]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
added explicit casts for agl functions when calling GL_GetProcAddress
[xonotic/darkplaces.git] / gl_rsurf.c
index 839cf24acdae33e5f9909ec9baac4fac0dea130f..bec9823d0c1ff40253730b34c4ebf4942f5bb971 100644 (file)
@@ -28,7 +28,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 cvar_t r_ambient = {0, "r_ambient", "0"};
 cvar_t r_drawportals = {0, "r_drawportals", "0"};
 cvar_t r_testvis = {0, "r_testvis", "0"};
-cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
 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"};
@@ -300,7 +299,7 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
        int i;
        float *v;
        rmeshstate_t m;
-       const mportal_t *portal = calldata1;
+       const mportal_t *portal = (mportal_t *)calldata1;
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthMask(false);
        GL_DepthTest(true);
@@ -489,6 +488,7 @@ void R_Q1BSP_Draw(entity_render_t *ent)
                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);
@@ -656,87 +656,169 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
        *outnumsurfacespointer = info.outnumsurfaces;
 }
 
+void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
+{
+       model_t *model = ent->model;
+       msurface_t *surface;
+       int surfacelistindex;
+       float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
+       texture_t *texture;
+       r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+       R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       {
+               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, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, 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);
+       r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
+}
+
+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)
 {
        model_t *model = ent->model;
        msurface_t *surface;
        int surfacelistindex;
-       if (r_drawcollisionbrushes.integer < 2)
+       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;
+       R_UpdateAllTextureInfo(ent);
+       if (model->brush.shadowmesh)
        {
                R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
-               if (!r_shadow_compilingrtlight)
-                       R_UpdateAllTextureInfo(ent);
                for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
                        surface = model->data_surfaces + surfacelist[surfacelistindex];
-                       if ((surface->texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+                       texture = surface->texture->currentframe;
+                       if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
                                continue;
-                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                       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 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
+               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);
+       }
+       else
+       {
+               projectdistance = lightradius + ent->model->radius*2;
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               {
+                       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);
+               }
        }
 }
 
-void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolor, int numsurfaces, const int *surfacelist)
+#define RSURF_MAX_BATCHSURFACES 1024
+
+void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolorbase, float *lightcolorpants, float *lightcolorshirt, int numsurfaces, const int *surfacelist)
 {
        model_t *model = ent->model;
        msurface_t *surface;
-       texture_t *t;
-       int surfacelistindex;
-       if (r_drawcollisionbrushes.integer < 2)
+       texture_t *texture;
+       int surfacelistindex, batchnumsurfaces;
+       msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
+       vec3_t modelorg;
+       texture_t *tex;
+       rtexture_t *basetexture = NULL;
+       rtexture_t *glosstexture = NULL;
+       float specularscale = 0;
+       qboolean skip;
+       if (r_drawcollisionbrushes.integer >= 2)
+               return;
+       if (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt) < 0.0001)
+               return;
+       R_UpdateAllTextureInfo(ent);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+       tex = NULL;
+       texture = NULL;
+       skip = false;
+       batchnumsurfaces = 0;
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
-               R_Mesh_Matrix(&ent->matrix);
-               if (!r_shadow_compilingrtlight)
-                       R_UpdateAllTextureInfo(ent);
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]]))
+                       continue;
+               surface = model->data_surfaces + surfacelist[surfacelistindex];
+               if (tex != surface->texture)
                {
-                       surface = model->data_surfaces + surfacelist[surfacelistindex];
-                       if (surface->texture->basematerialflags & MATERIALFLAG_NODRAW || !surface->num_triangles)
+                       if (batchnumsurfaces > 0)
+                       {
+                               R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
+                               batchnumsurfaces = 0;
+                       }
+                       tex = surface->texture;
+                       texture = surface->texture->currentframe;
+                       // FIXME: transparent surfaces need to be lit later
+                       skip = (texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL;
+                       if (skip)
                                continue;
-                       if (r_shadow_compilingrtlight)
+                       if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                               qglDisable(GL_CULL_FACE);
+                       else
+                               qglEnable(GL_CULL_FACE);
+                       glosstexture = r_texture_black;
+                       specularscale = 0;
+                       if (texture->skin.gloss)
                        {
-                               // if compiling an rtlight, capture the mesh
-                               t = surface->texture;
-                               if ((t->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
+                               if (r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
                                {
-#if 1
-                                       int tri;
-                                       int *e;
-                                       float *lightmins, *lightmaxs, *v[3], *vertex3f;
-                                       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
-                                       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, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-#endif
+                                       glosstexture = texture->skin.gloss;
+                                       specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
                                }
                        }
-                       else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]])
+                       else
                        {
-                               t = surface->texture->currentframe;
-                               // FIXME: transparent surfaces need to be lit later
-                               if ((t->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
+                               if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
                                {
-                                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-                                               qglDisable(GL_CULL_FACE);
-                                       R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolor, vec3_origin, vec3_origin, t->skin.base, NULL, NULL, t->skin.nmap, t->skin.gloss);
-                                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-                                               qglEnable(GL_CULL_FACE);
+                                       glosstexture = r_texture_white;
+                                       specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
                                }
                        }
+                       basetexture = (ent->colormap < 0 && texture->skin.merged) ? texture->skin.merged : texture->skin.base;
+                       if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
+                               skip = true;
+               }
+               if (!skip && surface->num_triangles)
+               {
+                       if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
+                       {
+                               R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
+                               batchnumsurfaces = 0;
+                       }
+                       batchsurfacelist[batchnumsurfaces++] = surface;
                }
        }
+       if (batchnumsurfaces > 0)
+       {
+               R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
+               batchnumsurfaces = 0;
+       }
+       qglEnable(GL_CULL_FACE);
 }
 
 #if 0
@@ -759,7 +841,6 @@ void GL_Surf_Init(void)
        Cvar_RegisterVariable(&r_ambient);
        Cvar_RegisterVariable(&r_drawportals);
        Cvar_RegisterVariable(&r_testvis);
-       Cvar_RegisterVariable(&r_detailtextures);
        Cvar_RegisterVariable(&r_surfaceworldnode);
        Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
        Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);