// r_surf.c: surface-related refresh code
#include "quakedef.h"
+#include "r_shadow.h"
+#include "portals.h"
#define MAX_LIGHTMAP_SIZE 256
-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
-
-static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*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"};
-
-static int dlightdivtable[32768];
-
-static int R_IntAddDynamicLights (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
-
- softwareuntransform(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;
-
- // reduce calculations
- for (s = 0, i = impacts; s < smax; s++, i -= 16)
- sdtable[s] = i * i + 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 = (int) (r_dlight[lnum].subtract * 4194304.0f);
- bl = intblocklights;
-
- 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;
-}
-
-static int R_FloatAddDynamicLights (msurface_t *surf)
-{
- 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++)
- {
- if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
- continue; // not lit by this light
-
- softwareuntransform(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;
-}
+cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
+cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
+cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
+cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
+
+// flag arrays used for visibility checking on world model
+// (all other entities have no per-surface/per-leaf visibility checks)
+// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
+qbyte r_pvsbits[(32768+7)>>3];
+// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
+qbyte r_worldleafvisible[32768];
+// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
+qbyte r_worldsurfacevisible[262144];
/*
===============
Combine and scale multiple lightmaps into the 8.8 format in blocklights
===============
*/
-static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int dlightchanged)
+void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
{
- if (!r_floatbuildlightmap.integer)
- {
- 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)
- {
- 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));
+ int smax, tmax, i, j, size, size3, maps, stride, l;
+ unsigned int *bl, scale;
+ qbyte *lightmap, *out, *stain;
+ static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+ static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
- if (surf->dlightframe == r_framecount && r_dlightmap.integer)
- {
- surf->cached_dlight = R_IntAddDynamicLights(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 = 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;
- }
- }
+ // update cached lighting info
+ surface->cached_dlight = 0;
- stain = surf->stainsamples;
- bl = intblocklights;
- out = templight;
- // deal with lightmap brightness scale
- shift = 7 + lightscalebit + 8;
- if (ent->model->lightmaprgba)
- {
- stride = (surf->lightmaptexturestride - smax) * 4;
- for (i = 0;i < tmax;i++, out += stride)
- {
- for (j = 0;j < smax;j++)
- {
- 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
- {
- stride = (surf->lightmaptexturestride - smax) * 3;
- for (i = 0;i < tmax;i++, out += stride)
- {
- for (j = 0;j < smax;j++)
- {
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
- }
- }
- }
+ smax = (surface->lightmapinfo->extents[0]>>4)+1;
+ tmax = (surface->lightmapinfo->extents[1]>>4)+1;
+ size = smax*tmax;
+ size3 = size*3;
+ lightmap = surface->lightmapinfo->samples;
- R_UpdateTexture(surf->lightmaptexture, templight);
+// set to full bright if no light data
+ bl = intblocklights;
+ if (!ent->model->brushq1.lightdata)
+ {
+ for (i = 0;i < size3;i++)
+ bl[i] = 255*256;
}
else
{
- 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(surf);
- if (surf->cached_dlight)
- c_light_polys++;
- else if (dlightchanged)
- return; // don't upload if only updating dlights and none mattered
- }
+// clear to no light
+ memset(bl, 0, size*3*sizeof(unsigned int));
- // add all the lightmaps
+// 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 = intblocklights;
+ for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
+ for (scale = d_lightstylevalue[surface->lightmapinfo->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)
+ stain = surface->lightmapinfo->stainsamples;
+ bl = intblocklights;
+ out = templight;
+ // the >> 16 shift adjusts down 8 bits to account for the stainmap
+ // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
+ // be doubled during rendering to achieve 2x overbright
+ // (0 = 0.0, 128 = 1.0, 256 = 2.0)
+ if (ent->model->brushq1.lightmaprgba)
+ {
+ stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 4;
+ for (i = 0;i < tmax;i++, out += 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++)
- {
- 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;
- }
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ *out++ = 255;
}
}
- else
+ }
+ else
+ {
+ stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 3;
+ for (i = 0;i < tmax;i++, out += 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++)
- {
- l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
- l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
- l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
- }
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
}
}
-
- R_UpdateTexture(surf->lightmaptexture, templight);
}
+
+ R_UpdateTexture(surface->lightmaptexture, templight);
}
-void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, int icolor[8])
+void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
{
- 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;
+ float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
+ msurface_t *surface, *endsurface;
+ int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
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);
+ maxdist = radius * radius;
+ invradius = 1.0f / radius;
loc0:
- if (node->contents < 0)
+ if (!node->plane)
return;
ndist = PlaneDiff(origin, node->plane);
if (ndist > radius)
goto loc0;
}
- dist2 = ndist * ndist + 256.0f;
- if (dist2 < maxdist)
- {
- maxdist3 = maxdist - dist2;
+ dist2 = ndist * ndist;
+ maxdist3 = maxdist - dist2;
- if (node->plane->type < 3)
- {
- VectorCopy(origin, impact);
- impact[node->plane->type] -= ndist;
- }
- else
- {
- 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;
- }
+ if (node->plane->type < 3)
+ {
+ VectorCopy(origin, impact);
+ impact[node->plane->type] -= ndist;
+ }
+ else
+ {
+ 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++)
+ for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
+ {
+ if (surface->lightmapinfo->stainsamples)
{
- if (surf->stainsamples)
- {
- smax = (surf->extents[0] >> 4) + 1;
- tmax = (surf->extents[1] >> 4) + 1;
+ smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
+ tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
- 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];
+ impacts = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0];
+ impactt = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->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;
+ 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;
+ // reduce calculations
+ for (s = 0, i = impacts; s < smax; s++, i -= 16)
+ sdtable[s] = i * i + dist2;
- // convert to 8.8 blocklights format
- bl = surf->stainsamples;
- smax3 = smax * 3;
- stained = false;
+ bl = surface->lightmapinfo->stainsamples;
+ smax3 = smax * 3;
+ stained = false;
- i = impactt;
- for (t = 0;t < tmax;t++, i -= 16)
+ 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)
{
- 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++)
{
- maxdist2 = maxdist - td;
- for (s = 0;s < smax;s++)
+ if (sdtable[s] < maxdist2)
{
- if (sdtable[s] < maxdist2)
+ ratio = lhrandom(0.0f, 1.0f);
+ a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
+ if (a >= (1.0f / 64.0f))
{
- 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;
- }
- }
+ if (a > 1)
+ a = 1;
+ bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
+ bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
+ bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
+ stained = true;
}
- bl += 3;
}
+ bl += 3;
}
- else // skip line
- bl += smax3;
}
- // force lightmap upload
- if (stained)
- surf->cached_dlight = true;
+ else // skip line
+ bl += smax3;
}
+ // force lightmap upload
+ if (stained)
+ surface->cached_dlight = true;
}
}
- if (node->children[0]->contents >= 0)
+ if (node->children[0]->plane)
{
- if (node->children[1]->contents >= 0)
+ if (node->children[1]->plane)
{
- R_StainNode(node->children[0], model, origin, radius, icolor);
+ R_StainNode(node->children[0], model, origin, radius, fcolor);
node = node->children[1];
goto loc0;
}
goto loc0;
}
}
- else if (node->children[1]->contents >= 0)
+ else if (node->children[1]->plane)
{
node = node->children[1];
goto loc0;
}
}
-void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
+void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
{
- int n, icolor[8];
+ int n;
+ float fcolor[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;
- R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor);
+ if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata)
+ return;
+ fcolor[0] = cr1;
+ fcolor[1] = cg1;
+ fcolor[2] = cb1;
+ fcolor[3] = ca1 * (1.0f / 64.0f);
+ fcolor[4] = cr2 - cr1;
+ fcolor[5] = cg2 - cg1;
+ fcolor[6] = cb2 - cb1;
+ fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
+
+ R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
// look for embedded bmodels
for (n = 0;n < cl_num_brushmodel_entities;n++)
{
- ent = cl_brushmodel_entities[n];
+ ent = &cl_entities[cl_brushmodel_entities[n]].render;
model = ent->model;
if (model && model->name[0] == '*')
{
Mod_CheckLoaded(model);
- if (model->type == mod_brush)
+ if (model->brush.data_nodes)
{
Matrix4x4_Transform(&ent->inversematrix, origin, org);
- R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, icolor);
+ R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
}
}
}
=============================================================
*/
-static void RSurf_CopyXYZ(const surfvertex_t *in, float *out, int numverts)
+static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
{
int i;
- for (i = 0;i < numverts;i++, in++, out += 4)
+ float *v;
+ rmeshstate_t m;
+ const mportal_t *portal = calldata1;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ R_Mesh_Matrix(&r_identitymatrix);
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = varray_vertex3f;
+ R_Mesh_State(&m);
+
+ i = calldata2;
+ GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
+ ((i & 0x0038) >> 3) * (1.0f / 7.0f),
+ ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
+ 0.125f);
+ if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
{
- VectorCopy(in->v, out);
- out[3] = 1;
+ for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
+ VectorCopy(portal->points[i].position, v);
}
+ else
+ for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
+ VectorCopy(portal->points[i].position, v);
+ GL_LockArrays(0, portal->numpoints);
+ R_Mesh_Draw(0, portal->numpoints, portal->numpoints - 2, polygonelements);
+ GL_LockArrays(0, 0);
}
-static void RSurf_CopyST(const surfvertex_t *in, float *out, int numverts)
+// LordHavoc: this is just a nice debugging tool, very slow
+static void R_DrawPortals(void)
{
- int i;
- for (i = 0;i < numverts;i++, in++, out += 2)
+ int i, leafnum;//, portalnum;
+ mportal_t *portal;
+ float center[3], f;
+ model_t *model = r_refdef.worldmodel;
+ if (model == NULL)
+ return;
+ for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
{
- out[0] = in->st[0];
- out[1] = in->st[1];
+ if (r_worldleafvisible[leafnum])
+ {
+ //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
+ for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
+ {
+ if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
+ if (!R_CullBox(portal->mins, portal->maxs))
+ {
+ VectorClear(center);
+ for (i = 0;i < portal->numpoints;i++)
+ VectorAdd(center, portal->points[i].position, center);
+ f = ixtable[portal->numpoints];
+ VectorScale(center, f, center);
+ //R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum);
+ R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, leafnum);
+ }
+ }
+ }
}
}
-static void RSurf_CopyUV(const surfvertex_t *in, float *out, int numverts)
+static void R_DrawCollisionBrush(colbrushf_t *brush)
{
int i;
- for (i = 0;i < numverts;i++, in++, out += 2)
- {
- out[0] = in->uv[0];
- out[1] = in->uv[1];
- }
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = brush->points->v;
+ R_Mesh_State(&m);
+ i = (int)(((size_t)brush) / sizeof(colbrushf_t));
+ GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+ GL_LockArrays(0, brush->numpoints);
+ R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
+ GL_LockArrays(0, 0);
}
-static void RSurf_CopyAB(const surfvertex_t *in, float *out, int numverts)
+static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
{
int i;
- for (i = 0;i < numverts;i++, in++, out += 2)
- {
- out[0] = in->ab[0];
- out[1] = in->ab[1];
- }
+ rmeshstate_t m;
+ if (!surface->num_collisiontriangles)
+ return;
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = surface->data_collisionvertex3f;
+ R_Mesh_State(&m);
+ i = (int)(((size_t)surface) / sizeof(msurface_t));
+ GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+ GL_LockArrays(0, surface->num_collisionvertices);
+ R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
+ GL_LockArrays(0, 0);
}
-static void RSurf_AddLightmapToVertexColors(const surfvertex_t *in, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
+void R_WorldVisibility(void)
{
- int i;
- float scale;
- const qbyte *lm;
- if (styles[0] != 255)
+ int i, j, *mark;
+ mleaf_t *leaf;
+ mleaf_t *viewleaf;
+ model_t *model = r_refdef.worldmodel;
+
+ if (!model)
+ return;
+
+ // if possible find the leaf the view origin is in
+ viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL;
+ // if possible fetch the visible cluster bits
+ if (model->brush.FatPVS)
+ model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
+
+ // clear the visible surface and leaf flags arrays
+ memset(r_worldsurfacevisible, 0, model->num_surfaces);
+ memset(r_worldleafvisible, 0, model->brush.num_leafs);
+
+ // if the user prefers surfaceworldnode (testing?) or the viewleaf could
+ // not be found, or the viewleaf is not part of the visible world
+ // (floating around in the void), use the pvs method
+ if (r_surfaceworldnode.integer || !viewleaf || viewleaf->clusterindex < 0)
{
- for (i = 0;i < numverts;i++, in++, c += 4)
+ // pvs method:
+ // similar to quake's RecursiveWorldNode but without cache misses
+ for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
{
- lm = samples + in->lightmapoffset;
- scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- if (styles[1] != 255)
+ // if leaf is in current pvs and on the screen, mark its surfaces
+ if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
{
- lm += size3;
- scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- if (styles[2] != 255)
- {
- 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);
- }
- }
+ c_leafs++;
+ r_worldleafvisible[j] = true;
+ if (leaf->numleafsurfaces)
+ for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+ r_worldsurfacevisible[*mark] = true;
}
}
}
+ else
+ {
+ int leafstackpos;
+ mportal_t *p;
+ mleaf_t *leafstack[8192];
+ // portal method:
+ // follows portals leading outward from viewleaf, does not venture
+ // offscreen or into leafs that are not visible, faster than Quake's
+ // RecursiveWorldNode and vastly better in unvised maps, often culls a
+ // lot of surface that pvs alone would miss
+ leafstack[0] = viewleaf;
+ leafstackpos = 1;
+ while (leafstackpos)
+ {
+ c_leafs++;
+ leaf = leafstack[--leafstackpos];
+ r_worldleafvisible[leaf - model->brush.data_leafs] = true;
+ // mark any surfaces bounding this leaf
+ if (leaf->numleafsurfaces)
+ for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+ r_worldsurfacevisible[*mark] = true;
+ // follow portals into other leafs
+ // the checks are:
+ // if viewer is behind portal (portal faces outward into the scene)
+ // and the portal polygon's bounding box is on the screen
+ // and the leaf has not been visited yet
+ // and the leaf is visible in the pvs
+ // (the first two checks won't cause as many cache misses as the leaf checks)
+ for (p = leaf->portals;p;p = p->next)
+ if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
+ leafstack[leafstackpos++] = p->past;
+ }
+ }
+
+ if (r_drawportals.integer)
+ R_DrawPortals();
+}
+
+void R_Q1BSP_DrawSky(entity_render_t *ent)
+{
+ if (ent->model == NULL)
+ return;
+ if (r_drawcollisionbrushes.integer < 2)
+ R_DrawSurfaces(ent, true);
}
-static void RSurf_FogColors(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
+void R_Q1BSP_Draw(entity_render_t *ent)
{
- int i;
- float diff[3], f;
- if (fogenabled)
+ if (ent->model == NULL)
+ return;
+ c_bmodels++;
+ if (r_drawcollisionbrushes.integer < 2)
+ R_DrawSurfaces(ent, false);
+ if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes)
+ {
+ int i;
+ model_t *model = ent->model;
+ msurface_t *surface;
+ q3mbrush_t *brush;
+ R_Mesh_Matrix(&ent->matrix);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
+ for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
+ if (brush->colbrushf && brush->colbrushf->numtriangles)
+ R_DrawCollisionBrush(brush->colbrushf);
+ for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+ if (surface->num_collisiontriangles)
+ R_DrawCollisionSurface(ent, surface);
+ qglPolygonOffset(0, 0);
+ }
+}
+
+typedef struct r_q1bsp_getlightinfo_s
+{
+ model_t *model;
+ vec3_t relativelightorigin;
+ float lightradius;
+ int *outleaflist;
+ qbyte *outleafpvs;
+ int outnumleafs;
+ int *outsurfacelist;
+ qbyte *outsurfacepvs;
+ int outnumsurfaces;
+ vec3_t outmins;
+ vec3_t outmaxs;
+ vec3_t lightmins;
+ vec3_t lightmaxs;
+ const qbyte *pvs;
+}
+r_q1bsp_getlightinfo_t;
+
+void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
+{
+ int sides;
+ mleaf_t *leaf;
+ for (;;)
{
- for (i = 0;i < numverts;i++, v += 4, c += 4)
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+ return;
+ if (!node->plane)
+ break;
+ sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, node->plane) - 1;
+ if (sides == 2)
{
- VectorSubtract(v, modelorg, diff);
- f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
- VectorScale(c, f, c);
+ R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
+ node = node->children[1];
}
+ else
+ node = node->children[sides];
}
- 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)
+ leaf = (mleaf_t *)node;
+ if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex))
{
- for (i = 0;i < numverts;i++, v += 4, c += 4)
+ info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
+ info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
+ info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
+ info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
+ info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
+ info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
+ if (info->outleafpvs)
{
- 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;
+ int leafindex = leaf - info->model->brush.data_leafs;
+ if (!CHECKPVSBIT(info->outleafpvs, leafindex))
+ {
+ SETPVSBIT(info->outleafpvs, leafindex);
+ info->outleaflist[info->outnumleafs++] = leafindex;
+ }
}
- }
- else
- {
- for (i = 0;i < numverts;i++, c += 4)
+ if (info->outsurfacepvs)
{
- c[0] = r;
- c[1] = g;
- c[2] = b;
- c[3] = a;
+ int leafsurfaceindex;
+ for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
+ {
+ int surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
+ if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+ {
+ msurface_t *surface = info->model->data_surfaces + surfaceindex;
+ if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+ if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
+ {
+ int triangleindex, t;
+ const int *e;
+ const vec_t *v[3];
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+ {
+ v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ {
+ SETPVSBIT(info->outsurfacepvs, surfaceindex);
+ info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+ break;
+ }
+ }
+ }
+ }
+ }
}
}
}
-static void RSurf_FogPassColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
{
- int i;
- float diff[3], f;
- r *= colorscale;
- g *= colorscale;
- b *= colorscale;
- for (i = 0;i < numverts;i++, v += 4, c += 4)
+ r_q1bsp_getlightinfo_t info;
+ VectorCopy(relativelightorigin, info.relativelightorigin);
+ info.lightradius = lightradius;
+ info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
+ info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
+ info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
+ info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
+ info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
+ info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
+ if (ent->model == NULL)
{
- VectorSubtract(v, modelorg, diff);
- f = exp(fogdensity/DotProduct(diff, diff));
- c[0] = r;
- c[1] = g;
- c[2] = b;
- c[3] = a * f;
+ VectorCopy(info.lightmins, outmins);
+ VectorCopy(info.lightmaxs, outmaxs);
+ *outnumleafspointer = 0;
+ *outnumsurfacespointer = 0;
+ return;
+ }
+ info.model = ent->model;
+ info.outleaflist = outleaflist;
+ info.outleafpvs = outleafpvs;
+ info.outnumleafs = 0;
+ info.outsurfacelist = outsurfacelist;
+ info.outsurfacepvs = outsurfacepvs;
+ info.outnumsurfaces = 0;
+ VectorCopy(info.relativelightorigin, info.outmins);
+ VectorCopy(info.relativelightorigin, info.outmaxs);
+ memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
+ memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
+ if (info.model->brush.GetPVS)
+ info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
+ else
+ info.pvs = NULL;
+ R_UpdateAllTextureInfo(ent);
+ if (r_shadow_compilingrtlight)
+ {
+ // use portal recursion for exact light volume culling, and exact surface checking
+ Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs);
+ }
+ else if (r_shadow_realtime_dlight_portalculling.integer)
+ {
+ // use portal recursion for exact light volume culling, but not the expensive exact surface checking
+ Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs);
+ }
+ else
+ {
+ // use BSP recursion as lights are often small
+ R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes);
}
-}
-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);
+ // limit combined leaf box to light boundaries
+ outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
+ outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
+ outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
+ outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
+ outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
+ outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
+
+ *outnumleafspointer = info.outnumleafs;
+ *outnumsurfacespointer = info.outnumsurfaces;
}
-static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color)
+extern float *rsurface_vertex3f;
+extern float *rsurface_svector3f;
+extern float *rsurface_tvector3f;
+extern float *rsurface_normal3f;
+extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
+
+void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
{
- 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++)
+ model_t *model = ent->model;
+ msurface_t *surface;
+ int surfacelistindex;
+ float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
+ vec3_t modelorg;
+ texture_t *texture;
+ // check the box in modelspace, it was already checked in worldspace
+ if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs))
+ return;
+ if (r_drawcollisionbrushes.integer >= 2)
+ return;
+ if (!r_shadow_compilingrtlight)
+ R_UpdateAllTextureInfo(ent);
+ if (model->brush.shadowmesh)
{
- if (dlightbits[l >> 5] & (1 << (l & 31)))
+ R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+ if (r_shadow_compilingrtlight)
{
- 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 (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
- if (f < rd->cullradius2)
- {
- f = (1.0f / f) - rd->subtract;
- VectorMA(c, f, rd->light, c);
- lit = true;
- }
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ texture = surface->texture;
+ if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+ continue;
+ if (texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ continue;
+ R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+ }
+ }
+ else
+ {
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ {
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ texture = surface->texture->currentframe;
+ if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+ continue;
+ if (texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ continue;
+ R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
}
}
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
}
- return lit;
-}
-
-// note: this untransforms lights to do the checking,
-// and takes surf->mesh->vertex data
-static int RSurf_LightCheck(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++)
+ else
{
- if (dlightbits[l >> 5] & (1 << (l & 31)))
+ projectdistance = lightradius + ent->model->radius*2;
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- rd = &r_dlight[l];
- softwareuntransform(rd->origin, lightorigin);
- for (i = 0, sv = mesh->vertex;i < mesh->numverts;i++, sv++)
- if (VectorDistance2(sv->v, lightorigin) < rd->cullradius2)
- return true;
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ // FIXME: get current skin
+ texture = surface->texture;//R_FetchAliasSkin(ent, surface->groupmesh);
+ if (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT) || !surface->num_triangles)
+ continue;
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ // identify lit faces within the bounding box
+ R_Shadow_PrepareShadowMark(surface->groupmesh->num_triangles);
+ R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+ R_Shadow_VolumeFromList(surface->groupmesh->num_vertices, surface->groupmesh->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, surface->groupmesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
}
}
- return false;
}
-static void RSurfShader_Sky(const entity_render_t *ent, const msurface_t *firstsurf)
+void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolor, int numsurfaces, const int *surfacelist)
{
- const msurface_t *surf;
- surfmesh_t *mesh;
- rmeshbufferinfo_t m;
-
- // LordHavoc: HalfLife maps have freaky skypolys...
- if (ent->model->ishlbsp)
+ model_t *model = ent->model;
+ msurface_t *surface;
+ texture_t *texture;
+ int surfacelistindex;
+ vec3_t modelorg;
+ if (r_drawcollisionbrushes.integer >= 2)
return;
-
- if (skyrendernow)
- {
- skyrendernow = false;
- if (skyrendermasked)
- R_Sky();
- }
-
- // draw depth-only polys
- memset(&m, 0, sizeof(m));
- if (skyrendermasked)
+ if (r_shadow_compilingrtlight)
{
- m.blendfunc1 = GL_ZERO;
- m.blendfunc2 = GL_ONE;
+ // if compiling an rtlight, capture the meshes
+ int tri;
+ int *e;
+ float *lightmins, *lightmaxs, *v[3], *vertex3f;
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ {
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ texture = surface->texture;
+ if ((texture->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL || !surface->num_triangles)
+ continue;
+ e = surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle;
+ vertex3f = surface->groupmesh->data_vertex3f;
+ lightmins = r_shadow_compilingrtlight->cullmins;
+ lightmaxs = r_shadow_compilingrtlight->cullmaxs;
+ for (tri = 0;tri < surface->num_triangles;tri++, e += 3)
+ {
+ v[0] = vertex3f + e[0] * 3;
+ v[1] = vertex3f + e[1] * 3;
+ v[2] = vertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(r_shadow_compilingrtlight->shadoworigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, 1, e);
+ }
+ }
}
else
{
- // fog sky
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- }
- m.depthwrite = true;
- m.matrix = ent->matrix;
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ R_UpdateAllTextureInfo(ent);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- 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 (skyrendermasked)
- memset(m.color, 0, m.numverts * sizeof(float[4]));
+ if (ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]])
+ continue;
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ texture = surface->texture->currentframe;
+ // FIXME: transparent surfaces need to be lit later
+ if ((texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL || !surface->num_triangles)
+ continue;
+ if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglDisable(GL_CULL_FACE);
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ if (!rsurface_svector3f)
+ {
+ rsurface_svector3f = varray_svector3f;
+ rsurface_tvector3f = varray_tvector3f;
+ rsurface_normal3f = varray_normal3f;
+ Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+ }
+ if (ent->colormap >= 0)
+ {
+ vec3_t lightcolorpants, lightcolorshirt;
+ // 128-224 are backwards ranges
+ int b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12;
+ if (texture->skin.pants && b < 224)
+ {
+ qbyte *bcolor = (qbyte *) (&palette_complete[b]);
+ lightcolorpants[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
+ lightcolorpants[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f);
+ lightcolorpants[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f);
+ }
+ else
+ VectorClear(lightcolorpants);
+ // 128-224 are backwards ranges
+ b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12;
+ if (texture->skin.shirt && b < 224)
+ {
+ qbyte *bcolor = (qbyte *) (&palette_complete[b]);
+ lightcolorshirt[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
+ lightcolorshirt[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f);
+ lightcolorshirt[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f);
+ }
else
- R_FillColors(m.color, m.numverts, fogcolor[0] * m.colorscale, fogcolor[1] * m.colorscale, fogcolor[2] * m.colorscale, 1);
- R_Mesh_Render();
+ VectorClear(lightcolorshirt);
+ R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), rsurface_vertex3f, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolor, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->skin.gloss);
}
+ else
+ R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), rsurface_vertex3f, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolor, vec3_origin, vec3_origin, texture->skin.merged ? texture->skin.merged : texture->skin.base, NULL, NULL, texture->skin.nmap, texture->skin.gloss);
+ if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglEnable(GL_CULL_FACE);
}
}
}
-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))
- {
- 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))
- {
- 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();
- }
- }
-
- if (fogenabled)
- {
- 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)
- {
- 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], 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))
- {
- 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))
- {
- 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();
- }
- }
-}
-
-static void RSurfShader_Wall_Pass_BaseFullbright(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));
- 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);
- 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);
- 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();
- }
- }
-}
-
-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))
- {
- 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();
- }
- }
-}
-
-static void RSurfShader_Wall_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;
- 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();
- }
- }
-}
-
-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();
- }
- }
-}
-
-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();
- }
- }
-}
-
-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)
- {
- 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 = m.colorscale;
- R_FillColors(m.color, m.numverts, cl, cl, cl, 1);
- RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
- R_Mesh_Render();
- }
- }
-}
-
-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)
- {
- 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 (surf->dlightframe != r_framecount)
- return;
- if (ent->effects & EF_FULLBRIGHT)
- return;
-
- 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)
- {
- if (RSurf_LightCheck(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();
- }
- }
- }
-}
-
-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();
- }
- }
-}
-
-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)
- {
- 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();
- }
- }
-}
-
-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();
- }
- }
-}
-
-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);
-}
-
-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)
- {
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- c_brush_polys++;
- 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)
- {
- c_brush_polys++;
- if (surf->currenttexture->fogtexture != NULL)
- {
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces);
- }
- else
- 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);
- }
-}
-
-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);
-}
-
-static void RSurfShader_Wall_Vertex(const entity_render_t *ent, const msurface_t *firstsurf)
-{
- const msurface_t *surf;
- vec3_t center;
- if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
- {
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- c_brush_polys++;
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
- }
- }
- else
- {
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- c_brush_polys++;
- 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_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);
- }
-}
-
-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)
- {
- c_brush_polys++;
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
- }
- }
- else if (r_vertexsurfaces.integer || ent->alpha < 1 || ent->effects & EF_ADDITIVE)
- {
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- c_brush_polys++;
- 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_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)
- {
- c_brush_polys++;
- 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_TripleTexCombine(ent, surf);
- }
- }
- else
- {
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- c_brush_polys++;
- 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_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);
- }
- }
- else
- {
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- c_brush_polys++;
- 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 (!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);
- }
-}
-
-/*
-=============================================================
-
- WORLD MODEL
-
-=============================================================
-*/
-
-static void R_SolidWorldNode (entity_render_t *ent)
-{
- if (r_viewleaf->contents != CONTENTS_SOLID)
- {
- int portalstack;
- mportal_t *p, *pstack[8192];
- msurface_t *surf, **mark, **endmark;
- mleaf_t *leaf;
- // LordHavoc: portal-passage worldnode; follows portals leading
- // outward from viewleaf, if a portal leads offscreen it is not
- // followed, in indoor maps this can often cull a great deal of
- // geometry away when pvs data is not present (useful with pvs as well)
-
- leaf = r_viewleaf;
- leaf->worldnodeframe = r_framecount;
- portalstack = 0;
- loc0:
- c_leafs++;
-
- leaf->visframe = r_framecount;
-
- 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(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;
- }
- }
- while (mark < endmark);
- }
-
- // follow portals into other leafs
- p = leaf->portals;
- for (;p;p = p->next)
- {
- if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
- {
- leaf = p->past;
- if (leaf->worldnodeframe != r_framecount)
- {
- leaf->worldnodeframe = r_framecount;
- if (leaf->contents != CONTENTS_SOLID)
- {
- if (R_NotCulledBox(leaf->mins, leaf->maxs))
- {
- p->visframe = r_framecount;
- pstack[portalstack++] = p;
- goto loc0;
-
- loc1:
- p = pstack[--portalstack];
- }
- }
- }
- }
- }
-
- if (portalstack)
- goto loc1;
- }
- else
- {
- mnode_t *nodestack[8192], *node = cl.worldmodel->nodes;
- int nodestackpos = 0;
- // LordHavoc: recursive descending worldnode; if portals are not
- // available, this is a good last resort, can cull large amounts of
- // geometry, but is more time consuming than portal-passage and renders
- // things behind walls
-
-loc2:
- if (R_NotCulledBox(node->mins, node->maxs))
- {
- if (node->numsurfaces)
- {
- msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
- if (PlaneDiff (r_origin, node->plane) < 0)
- {
- for (;surf < surfend;surf++)
- {
- if (surf->flags & SURF_PLANEBACK)
- surf->visframe = r_framecount;
- }
- }
- else
- {
- for (;surf < surfend;surf++)
- {
- if (!(surf->flags & SURF_PLANEBACK))
- surf->visframe = r_framecount;
- }
- }
- }
-
- // recurse down the children
- if (node->children[0]->contents >= 0)
- {
- if (node->children[1]->contents >= 0)
- {
- if (nodestackpos < 8192)
- nodestack[nodestackpos++] = node->children[1];
- node = node->children[0];
- goto loc2;
- }
- else
- ((mleaf_t *)node->children[1])->visframe = r_framecount;
- node = node->children[0];
- goto loc2;
- }
- else
- {
- ((mleaf_t *)node->children[0])->visframe = r_framecount;
- if (node->children[1]->contents >= 0)
- {
- node = node->children[1];
- goto loc2;
- }
- else if (nodestackpos > 0)
- {
- ((mleaf_t *)node->children[1])->visframe = r_framecount;
- node = nodestack[--nodestackpos];
- goto loc2;
- }
- }
- }
- else if (nodestackpos > 0)
- {
- node = nodestack[--nodestackpos];
- goto loc2;
- }
- }
-}
-
-static void R_PVSWorldNode()
-{
- int portalstack, i;
- mportal_t *p, *pstack[8192];
- msurface_t *surf, **mark, **endmark;
- mleaf_t *leaf;
- qbyte *worldvis;
-
- worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
-
- leaf = r_viewleaf;
- leaf->worldnodeframe = r_framecount;
- portalstack = 0;
-loc0:
- c_leafs++;
-
- leaf->visframe = r_framecount;
-
- 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(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;
- }
- }
- while (mark < endmark);
- }
-
- // follow portals into other leafs
- for (p = leaf->portals;p;p = p->next)
- {
- if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
- {
- leaf = p->past;
- if (leaf->worldnodeframe != r_framecount)
- {
- leaf->worldnodeframe = r_framecount;
- if (leaf->contents != CONTENTS_SOLID)
- {
- i = (leaf - cl.worldmodel->leafs) - 1;
- if (worldvis[i>>3] & (1<<(i&7)))
- {
- if (R_NotCulledBox(leaf->mins, leaf->maxs))
- {
- pstack[portalstack++] = p;
- goto loc0;
-
-loc1:
- p = pstack[--portalstack];
- }
- }
- }
- }
- }
- }
-
- if (portalstack)
- goto loc1;
-}
-
-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};
-
-int Cshader_count = 5;
-Cshader_t *Cshaders[5] =
-{
- &Cshader_wall_vertex,
- &Cshader_wall_lightmap,
- &Cshader_wall_fullbright,
- &Cshader_water,
- &Cshader_sky
-};
-
-void R_PrepareSurfaces(entity_render_t *ent)
-{
- int i, alttextures, texframe, framecount;
- texture_t *t;
- model_t *model;
- msurface_t *surf;
-
- for (i = 0;i < Cshader_count;i++)
- Cshaders[i]->chain = NULL;
-
- model = ent->model;
- alttextures = ent->frame != 0;
- texframe = (int)(cl.time * 5.0f);
-
- for (i = 0;i < model->nummodelsurfaces;i++)
- {
- surf = model->modelsortedsurfaces[i];
- if (surf->visframe == r_framecount)
- {
- if (surf->insertframe != r_framecount)
- {
- surf->insertframe = 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;
- }
-
- surf->chain = surf->shader->chain;
- surf->shader->chain = surf;
- }
- }
-}
-
-void R_DrawSurfaces (entity_render_t *ent, int type)
-{
- int i;
- Cshader_t *shader;
-
- 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();
- }
-}
-
-void R_DrawPortals(entity_render_t *ent)
-{
- int i;
- mportal_t *portal, *endportal;
- float temp[3], center[3], f;
-
- if (r_drawportals.integer < 1)
- return;
-
- for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++)
- {
- if (portal->here->visframe == r_framecount || portal->past->visframe == r_framecount)
- {
- 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);
- }
- }
-}
-
-void R_SetupForBModelRendering(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->modelsortedsurfaces[i];
- if (((surf->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, surf->plane) >= 0))
- surf->visframe = r_framecount;
- else
- surf->visframe = -1;
- surf->worldnodeframe = -1;
- surf->lightframe = -1;
- surf->dlightframe = -1;
- surf->insertframe = -1;
- }
-}
-
-void R_SetupForWorldRendering(entity_render_t *ent)
-{
- // there is only one instance of the world, but it can be rendered in
- // multiple stages
-}
-
-static void R_SurfMarkLights (entity_render_t *ent)
-{
- int i;
- msurface_t *surf;
-
- if (r_dynamic.integer)
- R_MarkLights(ent);
-
- if (!r_vertexsurfaces.integer)
- {
- for (i = 0;i < ent->model->nummodelsurfaces;i++)
- {
- surf = ent->model->modelsortedsurfaces[i];
- if (surf->visframe == r_framecount && surf->lightmaptexture != NULL)
- {
- 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 (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_MarkWorldLights(entity_render_t *ent)
-{
- R_SetupForWorldRendering(ent);
- R_SurfMarkLights(ent);
-}
-
-/*
-=============
-R_DrawWorld
-=============
-*/
-void R_DrawWorld (entity_render_t *ent)
-{
- R_SetupForWorldRendering(ent);
-
- if (r_viewleaf->contents == CONTENTS_SOLID || r_novis.integer || r_viewleaf->compressed_vis == NULL)
- R_SolidWorldNode (ent);
- else
- R_PVSWorldNode (ent);
-}
-
-/*
-=================
-R_DrawBrushModel
-=================
-*/
-void R_DrawBrushModelSky (entity_render_t *ent)
-{
- R_SetupForBModelRendering(ent);
-
- R_PrepareSurfaces(ent);
- R_DrawSurfaces(ent, SHADERSTAGE_SKY);
-}
-
-void R_DrawBrushModelNormal (entity_render_t *ent)
-{
- c_bmodels++;
-
- // have to flush queue because of possible lightmap reuse
- R_Mesh_Render();
-
- R_SetupForBModelRendering(ent);
-
- R_SurfMarkLights(ent);
-
- R_PrepareSurfaces(ent);
-
- if (!skyrendermasked)
- R_DrawSurfaces(ent, SHADERSTAGE_SKY);
- R_DrawSurfaces(ent, SHADERSTAGE_NORMAL);
-}
-
-static void gl_surf_start(void)
+#if 0
+static void gl_surf_start(void)
{
}
static void gl_surf_newmap(void)
{
}
+#endif
void GL_Surf_Init(void)
{
- int i;
- dlightdivtable[0] = 4194304;
- for (i = 1;i < 32768;i++)
- dlightdivtable[i] = 4194304 / (i << 7);
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_drawcollisionbrushes_polygonfactor);
+ Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
+ Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
- R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
+ //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
}