int lightmap_textures;
-signed blocklights[18*18*3]; // LordHavoc: *3 for colored lighting
-
// LordHavoc: skinny but tall lightmaps for quicker subimage uploads
-#define BLOCK_WIDTH 128
-#define BLOCK_HEIGHT 128
+#define BLOCK_WIDTH 256
+#define BLOCK_HEIGHT 256
// LordHavoc: increased lightmap limit from 64 to 1024
#define MAX_LIGHTMAPS 1024
#define LIGHTMAPSIZE (BLOCK_WIDTH*BLOCK_HEIGHT*4)
byte *lightmaps[MAX_LIGHTMAPS];
short lightmapupdate[MAX_LIGHTMAPS][2];
+signed int blocklights[BLOCK_WIDTH*BLOCK_HEIGHT*3]; // LordHavoc: *3 for colored lighting
+
int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes
cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"};
-cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "0"};
+cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "1"};
cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"};
cvar_t gl_nosubimage = {"gl_nosubimage", "0"};
cvar_t r_ambient = {"r_ambient", "0"};
cvar_t gl_vertex = {"gl_vertex", "0"};
-cvar_t gl_texsort = {"gl_texsort", "1"};
-//cvar_t gl_funnywalls = {"gl_funnywalls", "0"}; // LordHavoc: see BuildSurfaceDisplayList
-
-qboolean lightmaprgba, nosubimagefragments, nosubimage, skyisvisible;
+cvar_t r_leafworldnode = {"r_leafworldnode", "0"};
+cvar_t r_portalworldnode = {"r_portalworldnode", "0"};
+//cvar_t r_oldclip = {"r_oldclip", "1"};
+cvar_t r_dlightmap = {"r_dlightmap", "1"};
+cvar_t r_drawportals = {"r_drawportals", "0"};
+cvar_t r_novis = {"r_novis","0"};
+
+qboolean lightmaprgba, nosubimagefragments, nosubimage;
int lightmapbytes;
-extern qboolean gl_arrays;
-
-extern int r_dlightframecount;
+int wateralpha;
void gl_surf_start()
{
{
}
+void gl_surf_newmap()
+{
+}
+
void GL_Surf_Init()
{
int i;
Cvar_RegisterVariable(&gl_nosubimagefragments);
Cvar_RegisterVariable(&gl_nosubimage);
Cvar_RegisterVariable(&r_ambient);
-// Cvar_RegisterVariable(&gl_funnywalls);
Cvar_RegisterVariable(&gl_vertex);
- Cvar_RegisterVariable(&gl_texsort);
- // check if it's the glquake minigl driver
- if (strncasecmp(gl_vendor,"3Dfx",4)==0)
- if (!gl_arrays)
+ Cvar_RegisterVariable(&r_leafworldnode);
+ Cvar_RegisterVariable(&r_portalworldnode);
+// Cvar_RegisterVariable(&r_oldclip);
+ Cvar_RegisterVariable(&r_dlightmap);
+ Cvar_RegisterVariable(&r_drawportals);
+ Cvar_RegisterVariable(&r_novis);
+
+ R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
+}
+
+int dlightdivtable[32768];
+
+/*
+ R_AddDynamicLights
+*/
+int R_AddDynamicLights (msurface_t *surf)
+{
+ int sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, lit, dist2, impacts, impactt;
+ unsigned int *bl;
+ float dist;
+ vec3_t impact, local;
+
+ // LordHavoc: use 64bit integer... shame it's not very standardized...
+#if _MSC_VER || __BORLANDC__
+ __int64 k;
+#else
+ long long k;
+#endif
+
+ lit = false;
+
+ if (!dlightdivtable[1])
{
-// Cvar_SetValue("gl_nosubimagefragments", 1);
-// Cvar_SetValue("gl_nosubimage", 1);
- Cvar_SetValue("gl_lightmode", 0);
+ dlightdivtable[0] = 4194304;
+ for (s = 1; s < 32768; s++)
+ dlightdivtable[s] = 4194304 / (s << 7);
+ }
+
+ smax = (surf->extents[0] >> 4) + 1;
+ tmax = (surf->extents[1] >> 4) + 1;
+
+ for (lnum = 0; lnum < MAX_DLIGHTS; lnum++)
+ {
+ if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+ continue; // not lit by this light
+
+ VectorSubtract (cl_dlights[lnum].origin, currententity->render.origin, local);
+ dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+
+ // for comparisons to minimum acceptable light
+ maxdist = (int) ((cl_dlights[lnum].radius * cl_dlights[lnum].radius));
+
+ // clamp radius to avoid exceeding 32768 entry division table
+ if (maxdist > 4194304)
+ maxdist = 4194304;
+
+ dist2 = dist * dist;
+ if (dist2 >= maxdist)
+ continue;
+
+ impact[0] = cl_dlights[lnum].origin[0] - surf->plane->normal[0] * dist;
+ impact[1] = cl_dlights[lnum].origin[1] - surf->plane->normal[1] * dist;
+ impact[2] = cl_dlights[lnum].origin[2] - surf->plane->normal[2] * dist;
+
+ impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+ impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+ s = bound(0, impacts, smax * 16) - impacts;
+ t = bound(0, impactt, tmax * 16) - impactt;
+ i = s * s + t * t + dist2;
+ if (i > maxdist)
+ continue;
+
+ // reduce calculations
+ for (s = 0, i = impacts; s < smax; s++, i -= 16)
+ sdtable[s] = i * i + dist2 + LIGHTOFFSET;
+
+ maxdist3 = maxdist - (int) (dist * dist);
+
+ // convert to 8.8 blocklights format and scale up by radius
+ red = cl_dlights[lnum].color[0] * maxdist;
+ green = cl_dlights[lnum].color[1] * maxdist;
+ blue = cl_dlights[lnum].color[2] * maxdist;
+ bl = blocklights;
+
+ i = impactt;
+ for (t = 0; t < tmax; t++, i -= 16)
+ {
+ td = i * i;
+ // make sure some part of it is visible on this line
+ if (td < maxdist3)
+ {
+ maxdist2 = maxdist - td;
+ for (s = 0; s < smax; s++)
+ {
+ if (sdtable[s] < maxdist2)
+ {
+ k = dlightdivtable[(sdtable[s] + td) >> 7];
+ bl[0] += (red * k) >> 9;
+ bl[1] += (green * k) >> 9;
+ bl[2] += (blue * k) >> 9;
+ lit = true;
+ }
+ bl += 3;
+ }
+ }
+ else // skip line
+ bl += smax * 3;
+ }
}
+ return lit;
+}
- R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown);
+
+void R_ConvertLightmap (int *in, byte *out, int width, int height, int stride)
+{
+ int i, j;
+ stride -= (width*lightmapbytes);
+ if (lighthalf)
+ {
+ // LordHavoc: I shift down by 8 unlike GLQuake's 7,
+ // the image is brightened as a processing pass
+ if (lightmaprgba)
+ {
+ for (i = 0;i < height;i++, out += stride)
+ {
+ for (j = 0;j < width;j++, in += 3, out += 4)
+ {
+ out[0] = min(in[0] >> 8, 255);
+ out[1] = min(in[1] >> 8, 255);
+ out[2] = min(in[2] >> 8, 255);
+ out[3] = 255;
+ }
+ }
+ }
+ else
+ {
+ for (i = 0;i < height;i++, out += stride)
+ {
+ for (j = 0;j < width;j++, in += 3, out += 3)
+ {
+ out[0] = min(in[0] >> 8, 255);
+ out[1] = min(in[1] >> 8, 255);
+ out[2] = min(in[2] >> 8, 255);
+ }
+ }
+ }
+ }
+ else
+ {
+ if (lightmaprgba)
+ {
+ for (i = 0;i < height;i++, out += stride)
+ {
+ for (j = 0;j < width;j++, in += 3, out += 4)
+ {
+ out[0] = min(in[0] >> 7, 255);
+ out[1] = min(in[1] >> 7, 255);
+ out[2] = min(in[2] >> 7, 255);
+ out[3] = 255;
+ }
+ }
+ }
+ else
+ {
+ for (i = 0;i < height;i++, out += stride)
+ {
+ for (j = 0;j < width;j++, in += 3, out += 3)
+ {
+ out[0] = min(in[0] >> 7, 255);
+ out[1] = min(in[1] >> 7, 255);
+ out[2] = min(in[2] >> 7, 255);
+ }
+ }
+ }
+ }
}
/*
void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
{
int smax, tmax;
- int t;
- int i, j, size;
+ int i, j, size, size3;
byte *lightmap;
int scale;
int maps;
int *bl;
+ surf->cached_dlight = 0;
surf->cached_lighthalf = lighthalf;
surf->cached_ambient = r_ambient.value;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
size = smax*tmax;
+ size3 = size*3;
lightmap = surf->samples;
// set to full bright if no light data
- if (currententity->effects & EF_FULLBRIGHT || !cl.worldmodel->lightdata)
+ if ((currententity && (currententity->render.effects & EF_FULLBRIGHT)) || !cl.worldmodel->lightdata)
{
bl = blocklights;
for (i=0 ; i<size ; i++)
else
{
// clear to no light
- bl = blocklights;
j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style
- for (i=0 ; i<size ; i++)
+ if (j)
{
- *bl++ = j;
- *bl++ = j;
- *bl++ = j;
+ bl = blocklights;
+ for (i = 0;i < size3;i++)
+ *bl++ = j;
}
+ else
+ memset(&blocklights[0], 0, size*3*sizeof(int));
// add all the lightmaps
if (lightmap)
+ {
for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
bl = blocklights;
- for (i=0 ; i<size ; i++)
- {
- *bl++ += *lightmap++ * scale;
+ for (i = 0;i < size3;i++)
*bl++ += *lightmap++ * scale;
- *bl++ += *lightmap++ * scale;
- }
- }
- }
- 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)
- {
- for (i=0 ; i<tmax ; i++, dest += stride)
- {
- 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;
- }
- }
- }
- else
- {
- for (i=0 ; i<tmax ; i++, dest += stride)
- {
- 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;
- }
- }
- }
- }
- else
- {
- if (lightmaprgba)
- {
- for (i=0 ; i<tmax ; i++, dest += stride)
- {
- 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;
- }
- }
- }
- else
- {
- for (i=0 ; i<tmax ; i++, dest += stride)
- {
- 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;
- }
}
}
+ if (r_dlightmap.value && surf->dlightframe == r_framecount)
+ if ((surf->cached_dlight = R_AddDynamicLights(surf)))
+ c_light_polys++;
}
+ R_ConvertLightmap(blocklights, dest, smax, tmax, stride);
}
-byte templight[32*32*4];
+byte templight[BLOCK_WIDTH*BLOCK_HEIGHT*4];
void R_UpdateLightmap(msurface_t *s, int lnum)
{
*/
texture_t *R_TextureAnimation (texture_t *base)
{
- texture_t *original;
- int relative;
- int count;
+// texture_t *original;
+// int relative;
+// int count;
- if (currententity->frame)
+ if (currententity->render.frame)
{
if (base->alternate_anims)
base = base->alternate_anims;
if (!base->anim_total)
return base;
+ return base->anim_frames[(int)(cl.time*5) % base->anim_total];
+
+ /*
original = base;
- relative = (int)(cl.time*10) % base->anim_total;
+ relative = (int)(cl.time*5) % base->anim_total;
count = 0;
while (base->anim_min > relative || base->anim_max <= relative)
}
return base;
+ */
}
extern char skyname[];
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
float turbsin[256] =
{
#include "gl_warp_sin.h"
float wvert[1024*6]; // used by the following functions
+extern qboolean hlbsp;
+
void RSurf_DrawSky(msurface_t *s, int transform)
{
glpoly_t *p;
int i;
float *v;
+
+ // LordHavoc: HalfLife maps have freaky skypolys...
+ if (hlbsp)
+ return;
+
for (p=s->polys ; p ; p=p->next)
{
if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
{
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];
+ VectorCopy(v, skyvert[currentskyvert].v);
+ currentskyvert++;
}
}
}
cr = light->color[0];
cg = light->color[1];
cb = light->color[2];
- radius = light->radius*light->radius*LIGHTSCALE;
- radius2 = radius * (256.0f / LIGHTSCALE);
+ radius = light->radius*light->radius;
+ radius2 = radius * 256.0f;
wv = wvert;
for (p = polys;p;p = p->next)
{
void RSurf_DrawWater(msurface_t *s, texture_t *t, int transform, int alpha)
{
int i;
- float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
+ float os = turbsin[(int)(cl.time * TURBSCALE) & 255], ot = turbsin[(int)(cl.time * TURBSCALE + 96.0) & 255];
glpoly_t *p;
- float *wv, *v;
- wv = wvert;
- for (p = s->polys;p;p = p->next)
+ float *v;
+ // FIXME: make fog texture if water texture is transparent?
+
+ if (s->dlightframe != r_framecount)
{
- for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ vec3_t temp;
+ // LordHavoc: fast path for no vertex lighting cases
+ if (transform)
{
- if (transform)
- softwaretransform(v, wv);
+ if (r_waterripple.value)
+ {
+ for (p=s->polys ; p ; p=p->next)
+ {
+ transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ {
+ softwaretransform(v, temp);
+ transpolyvert(temp[0], temp[1], temp[2] + r_waterripple.value * turbsin[(int)((temp[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((temp[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
+ }
+ transpolyend();
+ }
+ }
else
- VectorCopy(v, wv);
+ {
+ for (p=s->polys ; p ; p=p->next)
+ {
+ transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ {
+ softwaretransform(v, temp);
+ transpolyvert(temp[0], temp[1], temp[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
+ }
+ transpolyend();
+ }
+ }
+ }
+ else
+ {
if (r_waterripple.value)
- wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- wv[3] = wv[4] = wv[5] = 128.0f;
- wv += 6;
+ {
+ for (p=s->polys ; p ; p=p->next)
+ {
+ transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ transpolyvert(v[0], v[1], v[2] + r_waterripple.value * turbsin[(int)((v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
+ transpolyend();
+ }
+ }
+ else
+ {
+ for (p=s->polys ; p ; p=p->next)
+ {
+ transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
+ transpolyend();
+ }
+ }
}
}
- if (s->dlightframe == r_dlightframecount && r_dynamic.value)
- RSurf_Light(s->dlightbits, s->polys);
- wv = wvert;
- // FIXME: make fog texture if water texture is transparent?
- for (p=s->polys ; p ; p=p->next)
+ else
{
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
- transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), wv[3], wv[4], wv[5], alpha);
- transpolyend();
+ float *wv;
+ 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]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f);
+ wv[3] = wv[4] = wv[5] = 128.0f;
+ wv += 6;
+ }
+ }
+ if (s->dlightframe == r_framecount)
+ RSurf_Light(s->dlightbits, s->polys);
+ wv = wvert;
+ for (p=s->polys ; p ; p=p->next)
+ {
+ transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+ transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), wv[3], wv[4], wv[5], alpha);
+ transpolyend();
+ }
}
}
void RSurf_DrawWall(msurface_t *s, texture_t *t, int transform)
{
int i, lit = false, polys = 0, verts = 0;
- float *v, *wv;
+ float *v;
glpoly_t *p;
wallpoly_t *wp;
wallvert_t *out;
+ wallvertcolor_t *outcolor;
// 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)
+ if (s->cached_dlight
+ || (r_dynamic.value && r_dlightmap.value && s->dlightframe == r_framecount)
+ || r_ambient.value != s->cached_ambient
+ || lighthalf != s->cached_lighthalf
+ || (r_dynamic.value
+ && ((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);
+ if (r_dlightmap.value || s->dlightframe != r_framecount)
{
- for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ // LordHavoc: fast path version for no vertex lighting cases
+ wp = &wallpoly[currentwallpoly];
+ out = &wallvert[currentwallvert];
+ for (p = s->polys;p;p = p->next)
{
+ if ((currentwallpoly >= MAX_WALLPOLYS) || (currentwallvert+p->numverts > MAX_WALLVERTS))
+ return;
+ wp->texnum = (unsigned short) R_GetTexture(t->texture);
+ wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
+ wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture);
+ wp->firstvert = currentwallvert;
+ wp->numverts = p->numverts;
+ wp->lit = lit;
+ wp++;
+ currentwallpoly++;
+ currentwallvert += p->numverts;
+ v = p->verts[0];
if (transform)
- softwaretransform(v, wv);
+ {
+ for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++)
+ {
+ softwaretransform(v, out->vert);
+ out->vert[3] = v[3];
+ out->vert[4] = v[4];
+ out->vert[5] = v[5];
+ out->vert[6] = v[6];
+ }
+ }
else
- VectorCopy(v, wv);
- wv[3] = wv[4] = wv[5] = 0.0f;
- wv += 6;
+ {
+ /*
+ for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++)
+ {
+ VectorCopy(v, out->vert);
+ out->vert[3] = v[3];
+ out->vert[4] = v[4];
+ out->vert[5] = v[5];
+ out->vert[6] = v[6];
+ }
+ */
+ memcpy(out, v, sizeof(vec_t) * VERTEXSIZE * p->numverts);
+ out += p->numverts;
+ }
}
- verts += p->numverts;
- polys++;
}
- if ((currentwallpoly + polys > MAX_WALLPOLYS) || (currentwallvert+verts > MAX_WALLVERTS))
- return;
- if (s->dlightframe == r_dlightframecount && r_dynamic.value)
- lit = RSurf_Light(s->dlightbits, s->polys);
- wv = wvert;
- wp = &wallpoly[currentwallpoly];
- out = &wallvert[currentwallvert];
- currentwallpoly += polys;
- for (p = s->polys;p;p = p->next)
+ else
{
- v = p->verts[0];
- wp->texnum = (unsigned short) t->gl_texturenum;
- wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
- wp->glowtexnum = (unsigned short) t->gl_glowtexturenum;
- wp->firstvert = currentwallvert;
- wp->numverts = p->numverts;
- wp->lit = lit;
- wp++;
- currentwallvert += p->numverts;
- for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, wv += 6, out++)
+ float *wv;
+ wv = wvert;
+ for (p = s->polys;p;p = p->next)
{
- if (lit)
+ for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
{
- if (lighthalf)
- {
- out->r = (byte) (bound(0, (int) wv[3] >> 1, 255));
- out->g = (byte) (bound(0, (int) wv[4] >> 1, 255));
- out->b = (byte) (bound(0, (int) wv[5] >> 1, 255));
- out->a = 255;
- }
+ if (transform)
+ softwaretransform(v, wv);
else
+ VectorCopy(v, wv);
+ wv[3] = wv[4] = wv[5] = 0.0f;
+ wv += 6;
+ }
+ verts += p->numverts;
+ polys++;
+ }
+ if ((currentwallpoly + polys > MAX_WALLPOLYS) || (currentwallvert+verts > MAX_WALLVERTS))
+ return;
+ if ((!r_dlightmap.value) && s->dlightframe == r_framecount)
+ lit = RSurf_Light(s->dlightbits, s->polys);
+ wv = wvert;
+ wp = &wallpoly[currentwallpoly];
+ out = &wallvert[currentwallvert];
+ outcolor = &wallvertcolor[currentwallvert];
+ currentwallpoly += polys;
+ for (p = s->polys;p;p = p->next)
+ {
+ v = p->verts[0];
+ wp->texnum = (unsigned short) R_GetTexture(t->texture);
+ wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
+ wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture);
+ wp->firstvert = currentwallvert;
+ wp->numverts = p->numverts;
+ wp->lit = lit;
+ wp++;
+ currentwallvert += p->numverts;
+ for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, wv += 6, out++, outcolor++)
+ {
+ if (lit)
{
- out->r = (byte) (bound(0, (int) wv[3], 255));
- out->g = (byte) (bound(0, (int) wv[4], 255));
- out->b = (byte) (bound(0, (int) wv[5], 255));
- out->a = 255;
+ if (lighthalf)
+ {
+ outcolor->r = (byte) (bound(0, (int) wv[3] >> 1, 255));
+ outcolor->g = (byte) (bound(0, (int) wv[4] >> 1, 255));
+ outcolor->b = (byte) (bound(0, (int) wv[5] >> 1, 255));
+ outcolor->a = 255;
+ }
+ else
+ {
+ outcolor->r = (byte) (bound(0, (int) wv[3], 255));
+ outcolor->g = (byte) (bound(0, (int) wv[4], 255));
+ outcolor->b = (byte) (bound(0, (int) wv[5], 255));
+ outcolor->a = 255;
+ }
}
+ out->vert[0] = wv[0];
+ out->vert[1] = wv[1];
+ out->vert[2] = wv[2];
+ out->vert[3] = v[3];
+ out->vert[4] = v[4];
+ out->vert[5] = v[5];
+ out->vert[6] = v[6];
}
- out->vert[0] = wv[0];
- out->vert[1] = wv[1];
- out->vert[2] = wv[2];
- out->s = v[3];
- out->t = v[4];
- out->u = v[5];
- out->v = v[6];
}
}
}
// LordHavoc: transparent brush models
-extern int r_dlightframecount;
extern float modelalpha;
void RSurf_DrawWallVertex(msurface_t *s, texture_t *t, int transform, int isbmodel)
wv += 6;
}
}
- if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+ if (s->dlightframe == r_framecount)
RSurf_Light(s->dlightbits, s->polys);
wv = wvert;
- if (isbmodel && (currententity->colormod[0] != 1 || currententity->colormod[1] != 1 || currententity->colormod[2] != 1))
+ if (isbmodel && (currententity->render.colormod[0] != 1 || currententity->render.colormod[1] != 1 || currententity->render.colormod[2] != 1))
{
for (p = s->polys;p;p = p->next)
{
v = p->verts[0];
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+ transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->render.effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
- transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3] * currententity->colormod[0], wv[4] * currententity->colormod[1], wv[5] * currententity->colormod[2], alpha);
+ transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3] * currententity->render.colormod[0], wv[4] * currententity->render.colormod[1], wv[5] * currententity->render.colormod[2], alpha);
transpolyend();
}
}
for (p = s->polys;p;p = p->next)
{
v = p->verts[0];
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+ transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->render.effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3], wv[4], wv[5], alpha);
transpolyend();
}
}
-/*
-================
-DrawTextureChains
-================
-*/
-extern qboolean hlbsp;
-extern char skyname[];
-void R_DrawSurf(msurface_t *s, int isbmodel, int vertexlit)
-{
- texture_t *t;
- if (s->flags & SURF_DRAWSKY)
- {
- skyisvisible = true;
- if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
- RSurf_DrawSky(s, false);
- return;
- }
- t = R_TextureAnimation (s->texinfo->texture);
- if (s->flags & SURF_DRAWTURB)
- {
- RSurf_DrawWater(s, t, false, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
- return;
- }
- if (vertexlit)
- RSurf_DrawWallVertex(s, t, false, false);
- else
- RSurf_DrawWall(s, t, false);
-}
-
-void DrawTextureChains (void)
-{
- int n;
- msurface_t *s;
- texture_t *t;
-
- for (n = 0;n < cl.worldmodel->numtextures;n++)
- {
- if (!cl.worldmodel->textures[n] || !(s = cl.worldmodel->textures[n]->texturechain))
- continue;
- cl.worldmodel->textures[n]->texturechain = NULL;
-// for (;s;s = s->texturechain)
-// R_DrawSurf(s, false, gl_vertex.value);
- // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
- // sky
- if (s->flags & SURF_DRAWSKY)
- {
- skyisvisible = true;
- if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
- for (;s;s = s->texturechain)
- RSurf_DrawSky(s, false);
- continue;
- }
- t = R_TextureAnimation (cl.worldmodel->textures[n]);
- // subdivided water surface warp
- if (s->flags & SURF_DRAWTURB)
- {
- int alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
- for (;s;s = s->texturechain)
- RSurf_DrawWater(s, t, false, alpha);
- continue;
- }
- if (gl_vertex.value)
- for (;s;s = s->texturechain)
- RSurf_DrawWallVertex(s, t, false, false);
- else
- for (;s;s = s->texturechain)
- RSurf_DrawWall(s, t, false);
- }
-}
-
void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model);
/*
msurface_t *s;
model_t *clmodel;
int rotated, vertexlit = false;
- texture_t *t;
vec3_t org;
currententity = e;
- clmodel = e->model;
+ clmodel = e->render.model;
- if (e->angles[0] || e->angles[1] || e->angles[2])
+ if (e->render.angles[0] || e->render.angles[1] || e->render.angles[2])
{
rotated = true;
for (i=0 ; i<3 ; i++)
{
- mins[i] = e->origin[i] - clmodel->radius;
- maxs[i] = e->origin[i] + clmodel->radius;
+ mins[i] = e->render.origin[i] - clmodel->radius;
+ maxs[i] = e->render.origin[i] + clmodel->radius;
}
}
else
{
rotated = false;
- VectorAdd (e->origin, clmodel->mins, mins);
- VectorAdd (e->origin, clmodel->maxs, maxs);
+ VectorAdd (e->render.origin, clmodel->mins, mins);
+ VectorAdd (e->render.origin, clmodel->maxs, maxs);
}
- if (R_CullBox (mins, maxs))
+ if (R_VisibleCullBox (mins, maxs))
return;
- VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
+ c_bmodels++;
+
+ VectorSubtract (r_refdef.vieworg, e->render.origin, modelorg);
if (rotated)
{
vec3_t temp;
vec3_t forward, right, up;
VectorCopy (modelorg, temp);
- AngleVectors (e->angles, forward, right, up);
+ AngleVectors (e->render.angles, forward, right, up);
modelorg[0] = DotProduct (temp, forward);
modelorg[1] = -DotProduct (temp, right);
modelorg[2] = DotProduct (temp, up);
// instanced model
for (i = 0;i < MAX_DLIGHTS;i++)
{
- if ((cl_dlights[i].die < cl.time) || (!cl_dlights[i].radius))
+ if (!cl_dlights[i].radius)
continue;
- VectorSubtract(cl_dlights[i].origin, currententity->origin, org);
+ VectorSubtract(cl_dlights[i].origin, currententity->render.origin, org);
R_NoVisMarkLights (org, &cl_dlights[i], 1<<(i&31), i >> 5, clmodel);
}
- vertexlit = modelalpha != 1 || clmodel->firstmodelsurface == 0 || (currententity->effects & EF_FULLBRIGHT) || currententity->colormod[0] != 1 || currententity->colormod[2] != 1 || currententity->colormod[2] != 1;
+ vertexlit = modelalpha != 1 || clmodel->firstmodelsurface == 0 || (currententity->render.effects & EF_FULLBRIGHT) || currententity->render.colormod[0] != 1 || currententity->render.colormod[2] != 1 || currententity->render.colormod[2] != 1;
-e->angles[0] = -e->angles[0]; // stupid quake bug
+ e->render.angles[0] = -e->render.angles[0]; // stupid quake bug
softwaretransformforentity (e);
-e->angles[0] = -e->angles[0]; // stupid quake bug
+ e->render.angles[0] = -e->render.angles[0]; // stupid quake bug
// draw texture
for (i = 0;i < clmodel->nummodelsurfaces;i++, s++)
if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
{
// R_DrawSurf(s, true, vertexlit || s->texinfo->texture->transparent);
- if (s->flags & SURF_DRAWSKY)
+ if (s->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
{
- RSurf_DrawSky(s, true);
- continue;
+ // sky and liquid don't need sorting (skypoly/transpoly)
+ if (s->flags & SURF_DRAWSKY)
+ RSurf_DrawSky(s, true);
+ else
+ RSurf_DrawWater(s, R_TextureAnimation(s->texinfo->texture), true, s->flags & SURF_DRAWNOALPHA ? 255 : wateralpha);
}
- t = R_TextureAnimation (s->texinfo->texture);
- if (s->flags & SURF_DRAWTURB)
+ else
{
- RSurf_DrawWater(s, t, true, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
- continue;
+ texture_t *t = R_TextureAnimation(s->texinfo->texture);
+ if (vertexlit || s->texinfo->texture->transparent)
+ RSurf_DrawWallVertex(s, t, true, true);
+ else
+ RSurf_DrawWall(s, t, true);
}
- if (vertexlit || s->texinfo->texture->transparent)
- RSurf_DrawWallVertex(s, t, true, true);
- else
- RSurf_DrawWall(s, t, true);
}
}
UploadLightmaps();
=============================================================
*/
-void R_StoreEfrags (efrag_t **ppefrag);
+int r_vismarkframecount; // bumped when going to a new PVS
+
+void R_MarkLeaves (void)
+{
+ byte *vis;
+ mnode_t *node;
+ int i;
+
+ if (r_oldviewleaf == r_viewleaf)
+ return;
+
+ r_vismarkframecount++;
+ r_oldviewleaf = r_viewleaf;
+
+ vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
+
+ for (i = 0;i < cl.worldmodel->numleafs;i++)
+ {
+ if (vis[i>>3] & (1<<(i&7)))
+ {
+ node = (mnode_t *)&cl.worldmodel->leafs[i+1];
+ do
+ {
+ if (node->vismarkframe == r_vismarkframecount)
+ break;
+ node->vismarkframe = r_vismarkframecount;
+ node = node->parent;
+ } while (node);
+ }
+ }
+}
+
+void R_LeafWorldNode ()
+{
+ int l;
+ mleaf_t *leaf;
+ msurface_t *surf, **mark, **endmark;
+
+ for (l = 0, leaf = cl.worldmodel->leafs;l < cl.worldmodel->numleafs;l++, leaf++)
+ {
+ if ((leaf->vismarkframe == r_vismarkframecount) && (/*leaf->efrags || */leaf->nummarksurfaces))
+ {
+ if (R_CullBox(leaf->mins, leaf->maxs))
+ continue;
+
+ c_leafs++;
+
+ leaf->visframe = r_framecount;
+
+ // deal with model fragments in this leaf
+// if (leaf->efrags)
+// R_StoreEfrags (&leaf->efrags);
+
+ if (leaf->nummarksurfaces)
+ {
+ mark = leaf->firstmarksurface;
+ endmark = mark + leaf->nummarksurfaces;
+ do
+ {
+ surf = *mark++;
+ // make sure surfaces are only processed once
+ if (surf->worldnodeframe == r_framecount)
+ continue;
+ surf->worldnodeframe = r_framecount;
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+ {
+ if (surf->flags & SURF_PLANEBACK)
+ surf->visframe = r_framecount;
+ }
+ else
+ {
+ if (!(surf->flags & SURF_PLANEBACK))
+ surf->visframe = r_framecount;
+ }
+ }
+ while (mark < endmark);
+ }
+ }
+ }
+}
-struct nodestack_s
+typedef struct nodestack_s
{
- int side;
+ unsigned short side, clip;
mnode_t *node;
-} nodestack[8192];
+}
+nodestack_t;
-/*
-================
-R_WorldNode
-================
-*/
-void R_WorldNode ()
+void R_NoVisWorldNode ()
{
- int side, texsort, vertex;
- struct nodestack_s *nstack;
+ int side, c, clip;
+ nodestack_t *nstack, nodestack[8192];
mnode_t *node;
mleaf_t *pleaf;
msurface_t *surf, *endsurf, **mark, **endmark;
nstack = nodestack;
- texsort = gl_texsort.value;
- vertex = gl_vertex.value;
- if (!(node = cl.worldmodel->nodes))
+ node = cl.worldmodel->nodes;
+
+ if (!node)
return;
+ clip = true;
while(1)
{
- // if a leaf node, draw stuff
if (node->contents < 0)
{
- if (node->contents != CONTENTS_SOLID)
+ if (node->contents != CONTENTS_SOLID && R_NotCulledBox(node->mins, node->maxs))
{
+ // mark surfaces as being visible for processing by code later
pleaf = (mleaf_t *)node;
c_leafs++;
+
+ pleaf->visframe = r_framecount;
+
if (pleaf->nummarksurfaces)
{
mark = pleaf->firstmarksurface;
endmark = mark + pleaf->nummarksurfaces;
do
- {
- (*mark)->visframe = r_framecount;
- mark++;
- }
+ (*mark++)->visframe = r_framecount;
+ while (mark < endmark);
+ }
+
+ // deal with model fragments in this leaf
+// if (pleaf->efrags)
+// R_StoreEfrags (&pleaf->efrags);
+ }
+
+culled:
+ if (nstack <= nodestack)
+ break;
+ nstack--;
+ node = nstack->node;
+ side = nstack->side;
+ clip = nstack->clip;
+ goto loc0;
+ }
+ else if (clip)
+ {
+ // for easier reading, the values are:
+ // 1 = not culled at all (very uncommon in large nodes, uncommon in medium nodes, common in small nodes)
+ // 2 = completely culled (uncommon in large nodes, common in medium nodes, uncommon in small nodes)
+ // 3 = partially culled (common in large nodes, common in medium nodes, uncommon in small nodes)
+ if ((c = frustum[0].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[0])) == 3) goto cull1;else if (c == 2) goto culled;// else 1
+ if ((c = frustum[1].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[1])) == 3) goto cull2;else if (c == 2) goto culled;// else 1
+ if ((c = frustum[2].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[2])) == 3) goto cull3;else if (c == 2) goto culled;// else 1
+ if ((c = frustum[3].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[3])) == 3) goto cull4;else if (c == 2) goto culled;// else 1
+ // completely onscreen, no need to cull children
+ clip = false;
+ goto cull4;
+ // partially clipped node
+cull1: if (frustum[1].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[1]) == 2) goto culled;// else 1 or 3
+cull2: if (frustum[2].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[2]) == 2) goto culled;// else 1 or 3
+cull3: if (frustum[3].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[3]) == 2) goto culled;// else 1 or 3
+cull4: ;
+ }
+
+ c_nodes++;
+
+ // node is just a decision point, so go down the apropriate sides
+
+ // find which side of the node we are on
+ side = PlaneDist(modelorg, node->plane) < node->plane->dist;
+
+ // recurse down the children, front side first
+ nstack->node = node;
+ nstack->side = !side; // go down back side when we come back up
+ nstack->clip = clip;
+ nstack++;
+ node = node->children[side];
+ continue;
+loc0:
+
+ // draw stuff
+ if (node->numsurfaces)
+ {
+ surf = cl.worldmodel->surfaces + node->firstsurface;
+ endsurf = surf + node->numsurfaces;
+
+ if (side)
+ {
+ for (;surf < endsurf;surf++)
+ if (surf->flags & SURF_PLANEBACK)
+ surf->visframe = -1;
+ }
+ else
+ {
+ for (;surf < endsurf;surf++)
+ if (!(surf->flags & SURF_PLANEBACK))
+ surf->visframe = -1;
+ }
+ }
+
+ // recurse down the back side
+ node = node->children[side];
+ continue;
+ }
+}
+
+void R_BSPWorldNode ()
+{
+ int side, c, clip/*, oldclip = r_oldclip.value*/;
+ nodestack_t *nstack, nodestack[8192];
+ mnode_t *node;
+ mleaf_t *pleaf;
+ msurface_t *surf, *endsurf, **mark, **endmark;
+ nstack = nodestack;
+
+ node = cl.worldmodel->nodes;
+
+ if (!node)
+ return;
+
+ clip = true;
+ while(1)
+ {
+ if (node->contents < 0)
+ {
+ if (node->contents != CONTENTS_SOLID && R_NotCulledBox(node->mins, node->maxs))
+ {
+ // mark surfaces as being visible for processing by code later
+ pleaf = (mleaf_t *)node;
+
+ c_leafs++;
+
+ pleaf->visframe = r_framecount;
+
+ if (pleaf->nummarksurfaces)
+ {
+ mark = pleaf->firstmarksurface;
+ endmark = mark + pleaf->nummarksurfaces;
+ do
+ (*mark++)->visframe = r_framecount;
while (mark < endmark);
}
// deal with model fragments in this leaf
- if (pleaf->efrags)
- R_StoreEfrags (&pleaf->efrags);
+// if (pleaf->efrags)
+// R_StoreEfrags (&pleaf->efrags);
}
+culled:
if (nstack <= nodestack)
break;
nstack--;
node = nstack->node;
side = nstack->side;
+ clip = nstack->clip;
goto loc0;
}
+ /*
+ else if (oldclip)
+ {
+ if (R_CullBox(node->mins, node->maxs))
+ {
+ if (nstack <= nodestack)
+ break;
+ nstack--;
+ node = nstack->node;
+ side = nstack->side;
+ clip = nstack->clip;
+ goto loc0;
+ }
+ }
+ */
+ else if (clip)
+ {
+ // for easier reading, the values are:
+ // 1 = not culled at all (very uncommon in large nodes, uncommon in medium nodes, common in small nodes)
+ // 2 = completely culled (uncommon in large nodes, common in medium nodes, uncommon in small nodes)
+ // 3 = partially culled (common in large nodes, common in medium nodes, uncommon in small nodes)
+ if ((c = frustum[0].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[0])) == 3) goto cull1;else if (c == 2) goto culled;// else 1
+ if ((c = frustum[1].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[1])) == 3) goto cull2;else if (c == 2) goto culled;// else 1
+ if ((c = frustum[2].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[2])) == 3) goto cull3;else if (c == 2) goto culled;// else 1
+ if ((c = frustum[3].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[3])) == 3) goto cull4;else if (c == 2) goto culled;// else 1
+ // completely onscreen, no need to cull children
+ clip = false;
+ goto cull4;
+ // partially clipped node
+cull1: if (frustum[1].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[1]) == 2) goto culled;// else 1 or 3
+cull2: if (frustum[2].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[2]) == 2) goto culled;// else 1 or 3
+cull3: if (frustum[3].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[3]) == 2) goto culled;// else 1 or 3
+cull4: ;
+ }
c_nodes++;
side = PlaneDist(modelorg, node->plane) < node->plane->dist;
// recurse down the children, front side first
- if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3))
+ if (node->children[side]->vismarkframe == r_vismarkframecount)
{
nstack->node = node;
nstack->side = !side; // go down back side when we come back up
+ nstack->clip = clip;
nstack++;
node = node->children[side];
continue;
side = !side;
loc0:
- // draw stuff
+ // draw stuff
if (node->numsurfaces)
{
surf = cl.worldmodel->surfaces + node->firstsurface;
endsurf = surf + node->numsurfaces;
- if (texsort)
+ if (side)
{
- if (side)
- {
- do
- {
- if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
- {
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = surf;
- }
- surf++;
- }
- while (surf < endsurf);
- }
- else
- {
- do
- {
- if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
- {
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = surf;
- }
- surf++;
- }
- while (surf < endsurf);
- }
+ for (;surf < endsurf;surf++)
+ if (surf->flags & SURF_PLANEBACK)
+ surf->visframe = -1;
}
else
{
- if (side)
- {
- do
- {
- if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
- R_DrawSurf(surf, false, vertex);
- surf++;
- }
- while (surf < endsurf);
- }
- else
- {
- do
- {
- if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
- R_DrawSurf(surf, false, vertex);
- surf++;
- }
- while (surf < endsurf);
- }
+ for (;surf < endsurf;surf++)
+ if (!(surf->flags & SURF_PLANEBACK))
+ surf->visframe = -1;
}
}
- // recurse down the back side
- if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3))
+ // recurse down the back side
+ if (node->children[side]->vismarkframe == r_vismarkframecount)
{
node = node->children[side];
continue;
nstack--;
node = nstack->node;
side = nstack->side;
+ clip = nstack->clip;
goto loc0;
}
}
-
-/*
-=============
-R_DrawWorld
-=============
-*/
-void R_DrawWorld (void)
+void R_PortalWorldNode ()
{
- 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;
+ int portalstack;
+ mportal_t *p, *pstack[8192];
+ msurface_t *surf, **mark, **endmark;
+ mleaf_t *leaf;
- VectorCopy (r_refdef.vieworg, modelorg);
+ leaf = r_viewleaf;
+ portalstack = 0;
+loc0:
+ c_leafs++;
- currententity = &ent;
+ leaf->visframe = r_framecount;
- softwaretransformidentity(); // LordHavoc: clear transform
+ // deal with model fragments in this leaf
+// if (leaf->efrags)
+// R_StoreEfrags (&leaf->efrags);
- if (cl.worldmodel)
- R_WorldNode ();
+ if (leaf->nummarksurfaces)
+ {
+ mark = leaf->firstmarksurface;
+ endmark = mark + leaf->nummarksurfaces;
+ do
+ {
+ surf = *mark++;
+ // make sure surfaces are only processed once
+ if (surf->worldnodeframe == r_framecount)
+ continue;
+ surf->worldnodeframe = r_framecount;
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+ {
+ if (surf->flags & SURF_PLANEBACK)
+ surf->visframe = r_framecount;
+ }
+ else
+ {
+ if (!(surf->flags & SURF_PLANEBACK))
+ surf->visframe = r_framecount;
+ }
+ }
+ while (mark < endmark);
+ }
- R_PushDlights (); // now mark the lit surfaces
+ // follow portals into other leafs
+ for (p = leaf->portals;p;p = p->next)
+ {
+ if (p->past->worldnodeframe != r_framecount)
+ {
+ leaf = p->past;
+ leaf->worldnodeframe = r_framecount;
+ if (leaf->contents != CONTENTS_SOLID && leaf->vismarkframe == r_vismarkframecount && R_NotCulledBox(leaf->mins, leaf->maxs))
+ {
+ pstack[portalstack++] = p;
+ goto loc0;
+loc1:;
+ }
+ }
+ }
- DrawTextureChains ();
+ if (portalstack)
+ {
+ p = pstack[--portalstack];
+ goto loc1;
+ }
}
-
-/*
-===============
-R_MarkLeaves
-===============
-*/
-void R_MarkLeaves (void)
+void R_DrawSurfaces (void)
{
- byte *vis;
- mnode_t *node;
- int i;
-
- if (r_oldviewleaf == r_viewleaf && !r_novis.value)
- return;
-
- r_visframecount++;
- r_oldviewleaf = r_viewleaf;
+ msurface_t *surf, *endsurf;
+ texture_t *t;
+ int vertex = gl_vertex.value;
- if (r_novis.value)
+ surf = &cl.worldmodel->surfaces[cl.worldmodel->firstmodelsurface];
+ endsurf = surf + cl.worldmodel->nummodelsurfaces;
+ for (;surf < endsurf;surf++)
{
- for (i=0 ; i<cl.worldmodel->numleafs ; i++)
+ if (surf->visframe == r_framecount)
{
- node = (mnode_t *)&cl.worldmodel->leafs[i+1];
- do
+ c_faces++;
+ if (surf->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
{
- if (node->visframe == r_visframecount)
- break;
- node->visframe = r_visframecount;
- node = node->parent;
- } while (node);
+ // sky and liquid don't need sorting (skypoly/transpoly)
+ if (surf->flags & SURF_DRAWSKY)
+ RSurf_DrawSky(surf, false);
+ else
+ RSurf_DrawWater(surf, R_TextureAnimation(surf->texinfo->texture), false, surf->flags & SURF_DRAWNOALPHA ? 255 : wateralpha);
+ }
+ else
+ {
+ t = R_TextureAnimation(surf->texinfo->texture);
+ if (vertex)
+ RSurf_DrawWallVertex(surf, t, false, false);
+ else
+ RSurf_DrawWall(surf, t, false);
+ }
}
}
- else
+}
+
+void R_DrawPortals()
+{
+ int drawportals, i, r, g, b;
+ mleaf_t *leaf, *endleaf;
+ mportal_t *portal;
+ mvertex_t *point, *endpoint;
+ drawportals = (int)r_drawportals.value;
+ if (drawportals < 1)
+ return;
+ leaf = cl.worldmodel->leafs;
+ endleaf = leaf + cl.worldmodel->numleafs;
+ for (;leaf < endleaf;leaf++)
{
- vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
-
- for (i=0 ; i<cl.worldmodel->numleafs ; i++)
+ if (leaf->visframe == r_framecount && leaf->portals)
{
- if (vis[i>>3] & (1<<(i&7)))
+ i = leaf - cl.worldmodel->leafs;
+ r = (i & 0x0007) << 5;
+ g = (i & 0x0038) << 2;
+ b = (i & 0x01C0) >> 1;
+ portal = leaf->portals;
+ while (portal)
{
- node = (mnode_t *)&cl.worldmodel->leafs[i+1];
- do
- {
- if (node->visframe == r_visframecount)
- break;
- node->visframe = r_visframecount;
- node = node->parent;
- } while (node);
+ transpolybegin(0, 0, 0, TPOLYTYPE_ALPHA);
+ point = portal->points;
+ endpoint = point + portal->numpoints;
+ for (;point < endpoint;point++)
+ transpolyvertub(point->position[0], point->position[1], point->position[2], 0, 0, r, g, b, 32);
+ transpolyend();
+ portal = portal->next;
}
}
}
}
+/*
+=============
+R_DrawWorld
+=============
+*/
+void R_DrawWorld (void)
+{
+ entity_t ent;
+
+ wateralpha = bound(0, r_wateralpha.value*255.0f, 255);
+
+ memset (&ent, 0, sizeof(ent));
+ ent.render.model = cl.worldmodel;
+ ent.render.colormod[0] = ent.render.colormod[1] = ent.render.colormod[2] = 1;
+ modelalpha = ent.render.alpha = 1;
+ ent.render.scale = 1;
+
+ VectorCopy (r_refdef.vieworg, modelorg);
+
+ currententity = &ent;
+
+ softwaretransformidentity(); // LordHavoc: clear transform
+
+ if (cl.worldmodel)
+ {
+ if (r_novis.value || !r_viewleaf->compressed_vis)
+ R_NoVisWorldNode ();
+ else
+ {
+ R_MarkLeaves ();
+ if (r_portalworldnode.value)
+ R_PortalWorldNode ();
+ else if (r_leafworldnode.value)
+ R_LeafWorldNode ();
+ else
+ R_BSPWorldNode ();
+ }
+ }
+
+ R_PushDlights (); // now mark the lit surfaces
+
+ R_DrawSurfaces ();
+ R_DrawPortals ();
+}
/*
=============================================================================
int best, best2;
int texnum;
- for (texnum=0 ; texnum<MAX_LIGHTMAPS ; texnum++)
+ for (texnum = 0;texnum < MAX_LIGHTMAPS;texnum++)
{
best = BLOCK_HEIGHT;
- for (i=0 ; i<BLOCK_WIDTH-w ; i+=lightmapalign) // LordHavoc: NVIDIA has broken subimage, so align the lightmaps
+ for (i = 0;i < BLOCK_WIDTH - w;i += lightmapalign) // LordHavoc: NVIDIA has broken subimage, so align the lightmaps
{
best2 = 0;
if (nosubimagefragments || nosubimage)
{
if (!lightmaps[texnum])
- lightmaps[texnum] = calloc(BLOCK_WIDTH*BLOCK_HEIGHT*4, 1);
+ {
+ lightmaps[texnum] = qmalloc(BLOCK_WIDTH*BLOCK_HEIGHT*4);
+ memset(lightmaps[texnum], 0, BLOCK_WIDTH*BLOCK_HEIGHT*4);
+ }
}
// LordHavoc: clear texture to blank image, fragments are uploaded using subimage
else if (!allocated[texnum][0])
{
- byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*3];
+ byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*4];
memset(blank, 0, sizeof(blank));
if(r_upload.value)
{
}
}
- for (i=0 ; i<w ; i++)
+ for (i = 0;i < w;i++)
allocated[texnum][*x + i] = best + h;
return texnum;
}
- Sys_Error ("AllocBlock: full");
+ Host_Error ("AllocBlock: full, unable to find room for %i by %i lightmap", w, h);
return 0;
}
//
// draw texture
//
- poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
+ poly = Hunk_AllocName (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float), "surfaces");
poly->next = fa->polys;
poly->flags = fa->flags;
fa->polys = poly;
}
if (!lightmap_textures)
- {
- lightmap_textures = texture_extension_number;
- texture_extension_number += MAX_LIGHTMAPS;
- }
+ lightmap_textures = R_GetTextureSlots(MAX_LIGHTMAPS);
for (j=1 ; j<MAX_MODELS ; j++)
{