == r_framecount || portal->past->visframe == r_framecount)
{
- node = (mnode_t *)&cl.worldmodel->leafs[i+1];
- do
- {
- if (node->visframe == r_visframecount)
- break;
- node->visframe = r_visframecount;
- node = node->parent;
- } while (node);
+ VectorClear(temp);
+ for (i = 0;i < portal->numpoints;i++)
+ VectorAdd(temp, portal->points[i].position, temp);
+ f = ixtable[portal->numpoints];
+ VectorScale(temp, f, temp);
+ Matrix4x4_Transform(&ent->matrix, temp, center);
+ R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->portals);
}
}
- else
+}
+
+void R_SetupForBrushModelRendering(entity_render_t *ent)
+{
+ int i;
+ msurface_t *surf;
+ model_t *model;
+ vec3_t modelorg;
+
+ // because bmodels can be reused, we have to decide which things to render
+ // from scratch every time
+ model = ent->model;
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ for (i = 0;i < model->nummodelsurfaces;i++)
+ {
+ surf = model->surfaces + model->firstmodelsurface + i;
+ surf->visframe = r_framecount;
+ surf->pvsframe = -1;
+ surf->worldnodeframe = -1;
+ surf->lightframe = -1;
+ surf->dlightframe = -1;
+ }
+ R_PrepareSurfaces(ent);
+}
+
+void R_SurfMarkLights (entity_render_t *ent)
+{
+ int i;
+ msurface_t *surf;
+
+ if (!ent->model)
+ return;
+
+ if (r_dynamic.integer)
+ R_MarkLights(ent);
+
+ if (!r_vertexsurfaces.integer)
{
- vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
-
- for (i=0 ; i<cl.worldmodel->numleafs ; i++)
+ for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++)
{
- if (vis[i>>3] & (1<<(i&7)))
+ if (surf->visframe == r_framecount && surf->lightmaptexture != NULL)
{
- node = (mnode_t *)&cl.worldmodel->leafs[i+1];
- do
+ if (surf->cached_dlight
+ || surf->cached_ambient != r_ambient.value
+ || surf->cached_lightscalebit != lightscalebit)
+ R_BuildLightMap(ent, surf, false); // base lighting changed
+ else if (r_dynamic.integer)
{
- if (node->visframe == r_visframecount)
- break;
- node->visframe = r_visframecount;
- node = node->parent;
- } while (node);
+ if (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0]
+ || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1]
+ || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2]
+ || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3]))))))))
+ R_BuildLightMap(ent, surf, false); // base lighting changed
+ else if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+ R_BuildLightMap(ent, surf, true); // only dlights
+ }
}
}
}
}
-
+void R_SurfaceWorldNode (entity_render_t *ent)
+{
+ int i;
+ msurface_t *surf;
+ model_t *model;
+ model = ent->model;
+ // FIXME: R_NotCulledBox is absolute, should be done relative
+ for (i = 0, surf = model->surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surf++)
+ if (surf->pvsframe == r_pvsframecount && (!r_cullsurface.integer || R_NotCulledBox (surf->poly_mins, surf->poly_maxs)))
+ surf->visframe = r_framecount;
+}
/*
-=============================================================================
-
- LIGHTMAP ALLOCATION
-
-=============================================================================
-*/
-
-// returns a texture number and the position inside it
-int AllocBlock (int w, int h, int *x, int *y)
+static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
{
- int i, j;
- int best, best2;
- int texnum;
-
- for (texnum=0 ; texnum<MAX_LIGHTMAPS ; texnum++)
+ int portalstack, i;
+ mportal_t *p, *pstack[8192];
+ msurface_t *surf, **mark, **endmark;
+ mleaf_t *leaf;
+ // LordHavoc: portal-passage worldnode with PVS;
+ // follows portals leading outward from viewleaf, does not venture
+ // offscreen or into leafs that are not visible, faster than Quake's
+ // RecursiveWorldNode
+ leaf = viewleaf;
+ leaf->worldnodeframe = r_framecount;
+ portalstack = 0;
+loc0:
+ c_leafs++;
+ if (leaf->nummarksurfaces)
{
- best = BLOCK_HEIGHT;
-
- for (i=0 ; i<BLOCK_WIDTH-w ; i+=lightmapalign) // LordHavoc: NVIDIA has broken subimage, so align the lightmaps
+ for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
{
- best2 = 0;
-
- for (j=0 ; j<w ; j++)
+ surf = *mark++;
+ // make sure surfaces are only processed once
+ if (surf->worldnodeframe != r_framecount)
{
- if (allocated[texnum][i+j] >= best)
- break;
- if (allocated[texnum][i+j] > best2)
- best2 = allocated[texnum][i+j];
- }
- if (j == w)
- { // this is a valid spot
- *x = i;
- *y = best = best2;
+ surf->worldnodeframe = r_framecount;
+ if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
+ {
+ if (surf->flags & SURF_PLANEBACK)
+ surf->visframe = r_framecount;
+ }
+ else
+ {
+ if (!(surf->flags & SURF_PLANEBACK))
+ surf->visframe = r_framecount;
+ }
}
}
-
- if (best + h > BLOCK_HEIGHT)
- continue;
-
- if (nosubimagefragments || nosubimage)
- {
- if (!lightmaps[texnum])
- lightmaps[texnum] = calloc(BLOCK_WIDTH*BLOCK_HEIGHT*4, 1);
- }
- // LordHavoc: clear texture to blank image, fragments are uploaded using subimage
- else if (!allocated[texnum][0])
+ }
+ // follow portals into other leafs
+ for (p = leaf->portals;p;p = p->next)
+ {
+ leaf = p->past;
+ if (leaf->worldnodeframe != r_framecount)
{
- byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*3];
- memset(blank, 0, sizeof(blank));
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- if (lightmaprgba)
- glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
- else
- glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank);
+ leaf->worldnodeframe = r_framecount;
+ // FIXME: R_NotCulledBox is absolute, should be done relative
+ if (leaf->pvsframe == r_pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs))
+ {
+ p->visframe = r_framecount;
+ pstack[portalstack++] = p;
+ goto loc0;
+loc1:
+ p = pstack[--portalstack];
+ }
}
-
- for (i=0 ; i<w ; i++)
- allocated[texnum][*x + i] = best + h;
-
- return texnum;
}
-
- Sys_Error ("AllocBlock: full");
- return 0;
+ if (portalstack)
+ goto loc1;
}
-
-
-mvertex_t *r_pcurrentvertbase;
-model_t *currentmodel;
-
-int nColinElim;
-
-/*
-================
-BuildSurfaceDisplayList
-================
*/
-void BuildSurfaceDisplayList (msurface_t *fa)
+
+static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
{
- int i, lindex, lnumverts;
- medge_t *pedges, *r_pedge;
- int vertpage;
- float *vec;
- float s, t;
- glpoly_t *poly;
-
-// reconstruct the polygon
- pedges = currentmodel->edges;
- lnumverts = fa->numedges;
- vertpage = 0;
-
- //
- // draw texture
- //
- poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
- poly->next = fa->polys;
- poly->flags = fa->flags;
- fa->polys = poly;
- poly->numverts = lnumverts;
-
- for (i=0 ; i<lnumverts ; i++)
- {
- lindex = currentmodel->surfedges[fa->firstedge + i];
-
- if (lindex > 0)
- {
- r_pedge = &pedges[lindex];
- vec = r_pcurrentvertbase[r_pedge->v[0]].position;
- }
- else
+ int c, leafstackpos;
+ mleaf_t *leaf, *leafstack[8192];
+ mportal_t *p;
+ msurface_t *surf, **mark;
+ vec3_t modelorg;
+ // LordHavoc: portal-passage worldnode with PVS;
+ // follows portals leading outward from viewleaf, does not venture
+ // offscreen or into leafs that are not visible, faster than Quake's
+ // RecursiveWorldNode
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ viewleaf->worldnodeframe = r_framecount;
+ leafstack[0] = viewleaf;
+ leafstackpos = 1;
+ while (leafstackpos)
+ {
+ c_leafs++;
+ leaf = leafstack[--leafstackpos];
+ // only useful for drawing portals
+ //leaf->visframe = r_framecount;
+ // draw any surfaces bounding this leaf
+ if (leaf->nummarksurfaces)
{
- r_pedge = &pedges[-lindex];
- vec = r_pcurrentvertbase[r_pedge->v[1]].position;
+ for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
+ {
+ surf = *mark++;
+ if (!r_cullsurface.integer || R_NotCulledBox (surf->poly_mins, surf->poly_maxs))
+ surf->visframe = r_framecount;
+ }
}
- s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
- s /= fa->texinfo->texture->width;
-
- t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
- t /= fa->texinfo->texture->height;
-
- VectorCopy (vec, poly->verts[i]);
- poly->verts[i][3] = s;
- poly->verts[i][4] = t;
-
- //
- // lightmap texture coordinates
- //
- s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
- s -= fa->texturemins[0];
- poly->verts[i][7] = bound(0l, ((int)s>>4), (fa->extents[0]>>4)); // LordHavoc: raw lightmap coordinates
- s += fa->light_s*16;
- s += 8;
- s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
-
- t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
- t -= fa->texturemins[1];
- poly->verts[i][8] = bound(0l, ((int)t>>4), (fa->extents[1]>>4)); // LordHavoc: raw lightmap coordinates
- t += fa->light_t*16;
- t += 8;
- t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
-
- poly->verts[i][5] = s;
- poly->verts[i][6] = t;
- }
-
- //
- // remove co-linear points - Ed
- //
- /*
- if (!gl_keeptjunctions.value)
- {
- for (i = 0 ; i < lnumverts ; ++i)
+ // follow portals into other leafs
+ for (p = leaf->portals;p;p = p->next)
{
- vec3_t v1, v2;
- float *prev, *this, *next;
-
- prev = poly->verts[(i + lnumverts - 1) % lnumverts];
- this = poly->verts[i];
- next = poly->verts[(i + 1) % lnumverts];
-
- VectorSubtract( this, prev, v1 );
- VectorNormalize( v1 );
- VectorSubtract( next, prev, v2 );
- VectorNormalize( v2 );
-
- // skip co-linear points
- #define COLINEAR_EPSILON 0.001
- if ((fabs( v1[0] - v2[0] ) <= COLINEAR_EPSILON) &&
- (fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) &&
- (fabs( v1[2] - v2[2] ) <= COLINEAR_EPSILON))
+ leaf = p->past;
+ if (leaf->worldnodeframe != r_framecount)
{
- int j;
- for (j = i + 1; j < lnumverts; ++j)
- {
- int k;
- for (k = 0; k < VERTEXSIZE; ++k)
- poly->verts[j - 1][k] = poly->verts[j][k];
- }
- --lnumverts;
- ++nColinElim;
- // retry next vertex next time, which is now current vertex
- --i;
+ leaf->worldnodeframe = r_framecount;
+ // FIXME: R_NotCulledBox is absolute, should be done relative
+ if (leaf->pvsframe == r_pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs))
+ leafstack[leafstackpos++] = leaf;
}
}
}
- */
- poly->numverts = lnumverts;
-
- /*
- int i, k, lindex, lnumverts;
- medge_t *pedges, *r_pedge;
- int vertpage, points;
- float *vec;
- float s, t;
- glpoly_t *poly;
- float point1[1024][VERTEXSIZE], point[1024][VERTEXSIZE];
+}
-// reconstruct the polygon
- pedges = currentmodel->edges;
- lnumverts = fa->numedges;
- vertpage = 0;
- //
- // draw texture
- //
- for (i=0 ; i<lnumverts ; i++)
- {
- lindex = currentmodel->surfedges[fa->firstedge + i];
+void R_PVSUpdate (mleaf_t *viewleaf)
+{
+ int i, j, l, c, bits;
+ mnode_t *node;
+ mleaf_t *leaf;
+ qbyte *vis;
+ msurface_t **mark;
- if (lindex > 0)
- {
- r_pedge = &pedges[lindex];
- vec = r_pcurrentvertbase[r_pedge->v[0]].position;
- }
- else
- {
- r_pedge = &pedges[-lindex];
- vec = r_pcurrentvertbase[r_pedge->v[1]].position;
- }
- s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
- s /= fa->texinfo->texture->width;
-
- t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
- t /= fa->texinfo->texture->height;
-
- VectorCopy (vec, point1[i]);
- point1[i][3] = s;
- point1[i][4] = t;
-
- //
- // lightmap texture coordinates
- //
- s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
- s -= fa->texturemins[0];
- point1[i][7] = bound(0l, ((int)s>>4), (fa->extents[0]>>4)); // LordHavoc: raw lightmap coordinates
- s += fa->light_s*16;
- s += 8;
- s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
-
- t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
- t -= fa->texturemins[1];
- point1[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;
-
- point1[i][5] = s;
- point1[i][6] = t;
- }
-
- if (fa->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
- {
- poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
- poly->next = fa->polys;
- poly->flags = fa->flags;
- fa->polys = poly;
- poly->numverts = lnumverts;
- memcpy(poly->verts, &point1[0][0], lnumverts*VERTEXSIZE*sizeof(float));
+ if (r_viewleaf == viewleaf && r_viewleafnovis == r_novis.integer)
return;
- }
-#define VectorCopy9(a,b) {for(k = 0;k < VERTEXSIZE;k++) b[k]=a[k];}
- points = 0;
-#if 0
- int j;
- float center[VERTEXSIZE];
- // subdivide by placing a point at the center (more tris)
- // LordHavoc:
- // you, the reader, have stumbled upon the most amusing visual artifact I have
- // encountered to date, saved here for historical/hysterical reasons :)
- if (gl_funnywalls.value)
- for (j = 0;j < 5;j++)
- center[j] = 0;
- else
- for (j = 0;j < VERTEXSIZE;j++)
- center[j] = 0;
- for (i = 0;i < lnumverts;i++)
- for (j = 0;j < VERTEXSIZE;j++)
- center[j] += point1[i][j];
- s = 1.0f / lnumverts;
- for (i = 0;i < VERTEXSIZE;i++)
- center[i] *= s;
- for (i = 0;i < lnumverts;i++)
- {
- VectorCopy9(center, point[points]);points++;
- VectorCopy9(point1[i], point[points]);points++;
- VectorCopy9(point1[(i+1)%lnumverts], point[points]);points++;
- }
-#else
- // subdivide by turning it into a fan (less tris)
- for (i = 1;i < lnumverts-1;i++)
- {
- VectorCopy9(point1[0], point[points]);points++;
- VectorCopy9(point1[i], point[points]);points++;
- VectorCopy9(point1[i+1], point[points]);points++;
- }
-#endif
-#if 0
+ r_pvsframecount++;
+ r_viewleaf = viewleaf;
+ r_viewleafnovis = r_novis.integer;
+
+ if (viewleaf)
{
- float p1[VERTEXSIZE], p2[VERTEXSIZE], p3[VERTEXSIZE], p4[VERTEXSIZE], p5[VERTEXSIZE], p6[VERTEXSIZE]
- // now subdivide any large triangles
- for (j = 0;j < points;j+=3)
+ vis = Mod_LeafPVS (viewleaf, cl.worldmodel);
+ for (j = 0;j < cl.worldmodel->numleafs;j += 8)
{
- if (points > (1024-9))
- break;
- while ((max(point[j][0], max(point[j+1][0], point[j+2][0])) - min(point[j][0], min(point[j+1][0], point[j+2][0]))) > 128
- || (max(point[j][1], max(point[j+1][1], point[j+2][1])) - min(point[j][1], min(point[j+1][1], point[j+2][1]))) > 128
- || (max(point[j][2], max(point[j+1][2], point[j+2][2])) - min(point[j][2], min(point[j+1][2], point[j+2][2]))) > 128)
+ bits = *vis++;
+ if (bits)
{
- if (points > (1024-9))
- break;
- #define halfway(v, a, b) for (k = 0;k < VERTEXSIZE;k++) v[k] = (a[k] + b[k]) * 0.5f;
- VectorCopy9(point[j+0], p1);
- VectorCopy9(point[j+1], p3);
- VectorCopy9(point[j+2], p5);
- halfway(p2, p1, p3);
- halfway(p4, p3, p5);
- halfway(p6, p5, p1);
- // build tri 1 (top middle)
- VectorCopy9(p1, point[j+0]);
- VectorCopy9(p2, point[j+1]);
- VectorCopy9(p6, point[j+2]);
- // build tri 2 (bottom right)
- VectorCopy9(p2, point[points+0]);
- VectorCopy9(p3, point[points+1]);
- VectorCopy9(p4, point[points+2]);
- // build tri 3 (bottom left)
- VectorCopy9(p4, point[points+3]);
- VectorCopy9(p5, point[points+4]);
- VectorCopy9(p6, point[points+5]);
- // build tri 4 (middle)
- VectorCopy9(p2, point[points+6]);
- VectorCopy9(p4, point[points+7]);
- VectorCopy9(p6, point[points+8]);
- points+=9;
+ l = cl.worldmodel->numleafs - j;
+ if (l > 8)
+ l = 8;
+ for (i = 0;i < l;i++)
+ {
+ if (bits & (1 << i))
+ {
+ leaf = &cl.worldmodel->leafs[j + i + 1];
+ // mark surfaces bounding this leaf as visible
+ for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
+ (*mark++)->pvsframe = r_pvsframecount;
+ // mark parents as visible until we hit an already
+ // marked parent (which is usually very soon)
+ for (node = (mnode_t *)leaf;node && node->pvsframe != r_pvsframecount;node = node->parent)
+ node->pvsframe = r_pvsframecount;
+ }
+ }
}
}
}
-#endif
- poly = Hunk_Alloc (sizeof(glpoly_t) + (points-4) * VERTEXSIZE*sizeof(float));
- poly->next = fa->polys;
- poly->flags = fa->flags;
- fa->polys = poly;
- poly->numverts = 0;
- poly->numtris = points / 3;
- memcpy(&poly->verts[0][0], &point[0][0], points * VERTEXSIZE*sizeof(float));
- */
}
/*
-========================
-GL_CreateSurfaceLightmap
-========================
+=============
+R_DrawWorld
+=============
*/
-void GL_CreateSurfaceLightmap (msurface_t *surf)
+void R_DrawWorld (entity_render_t *ent)
{
- int smax, tmax;
-
- if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
- return;
-
- smax = (surf->extents[0]>>4)+1;
- tmax = (surf->extents[1]>>4)+1;
-
- surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t);
- if (nosubimage || nosubimagefragments)
+ // there is only one instance of the world, but it can be rendered in
+ // multiple stages
+ mleaf_t *viewleaf;
+ viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
+ R_PVSUpdate(viewleaf);
+ if (!viewleaf)
return;
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + surf->lightmaptexturenum);
- smax = ((surf->extents[0]>>4)+lightmapalign) & lightmapalignmask;
- 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_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
+ R_SurfaceWorldNode (ent);
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);
- }
+ R_PortalWorldNode (ent, viewleaf);
}
-
/*
-==================
-GL_BuildLightmaps
-
-Builds the lightmap texture
-with all the surfaces from all brush models
-==================
+=================
+R_DrawBrushModel
+=================
*/
-void GL_BuildLightmaps (void)
+void R_DrawBrushModelSky (entity_render_t *ent)
{
- int i, j;
- model_t *m;
-
- memset (allocated, 0, sizeof(allocated));
-
- r_framecount = 1; // no dlightcache
-
- if (gl_nosubimagefragments.value)
- nosubimagefragments = 1;
- else
- nosubimagefragments = 0;
+ R_SetupForBrushModelRendering(ent);
+ R_DrawSurfaces(ent, SHADERSTAGE_SKY);
+}
- if (gl_nosubimage.value)
- nosubimage = 1;
- else
- nosubimage = 0;
+void R_DrawBrushModelNormal (entity_render_t *ent)
+{
+ c_bmodels++;
+ // have to flush queue because of possible lightmap reuse
+ R_Mesh_Render();
+ R_SetupForBrushModelRendering(ent);
+ R_SurfMarkLights(ent);
+ R_DrawSurfaces(ent, SHADERSTAGE_NORMAL);
+}
- if (gl_lightmaprgba.value)
- {
- lightmaprgba = true;
- lightmapbytes = 4;
- }
- else
- {
- lightmaprgba = false;
- lightmapbytes = 3;
- }
+static void gl_surf_start(void)
+{
+}
- // LordHavoc: NVIDIA seems to have a broken glTexSubImage2D,
- // it needs to be aligned on 4 pixel boundaries...
- // so I implemented an adjustable lightmap alignment
- if (gl_lightmapalign.value < 1)
- gl_lightmapalign.value = 1;
- if (gl_lightmapalign.value > 16)
- gl_lightmapalign.value = 16;
- lightmapalign = 1;
- while (lightmapalign < gl_lightmapalign.value)
- lightmapalign <<= 1;
- gl_lightmapalign.value = lightmapalign;
- lightmapalignmask = ~(lightmapalign - 1);
- if (nosubimagefragments || nosubimage)
- {
- lightmapalign = 1;
- lightmapalignmask = ~0;
- }
+static void gl_surf_shutdown(void)
+{
+}
- if (!lightmap_textures)
- {
- lightmap_textures = texture_extension_number;
- texture_extension_number += MAX_LIGHTMAPS;
- }
+static void gl_surf_newmap(void)
+{
+ // reset pvs visibility variables so it will update on first frame
+ r_pvsframecount = 1;
+ r_viewleaf = NULL;
+ r_viewleafnovis = false;
+}
- for (j=1 ; j<MAX_MODELS ; j++)
- {
- m = cl.model_precache[j];
- if (!m)
- break;
- if (m->name[0] == '*')
- continue;
- r_pcurrentvertbase = m->vertexes;
- currentmodel = m;
- for (i=0 ; i<m->numsurfaces ; i++)
- {
- if ( m->surfaces[i].flags & SURF_DRAWTURB )
- continue;
- if ( m->surfaces[i].flags & SURF_DRAWSKY )
- continue;
- GL_CreateSurfaceLightmap (m->surfaces + i);
- BuildSurfaceDisplayList (m->surfaces + i);
- }
- }
+void GL_Surf_Init(void)
+{
+ int i;
+ dlightdivtable[0] = 4194304;
+ for (i = 1;i < 32768;i++)
+ dlightdivtable[i] = 4194304 / (i << 7);
- if (nosubimage || nosubimagefragments)
- {
- 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, 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);
- }
+ Cvar_RegisterVariable(&r_ambient);
+ Cvar_RegisterVariable(&r_vertexsurfaces);
+ Cvar_RegisterVariable(&r_dlightmap);
+ Cvar_RegisterVariable(&r_drawportals);
+ Cvar_RegisterVariable(&r_testvis);
+ Cvar_RegisterVariable(&r_floatbuildlightmap);
+ Cvar_RegisterVariable(&r_detailtextures);
+ Cvar_RegisterVariable(&r_surfaceworldnode);
+ Cvar_RegisterVariable(&r_cullsurface);
+
+ R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
}