X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=d1291faa51a0e1b00773313dd0ea6a5b2fceec74;hb=66ba61eab96c3f91e48a2768238c4096efbdb063;hp=977cec284e206ffc5eb0a5b901ef49dc0b537fee;hpb=008af445ce9cc0178c01d711220b5adaf579dc03;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index 977cec28..d1291faa 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -30,7 +30,7 @@ mplane_t frustum[5]; matrix4x4_t r_identitymatrix; -int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights, c_meshs, c_meshelements, c_rt_lights, c_rt_clears, c_rt_scissored, c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris, c_rtcached_shadowmeshes, c_rtcached_shadowtris, c_bloom, c_bloomcopies, c_bloomcopypixels, c_bloomdraws, c_bloomdrawpixels; +renderstats_t renderstats; // true during envmap command capture qboolean envmap; @@ -62,8 +62,6 @@ int r_view_z; int r_view_width; int r_view_height; int r_view_depth; -float r_view_fov_x; -float r_view_fov_y; matrix4x4_t r_view_matrix; // @@ -71,10 +69,8 @@ matrix4x4_t r_view_matrix; // refdef_t r_refdef; -// 8.8 fraction of base light value -unsigned short d_lightstylevalue[256]; - cvar_t r_showtris = {0, "r_showtris", "0"}; +cvar_t r_shownormals = {0, "r_shownormals", "0"}; cvar_t r_drawentities = {0, "r_drawentities","1"}; cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"}; cvar_t r_speeds = {0, "r_speeds","0"}; @@ -97,18 +93,21 @@ cvar_t r_textureunits = {0, "r_textureunits", "32"}; cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"}; cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"}; cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"}; -cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"}; cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0"}; -cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "2"}; -cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"}; +cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5"}; +cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4"}; cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"}; -cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"}; +cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "2"}; + +cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1"}; -cvar_t developer_texturelogging = {0, "developer_texturelogging", "1"}; +cvar_t developer_texturelogging = {0, "developer_texturelogging", "0"}; cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"}; +cvar_t r_test = {0, "r_test", "0"}; // used for testing renderer code changes, otherwise does nothing + rtexturepool_t *r_main_texturepool; rtexture_t *r_bloom_texture_screen; rtexture_t *r_bloom_texture_bloom; @@ -118,8 +117,8 @@ rtexture_t *r_texture_black; rtexture_t *r_texture_notexture; rtexture_t *r_texture_whitecube; rtexture_t *r_texture_normalizationcube; -rtexture_t *r_texture_detailtextures[NUM_DETAILTEXTURES]; -rtexture_t *r_texture_distorttexture[64]; +rtexture_t *r_texture_fogattenuation; +rtexture_t *r_texture_fogintensity; void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) { @@ -150,6 +149,11 @@ void R_FillColors(float *out, int verts, float r, float g, float b, float a) vec3_t fogcolor; vec_t fogdensity; +vec_t fogrange; +vec_t fograngerecip; +int fogtableindex; +vec_t fogtabledistmultiplier; +float fogtable[FOGTABLEWIDTH]; float fog_density, fog_red, fog_green, fog_blue; qboolean fogenabled; qboolean oldgl_fogenable; @@ -184,6 +188,12 @@ void R_UpdateFog(void) { fogenabled = true; fogdensity = -4000.0f / (fog_density * fog_density); + // this is the point where the fog reaches 0.9986 alpha, which we + // consider a good enough cutoff point for the texture + // (0.9986 * 256 == 255.6) + fogrange = 400 / fog_density; + fograngerecip = 1.0f / fogrange; + fogtabledistmultiplier = FOGTABLEWIDTH * fograngerecip; // fog color was already set } else @@ -207,6 +217,9 @@ void FOG_clear(void) // FIXME: move this to client? void FOG_registercvars(void) { + int x; + double r, alpha; + if (gamemode == GAME_NEHAHRA) { Cvar_RegisterVariable (&gl_fogenable); @@ -217,108 +230,20 @@ void FOG_registercvars(void) Cvar_RegisterVariable (&gl_fogstart); Cvar_RegisterVariable (&gl_fogend); } -} -static void R_BuildDetailTextures (void) -{ - int i, x, y, light; - float vc[3], vx[3], vy[3], vn[3], lightdir[3]; -#define DETAILRESOLUTION 256 - qbyte (*data)[DETAILRESOLUTION][4]; - qbyte (*noise)[DETAILRESOLUTION]; - - // Allocate the buffers dynamically to avoid having such big guys on the stack - data = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*data)); - noise = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*noise)); - - lightdir[0] = 0.5; - lightdir[1] = 1; - lightdir[2] = -0.25; - VectorNormalize(lightdir); - for (i = 0;i < NUM_DETAILTEXTURES;i++) + r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH); + for (x = 0;x < FOGTABLEWIDTH;x++) { - fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4); - for (y = 0;y < DETAILRESOLUTION;y++) - { - for (x = 0;x < DETAILRESOLUTION;x++) - { - vc[0] = x; - vc[1] = y; - vc[2] = noise[y][x] * (1.0f / 32.0f); - vx[0] = x + 1; - vx[1] = y; - vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f); - vy[0] = x; - vy[1] = y + 1; - vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f); - VectorSubtract(vx, vc, vx); - VectorSubtract(vy, vc, vy); - CrossProduct(vx, vy, vn); - VectorNormalize(vn); - light = 128 - DotProduct(vn, lightdir) * 128; - light = bound(0, light, 255); - data[y][x][0] = data[y][x][1] = data[y][x][2] = light; - data[y][x][3] = 255; - } - } - r_texture_detailtextures[i] = R_LoadTexture2D(r_main_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL); - } - - Mem_Free(noise); - Mem_Free(data); -} - -static qbyte R_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph) -{ - int m = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) + - ((2 * (y0 - y1) + y2 - y3) * morph * morph) + - ((y2 - y0) * morph) + - (y1)); - return (qbyte)bound(0, m, 255); -} - -static void R_BuildDistortTexture (void) -{ - int x, y, i, j; -#define DISTORTRESOLUTION 32 - qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2]; - - for (i=0; i<4; i++) - { - for (y=0; yname, sizeof(entname)); - l = strlen(entname) - 4; + l = (int)strlen(entname) - 4; if (l >= 0 && !strcmp(entname + l, ".bsp")) { strcpy(entname + l, ".ent"); - if ((entities = FS_LoadFile(entname, tempmempool, true))) + if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL))) { CL_ParseEntityLump(entities); Mem_Free(entities); @@ -495,6 +448,7 @@ void GL_Main_Init(void) // FIXME: move this to client? FOG_registercvars(); Cvar_RegisterVariable(&r_showtris); + Cvar_RegisterVariable(&r_shownormals); Cvar_RegisterVariable(&r_drawentities); Cvar_RegisterVariable(&r_drawviewmodel); Cvar_RegisterVariable(&r_speeds); @@ -506,15 +460,16 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_lerpsprites); Cvar_RegisterVariable(&r_lerpmodels); Cvar_RegisterVariable(&r_waterscroll); - Cvar_RegisterVariable(&r_watershader); Cvar_RegisterVariable(&r_drawcollisionbrushes); Cvar_RegisterVariable(&r_bloom); Cvar_RegisterVariable(&r_bloom_intensity); Cvar_RegisterVariable(&r_bloom_blur); Cvar_RegisterVariable(&r_bloom_resolution); Cvar_RegisterVariable(&r_bloom_power); + Cvar_RegisterVariable(&r_smoothnormals_areaweighting); Cvar_RegisterVariable(&developer_texturelogging); Cvar_RegisterVariable(&gl_lightmaps); + Cvar_RegisterVariable(&r_test); if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); @@ -579,7 +534,6 @@ void Render_Init(void) { gl_backend_init(); R_Textures_Init(); - Mod_RenderInit(); R_MeshQueue_Init(); GL_Main_Init(); GL_Draw_Init(); @@ -593,6 +547,7 @@ void Render_Init(void) UI_Init(); Sbar_Init(); R_LightningBeams_Init(); + Mod_RenderInit(); } /* @@ -606,7 +561,7 @@ void GL_Init (void) VID_CheckExtensions(); // LordHavoc: report supported extensions - Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS); + Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions ); // clear to black (loading plaque will be seen over this) qglClearColor(0,0,0,1); @@ -678,7 +633,6 @@ static void R_MarkEntities (void) for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - Mod_CheckLoaded(ent->model); // some of the renderer still relies on origin... Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin); // some of the renderer still relies on scale... @@ -696,7 +650,6 @@ static void R_MarkEntities (void) for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - Mod_CheckLoaded(ent->model); // some of the renderer still relies on origin... Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin); // some of the renderer still relies on scale... @@ -746,6 +699,7 @@ void R_DrawModels(void) ent = r_refdef.entities[i]; if (ent->visframe == r_framecount) { + renderstats.entities++; if (ent->model && ent->model->Draw != NULL) ent->model->Draw(ent); else @@ -760,41 +714,137 @@ static void R_SetFrustum(void) Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin); VectorNegate(r_viewleft, r_viewright); - // LordHavoc: note to all quake engine coders, the special case for 90 - // degrees assumed a square view (wrong), so I removed it, Quake2 has it - // disabled as well. +#if 0 + frustum[0].normal[0] = 0 - 1.0 / r_refdef.frustum_x; + frustum[0].normal[1] = 0 - 0; + frustum[0].normal[2] = -1 - 0; + frustum[1].normal[0] = 0 + 1.0 / r_refdef.frustum_x; + frustum[1].normal[1] = 0 + 0; + frustum[1].normal[2] = -1 + 0; + frustum[2].normal[0] = 0 - 0; + frustum[2].normal[1] = 0 - 1.0 / r_refdef.frustum_y; + frustum[2].normal[2] = -1 - 0; + frustum[3].normal[0] = 0 + 0; + frustum[3].normal[1] = 0 + 1.0 / r_refdef.frustum_y; + frustum[3].normal[2] = -1 + 0; +#endif + +#if 0 + zNear = 1.0; + nudge = 1.0 - 1.0 / (1<<23); + frustum[4].normal[0] = 0 - 0; + frustum[4].normal[1] = 0 - 0; + frustum[4].normal[2] = -1 - -nudge; + frustum[4].dist = 0 - -2 * zNear * nudge; + frustum[5].normal[0] = 0 + 0; + frustum[5].normal[1] = 0 + 0; + frustum[5].normal[2] = -1 + -nudge; + frustum[5].dist = 0 + -2 * zNear * nudge; +#endif - // rotate R_VIEWFORWARD right by FOV_X/2 degrees - RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2)); + + +#if 0 + frustum[0].normal[0] = m[3] - m[0]; + frustum[0].normal[1] = m[7] - m[4]; + frustum[0].normal[2] = m[11] - m[8]; + frustum[0].dist = m[15] - m[12]; + + frustum[1].normal[0] = m[3] + m[0]; + frustum[1].normal[1] = m[7] + m[4]; + frustum[1].normal[2] = m[11] + m[8]; + frustum[1].dist = m[15] + m[12]; + + frustum[2].normal[0] = m[3] - m[1]; + frustum[2].normal[1] = m[7] - m[5]; + frustum[2].normal[2] = m[11] - m[9]; + frustum[2].dist = m[15] - m[13]; + + frustum[3].normal[0] = m[3] + m[1]; + frustum[3].normal[1] = m[7] + m[5]; + frustum[3].normal[2] = m[11] + m[9]; + frustum[3].dist = m[15] + m[13]; + + frustum[4].normal[0] = m[3] - m[2]; + frustum[4].normal[1] = m[7] - m[6]; + frustum[4].normal[2] = m[11] - m[10]; + frustum[4].dist = m[15] - m[14]; + + frustum[5].normal[0] = m[3] + m[2]; + frustum[5].normal[1] = m[7] + m[6]; + frustum[5].normal[2] = m[11] + m[10]; + frustum[5].dist = m[15] + m[14]; +#endif + + + + VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_x, r_viewleft, frustum[0].normal); + VectorMAM(1, r_viewforward, 1.0 / r_refdef.frustum_x, r_viewleft, frustum[1].normal); + VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_y, r_viewup, frustum[2].normal); + VectorMAM(1, r_viewforward, 1.0 / r_refdef.frustum_y, r_viewup, frustum[3].normal); + VectorCopy(r_viewforward, frustum[4].normal); + VectorNormalize(frustum[0].normal); + VectorNormalize(frustum[1].normal); + VectorNormalize(frustum[2].normal); + VectorNormalize(frustum[3].normal); frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal); + frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal); + frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal); + frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); + frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f; PlaneClassify(&frustum[0]); + PlaneClassify(&frustum[1]); + PlaneClassify(&frustum[2]); + PlaneClassify(&frustum[3]); + PlaneClassify(&frustum[4]); + + // LordHavoc: note to all quake engine coders, Quake had a special case + // for 90 degrees which assumed a square view (wrong), so I removed it, + // Quake2 has it disabled as well. + + // rotate R_VIEWFORWARD right by FOV_X/2 degrees + //RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_refdef.fov_x / 2)); + //frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal); + //PlaneClassify(&frustum[0]); // rotate R_VIEWFORWARD left by FOV_X/2 degrees - RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_view_fov_x / 2)); - frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal); - PlaneClassify(&frustum[1]); + //RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.fov_x / 2)); + //frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal); + //PlaneClassify(&frustum[1]); // rotate R_VIEWFORWARD up by FOV_X/2 degrees - RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_view_fov_y / 2)); - frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal); - PlaneClassify(&frustum[2]); + //RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.fov_y / 2)); + //frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal); + //PlaneClassify(&frustum[2]); // rotate R_VIEWFORWARD down by FOV_X/2 degrees - RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2)); - frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); - PlaneClassify(&frustum[3]); + //RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2)); + //frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); + //PlaneClassify(&frustum[3]); // nearclip plane - VectorCopy(r_viewforward, frustum[4].normal); - frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f; - PlaneClassify(&frustum[4]); + //VectorCopy(r_viewforward, frustum[4].normal); + //frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f; + //PlaneClassify(&frustum[4]); } static void R_BlendView(void) { + int screenwidth, screenheight; + qboolean dobloom; + qboolean doblend; rmeshstate_t m; - if (r_refdef.viewblend[3] < 0.01f && !r_bloom.integer) + // set the (poorly named) screenwidth and screenheight variables to + // a power of 2 at least as large as the screen, these will define the + // size of the texture to allocate + for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2); + for (screenheight = 1;screenheight < vid.height;screenheight *= 2); + + doblend = r_refdef.viewblend[3] >= 0.01f; + dobloom = r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512; + + if (!dobloom && !doblend) return; GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100); @@ -806,16 +856,11 @@ static void R_BlendView(void) varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0; varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0; varray_vertex3f[9] = 0;varray_vertex3f[10] = 1;varray_vertex3f[11] = 0; - if (r_bloom.integer && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512) + if (dobloom) { - int screenwidth, screenheight, bloomwidth, bloomheight, x, dobloomblend, range; + int bloomwidth, bloomheight, x, dobloomblend, range; float xoffset, yoffset, r; - c_bloom++; - // set the (poorly named) screenwidth and screenheight variables to - // a power of 2 at least as large as the screen, these will define the - // size of the texture to allocate - for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2); - for (screenheight = 1;screenheight < vid.height;screenheight *= 2); + renderstats.bloom++; // allocate textures as needed if (!r_bloom_texture_screen) r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); @@ -853,8 +898,7 @@ static void R_BlendView(void) // copy view into the full resolution screen image texture GL_ActiveTexture(0); qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height); - c_bloomcopies++; - c_bloomcopypixels += r_view_width * r_view_height; + renderstats.bloom_copypixels += r_view_width * r_view_height; // now scale it down to the bloom size and raise to a power of itself // to darken it (this leaves the really bright stuff bright, and // everything else becomes very dark) @@ -863,15 +907,13 @@ static void R_BlendView(void) GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(1, 1, 1, 1); R_Mesh_Draw(0, 4, 2, polygonelements); - c_bloomdraws++; - c_bloomdrawpixels += bloomwidth * bloomheight; + renderstats.bloom_drawpixels += bloomwidth * bloomheight; // render multiple times with a multiply blendfunc to raise to a power GL_BlendFunc(GL_DST_COLOR, GL_ZERO); for (x = 1;x < r_bloom_power.integer;x++) { R_Mesh_Draw(0, 4, 2, polygonelements); - c_bloomdraws++; - c_bloomdrawpixels += bloomwidth * bloomheight; + renderstats.bloom_drawpixels += bloomwidth * bloomheight; } // we now have a darkened bloom image in the framebuffer, copy it into // the bloom image texture for more processing @@ -882,8 +924,7 @@ static void R_BlendView(void) R_Mesh_State(&m); GL_ActiveTexture(0); qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); - c_bloomcopies++; - c_bloomcopypixels += bloomwidth * bloomheight; + renderstats.bloom_copypixels += bloomwidth * bloomheight; // blend on at multiple vertical offsets to achieve a vertical blur // TODO: do offset blends using GLSL range = r_bloom_blur.integer * bloomwidth / 320; @@ -909,15 +950,13 @@ static void R_BlendView(void) continue; GL_Color(r, r, r, 1); R_Mesh_Draw(0, 4, 2, polygonelements); - c_bloomdraws++; - c_bloomdrawpixels += bloomwidth * bloomheight; + renderstats.bloom_drawpixels += bloomwidth * bloomheight; GL_BlendFunc(GL_ONE, GL_ONE); } // copy the vertically blurred bloom view to a texture GL_ActiveTexture(0); qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); - c_bloomcopies++; - c_bloomcopypixels += bloomwidth * bloomheight; + renderstats.bloom_copypixels += bloomwidth * bloomheight; // blend the vertically blurred image at multiple offsets horizontally // to finish the blur effect // TODO: do offset blends using GLSL @@ -944,15 +983,13 @@ static void R_BlendView(void) continue; GL_Color(r, r, r, 1); R_Mesh_Draw(0, 4, 2, polygonelements); - c_bloomdraws++; - c_bloomdrawpixels += bloomwidth * bloomheight; + renderstats.bloom_drawpixels += bloomwidth * bloomheight; GL_BlendFunc(GL_ONE, GL_ONE); } // copy the blurred bloom view to a texture GL_ActiveTexture(0); qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); - c_bloomcopies++; - c_bloomcopypixels += bloomwidth * bloomheight; + renderstats.bloom_copypixels += bloomwidth * bloomheight; // go back to full view area qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height); // put the original screen image back in place and blend the bloom @@ -979,8 +1016,7 @@ static void R_BlendView(void) GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(1,1,1,1); R_Mesh_Draw(0, 4, 2, polygonelements); - c_bloomdraws++; - c_bloomdrawpixels += r_view_width * r_view_height; + renderstats.bloom_drawpixels += r_view_width * r_view_height; // now blend on the bloom texture if multipass if (dobloomblend) { @@ -992,11 +1028,10 @@ static void R_BlendView(void) GL_BlendFunc(GL_ONE, GL_ONE); GL_Color(1,1,1,1); R_Mesh_Draw(0, 4, 2, polygonelements); - c_bloomdraws++; - c_bloomdrawpixels += r_view_width * r_view_height; + renderstats.bloom_drawpixels += r_view_width * r_view_height; } } - if (r_refdef.viewblend[3] >= 0.01f) + if (doblend) { // apply a color tint to the whole view memset(&m, 0, sizeof(m)); @@ -1028,8 +1063,6 @@ void R_RenderView(void) r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width); r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height); r_view_z = 0; - r_view_fov_x = bound(1, r_refdef.fov_x, 170); - r_view_fov_y = bound(1, r_refdef.fov_y, 170); r_view_matrix = r_refdef.viewentitymatrix; GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); r_rtworld = r_shadow_realtime_world.integer; @@ -1046,7 +1079,6 @@ void R_RenderView(void) R_ClearScreen(); R_Textures_Frame(); R_UpdateFog(); - R_UpdateLights(); R_TimeReport("setup"); qglDepthFunc(GL_LEQUAL); @@ -1082,9 +1114,9 @@ void R_RenderScene(void) r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f; if (r_rtworldshadows || r_rtdlightshadows) - GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f); + GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f); else - GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip); + GL_SetupView_Mode_Perspective(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f, r_farclip); GL_SetupView_Orientation_FromEntity(&r_view_matrix); @@ -1202,8 +1234,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa { for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4) { - VectorSubtract(v, r_vieworigin, diff); - f2 = exp(fogdensity/DotProduct(diff, diff)); + f2 = VERTEXFOGTABLE(VectorDistance(v, r_vieworigin)); f1 = 1 - f2; c[0] = c[0] * f1 + fogcolor[0] * f2; c[1] = c[1] * f1 + fogcolor[1] * f2; @@ -1252,9 +1283,9 @@ float nomodelcolor4f[6*4] = void R_DrawNoModelCallback(const void *calldata1, int calldata2) { - const entity_render_t *ent = calldata1; + const entity_render_t *ent = (entity_render_t *)calldata1; int i; - float f1, f2, *c, diff[3]; + float f1, f2, *c; float color4f[6*4]; rmeshstate_t m; R_Mesh_Matrix(&ent->matrix); @@ -1282,8 +1313,7 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2) { memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); m.pointer_color = color4f; - VectorSubtract(ent->origin, r_vieworigin, diff); - f2 = exp(fogdensity/DotProduct(diff, diff)); + f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_vieworigin)); f1 = 1 - f2; for (i = 0, c = color4f;i < 6;i++, c += 4) { @@ -1346,16 +1376,14 @@ void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, flo float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1}; -void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca) +void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca) { - float diff[3]; + float fog = 0.0f, ifog; rmeshstate_t m; if (fogenabled) - { - VectorSubtract(origin, r_vieworigin, diff); - ca *= 1 - exp(fogdensity/DotProduct(diff,diff)); - } + fog = VERTEXFOGTABLE(VectorDistance(origin, r_vieworigin)); + ifog = 1 - fog; R_Mesh_Matrix(&r_identitymatrix); GL_BlendFunc(blendfunc1, blendfunc2); @@ -1380,8 +1408,16 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depth m.pointer_texcoord[0] = spritetexcoord2f; m.pointer_vertex = varray_vertex3f; R_Mesh_State(&m); - GL_Color(cr, cg, cb, ca); + GL_Color(cr * ifog, cg * ifog, cb * ifog, ca); R_Mesh_Draw(0, 4, 2, polygonelements); + + if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA) + { + R_Mesh_TexBind(0, R_GetTexture(fogtexture)); + GL_BlendFunc(blendfunc1, GL_ONE); + GL_Color(fogcolor[0] * fog, fogcolor[1] * fog, fogcolor[2] * fog, ca); + R_Mesh_Draw(0, 4, 2, polygonelements); + } } int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v) @@ -1451,37 +1487,164 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane } } +void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, matrix4x4_t *matrix, float r, float g, float b, float a) +{ + texturelayer_t *layer; + layer = t->currentlayers + t->currentnumlayers++; + layer->type = type; + layer->depthmask = depthmask; + layer->blendfunc1 = blendfunc1; + layer->blendfunc2 = blendfunc2; + layer->texture = texture; + layer->texmatrix = *matrix; + layer->color[0] = r; + layer->color[1] = g; + layer->color[2] = b; + layer->color[3] = a; +} + void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) { - texture_t *texture = t; - model_t *model = ent->model; - int s = ent->skinnum; - if ((unsigned int)s >= (unsigned int)model->numskins) - s = 0; - if (s >= 1) - c_models++; - if (model->skinscenes) + // FIXME: identify models using a better check than ent->model->brush.shadowmesh + //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2; + float currentalpha; + { - if (model->skinscenes[s].framecount > 1) - s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; - else - s = model->skinscenes[s].firstframe; + texture_t *texture = t; + model_t *model = ent->model; + int s = ent->skinnum; + if ((unsigned int)s >= (unsigned int)model->numskins) + s = 0; + if (model->skinscenes) + { + if (model->skinscenes[s].framecount > 1) + s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; + else + s = model->skinscenes[s].firstframe; + } + if (s > 0) + t = t + s * model->num_surfaces; + if (t->animated) + t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0]; + texture->currentframe = t; } - if (s > 0) - t = t + s * model->num_surfaces; - if (t->animated) - t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0]; - texture->currentframe = t; + t->currentmaterialflags = t->basematerialflags; - t->currentalpha = ent->alpha; + currentalpha = ent->alpha; if (t->basematerialflags & MATERIALFLAG_WATERALPHA) - t->currentalpha *= r_wateralpha.value; + currentalpha *= r_wateralpha.value; if (!(ent->flags & RENDER_LIGHT)) t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; if (ent->effects & EF_ADDITIVE) t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT; - else if (t->currentalpha < 1) + else if (currentalpha < 1) t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT; + if (ent->effects & EF_NODEPTHTEST) + t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST; + if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0) + t->currenttexmatrix = r_waterscrollmatrix; + else + t->currenttexmatrix = r_identitymatrix; + t->currentnumlayers = 0; + if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW)) + { + if (gl_lightmaps.integer) + R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, r_texture_white, &r_identitymatrix, 1, 1, 1, 1); + else if (t->currentmaterialflags & MATERIALFLAG_SKY) + { + // transparent sky would be ridiculous + if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_SKY, r_texture_white, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], 1); + } + else + { + int blendfunc1, blendfunc2, depthmask; + if (t->currentmaterialflags & MATERIALFLAG_ADD) + { + blendfunc1 = GL_SRC_ALPHA; + blendfunc2 = GL_ONE; + depthmask = false; + } + else if (t->currentmaterialflags & MATERIALFLAG_ALPHA) + { + blendfunc1 = GL_SRC_ALPHA; + blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + depthmask = false; + } + else + { + blendfunc1 = GL_ONE; + blendfunc2 = GL_ZERO; + depthmask = true; + } + if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) + { + rtexture_t *currentbasetexture; + int layerflags = 0; + if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + layerflags |= TEXTURELAYERFLAG_FOGDARKEN; + currentbasetexture = (ent->colormap < 0 && t->skin.merged) ? t->skin.merged : t->skin.base; + if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) + { + R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], currentalpha); + if (ent->colormap >= 0 && t->skin.pants) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2], currentalpha); + if (ent->colormap >= 0 && t->skin.shirt) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2], currentalpha); + } + else + { + float colorscale; + colorscale = 2; + // q3bsp has no lightmap updates, so the lightstylevalue that + // would normally be baked into the lightmaptexture must be + // applied to the color + if (ent->model->type == mod_brushq3) + colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f); + // transparent and fullbright are not affected by r_lightmapintensity + if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + colorscale *= r_lightmapintensity; + if (r_textureunits.integer >= 2 && gl_combine.integer) + R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_COMBINE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, currentalpha); + else if ((t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) == 0) + R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale * 0.5f, ent->colormod[1] * colorscale * 0.5f, ent->colormod[2] * colorscale * 0.5f, currentalpha); + else + R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, currentalpha); + if (r_ambient.value >= (1.0f/64.0f)) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), currentalpha); + if (ent->colormap >= 0 && t->skin.pants) + { + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * colorscale, ent->colormap_pantscolor[1] * colorscale, ent->colormap_pantscolor[2] * colorscale, currentalpha); + if (r_ambient.value >= (1.0f/64.0f)) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * r_ambient.value * (1.0f / 64.0f), currentalpha); + } + if (ent->colormap >= 0 && t->skin.shirt) + { + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * colorscale, ent->colormap_shirtcolor[1] * colorscale, ent->colormap_shirtcolor[2] * colorscale, currentalpha); + if (r_ambient.value >= (1.0f/64.0f)) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * r_ambient.value * (1.0f / 64.0f), currentalpha); + } + } + if (t->skin.glow != NULL) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, 1, 1, 1, currentalpha); + if (fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD)) + { + // if this is opaque use alpha blend which will darken the earlier + // passes cheaply. + // + // if this is an alpha blended material, all the earlier passes + // were darkened by fog already, so we only need to add the fog + // color ontop through the fog mask texture + // + // if this is an additive blended material, all the earlier passes + // were darkened by fog already, and we should not add fog color + // (because the background was not darkened, there is no fog color + // that was lost behind it). + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha); + } + } + } + } } void R_UpdateAllTextureInfo(entity_render_t *ent) @@ -1525,7 +1688,7 @@ void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture 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); + 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); } // a single autosprite surface can contain multiple sprites... VectorClear(forward); @@ -1562,7 +1725,7 @@ void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture 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); + 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); } Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward); Matrix4x4_Transform(&ent->inversematrix, r_viewright, right); @@ -1590,24 +1753,24 @@ void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture R_Mesh_VertexPointer(rsurface_vertex3f); } -void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, qboolean lightmodel, qboolean vertexlight, qboolean applycolor, qboolean applyfog) +void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog) { int i; float f; float *v, *c, *c2; - vec3_t diff; - if (lightmodel) + if (lightmode >= 2) { + // model lighting vec4_t ambientcolor4f; vec3_t diffusecolor; vec3_t diffusenormal; - if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r, g, b, a, false)) + if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r*0.5f, g*0.5f, b*0.5f, a, false)) { rsurface_lightmapcolor4f = varray_color4f; if (rsurface_normal3f == NULL) { rsurface_normal3f = varray_normal3f; - Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f); + Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer); } R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, surface->groupmesh->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, rsurface_lightmapcolor4f + 4 * surface->num_firstvertex); r = 1; @@ -1625,36 +1788,41 @@ void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface rsurface_lightmapcolor4f = NULL; } } - else if (vertexlight) + else if (lightmode >= 1) { if (surface->lightmapinfo) { - rsurface_lightmapcolor4f = varray_color4f; - for (i = 0, c = rsurface_lightmapcolor4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) + for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) { - const qbyte *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i]; - float scale = d_lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f); - VectorScale(lm, scale, c); - if (surface->lightmapinfo->styles[1] != 255) + const unsigned char *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i]; + if (lm) { - int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3; - lm += size3; - scale = d_lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surface->lightmapinfo->styles[2] != 255) + float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f); + VectorScale(lm, scale, c); + if (surface->lightmapinfo->styles[1] != 255) { + int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3; lm += size3; - scale = d_lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f); + scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); - if (surface->lightmapinfo->styles[3] != 255) + if (surface->lightmapinfo->styles[2] != 255) { lm += size3; - scale = d_lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f); + scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); + if (surface->lightmapinfo->styles[3] != 255) + { + lm += size3; + scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + } } } } + else + VectorClear(c); } + rsurface_lightmapcolor4f = varray_color4f; } else rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f; @@ -1667,8 +1835,7 @@ void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface { for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4) { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); + f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg)); c2[0] = c[0] * f; c2[1] = c[1] * f; c2[2] = c[2] * f; @@ -1679,8 +1846,7 @@ void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface { for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4) { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); + f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg)); c2[0] = f; c2[1] = f; c2[2] = f; @@ -1698,607 +1864,316 @@ void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface c2[2] = c[2] * b; c2[3] = c[3] * a; } + rsurface_lightmapcolor4f = varray_color4f; } R_Mesh_ColorPointer(rsurface_lightmapcolor4f); GL_Color(r, g, b, a); } - static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) { - int i; int texturesurfaceindex; - const float *v; - float *c; - float diff[3]; - float colorpants[3], colorshirt[3]; - float f, r, g, b, a, base, colorscale; + int lightmode; const msurface_t *surface; - qboolean dolightmap; - qboolean doambient; - qboolean dodetail; - qboolean doglow; - qboolean dofogpass; - qboolean fogallpasses; - qboolean waterscrolling; - qboolean dopants; - qboolean doshirt; - qboolean dofullbrightpants; - qboolean dofullbrightshirt; qboolean applycolor; - qboolean lightmodel = false; - rtexture_t *basetexture; rmeshstate_t m; if (texture->currentmaterialflags & MATERIALFLAG_NODRAW) return; - c_faces += texturenumsurfaces; - // FIXME: identify models using a better check than ent->model->shadowmesh - if (!(ent->effects & EF_FULLBRIGHT) && !ent->model->brush.shadowmesh) - lightmodel = true; - // gl_lightmaps debugging mode skips normal texturing - if (gl_lightmaps.integer) - { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - qglDisable(GL_CULL_FACE); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, lightmodel, !surface->lightmaptexture, false, false); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - qglEnable(GL_CULL_FACE); - return; - } + renderstats.entities_surfaces += texturenumsurfaces; + // FIXME: identify models using a better check than ent->model->brush.shadowmesh + lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2; GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)); - if (texture->currentmaterialflags & MATERIALFLAG_ADD) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - else - GL_BlendFunc(GL_ONE, GL_ZERO); - // water waterscrolling in texture matrix - waterscrolling = (texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0; if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) qglDisable(GL_CULL_FACE); - if (texture->currentmaterialflags & MATERIALFLAG_SKY) + if (texture->currentnumlayers) { - if (skyrendernow) + int layerindex; + texturelayer_t *layer; + for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++) { - skyrendernow = false; - if (skyrendermasked) - R_Sky(); - } - // LordHavoc: HalfLife maps have freaky skypolys... - //if (!ent->model->brush.ishlbsp) - { - R_Mesh_Matrix(&ent->matrix); - GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); - if (skyrendermasked) - { - // depth-only (masking) - GL_ColorMask(0,0,0,0); - // just to make sure that braindead drivers don't draw anything - // despite that colormask... - GL_BlendFunc(GL_ZERO, GL_ONE); - } - else + vec4_t layercolor; + int layertexrgbscale; + GL_DepthMask(layer->depthmask); + GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); + if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask)) { - // fog sky - GL_BlendFunc(GL_ONE, GL_ZERO); + layertexrgbscale = 4; + VectorScale(layer->color, 0.25f, layercolor); } - GL_DepthMask(true); - GL_DepthTest(true); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask)) { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); + layertexrgbscale = 2; + VectorScale(layer->color, 0.5f, layercolor); } - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - } - } - else if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1) - { - // NVIDIA Geforce3 distortion texture shader on water - float args[4] = {0.05f,0,0,0.04f}; - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(r_texture_distorttexture[(int)(r_refdef.time * 16)&63]); - m.tex[1] = R_GetTexture(texture->skin.base); - m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_REPLACE; - Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value); - m.texmatrix[1] = r_waterscrollmatrix; - R_Mesh_State(&m); - - GL_Color(1, 1, 1, texture->currentalpha); - GL_ActiveTexture(0); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); - GL_ActiveTexture(1); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB); - qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]); - qglEnable(GL_TEXTURE_SHADER_NV); - - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - - qglDisable(GL_TEXTURE_SHADER_NV); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); - GL_ActiveTexture(0); - } - else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) - { - // normal surface (wall or water) - dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT); - doambient = r_ambient.value >= (1/64.0f); - dodetail = r_detailtextures.integer && texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT); - doglow = texture->skin.glow != NULL; - dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD); - fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT); - if (ent->colormap >= 0) - { - int b; - qbyte *bcolor; - basetexture = texture->skin.base; - dopants = texture->skin.pants != NULL; - doshirt = texture->skin.shirt != NULL; - // 128-224 are backwards ranges - b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12; - dofullbrightpants = b >= 224; - bcolor = (qbyte *) (&palette_complete[b]); - VectorScale(bcolor, (1.0f / 255.0f), colorpants); - // 128-224 are backwards ranges - b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12; - dofullbrightshirt = b >= 224; - bcolor = (qbyte *) (&palette_complete[b]); - VectorScale(bcolor, (1.0f / 255.0f), colorshirt); - } - else - { - basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base; - dopants = false; - doshirt = false; - dofullbrightshirt = false; - dofullbrightpants = false; - } - if (dolightmap && gl_combine.integer) - { - memset(&m, 0, sizeof(m)); - m.tex[1] = R_GetTexture(basetexture); - if (waterscrolling) - m.texmatrix[1] = r_waterscrollmatrix; - m.texrgbscale[1] = 2; - m.pointer_color = varray_color4f; - R_Mesh_State(&m); - // transparent is not affected by r_lightmapintensity - if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - colorscale = r_lightmapintensity; else - colorscale = 1; - r = ent->colormod[0] * colorscale; - g = ent->colormod[1] * colorscale; - b = ent->colormod[2] * colorscale; - a = texture->currentalpha; - base = r_ambient.value * (1.0f / 64.0f); - // q3bsp has no lightmap updates, so the lightstylevalue that - // would normally be baked into the lightmaptexture must be - // applied to the color - if (ent->model->brushq3.data_lightmaps) { - float scale = d_lightstylevalue[0] * (1.0f / 128.0f); - r *= scale; - g *= scale; - b *= scale; + layertexrgbscale = 1; + VectorScale(layer->color, 1.0f, layercolor); } - applycolor = r != 1 || g != 1 || b != 1 || a != 1; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + layercolor[3] = layer->color[3]; + GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]); + applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1; + switch (layer->type) { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); - R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); - if (surface->lightmaptexture) - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); - else - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, !surface->lightmaptexture, applycolor, fogallpasses); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - else if (dolightmap && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) && !lightmodel) - { - // single texture - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); - if (surface->lightmaptexture) + case TEXTURELAYERTYPE_SKY: + if (skyrendernow) { - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); - R_Mesh_ColorPointer(NULL); + skyrendernow = false; + if (skyrendermasked) + { + R_Sky(); + // restore entity matrix and GL_Color + R_Mesh_Matrix(&ent->matrix); + GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]); + } } - else + // LordHavoc: HalfLife maps have freaky skypolys... + //if (!ent->model->brush.ishlbsp) { - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f); + if (skyrendermasked) + { + // depth-only (masking) + GL_ColorMask(0,0,0,0); + // just to make sure that braindead drivers don't draw anything + // despite that colormask... + GL_BlendFunc(GL_ZERO, GL_ONE); + } + else + { + // fog sky + GL_BlendFunc(GL_ONE, GL_ZERO); + } + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + if (skyrendermasked) + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); } - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(basetexture); - if (waterscrolling) - m.texmatrix[0] = r_waterscrollmatrix; - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - else - { - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(basetexture); - if (waterscrolling) - m.texmatrix[0] = r_waterscrollmatrix; - m.pointer_color = varray_color4f; - colorscale = 2; - if (gl_combine.integer) - { - m.texrgbscale[0] = 2; - colorscale = 1; - } - // transparent is not affected by r_lightmapintensity - if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - colorscale *= r_lightmapintensity; - R_Mesh_State(&m); - r = ent->colormod[0] * colorscale; - g = ent->colormod[1] * colorscale; - b = ent->colormod[2] * colorscale; - a = texture->currentalpha; - if (dolightmap) - { - // q3bsp has no lightmap updates, so the lightstylevalue that - // would normally be baked into the lightmaptexture must be - // applied to the color - if (ent->model->brushq3.data_lightmaps) + break; + case TEXTURELAYERTYPE_LITTEXTURE_COMBINE: + memset(&m, 0, sizeof(m)); + m.tex[1] = R_GetTexture(layer->texture); + m.texmatrix[1] = layer->texmatrix; + m.texrgbscale[1] = layertexrgbscale; + m.pointer_color = varray_color4f; + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - float scale = d_lightstylevalue[0] * (1.0f / 128.0f); - r *= scale; - g *= scale; - b *= scale; + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); + R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); + if (lightmode == 2) + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN); + } + else if (surface->lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN); + } + else + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN); + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); } - applycolor = r != 1 || g != 1 || b != 1 || a != 1; + break; + case TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS: + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(layer->texture); + m.texmatrix[0] = layer->texmatrix; + m.pointer_color = varray_color4f; + m.texrgbscale[0] = layertexrgbscale; + R_Mesh_State(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); + if (lightmode == 2) + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 2, false, false); + } + else if (surface->lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + R_Mesh_ColorPointer(NULL); + } + else + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 1, false, false); + } GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } - } - else - { - applycolor = r != 1 || g != 1 || b != 1 || a != 1; + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(layer->texture); + m.texmatrix[0] = layer->texmatrix; + m.pointer_color = varray_color4f; + m.texrgbscale[0] = layertexrgbscale; + R_Mesh_State(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses); + RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } - } - } - if (dopants) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.pants); - if (waterscrolling) - m.texmatrix[0] = r_waterscrollmatrix; - m.pointer_color = varray_color4f; - colorscale = 1; - if (gl_combine.integer) - { - m.texrgbscale[0] = 2; - colorscale *= 0.5f; - } - // transparent is not affected by r_lightmapintensity - if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - colorscale *= r_lightmapintensity; - R_Mesh_State(&m); - r = ent->colormod[0] * colorpants[0] * colorscale; - g = ent->colormod[1] * colorpants[1] * colorscale; - b = ent->colormod[2] * colorpants[2] * colorscale; - a = texture->currentalpha; - if (dolightmap && !dofullbrightpants) - { - // q3bsp has no lightmap updates, so the lightstylevalue that - // would normally be baked into the lightmaptexture must be - // applied to the color - if (ent->model->brushq3.data_lightmaps) - { - float scale = d_lightstylevalue[0] * (1.0f / 128.0f); - r *= scale; - g *= scale; - b *= scale; - } - applycolor = r != 1 || g != 1 || b != 1 || a != 1; + break; + case TEXTURELAYERTYPE_LITTEXTURE_VERTEX: + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(layer->texture); + m.texmatrix[0] = layer->texmatrix; + m.texrgbscale[0] = layertexrgbscale; + m.pointer_color = varray_color4f; + R_Mesh_State(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses); + RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode ? lightmode : 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } - } - else - { - applycolor = r != 1 || g != 1 || b != 1 || a != 1; + break; + case TEXTURELAYERTYPE_TEXTURE: + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(layer->texture); + m.texmatrix[0] = layer->texmatrix; + m.pointer_color = varray_color4f; + m.texrgbscale[0] = layertexrgbscale; + R_Mesh_State(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses); + RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } - } - } - if (doshirt) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.shirt); - if (waterscrolling) - m.texmatrix[0] = r_waterscrollmatrix; - m.pointer_color = varray_color4f; - colorscale = 1; - if (gl_combine.integer) - { - m.texrgbscale[0] = 2; - colorscale *= 0.5f; - } - // transparent is not affected by r_lightmapintensity - if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - colorscale *= r_lightmapintensity; - R_Mesh_State(&m); - r = ent->colormod[0] * colorshirt[0] * colorscale; - g = ent->colormod[1] * colorshirt[1] * colorscale; - b = ent->colormod[2] * colorshirt[2] * colorscale; - a = texture->currentalpha; - if (dolightmap && !dofullbrightshirt) - { - // q3bsp has no lightmap updates, so the lightstylevalue that - // would normally be baked into the lightmaptexture must be - // applied to the color - if (ent->model->brushq3.data_lightmaps) + break; + case TEXTURELAYERTYPE_FOG: + memset(&m, 0, sizeof(m)); + if (layer->texture) { - float scale = d_lightstylevalue[0] * (1.0f / 128.0f); - r *= scale; - g *= scale; - b *= scale; + m.tex[0] = R_GetTexture(layer->texture); + m.texmatrix[0] = layer->texmatrix; } - applycolor = r != 1 || g != 1 || b != 1 || a != 1; + R_Mesh_State(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { + int i; + float f, *v, *c; surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses); + if (layer->texture) + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + R_Mesh_ColorPointer(varray_color4f); + for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + f = VERTEXFOGTABLE(VectorDistance(v, modelorg)); + c[0] = layercolor[0]; + c[1] = layercolor[1]; + c[2] = layercolor[2]; + c[3] = f * layercolor[3]; + } GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } + break; + default: + Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); } - else + // if trying to do overbright on first pass of an opaque surface + // when combine is not supported, brighten as a post process + if (layertexrgbscale > 1 && !gl_combine.integer && layer->depthmask) { - applycolor = r != 1 || g != 1 || b != 1 || a != 1; + int scale; + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + for (scale = 1;scale < layertexrgbscale;scale <<= 1) + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } } } - if (doambient) - { - doambient = false; - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); - if (waterscrolling) - m.texmatrix[0] = r_waterscrollmatrix; - m.pointer_color = varray_color4f; - colorscale = 1; - if (gl_combine.integer) - { - m.texrgbscale[0] = 2; - colorscale *= 0.5f; - } - R_Mesh_State(&m); - base = r_ambient.value * (1.0f / 64.0f); - r = ent->colormod[0] * colorscale * base; - g = ent->colormod[1] * colorscale * base; - b = ent->colormod[2] * colorscale * base; - a = texture->currentalpha; - applycolor = r != 1 || g != 1 || b != 1 || a != 1; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - if (dodetail) - { - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.detail); - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoorddetail2f); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - if (doglow) - { - // if glow was not already done using multitexture, do it now. - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.glow); - if (waterscrolling) - m.texmatrix[0] = r_waterscrollmatrix; - m.pointer_color = varray_color4f; - R_Mesh_State(&m); - colorscale = 1; - r = ent->colormod[0] * colorscale; - g = ent->colormod[1] * colorscale; - b = ent->colormod[2] * colorscale; - a = texture->currentalpha; - applycolor = r != 1 || g != 1 || b != 1 || a != 1; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - if (dofogpass) + if (r_shownormals.integer && !r_showtrispass) { - // if this is opaque use alpha blend which will darken the earlier - // passes cheaply. - // - // if this is an alpha blended material, all the earlier passes - // were darkened by fog already, so we only need to add the fog - // color ontop through the fog mask texture - // - // if this is an additive blended material, all the earlier passes - // were darkened by fog already, and we should not add fog color - // (because the background was not darkened, there is no fog color - // that was lost behind it). - if (fogallpasses) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - else - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); + int j, k; + float v[3]; + GL_DepthTest(true); + GL_DepthMask(texture->currentlayers->depthmask); + GL_BlendFunc(texture->currentlayers->blendfunc1, texture->currentlayers->blendfunc2); memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.fog); - if (waterscrolling) - m.texmatrix[0] = r_waterscrollmatrix; R_Mesh_State(&m); - r = fogcolor[0]; - g = fogcolor[1]; - b = fogcolor[2]; - a = texture->currentalpha; - applycolor = r != 1 || g != 1 || b != 1 || a != 1; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - R_Mesh_ColorPointer(varray_color4f); - //RSurf_FogPassColors_Vertex3f_Color4f((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->num_vertices, modelorg); - if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + if (!rsurface_svector3f) { - for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = exp(fogdensity/DotProduct(diff, diff)); - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * f * a; - } + 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); } - else + GL_Color(1, 0, 0, 1); + qglBegin(GL_LINES); + for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++) { - for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = exp(fogdensity/DotProduct(diff, diff)); - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = f * a; - } + VectorCopy(rsurface_vertex3f + k * 3, v); + qglVertex3f(v[0], v[1], v[2]); + VectorMA(v, 8, rsurface_svector3f + k * 3, v); + qglVertex3f(v[0], v[1], v[2]); + } + GL_Color(0, 0, 1, 1); + for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++) + { + VectorCopy(rsurface_vertex3f + k * 3, v); + qglVertex3f(v[0], v[1], v[2]); + VectorMA(v, 8, rsurface_tvector3f + k * 3, v); + qglVertex3f(v[0], v[1], v[2]); + } + GL_Color(0, 1, 0, 1); + for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++) + { + VectorCopy(rsurface_vertex3f + k * 3, v); + qglVertex3f(v[0], v[1], v[2]); + VectorMA(v, 8, rsurface_normal3f + k * 3, v); + qglVertex3f(v[0], v[1], v[2]); } - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); + qglEnd(); } } } @@ -2308,7 +2183,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2) { - const entity_render_t *ent = calldata1; + const entity_render_t *ent = (entity_render_t *)calldata1; const msurface_t *surface = ent->model->data_surfaces + calldata2; vec3_t modelorg; texture_t *texture; @@ -2340,7 +2215,7 @@ void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int tex tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; Matrix4x4_Transform(&ent->matrix, tempcenter, center); - R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->data_surfaces); + R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->data_surfaces); } } } @@ -2352,6 +2227,7 @@ extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) { int i, j, f, flagsmask; + int counttriangles = 0; msurface_t *surface, **surfacechain; texture_t *t, *texture; model_t *model = ent->model; @@ -2369,9 +2245,9 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) { for (i = 0;i < model->brushq1.light_styles;i++) { - if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]]) + if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]]) { - model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]]; + model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]]; if ((surfacechain = model->brushq1.light_styleupdatechains[i])) for (;(surface = *surfacechain);surfacechain++) surface->cached_dlight = true; @@ -2409,6 +2285,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) R_BuildLightMap(ent, surface); // add face to draw list surfacelist[numsurfacelist++] = surface; + counttriangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); @@ -2439,6 +2316,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) R_BuildLightMap(ent, surface); // add face to draw list surfacelist[numsurfacelist++] = surface; + counttriangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); @@ -2449,5 +2327,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) } if (numsurfacelist) R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + if (!r_showtrispass) + renderstats.entities_triangles += counttriangles; }