X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_rsurf.c;h=749e2238c14ac195717559e75af50e9a29ff6f67;hb=ea4fc545e8444f579d88d8f096b054dcd7bc482f;hp=2b0f1c1738835e11d7513924d8b60cae8b671248;hpb=06d8455f84631224fb6bb29ab1bd56e3f849a086;p=xonotic%2Fdarkplaces.git diff --git a/gl_rsurf.c b/gl_rsurf.c index 2b0f1c17..06dd1dfb 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -20,392 +20,562 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // r_surf.c: surface-related refresh code #include "quakedef.h" +#include "r_shadow.h" -int lightmap_textures; +#define MAX_LIGHTMAP_SIZE 256 -// LordHavoc: skinny but tall lightmaps for quicker subimage uploads -#define BLOCK_WIDTH 256 -#define BLOCK_HEIGHT 256 -// LordHavoc: increased lightmap limit from 64 to 1024 -#define MAX_LIGHTMAPS 1024 -#define LIGHTMAPSIZE (BLOCK_WIDTH*BLOCK_HEIGHT*4) +static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting +static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting -int active_lightmaps; +static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; -short allocated[MAX_LIGHTMAPS][BLOCK_WIDTH]; +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_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"}; +cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; +cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"}; +cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"}; +cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"}; +cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"}; +cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"}; -byte *lightmaps[MAX_LIGHTMAPS]; -short lightmapupdate[MAX_LIGHTMAPS][2]; +/* +// FIXME: these arrays are huge! +int r_q1bsp_maxmarkleafs; +int r_q1bsp_nummarkleafs; +mleaf_t *r_q1bsp_maxleaflist[65536]; +int r_q1bsp_maxmarksurfaces; +int r_q1bsp_nummarksurfaces; +msurface_t *r_q1bsp_maxsurfacelist[65536]; + +// FIXME: these arrays are huge! +int r_q3bsp_maxmarkleafs; +int r_q3bsp_nummarkleafs; +q3mleaf_t *r_q3bsp_maxleaflist[65536]; +int r_q3bsp_maxmarksurfaces; +int r_q3bsp_nummarksurfaces; +q3msurface_t *r_q3bsp_maxsurfacelist[65536]; +*/ -signed int blocklights[BLOCK_WIDTH*BLOCK_HEIGHT*3]; // LordHavoc: *3 for colored lighting +static int dlightdivtable[32768]; -int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes -cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"}; -cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "1"}; -cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"}; -cvar_t gl_nosubimage = {"gl_nosubimage", "0"}; -cvar_t r_ambient = {"r_ambient", "0"}; -cvar_t gl_vertex = {"gl_vertex", "0"}; -cvar_t r_dlightmap = {"r_dlightmap", "1"}; -cvar_t r_drawportals = {"r_drawportals", "0"}; +static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) +{ + int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k; + unsigned int *bl; + float dist, impact[3], local[3]; + dlight_t *light; -qboolean lightmaprgba, nosubimagefragments, nosubimage; -int lightmapbytes; + lit = false; -int wateralpha; + smax = (surf->extents[0] >> 4) + 1; + tmax = (surf->extents[1] >> 4) + 1; + smax3 = smax * 3; -void gl_surf_start() -{ -} + for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) + { + if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) + continue; // not lit by this light -void gl_surf_shutdown() -{ -} + Matrix4x4_Transform(matrix, light->origin, local); + dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; -void gl_surf_newmap() -{ -} + // for comparisons to minimum acceptable light + // compensate for LIGHTOFFSET + maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET; -void GL_Surf_Init() -{ - int i; - for (i = 0;i < MAX_LIGHTMAPS;i++) - lightmaps[i] = NULL; - Cvar_RegisterVariable(&gl_lightmapalign); - Cvar_RegisterVariable(&gl_lightmaprgba); - Cvar_RegisterVariable(&gl_nosubimagefragments); - Cvar_RegisterVariable(&gl_nosubimage); - Cvar_RegisterVariable(&r_ambient); - Cvar_RegisterVariable(&gl_vertex); - Cvar_RegisterVariable(&r_dlightmap); - Cvar_RegisterVariable(&r_drawportals); + dist2 = dist * dist; + dist2 += LIGHTOFFSET; + if (dist2 >= maxdist) + continue; - R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); -} + if (surf->plane->type < 3) + { + VectorCopy(local, impact); + impact[surf->plane->type] -= dist; + } + else + { + impact[0] = local[0] - surf->plane->normal[0] * dist; + impact[1] = local[1] - surf->plane->normal[1] * dist; + impact[2] = local[2] - surf->plane->normal[2] * dist; + } -int dlightdivtable[32768]; + impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; + impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; -/* - R_AddDynamicLights -*/ -int R_AddDynamicLights (msurface_t *surf) -{ - int sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, lit, dist2, impacts, impactt; - unsigned int *bl; - float dist; - vec3_t impact, local; + s = bound(0, impacts, smax * 16) - impacts; + t = bound(0, impactt, tmax * 16) - impactt; + i = s * s + t * t + dist2; + if (i > maxdist) + continue; - // LordHavoc: use 64bit integer... shame it's not very standardized... -#if _MSC_VER || __BORLANDC__ - __int64 k; -#else - long long k; -#endif + // reduce calculations + for (s = 0, i = impacts; s < smax; s++, i -= 16) + sdtable[s] = i * i + dist2; - lit = false; + maxdist3 = maxdist - dist2; - if (!dlightdivtable[1]) - { - dlightdivtable[0] = 4194304; - for (s = 1; s < 32768; s++) - dlightdivtable[s] = 4194304 / (s << 7); + // convert to 8.8 blocklights format + red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f); + green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f); + blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f); + subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f); + bl = intblocklights; + + i = impactt; + for (t = 0;t < tmax;t++, i -= 16) + { + td = i * i; + // make sure some part of it is visible on this line + if (td < maxdist3) + { + maxdist2 = maxdist - td; + for (s = 0;s < smax;s++) + { + if (sdtable[s] < maxdist2) + { + k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract; + if (k > 0) + { + bl[0] += (red * k); + bl[1] += (green * k); + bl[2] += (blue * k); + lit = true; + } + } + bl += 3; + } + } + else // skip line + bl += smax3; + } } + return lit; +} + +static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) +{ + int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt; + float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract; + dlight_t *light; + + lit = false; smax = (surf->extents[0] >> 4) + 1; tmax = (surf->extents[1] >> 4) + 1; + smax3 = smax * 3; - for (lnum = 0; lnum < MAX_DLIGHTS; lnum++) + for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) { if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) continue; // not lit by this light - VectorSubtract (cl_dlights[lnum].origin, currententity->render.origin, local); + Matrix4x4_Transform(matrix, light->origin, local); dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; // for comparisons to minimum acceptable light - maxdist = (int) ((cl_dlights[lnum].radius * cl_dlights[lnum].radius)); - - // clamp radius to avoid exceeding 32768 entry division table - if (maxdist > 4194304) - maxdist = 4194304; + // compensate for LIGHTOFFSET + maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET; dist2 = dist * dist; + dist2 += LIGHTOFFSET; if (dist2 >= maxdist) continue; - impact[0] = cl_dlights[lnum].origin[0] - surf->plane->normal[0] * dist; - impact[1] = cl_dlights[lnum].origin[1] - surf->plane->normal[1] * dist; - impact[2] = cl_dlights[lnum].origin[2] - surf->plane->normal[2] * dist; + if (surf->plane->type < 3) + { + VectorCopy(local, impact); + impact[surf->plane->type] -= dist; + } + else + { + impact[0] = local[0] - surf->plane->normal[0] * dist; + impact[1] = local[1] - surf->plane->normal[1] * dist; + impact[2] = local[2] - surf->plane->normal[2] * dist; + } impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; - s = bound(0, impacts, smax * 16) - impacts; - t = bound(0, impactt, tmax * 16) - impactt; - i = s * s + t * t + dist2; - if (i > maxdist) + td = bound(0, impacts, smax * 16) - impacts; + td1 = bound(0, impactt, tmax * 16) - impactt; + td = td * td + td1 * td1 + dist2; + if (td > maxdist) continue; // reduce calculations - for (s = 0, i = impacts; s < smax; s++, i -= 16) - sdtable[s] = i * i + dist2 + LIGHTOFFSET; + for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f) + sdtable[s] = td1 * td1 + dist2; - maxdist3 = maxdist - (int) (dist * dist); + maxdist3 = maxdist - dist2; - // convert to 8.8 blocklights format and scale up by radius - red = cl_dlights[lnum].color[0] * maxdist; - green = cl_dlights[lnum].color[1] * maxdist; - blue = cl_dlights[lnum].color[2] * maxdist; - bl = blocklights; + // convert to 8.8 blocklights format + red = light->rtlight.lightmap_light[0]; + green = light->rtlight.lightmap_light[1]; + blue = light->rtlight.lightmap_light[2]; + subtract = light->rtlight.lightmap_subtract * 32768.0f; + bl = floatblocklights; - i = impactt; - for (t = 0; t < tmax; t++, i -= 16) + td1 = impactt; + for (t = 0;t < tmax;t++, td1 -= 16.0f) { - td = i * i; + td = td1 * td1; // make sure some part of it is visible on this line if (td < maxdist3) { maxdist2 = maxdist - td; - for (s = 0; s < smax; s++) + for (s = 0;s < smax;s++) { if (sdtable[s] < maxdist2) { - k = dlightdivtable[(sdtable[s] + td) >> 7]; - bl[0] += (red * k) >> 9; - bl[1] += (green * k) >> 9; - bl[2] += (blue * k) >> 9; + k = (32768.0f / (sdtable[s] + td)) - subtract; + bl[0] += red * k; + bl[1] += green * k; + bl[2] += blue * k; lit = true; } bl += 3; } } else // skip line - bl += smax * 3; + bl += smax3; } } return lit; } +/* +=============== +R_BuildLightMap -void R_ConvertLightmap (int *in, byte *out, int width, int height, int stride) +Combine and scale multiple lightmaps into the 8.8 format in blocklights +=============== +*/ +static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) { - int i, j; - stride -= (width*lightmapbytes); - if (lighthalf) + if (!r_floatbuildlightmap.integer) { - // LordHavoc: I shift down by 8 unlike GLQuake's 7, - // the image is brightened as a processing pass - if (lightmaprgba) + int smax, tmax, i, j, size, size3, maps, stride, l; + unsigned int *bl, scale; + qbyte *lightmap, *out, *stain; + + // update cached lighting info + surf->cached_dlight = 0; + + smax = (surf->extents[0]>>4)+1; + tmax = (surf->extents[1]>>4)+1; + size = smax*tmax; + size3 = size*3; + lightmap = surf->samples; + + // set to full bright if no light data + bl = intblocklights; + if (!ent->model->brushq1.lightdata) + { + for (i = 0;i < size3;i++) + bl[i] = 255*256; + } + else + { + // clear to no light + memset(bl, 0, size*3*sizeof(unsigned int)); + + if (surf->dlightframe == r_framecount) + { + surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf); + if (surf->cached_dlight) + c_light_polys++; + } + + // add all the lightmaps + if (lightmap) + { + bl = intblocklights; + for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) + for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) + bl[i] += lightmap[i] * scale; + } + } + + stain = surf->stainsamples; + bl = intblocklights; + out = templight; + // the >> 16 shift adjusts down 8 bits to account for the stainmap + // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will + // be doubled during rendering to achieve 2x overbright + // (0 = 0.0, 128 = 1.0, 256 = 2.0) + if (ent->model->brushq1.lightmaprgba) { - for (i = 0;i < height;i++, out += stride) + stride = (surf->lightmaptexturestride - smax) * 4; + for (i = 0;i < tmax;i++, out += stride) { - for (j = 0;j < width;j++, in += 3, out += 4) + for (j = 0;j < smax;j++) { - out[0] = min(in[0] >> 8, 255); - out[1] = min(in[1] >> 8, 255); - out[2] = min(in[2] >> 8, 255); - out[3] = 255; + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + *out++ = 255; } } } else { - for (i = 0;i < height;i++, out += stride) + stride = (surf->lightmaptexturestride - smax) * 3; + for (i = 0;i < tmax;i++, out += stride) { - for (j = 0;j < width;j++, in += 3, out += 3) + for (j = 0;j < smax;j++) { - out[0] = min(in[0] >> 8, 255); - out[1] = min(in[1] >> 8, 255); - out[2] = min(in[2] >> 8, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); } } } + + R_UpdateTexture(surf->lightmaptexture, templight); } else { - if (lightmaprgba) + int smax, tmax, i, j, size, size3, maps, stride, l; + float *bl, scale; + qbyte *lightmap, *out, *stain; + + // update cached lighting info + surf->cached_dlight = 0; + + smax = (surf->extents[0]>>4)+1; + tmax = (surf->extents[1]>>4)+1; + size = smax*tmax; + size3 = size*3; + lightmap = surf->samples; + + // set to full bright if no light data + bl = floatblocklights; + if (!ent->model->brushq1.lightdata) + { + for (i = 0;i < size3;i++) + bl[i] = 255*256; + } + else { - for (i = 0;i < height;i++, out += stride) + memset(bl, 0, size*3*sizeof(float)); + + if (surf->dlightframe == r_framecount) + { + surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf); + if (surf->cached_dlight) + c_light_polys++; + } + + // add all the lightmaps + if (lightmap) + { + bl = floatblocklights; + for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) + for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) + bl[i] += lightmap[i] * scale; + } + } + + stain = surf->stainsamples; + bl = floatblocklights; + out = templight; + // this scaling adjusts down 8 bits to account for the stainmap + // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will + // be doubled during rendering to achieve 2x overbright + // (0 = 0.0, 128 = 1.0, 256 = 2.0) + scale = 1.0f / (1 << 16); + if (ent->model->brushq1.lightmaprgba) + { + stride = (surf->lightmaptexturestride - smax) * 4; + for (i = 0;i < tmax;i++, out += stride) { - for (j = 0;j < width;j++, in += 3, out += 4) + for (j = 0;j < smax;j++) { - out[0] = min(in[0] >> 7, 255); - out[1] = min(in[1] >> 7, 255); - out[2] = min(in[2] >> 7, 255); - out[3] = 255; + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + *out++ = 255; } } } else { - for (i = 0;i < height;i++, out += stride) + stride = (surf->lightmaptexturestride - smax) * 3; + for (i = 0;i < tmax;i++, out += stride) { - for (j = 0;j < width;j++, in += 3, out += 3) + for (j = 0;j < smax;j++) { - out[0] = min(in[0] >> 7, 255); - out[1] = min(in[1] >> 7, 255); - out[2] = min(in[2] >> 7, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); } } } + + R_UpdateTexture(surf->lightmaptexture, templight); } } -/* -=============== -R_BuildLightMap - -Combine and scale multiple lightmaps into the 8.8 format in blocklights -=============== -*/ -void R_BuildLightMap (msurface_t *surf, byte *dest, int stride) +void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8]) { - int smax, tmax; - int i, j, size, size3; - byte *lightmap; - int scale; - int maps; - int *bl; + float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2; + msurface_t *surf, *endsurf; + int i, s, t, smax, tmax, smax3, impacts, impactt, stained; + qbyte *bl; + vec3_t impact; + + maxdist = radius * radius; + invradius = 1.0f / radius; - surf->cached_dlight = 0; - surf->cached_lighthalf = lighthalf; - surf->cached_ambient = r_ambient.value; +loc0: + if (node->contents < 0) + return; + ndist = PlaneDiff(origin, node->plane); + if (ndist > radius) + { + node = node->children[0]; + goto loc0; + } + if (ndist < -radius) + { + node = node->children[1]; + goto loc0; + } - smax = (surf->extents[0]>>4)+1; - tmax = (surf->extents[1]>>4)+1; - size = smax*tmax; - size3 = size*3; - lightmap = surf->samples; + dist2 = ndist * ndist; + maxdist3 = maxdist - dist2; -// set to full bright if no light data - if ((currententity && (currententity->render.effects & EF_FULLBRIGHT)) || !cl.worldmodel->lightdata) + if (node->plane->type < 3) { - bl = blocklights; - for (i=0 ; iplane->type] -= ndist; } else { -// clear to no light - j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style - if (j) - { - bl = blocklights; - for (i = 0;i < size3;i++) - *bl++ = j; - } - else - memset(&blocklights[0], 0, size*3*sizeof(int)); + impact[0] = origin[0] - node->plane->normal[0] * ndist; + impact[1] = origin[1] - node->plane->normal[1] * ndist; + impact[2] = origin[2] - node->plane->normal[2] * ndist; + } -// add all the lightmaps - if (lightmap) + for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++) + { + if (surf->stainsamples) { - for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++) + smax = (surf->extents[0] >> 4) + 1; + tmax = (surf->extents[1] >> 4) + 1; + + impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; + impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; + + s = bound(0, impacts, smax * 16) - impacts; + t = bound(0, impactt, tmax * 16) - impactt; + i = s * s + t * t + dist2; + if (i > maxdist) + continue; + + // reduce calculations + for (s = 0, i = impacts; s < smax; s++, i -= 16) + sdtable[s] = i * i + dist2; + + bl = surf->stainsamples; + smax3 = smax * 3; + stained = false; + + i = impactt; + for (t = 0;t < tmax;t++, i -= 16) { - scale = d_lightstylevalue[surf->styles[maps]]; - surf->cached_light[maps] = scale; // 8.8 fraction - bl = blocklights; - for (i = 0;i < size3;i++) - *bl++ += *lightmap++ * scale; + td = i * i; + // make sure some part of it is visible on this line + if (td < maxdist3) + { + maxdist2 = maxdist - td; + for (s = 0;s < smax;s++) + { + if (sdtable[s] < maxdist2) + { + ratio = lhrandom(0.0f, 1.0f); + a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius); + if (a >= (1.0f / 64.0f)) + { + if (a > 1) + a = 1; + bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0])); + bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1])); + bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2])); + stained = true; + } + } + bl += 3; + } + } + else // skip line + bl += smax3; } + // force lightmap upload + if (stained) + surf->cached_dlight = true; } - if (r_dlightmap.value && surf->dlightframe == r_framecount) - if ((surf->cached_dlight = R_AddDynamicLights(surf))) - c_light_polys++; } - R_ConvertLightmap(blocklights, dest, smax, tmax, stride); -} - -byte templight[BLOCK_WIDTH*BLOCK_HEIGHT*4]; -void R_UpdateLightmap(msurface_t *s, int lnum) -{ - int smax, tmax; - // upload the new lightmap texture fragment - if(r_upload.value) - glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum); - if (nosubimage || nosubimagefragments) - { - if (lightmapupdate[lnum][0] > s->light_t) - lightmapupdate[lnum][0] = s->light_t; - if (lightmapupdate[lnum][1] < (s->light_t + ((s->extents[1]>>4)+1))) - lightmapupdate[lnum][1] = (s->light_t + ((s->extents[1]>>4)+1)); - if (lightmaprgba) - R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 4, BLOCK_WIDTH * 4); - else - R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 3, BLOCK_WIDTH * 3); - } - else + if (node->children[0]->contents >= 0) { - smax = ((s->extents[0]>>4)+lightmapalign) & lightmapalignmask; - tmax = (s->extents[1]>>4)+1; - if (lightmaprgba) + if (node->children[1]->contents >= 0) { - R_BuildLightMap (s, templight, smax * 4); - if(r_upload.value) - glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight); + R_StainNode(node->children[0], model, origin, radius, fcolor); + node = node->children[1]; + goto loc0; } else { - R_BuildLightMap (s, templight, smax * 3); - if(r_upload.value) - glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight); + node = node->children[0]; + goto loc0; } } -} - - -/* -=============== -R_TextureAnimation - -Returns the proper texture for a given time and base texture -=============== -*/ -texture_t *R_TextureAnimation (texture_t *base) -{ -// texture_t *original; -// int relative; -// int count; - - if (currententity->render.frame) + else if (node->children[1]->contents >= 0) { - if (base->alternate_anims) - base = base->alternate_anims; + node = node->children[1]; + goto loc0; } - - if (!base->anim_total) - return base; - - return base->anim_frames[(int)(cl.time*5) % base->anim_total]; - - /* - original = base; - - relative = (int)(cl.time*5) % base->anim_total; +} - count = 0; - while (base->anim_min > relative || base->anim_max <= relative) +void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2) +{ + int n; + float fcolor[8]; + entity_render_t *ent; + model_t *model; + vec3_t org; + if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes) + return; + fcolor[0] = cr1; + fcolor[1] = cg1; + fcolor[2] = cb1; + fcolor[3] = ca1 * (1.0f / 64.0f); + fcolor[4] = cr2 - cr1; + fcolor[5] = cg2 - cg1; + fcolor[6] = cb2 - cb1; + fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f); + + R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor); + + // look for embedded bmodels + for (n = 0;n < cl_num_brushmodel_entities;n++) { - base = base->anim_next; - if (!base) - { - Con_Printf("R_TextureAnimation: broken cycle"); - return original; - } - if (++count > 100) + ent = cl_brushmodel_entities[n]; + model = ent->model; + if (model && model->name[0] == '*') { - Con_Printf("R_TextureAnimation: infinite cycle"); - return original; + Mod_CheckLoaded(model); + if (model->brushq1.nodes) + { + Matrix4x4_Transform(&ent->inversematrix, origin, org); + R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor); + } } } - - return base; - */ } @@ -417,1210 +587,1979 @@ texture_t *R_TextureAnimation (texture_t *base) ============================================================= */ - -extern int solidskytexture; -extern int alphaskytexture; -extern float speedscale; // for top sky and bottom sky - -extern char skyname[]; - -float turbsin[256] = -{ - #include "gl_warp_sin.h" -}; -#define TURBSCALE (256.0 / (2 * M_PI)) - - -void UploadLightmaps() +static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles) { int i; - if (nosubimage || nosubimagefragments) + float scale; + const qbyte *lm; + if (styles[0] != 255) { - for (i = 0;i < MAX_LIGHTMAPS;i++) + for (i = 0;i < numverts;i++, c += 4) { - if (lightmapupdate[i][0] < lightmapupdate[i][1]) + lm = samples + lightmapoffsets[i]; + scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (styles[1] != 255) { - if(r_upload.value) + lm += size3; + scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (styles[2] != 255) { - glBindTexture(GL_TEXTURE_2D, lightmap_textures + i); - if (nosubimage) - { - if (lightmaprgba) - glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]); - else - glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]); - } - else + lm += size3; + scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (styles[3] != 255) { - if (lightmaprgba) - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0])); - else - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0])); + lm += size3; + scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); } } } - lightmapupdate[i][0] = BLOCK_HEIGHT; - lightmapupdate[i][1] = 0; } } } -float wvert[1024*6]; // used by the following functions - -void RSurf_DrawSky(msurface_t *s, int transform) +static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg) { - glpoly_t *p; int i; - float *v; - - // LordHavoc: HalfLife maps have freaky skypolys... - if (hlbsp) - return; - - for (p=s->polys ; p ; p=p->next) + float diff[3], f; + if (fogenabled) { - if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS) + for (i = 0;i < numverts;i++, v += 3, c += 4) { - skypoly[currentskypoly].firstvert = currentskyvert; - skypoly[currentskypoly++].verts = p->numverts; - if (transform) - { - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - softwaretransform(v, skyvert[currentskyvert].v); - currentskyvert++; - } - } - else - { - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - VectorCopy(v, skyvert[currentskyvert].v); - currentskyvert++; - } - } + VectorSubtract(v, modelorg, diff); + f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff))); + VectorScale(c, f, c); } } + else if (colorscale != 1) + for (i = 0;i < numverts;i++, c += 4) + VectorScale(c, colorscale, c); } -int RSurf_Light(int *dlightbits, glpoly_t *polys) +static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg) { - float cr, cg, cb, radius, radius2, f, *v, *wv; - int i, a, b, lit = false; - unsigned int c, d; - dlight_t *light; - vec_t *lightorigin; - glpoly_t *p; - for (a = 0;a < 8;a++) + int i; + float diff[3], f; + r *= colorscale; + g *= colorscale; + b *= colorscale; + if (fogenabled) { - if ((c = dlightbits[a])) + for (i = 0;i < numverts;i++, v += 3, c += 4) { - for (b = 0, d = 1;c;b++, d <<= 1) - { - if (c & d) - { - c -= d; - light = &cl_dlights[a * 32 + b]; - lightorigin = light->origin; - cr = light->color[0]; - cg = light->color[1]; - cb = light->color[2]; - radius = light->radius*light->radius; - radius2 = radius * 256.0f; - wv = wvert; - for (p = polys;p;p = p->next) - { - for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - f = VectorDistance2(wv, lightorigin); - if (f < radius) - { - f = radius2 / (f + LIGHTOFFSET); - wv[3] += cr * f; - wv[4] += cg * f; - wv[5] += cb * f; - lit = true; - } - wv += 6; - } - } - } - } + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c[0] = r * f; + c[1] = g * f; + c[2] = b * f; + c[3] = a; + } + } + else + { + for (i = 0;i < numverts;i++, c += 4) + { + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = a; } } - return lit; } -void RSurf_DrawWater(msurface_t *s, texture_t *t, int transform, int alpha) +static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg) { - int i; - float os = turbsin[(int)(cl.time * TURBSCALE) & 255], ot = turbsin[(int)(cl.time * TURBSCALE + 96.0) & 255]; - glpoly_t *p; - float *v; - // FIXME: make fog texture if water texture is transparent? + int i; + float diff[3], f; + r *= colorscale; + g *= colorscale; + b *= colorscale; + for (i = 0;i < numverts;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] = a * f; + } +} - if (s->dlightframe != r_framecount) +static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale) +{ + float f; + const float *v; + float *c; + int i, l, lit = false; + const dlight_t *light; + vec3_t lightorigin; + for (l = 0;l < r_numdlights;l++) { - vec3_t temp; - // LordHavoc: fast path for no vertex lighting cases - if (transform) - { - if (r_waterripple.value) - { - for (p=s->polys ; p ; p=p->next) - { - transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - softwaretransform(v, temp); - transpolyvert(temp[0], temp[1], temp[2] + r_waterripple.value * turbsin[(int)((temp[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((temp[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha); - } - transpolyend(); - } - } - else - { - for (p=s->polys ; p ; p=p->next) - { - transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - softwaretransform(v, temp); - transpolyvert(temp[0], temp[1], temp[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha); - } - transpolyend(); - } - } - } - else + if (dlightbits[l >> 5] & (1 << (l & 31))) { - if (r_waterripple.value) - { - for (p=s->polys ; p ; p=p->next) - { - transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - transpolyvert(v[0], v[1], v[2] + r_waterripple.value * turbsin[(int)((v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha); - transpolyend(); - } - } - else + light = &r_dlight[l]; + Matrix4x4_Transform(matrix, light->origin, lightorigin); + for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4) { - for (p=s->polys ; p ; p=p->next) + f = VectorDistance2(v, lightorigin) + LIGHTOFFSET; + if (f < light->rtlight.lightmap_cullradius2) { - transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha); - transpolyend(); + f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale; + VectorMA(c, f, light->rtlight.lightmap_light, c); + lit = true; } } } } + return lit; +} + +static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +{ + const msurface_t *surf; + rmeshstate_t m; + + // LordHavoc: HalfLife maps have freaky skypolys... + if (ent->model->brush.ishlbsp) + return; + + if (skyrendernow) + { + skyrendernow = false; + if (skyrendermasked) + R_Sky(); + } + + 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 { - float *wv; - wv = wvert; - for (p = s->polys;p;p = p->next) + // fog sky + GL_BlendFunc(GL_ONE, GL_ZERO); + } + GL_DepthMask(true); + GL_DepthTest(true); + + memset(&m, 0, sizeof(m)); + while((surf = *surfchain++) != NULL) + { + if (surf->visframe == r_framecount) { - for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - if (transform) - softwaretransform(v, wv); - else - VectorCopy(v, wv); - if (r_waterripple.value) - wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f); - wv[3] = wv[4] = wv[5] = 128.0f; - wv += 6; - } - } - if (s->dlightframe == r_framecount) - RSurf_Light(s->dlightbits, s->polys); - wv = wvert; - for (p=s->polys ; p ; p=p->next) - { - transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6) - transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), wv[3], wv[4], wv[5], alpha); - transpolyend(); - } - } -} - -void RSurf_DrawWall(msurface_t *s, texture_t *t, int transform) -{ - int i, lit = false, polys = 0, verts = 0; - float *v; - glpoly_t *p; - wallpoly_t *wp; - wallvert_t *out; - wallvertcolor_t *outcolor; - // check for lightmap modification - if (s->cached_dlight - || (r_dynamic.value && r_dlightmap.value && s->dlightframe == r_framecount) - || r_ambient.value != s->cached_ambient - || lighthalf != s->cached_lighthalf - || (r_dynamic.value - && ((s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0]) - || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1]) - || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2]) - || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3])))) - R_UpdateLightmap(s, s->lightmaptexturenum); - if (r_dlightmap.value || s->dlightframe != r_framecount) - { - // LordHavoc: fast path version for no vertex lighting cases - wp = &wallpoly[currentwallpoly]; - out = &wallvert[currentwallvert]; - for (p = s->polys;p;p = p->next) - { - if ((currentwallpoly >= MAX_WALLPOLYS) || (currentwallvert+p->numverts > MAX_WALLVERTS)) - return; - wp->texnum = (unsigned short) R_GetTexture(t->texture); - wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum); - wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture); - wp->firstvert = currentwallvert; - wp->numverts = p->numverts; - wp->lit = lit; - wp++; - currentwallpoly++; - currentwallvert += p->numverts; - v = p->verts[0]; - if (transform) - { - for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++) - { - softwaretransform(v, out->vert); - out->vert[3] = v[3]; - out->vert[4] = v[4]; - out->vert[5] = v[5]; - out->vert[6] = v[6]; - } - } - else - { - /* - for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++) - { - VectorCopy(v, out->vert); - out->vert[3] = v[3]; - out->vert[4] = v[4]; - out->vert[5] = v[5]; - out->vert[6] = v[6]; - } - */ - memcpy(out, v, sizeof(vec_t) * VERTEXSIZE * p->numverts); - out += p->numverts; - } + m.pointer_vertex = surf->mesh.data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, surf->mesh.num_vertices); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); } } + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); +} + +static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2) +{ + const entity_render_t *ent = calldata1; + const msurface_t *surf = ent->model->brushq1.surfaces + calldata2; + rmeshstate_t m; + float currentalpha; + float base, colorscale; + vec3_t modelorg; + texture_t *texture; + float args[4] = {0.05f,0,0,0.04f}; + int rendertype, turb, fullbright; + + R_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + + texture = surf->texinfo->texture; + if (texture->animated) + texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0]; + currentalpha = ent->alpha; + if (surf->flags & SURF_WATERALPHA) + currentalpha *= r_wateralpha.value; + + GL_DepthTest(true); + if (ent->effects & EF_ADDITIVE) + { + rendertype = SURFRENDER_ADD; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + } + else if (currentalpha < 1 || texture->skin.fog != NULL) + { + rendertype = SURFRENDER_ALPHA; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + } else { - float *wv; - wv = wvert; - for (p = s->polys;p;p = p->next) + rendertype = SURFRENDER_OPAQUE; + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + } + + turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value; + fullbright = !(ent->flags & RENDER_LIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples; + base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f); + if (surf->flags & SURF_DRAWTURB) + base *= 0.5f; + if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled) + { + // NVIDIA Geforce3 distortion texture shader on water + GL_Color(1, 1, 1, currentalpha); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = surf->mesh.data_vertex3f; + m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]); + m.tex[1] = R_GetTexture(texture->skin.base); + m.texcombinergb[0] = GL_REPLACE; + m.texcombinergb[1] = GL_REPLACE; + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f; + Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value); + Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0); + R_Mesh_State(&m); + + 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); + + GL_LockArrays(0, surf->mesh.num_vertices); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + 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 + { + memset(&m, 0, sizeof(m)); + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_color = varray_color4f; + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + m.tex[0] = R_GetTexture(texture->skin.base); + if (turb) + { + // scrolling in texture matrix + Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0); + } + colorscale = 1; + if (gl_combine.integer) + { + m.texrgbscale[0] = 4; + colorscale *= 0.25f; + } + R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha); + if (!fullbright) + { + if (surf->dlightframe == r_framecount) + RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1); + if (surf->samples) + RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); + } + RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg); + R_Mesh_State(&m); + GL_LockArrays(0, surf->mesh.num_vertices); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); + if (texture->skin.glow) { - for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + m.pointer_color = varray_color4f; + m.tex[0] = R_GetTexture(texture->skin.glow); + m.pointer_vertex = surf->mesh.data_vertex3f; + if (m.tex[0]) { - if (transform) - softwaretransform(v, wv); - else - VectorCopy(v, wv); - wv[3] = wv[4] = wv[5] = 0.0f; - wv += 6; + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + if (turb) + { + // scrolling in texture matrix + Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0); + } } - verts += p->numverts; - polys++; + R_Mesh_State(&m); + RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg); + GL_LockArrays(0, surf->mesh.num_vertices); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); } - if ((currentwallpoly + polys > MAX_WALLPOLYS) || (currentwallvert+verts > MAX_WALLVERTS)) - return; - if ((!r_dlightmap.value) && s->dlightframe == r_framecount) - lit = RSurf_Light(s->dlightbits, s->polys); - wv = wvert; - wp = &wallpoly[currentwallpoly]; - out = &wallvert[currentwallvert]; - outcolor = &wallvertcolor[currentwallvert]; - currentwallpoly += polys; - for (p = s->polys;p;p = p->next) - { - v = p->verts[0]; - wp->texnum = (unsigned short) R_GetTexture(t->texture); - wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum); - wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture); - wp->firstvert = currentwallvert; - wp->numverts = p->numverts; - wp->lit = lit; - wp++; - currentwallvert += p->numverts; - for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, wv += 6, out++, outcolor++) + if (fogenabled && rendertype != SURFRENDER_ADD) + { + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + m.pointer_color = varray_color4f; + m.tex[0] = R_GetTexture(texture->skin.fog); + m.pointer_vertex = surf->mesh.data_vertex3f; + if (m.tex[0]) { - if (lit) + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + if (turb) { - if (lighthalf) - { - outcolor->r = (byte) (bound(0, (int) wv[3] >> 1, 255)); - outcolor->g = (byte) (bound(0, (int) wv[4] >> 1, 255)); - outcolor->b = (byte) (bound(0, (int) wv[5] >> 1, 255)); - outcolor->a = 255; - } - else - { - outcolor->r = (byte) (bound(0, (int) wv[3], 255)); - outcolor->g = (byte) (bound(0, (int) wv[4], 255)); - outcolor->b = (byte) (bound(0, (int) wv[5], 255)); - outcolor->a = 255; - } + // scrolling in texture matrix + Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0); } - out->vert[0] = wv[0]; - out->vert[1] = wv[1]; - out->vert[2] = wv[2]; - out->vert[3] = v[3]; - out->vert[4] = v[4]; - out->vert[5] = v[5]; - out->vert[6] = v[6]; } + R_Mesh_State(&m); + RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg); + GL_LockArrays(0, surf->mesh.num_vertices); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); } } } -// LordHavoc: transparent brush models -extern float modelalpha; +static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +{ + const msurface_t *surf; + rmeshstate_t m; + int lightmaptexturenum; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(texture->skin.base); + m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); + m.texrgbscale[1] = 2; + m.tex[2] = R_GetTexture(texture->skin.detail); + m.texrgbscale[2] = 2; + if (texture->skin.glow) + { + m.tex[3] = R_GetTexture(texture->skin.glow); + m.texcombinergb[3] = GL_ADD; + } + GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); -void RSurf_DrawWallVertex(msurface_t *s, texture_t *t, int transform, int isbmodel) + while((surf = *surfchain++) != NULL) + { + if (surf->visframe == r_framecount) + { + lightmaptexturenum = R_GetTexture(surf->lightmaptexture); + m.tex[1] = lightmaptexturenum; + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f; + m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f; + m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f; + R_Mesh_State(&m); + GL_LockArrays(0, surf->mesh.num_vertices); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } +} + +static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - int i, alpha, size3; - float *v, *wv, scale; - glpoly_t *p; - byte *lm; - alpha = (int) (modelalpha * 255.0f); - size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3; // *3 for colored lighting - wv = wvert; - for (p = s->polys;p;p = p->next) + const msurface_t *surf; + rmeshstate_t m; + int lightmaptexturenum; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(texture->skin.base); + m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); + m.texrgbscale[1] = 2; + m.tex[2] = R_GetTexture(texture->skin.detail); + m.texrgbscale[2] = 2; + GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); + + while((surf = *surfchain++) != NULL) { - for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) + if (surf->visframe == r_framecount) { - if (transform) - softwaretransform(v, wv); - else - VectorCopy(v, wv); - wv[3] = wv[4] = wv[5] = r_ambient.value * 2.0f; - if (s->styles[0] != 255) - { - lm = (byte *)((long) s->samples + (int) v[7]); - scale = d_lightstylevalue[s->styles[0]] * (1.0f / 128.0f);wv[3] += lm[size3*0+0] * scale;wv[4] += lm[size3*0+1] * scale;wv[5] += lm[size3*0+2] * scale; - if (s->styles[1] != 255) - { - scale = d_lightstylevalue[s->styles[1]] * (1.0f / 128.0f);wv[3] += lm[size3*1+0] * scale;wv[4] += lm[size3*1+1] * scale;wv[5] += lm[size3*1+2] * scale; - if (s->styles[2] != 255) - { - scale = d_lightstylevalue[s->styles[2]] * (1.0f / 128.0f);wv[3] += lm[size3*2+0] * scale;wv[4] += lm[size3*2+1] * scale;wv[5] += lm[size3*2+2] * scale; - if (s->styles[3] != 255) - { - scale = d_lightstylevalue[s->styles[3]] * (1.0f / 128.0f);wv[3] += lm[size3*3+0] * scale;wv[4] += lm[size3*3+1] * scale;wv[5] += lm[size3*3+2] * scale; - } - } - } - } - wv += 6; + lightmaptexturenum = R_GetTexture(surf->lightmaptexture); + m.tex[1] = lightmaptexturenum; + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f; + m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f; + R_Mesh_State(&m); + GL_LockArrays(0, surf->mesh.num_vertices); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); } } - if (s->dlightframe == r_framecount) - RSurf_Light(s->dlightbits, s->polys); - wv = wvert; - if (isbmodel && (currententity->render.colormod[0] != 1 || currententity->render.colormod[1] != 1 || currententity->render.colormod[2] != 1)) +} + +static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +{ + const msurface_t *surf; + rmeshstate_t m; + int lightmaptexturenum; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(texture->skin.base); + m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); + m.texrgbscale[1] = 2; + GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); + while((surf = *surfchain++) != NULL) { - for (p = s->polys;p;p = p->next) + if (surf->visframe == r_framecount) { - v = p->verts[0]; - transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->render.effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6) - transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3] * currententity->render.colormod[0], wv[4] * currententity->render.colormod[1], wv[5] * currententity->render.colormod[2], alpha); - transpolyend(); + lightmaptexturenum = R_GetTexture(surf->lightmaptexture); + m.tex[1] = lightmaptexturenum; + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f; + R_Mesh_State(&m); + GL_LockArrays(0, surf->mesh.num_vertices); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); } } - else +} + +static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +{ + const msurface_t *surf; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_DepthMask(true); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + m.tex[0] = R_GetTexture(texture->skin.base); + GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); + while((surf = *surfchain++) != NULL) { - for (p = s->polys;p;p = p->next) + if (surf->visframe == r_framecount) { - v = p->verts[0]; - transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->render.effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6) - transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3], wv[4], wv[5], alpha); - transpolyend(); + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + R_Mesh_State(&m); + GL_LockArrays(0, surf->mesh.num_vertices); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); } } } -void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model); +static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +{ + const msurface_t *surf; + rmeshstate_t m; + int lightmaptexturenum; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_DepthMask(false); + GL_DepthTest(true); + m.tex[0] = R_GetTexture((**surfchain).lightmaptexture); + GL_Color(1, 1, 1, 1); + while((surf = *surfchain++) != NULL) + { + if (surf->visframe == r_framecount) + { + lightmaptexturenum = R_GetTexture(surf->lightmaptexture); + m.tex[0] = lightmaptexturenum; + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f; + R_Mesh_State(&m); + GL_LockArrays(0, surf->mesh.num_vertices); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } +} -/* -================= -R_DrawBrushModel -================= -*/ -void R_DrawBrushModel (entity_t *e) +static void RSurfShader_OpaqueWall_Pass_BaseAmbient(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - int i; - vec3_t mins, maxs; - msurface_t *s; - model_t *clmodel; - int rotated, vertexlit = false; - vec3_t org; + const msurface_t *surf; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(texture->skin.base); + GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1); + while((surf = *surfchain++) != NULL) + { + if (surf->visframe == r_framecount) + { + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + R_Mesh_State(&m); + GL_LockArrays(0, surf->mesh.num_vertices); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } +} - currententity = e; +static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +{ + const msurface_t *surf; + rmeshstate_t m; + float modelorg[3]; + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); + m.pointer_color = varray_color4f; + while((surf = *surfchain++) != NULL) + { + if (surf->visframe == r_framecount) + { + m.pointer_vertex = surf->mesh.data_vertex3f; + if (m.tex[0]) + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + R_Mesh_State(&m); + RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg); + GL_LockArrays(0, surf->mesh.num_vertices); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } +} - clmodel = e->render.model; +static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +{ + const msurface_t *surf; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_DepthMask(false); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(texture->skin.detail); + GL_Color(1, 1, 1, 1); + while((surf = *surfchain++) != NULL) + { + if (surf->visframe == r_framecount) + { + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f; + R_Mesh_State(&m); + GL_LockArrays(0, surf->mesh.num_vertices); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } +} - if (e->render.angles[0] || e->render.angles[1] || e->render.angles[2]) +static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +{ + const msurface_t *surf; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(texture->skin.glow); + GL_Color(1, 1, 1, 1); + while((surf = *surfchain++) != NULL) { - rotated = true; - for (i=0 ; i<3 ; i++) + if (surf->visframe == r_framecount) { - mins[i] = e->render.origin[i] - clmodel->radius; - maxs[i] = e->render.origin[i] + clmodel->radius; + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + R_Mesh_State(&m); + GL_LockArrays(0, surf->mesh.num_vertices); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); } } +} + +/* +static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +{ + const msurface_t *surf; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); + GL_DepthMask(true); + m.tex[0] = R_GetTexture(texture->skin.glow); + if (m.tex[0]) + GL_Color(1, 1, 1, 1); else + GL_Color(0, 0, 0, 1); + while((surf = *surfchain++) != NULL) { - rotated = false; - VectorAdd (e->render.origin, clmodel->mins, mins); - VectorAdd (e->render.origin, clmodel->maxs, maxs); + if (surf->visframe == r_framecount) + { + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + R_Mesh_State(&m); + GL_LockArrays(0, surf->mesh.num_vertices); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); + } } +} +*/ - if (R_VisibleCullBox (mins, maxs)) - return; - - c_bmodels++; - - VectorSubtract (r_origin, e->render.origin, modelorg); - if (rotated) +static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +{ + const msurface_t *surf; + rmeshstate_t m; + int lightmaptexturenum; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture((**surfchain).lightmaptexture); + GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); + while((surf = *surfchain++) != NULL) { - vec3_t temp; - vec3_t forward, right, up; - - VectorCopy (modelorg, temp); - AngleVectors (e->render.angles, forward, right, up); - modelorg[0] = DotProduct (temp, forward); - modelorg[1] = -DotProduct (temp, right); - modelorg[2] = DotProduct (temp, up); + if (surf->visframe == r_framecount) + { + lightmaptexturenum = R_GetTexture(surf->lightmaptexture); + m.tex[0] = lightmaptexturenum; + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f; + R_Mesh_State(&m); + GL_LockArrays(0, surf->mesh.num_vertices); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); + } } +} + +void R_UpdateTextureInfo(entity_render_t *ent) +{ + int i, texframe, alttextures; + texture_t *t; - for (i = 0, s = &clmodel->surfaces[clmodel->firstmodelsurface];i < clmodel->nummodelsurfaces;i++, s++) + if (!ent->model) + return; + + alttextures = ent->frame != 0; + texframe = (int)(cl.time * 5.0f); + for (i = 0;i < ent->model->brushq1.numtextures;i++) { - if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0)) - s->visframe = r_framecount; + t = ent->model->brushq1.textures + i; + t->currentalpha = ent->alpha; + if (t->flags & SURF_WATERALPHA) + t->currentalpha *= r_wateralpha.value; + if (ent->effects & EF_ADDITIVE) + t->rendertype = SURFRENDER_ADD; + else if (t->currentalpha < 1 || t->skin.fog != NULL) + t->rendertype = SURFRENDER_ALPHA; else - s->visframe = -1; + t->rendertype = SURFRENDER_OPAQUE; + // we don't need to set currentframe if t->animated is false because + // it was already set up by the texture loader for non-animating + if (t->animated) + t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0]; } +} -// calculate dynamic lighting for bmodel if it's not an -// instanced model - for (i = 0;i < MAX_DLIGHTS;i++) +void R_UpdateLightmapInfo(entity_render_t *ent) +{ + int i; + msurface_t *surface, **surfacechain; + model_t *model = ent->model; + if (!model) + return; + if (r_dynamic.integer && !r_rtdlight) + R_MarkLights(ent); + for (i = 0;i < model->brushq1.light_styles;i++) { - if (!cl_dlights[i].radius) - continue; - - VectorSubtract(cl_dlights[i].origin, currententity->render.origin, org); - R_NoVisMarkLights (org, &cl_dlights[i], 1<<(i&31), i >> 5, clmodel); + if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]]) + { + model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]]; + for (surfacechain = model->brushq1.light_styleupdatechains[i];(surface = *surfacechain);surfacechain++) + surface->cached_dlight = true; + } } - vertexlit = modelalpha != 1 || clmodel->firstmodelsurface == 0 || (currententity->render.effects & EF_FULLBRIGHT) || currententity->render.colormod[0] != 1 || currententity->render.colormod[2] != 1 || currententity->render.colormod[2] != 1; +} - e->render.angles[0] = -e->render.angles[0]; // stupid quake bug - softwaretransformforentity (e); - e->render.angles[0] = -e->render.angles[0]; // stupid quake bug +void R_PrepareSurfaces(entity_render_t *ent) +{ + int i, numsurfaces, *surfacevisframes; + model_t *model; + msurface_t *surf, *surfaces; + vec3_t modelorg; + + if (!ent->model) + return; - // draw texture - for (i = 0, s = &clmodel->surfaces[clmodel->firstmodelsurface];i < clmodel->nummodelsurfaces;i++, s++) + model = ent->model; + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + numsurfaces = model->nummodelsurfaces; + surfaces = model->brushq1.surfaces + model->firstmodelsurface; + surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface; + for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++) { - if (s->visframe == r_framecount) + if (surfacevisframes[i] == r_framecount) { -// R_DrawSurf(s, true, vertexlit || s->texinfo->texture->transparent); - if (s->flags & (SURF_DRAWSKY | SURF_DRAWTURB)) +#if !WORLDNODECULLBACKFACES + // mark any backface surfaces as not visible + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) { - // sky and liquid don't need sorting (skypoly/transpoly) - if (s->flags & SURF_DRAWSKY) - RSurf_DrawSky(s, true); - else - RSurf_DrawWater(s, R_TextureAnimation(s->texinfo->texture), true, s->flags & SURF_DRAWNOALPHA ? 255 : wateralpha); + if (!(surf->flags & SURF_PLANEBACK)) + surfacevisframes[i] = -1; } else { - texture_t *t = R_TextureAnimation(s->texinfo->texture); - if (vertexlit || s->texinfo->texture->transparent) - RSurf_DrawWallVertex(s, t, true, true); - else - RSurf_DrawWall(s, t, true); + if ((surf->flags & SURF_PLANEBACK)) + surfacevisframes[i] = -1; + } + if (surfacevisframes[i] == r_framecount) +#endif + { + c_faces++; + surf->visframe = r_framecount; + if (surf->cached_dlight && surf->lightmaptexture != NULL) + R_BuildLightMap(ent, surf); } } } - UploadLightmaps(); } -/* -============================================================= - - WORLD MODEL - -============================================================= -*/ +void R_DrawSurfaces(entity_render_t *ent, int flagsmask) +{ + int texturenumber, f; + vec3_t center; + msurface_t *surf, **chain, **surfchain; + texture_t *t, *texture; + model_t *model = ent->model; + if (model == NULL) + return; + R_Mesh_Matrix(&ent->matrix); + for (texturenumber = 0, t = model->brushq1.textures;texturenumber < model->brushq1.numtextures;texturenumber++, t++) + { + if ((f = t->flags & flagsmask) && (texture = t->currentframe) && (surfchain = model->brushq1.pvstexturechains[texturenumber]) != NULL) + { + if (texture->flags & SURF_LIGHTMAP) + { + if (gl_lightmaps.integer) + { + RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain); + if (fogenabled) + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); + } + else if (texture->rendertype != SURFRENDER_OPAQUE) + { + // transparent vertex shaded from lightmap + for (chain = surfchain;(surf = *chain) != NULL;chain++) + { + if (surf->visframe == r_framecount) + { + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces); + } + } + } + else + { + if (!(ent->flags & RENDER_LIGHT)) + { + RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); + if (r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); + if (texture->skin.glow) + RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); + } + else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0) + RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain); + else + { + if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0) + RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain); + else + { + if (r_textureunits.integer >= 2 && gl_combine.integer) + RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain); + else + { + RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); + RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain); + } + if (r_ambient.value > 0) + RSurfShader_OpaqueWall_Pass_BaseAmbient(ent, texture, surfchain); + if (r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); + } + if (texture->skin.glow) + RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); + } + if (fogenabled) + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); + } + } + else if (texture->flags & SURF_DRAWTURB) + { + for (chain = surfchain;(surf = *chain) != NULL;chain++) + { + if (surf->visframe == r_framecount) + { + if (texture->rendertype == SURFRENDER_OPAQUE) + RSurfShader_Transparent_Callback(ent, surf - ent->model->brushq1.surfaces); + else + { + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces); + } + } + } + } + else if (texture->flags & SURF_DRAWSKY) + RSurfShader_Sky(ent, texture, surfchain); + } + } +} -static byte *worldvis; -extern cvar_t r_novis; +static void R_DrawPortal_Callback(const void *calldata1, int calldata2) +{ + int i; + float *v; + rmeshstate_t m; + const entity_render_t *ent = calldata1; + const mportal_t *portal = ent->model->brushq1.portals + calldata2; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); + R_Mesh_Matrix(&ent->matrix); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = varray_vertex3f; + R_Mesh_State(&m); + + i = portal - ent->model->brushq1.portals; + GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f), + ((i & 0x0038) >> 3) * (1.0f / 7.0f), + ((i & 0x01C0) >> 6) * (1.0f / 7.0f), + 0.125f); + if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0) + { + for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3) + VectorCopy(portal->points[i].position, v); + } + else + for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3) + VectorCopy(portal->points[i].position, v); + GL_LockArrays(0, portal->numpoints); + R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements); + GL_LockArrays(0, 0); +} -void R_MarkLeaves (void) +// LordHavoc: this is just a nice debugging tool, very slow +static void R_DrawPortals(entity_render_t *ent) { - static float noviscache; - if (r_oldviewleaf == r_viewleaf && noviscache == r_novis.value) + int i; + mportal_t *portal, *endportal; + float temp[3], center[3], f; + if (ent->model == NULL) return; + for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++) + { + if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) + { + VectorClear(temp); + for (i = 0;i < portal->numpoints;i++) + VectorAdd(temp, portal->points[i].position, temp); + f = ixtable[portal->numpoints]; + VectorScale(temp, f, temp); + Matrix4x4_Transform(&ent->matrix, temp, center); + R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals); + } + } +} - r_oldviewleaf = r_viewleaf; - noviscache = r_novis.value; +void R_PrepareBrushModel(entity_render_t *ent) +{ + int i, numsurfaces, *surfacevisframes, *surfacepvsframes; + msurface_t *surf; + model_t *model; +#if WORLDNODECULLBACKFACES + vec3_t modelorg; +#endif - worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel); + // because bmodels can be reused, we have to decide which things to render + // from scratch every time + model = ent->model; + if (model == NULL) + return; +#if WORLDNODECULLBACKFACES + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); +#endif + numsurfaces = model->nummodelsurfaces; + surf = model->brushq1.surfaces + model->firstmodelsurface; + surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface; + surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface; + for (i = 0;i < numsurfaces;i++, surf++) + { +#if WORLDNODECULLBACKFACES + // mark any backface surfaces as not visible + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) + { + if ((surf->flags & SURF_PLANEBACK)) + surfacevisframes[i] = r_framecount; + } + else if (!(surf->flags & SURF_PLANEBACK)) + surfacevisframes[i] = r_framecount; +#else + surfacevisframes[i] = r_framecount; +#endif + surf->dlightframe = -1; + } + R_UpdateTextureInfo(ent); + R_UpdateLightmapInfo(ent); } -void R_SolidWorldNode () +void R_SurfaceWorldNode (entity_render_t *ent) { - int l; + int i, *surfacevisframes, *surfacepvsframes, surfnum; + msurface_t *surf; mleaf_t *leaf; - msurface_t *surf, **mark, **endmark; + model_t *model; + vec3_t modelorg; - for (l = 0, leaf = cl.worldmodel->leafs;l < cl.worldmodel->numleafs;l++, leaf++) + // equivilant to quake's RecursiveWorldNode but faster and more effective + model = ent->model; + if (model == NULL) + return; + surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface; + surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface; + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + + for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain) { - if (leaf->nummarksurfaces) + if (!R_CullBox (leaf->mins, leaf->maxs)) { - if (R_CullBox(leaf->mins, leaf->maxs)) - continue; - c_leafs++; - leaf->visframe = r_framecount; + } + } - if (leaf->nummarksurfaces) - { - mark = leaf->firstmarksurface; - endmark = mark + leaf->nummarksurfaces; - do - { - surf = *mark++; - // make sure surfaces are only processed once - if (surf->worldnodeframe == r_framecount) - continue; - surf->worldnodeframe = r_framecount; - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) - { - if (surf->flags & SURF_PLANEBACK) - surf->visframe = r_framecount; - } - else - { - if (!(surf->flags & SURF_PLANEBACK)) - surf->visframe = r_framecount; - } - } - while (mark < endmark); - } + for (i = 0;i < model->brushq1.pvssurflistlength;i++) + { + surfnum = model->brushq1.pvssurflist[i]; + surf = model->brushq1.surfaces + surfnum; +#if WORLDNODECULLBACKFACES + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) + { + if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs)) + surfacevisframes[surfnum] = r_framecount; } + else + { + if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs)) + surfacevisframes[surfnum] = r_framecount; + } +#else + if (!R_CullBox (surf->poly_mins, surf->poly_maxs)) + surfacevisframes[surfnum] = r_framecount; +#endif } } -/* -// experimental and inferior to the other in recursion depth allowances -void R_PortalWorldNode () +static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) { - int i, j; + int c, leafstackpos, *mark, *surfacevisframes; +#if WORLDNODECULLBACKFACES + int n; + msurface_t *surf; +#endif + mleaf_t *leaf, *leafstack[8192]; mportal_t *p; - msurface_t *surf, **mark, **endmark; - mleaf_t *leaf, *llistbuffer[8192], **l, **llist; - - leaf = r_viewleaf; - leaf->worldnodeframe = r_framecount; - l = llist = &llistbuffer[0]; - *llist++ = r_viewleaf; - while (l < llist) + vec3_t modelorg; + msurface_t *surfaces; + if (ent->model == NULL) + return; + // LordHavoc: portal-passage worldnode with PVS; + // follows portals leading outward from viewleaf, does not venture + // offscreen or into leafs that are not visible, faster than Quake's + // RecursiveWorldNode + surfaces = ent->model->brushq1.surfaces; + surfacevisframes = ent->model->brushq1.surfacevisframes; + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + viewleaf->worldnodeframe = r_framecount; + leafstack[0] = viewleaf; + leafstackpos = 1; + while (leafstackpos) { - leaf = *l++; - c_leafs++; - + leaf = leafstack[--leafstackpos]; leaf->visframe = r_framecount; - + // draw any surfaces bounding this leaf if (leaf->nummarksurfaces) { - mark = leaf->firstmarksurface; - endmark = mark + leaf->nummarksurfaces; - do + for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) { - surf = *mark++; - // make sure surfaces are only processed once - if (surf->worldnodeframe == r_framecount) - continue; - surf->worldnodeframe = r_framecount; - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) +#if WORLDNODECULLBACKFACES + n = *mark++; + if (surfacevisframes[n] != r_framecount) { - if (surf->flags & SURF_PLANEBACK) - surf->visframe = r_framecount; - } - else - { - if (!(surf->flags & SURF_PLANEBACK)) - surf->visframe = r_framecount; + surf = surfaces + n; + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) + { + if ((surf->flags & SURF_PLANEBACK)) + surfacevisframes[n] = r_framecount; + } + else + { + if (!(surf->flags & SURF_PLANEBACK)) + surfacevisframes[n] = r_framecount; + } } +#else + surfacevisframes[*mark++] = r_framecount; +#endif } - while (mark < endmark); } - // follow portals into other leafs - p = leaf->portals; - for (;p;p = p->next) + for (p = leaf->portals;p;p = p->next) { - leaf = p->past; - if (leaf->worldnodeframe != r_framecount) + // LordHavoc: this DotProduct hurts less than a cache miss + // (which is more likely to happen if backflowing through leafs) + if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1)) { - leaf->worldnodeframe = r_framecount; - i = (leaf - cl.worldmodel->leafs) - 1; - if ((worldvis[i>>3] & (1<<(i&7))) && R_NotCulledBox(leaf->mins, leaf->maxs)) - *llist++ = leaf; + leaf = p->past; + if (leaf->worldnodeframe != r_framecount) + { + leaf->worldnodeframe = r_framecount; + // FIXME: R_CullBox is absolute, should be done relative + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) + leafstack[leafstackpos++] = leaf; + } } } } - - i = 0; - j = 0; - p = r_viewleaf->portals; - for (;p;p = p->next) - { - j++; - if (p->past->worldnodeframe != r_framecount) - i++; - } - if (i) - Con_Printf("%i portals of viewleaf (%i portals) were not checked\n", i, j); } -*/ -void R_PortalWorldNode () +void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf) { - int portalstack, i; - mportal_t *p, *pstack[8192]; - msurface_t *surf, **mark, **endmark; + int j, c, *surfacepvsframes, *mark; mleaf_t *leaf; + model_t *model; - leaf = r_viewleaf; - leaf->worldnodeframe = r_framecount; - portalstack = 0; -loc0: - c_leafs++; - - leaf->visframe = r_framecount; - - if (leaf->nummarksurfaces) + model = ent->model; + if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer)) { - mark = leaf->firstmarksurface; - endmark = mark + leaf->nummarksurfaces; - do + model->brushq1.pvsframecount++; + model->brushq1.pvsviewleaf = viewleaf; + model->brushq1.pvsviewleafnovis = r_novis.integer; + model->brushq1.pvsleafchain = NULL; + model->brushq1.pvssurflistlength = 0; + if (viewleaf) { - surf = *mark++; - // make sure surfaces are only processed once - if (surf->worldnodeframe == r_framecount) - continue; - surf->worldnodeframe = r_framecount; - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) - { - if (surf->flags & SURF_PLANEBACK) - surf->visframe = r_framecount; - } - else + surfacepvsframes = model->brushq1.surfacepvsframes; + for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++) { - if (!(surf->flags & SURF_PLANEBACK)) - surf->visframe = r_framecount; + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) + { + leaf->pvsframe = model->brushq1.pvsframecount; + leaf->pvschain = model->brushq1.pvsleafchain; + model->brushq1.pvsleafchain = leaf; + // mark surfaces bounding this leaf as visible + for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++) + surfacepvsframes[*mark] = model->brushq1.pvsframecount; + } } + model->brushq1.BuildPVSTextureChains(model); } - while (mark < endmark); } +} + +void R_WorldVisibility(entity_render_t *ent) +{ + vec3_t modelorg; + mleaf_t *viewleaf; + + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL; + R_PVSUpdate(ent, viewleaf); - // follow portals into other leafs - p = leaf->portals; - for (;p;p = p->next) + if (!viewleaf) + return; + + if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID) + R_SurfaceWorldNode (ent); + else + R_PortalWorldNode (ent, viewleaf); + + if (r_drawportals.integer) + R_DrawPortals(ent); +} + +void R_Q1BSP_DrawSky(entity_render_t *ent) +{ + if (ent->model == NULL) + return; + if (ent != &cl_entities[0].render) + R_PrepareBrushModel(ent); + R_PrepareSurfaces(ent); + R_DrawSurfaces(ent, SURF_DRAWSKY); +} + +void R_Q1BSP_Draw(entity_render_t *ent) +{ + if (ent->model == NULL) + return; + c_bmodels++; + if (ent != &cl_entities[0].render) + R_PrepareBrushModel(ent); + R_PrepareSurfaces(ent); + R_UpdateTextureInfo(ent); + R_UpdateLightmapInfo(ent); + R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP); +} + +void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) +{ + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; + const int *e; + const float *v[3]; + msurface_t *surface; + mleaf_t *leaf; + const qbyte *pvs; + lightmins[0] = relativelightorigin[0] - lightradius; + lightmins[1] = relativelightorigin[1] - lightradius; + lightmins[2] = relativelightorigin[2] - lightradius; + lightmaxs[0] = relativelightorigin[0] + lightradius; + lightmaxs[1] = relativelightorigin[1] + lightradius; + lightmaxs[2] = relativelightorigin[2] + lightradius; + *outnumclusterspointer = 0; + *outnumsurfacespointer = 0; + memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes); + memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3); + if (model == NULL) + { + VectorCopy(lightmins, outmins); + VectorCopy(lightmaxs, outmaxs); + return; + } + VectorCopy(relativelightorigin, outmins); + VectorCopy(relativelightorigin, outmaxs); + if (model->brush.GetPVS) + pvs = model->brush.GetPVS(model, relativelightorigin); + else + pvs = NULL; + // FIXME: use BSP recursion as lights are often small + for (leafindex = 0, leaf = model->brushq1.data_leafs;leafindex < model->brushq1.num_leafs;leafindex++, leaf++) { - leaf = p->past; - if (leaf->worldnodeframe != r_framecount) + if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) { - leaf->worldnodeframe = r_framecount; - if (leaf->contents != CONTENTS_SOLID) + outmins[0] = min(outmins[0], leaf->mins[0]); + outmins[1] = min(outmins[1], leaf->mins[1]); + outmins[2] = min(outmins[2], leaf->mins[2]); + outmaxs[0] = max(outmaxs[0], leaf->maxs[0]); + outmaxs[1] = max(outmaxs[1], leaf->maxs[1]); + outmaxs[2] = max(outmaxs[2], leaf->maxs[2]); + if (outclusterpvs) + { + if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) + { + SETPVSBIT(outclusterpvs, leaf->clusterindex); + outclusterlist[outnumclusters++] = leaf->clusterindex; + } + } + if (outsurfacepvs) { - i = (leaf - cl.worldmodel->leafs) - 1; - if (worldvis[i>>3] & (1<<(i&7))) + for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++) { - if (R_NotCulledBox(leaf->mins, leaf->maxs)) + surfaceindex = leaf->firstmarksurface[marksurfaceindex]; + if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) { - pstack[portalstack++] = p; - goto loc0; - -loc1: - p = pstack[--portalstack]; + surface = model->brushq1.surfaces + surfaceindex; + if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog) + { + for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3) + { + v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; + v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; + v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; + if (PointInfrontOfTriangle(relativelightorigin, 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]))) + { + SETPVSBIT(outsurfacepvs, surfaceindex); + outsurfacelist[outnumsurfaces++] = surfaceindex; + break; + } + } + } } } } } } - if (portalstack) - goto loc1; + // limit combined leaf box to light boundaries + outmins[0] = max(outmins[0], lightmins[0]); + outmins[1] = max(outmins[1], lightmins[1]); + outmins[2] = max(outmins[2], lightmins[2]); + outmaxs[0] = min(outmaxs[0], lightmaxs[0]); + outmaxs[1] = min(outmaxs[1], lightmaxs[1]); + outmaxs[2] = min(outmaxs[2], lightmaxs[2]); - i = 0; - portalstack = 0; - p = r_viewleaf->portals; - for (;p;p = p->next) - { - portalstack++; - if (p->past->worldnodeframe != r_framecount) - i++; - } - if (i) - Con_Printf("%i portals of viewleaf (%i portals) were not checked\n", i, portalstack); + *outnumclusterspointer = outnumclusters; + *outnumsurfacespointer = outnumsurfaces; } -void R_DrawSurfaces (void) +void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) { - msurface_t *surf, *endsurf; - texture_t *t; - int vertex = gl_vertex.value; - - surf = &cl.worldmodel->surfaces[cl.worldmodel->firstmodelsurface]; - endsurf = surf + cl.worldmodel->nummodelsurfaces; - for (;surf < endsurf;surf++) + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + msurface_t *surface; + int surfacelistindex, j, t; + const int *e; + const float *v[3]; + if (r_drawcollisionbrushes.integer < 2) { - if (surf->visframe == r_framecount) + lightmins[0] = relativelightorigin[0] - lightradius; + lightmins[1] = relativelightorigin[1] - lightradius; + lightmins[2] = relativelightorigin[2] - lightradius; + lightmaxs[0] = relativelightorigin[0] + lightradius; + lightmaxs[1] = relativelightorigin[1] + lightradius; + lightmaxs[2] = relativelightorigin[2] + lightradius; + R_Mesh_Matrix(&ent->matrix); + R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - c_faces++; - if (surf->flags & (SURF_DRAWSKY | SURF_DRAWTURB)) - { - // sky and liquid don't need sorting (skypoly/transpoly) - if (surf->flags & SURF_DRAWSKY) - RSurf_DrawSky(surf, false); - else - RSurf_DrawWater(surf, R_TextureAnimation(surf->texinfo->texture), false, surf->flags & SURF_DRAWNOALPHA ? 255 : wateralpha); - } - else + surface = model->brushq1.surfaces + surfacelist[surfacelistindex]; + for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->mesh.num_triangles;j++, t++, e += 3) { - t = R_TextureAnimation(surf->texinfo->texture); - if (vertex) - RSurf_DrawWallVertex(surf, t, false, false); - else - RSurf_DrawWall(surf, t, false); + v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; + v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; + v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; + if (PointInfrontOfTriangle(relativelightorigin, 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]))) + shadowmarklist[numshadowmark++] = t; } } + 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); } } -void R_DrawPortals() +void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist) { - int drawportals, i, r, g, b; - mleaf_t *leaf, *endleaf; - mportal_t *portal; - mvertex_t *point, *endpoint; - drawportals = (int)r_drawportals.value; - if (drawportals < 1) - return; - leaf = cl.worldmodel->leafs; - endleaf = leaf + cl.worldmodel->numleafs; - for (;leaf < endleaf;leaf++) - { - if (leaf->visframe == r_framecount && leaf->portals) - { - i = leaf - cl.worldmodel->leafs; - r = (i & 0x0007) << 5; - g = (i & 0x0038) << 2; - b = (i & 0x01C0) >> 1; - portal = leaf->portals; - while (portal) + model_t *model = ent->model; + vec3_t lightmins, lightmaxs, modelorg; + msurface_t *surface; + texture_t *t; + int surfacelistindex; + if (r_drawcollisionbrushes.integer < 2) + { + lightmins[0] = relativelightorigin[0] - lightradius; + lightmins[1] = relativelightorigin[1] - lightradius; + lightmins[2] = relativelightorigin[2] - lightradius; + lightmaxs[0] = relativelightorigin[0] + lightradius; + lightmaxs[1] = relativelightorigin[1] + lightradius; + lightmaxs[2] = relativelightorigin[2] + lightradius; + R_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + R_UpdateTextureInfo(ent); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->brushq1.surfaces + surfacelist[surfacelistindex]; + if (r_shadow_compilingrtlight) + { + // if compiling an rtlight, capture the mesh + t = surface->texinfo->texture; + if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL) + Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texinfo->texture->skin.base, surface->texinfo->texture->skin.gloss, surface->texinfo->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i); + } + else if (ent != &cl_entities[0].render || surface->visframe == r_framecount) { - transpolybegin(0, 0, 0, TPOLYTYPE_ALPHA); - point = portal->points + portal->numpoints - 1; - endpoint = portal->points; - for (;point >= endpoint;point--) - transpolyvertub(point->position[0], point->position[1], point->position[2], 0, 0, r, g, b, 32); - transpolyend(); - portal = portal->next; + t = surface->texinfo->texture->currentframe; + if (t->flags & SURF_LIGHTMAP) + R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR); } } } } -/* -============= -R_DrawWorld -============= -*/ -void R_DrawWorld (void) +void R_DrawCollisionBrush(colbrushf_t *brush) { - entity_t ent; - - wateralpha = bound(0, r_wateralpha.value*255.0f, 255); - - memset (&ent, 0, sizeof(ent)); - ent.render.model = cl.worldmodel; - ent.render.colormod[0] = ent.render.colormod[1] = ent.render.colormod[2] = 1; - modelalpha = ent.render.alpha = 1; - ent.render.scale = 1; + int i; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = brush->points->v; + R_Mesh_State(&m); + i = ((int)brush) / sizeof(colbrushf_t); + GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); + GL_LockArrays(0, brush->numpoints); + R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements); + GL_LockArrays(0, 0); +} - VectorCopy (r_origin, modelorg); +void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face) +{ + int i; + rmeshstate_t m; + if (!face->num_collisiontriangles) + return; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = face->data_collisionvertex3f; + R_Mesh_State(&m); + i = ((int)face) / sizeof(q3msurface_t); + GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); + GL_LockArrays(0, face->num_collisionvertices); + R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i); + GL_LockArrays(0, 0); +} - currententity = &ent; +void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3msurface_t *face) +{ + rmeshstate_t m; + if (!face->num_triangles) + return; + c_faces++; + if (skyrendernow) + { + skyrendernow = false; + if (skyrendermasked) + R_Sky(); + } + if (!r_q3bsp_renderskydepth.integer) + return; - softwaretransformidentity(); // LordHavoc: clear transform + R_Mesh_Matrix(&ent->matrix); - if (cl.worldmodel) + GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); + if (skyrendermasked) { - if (r_viewleaf->contents == CONTENTS_SOLID) - R_SolidWorldNode (); - else - { - R_MarkLeaves (); - R_PortalWorldNode (); - } + // 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); } + GL_DepthMask(true); + GL_DepthTest(true); - R_PushDlights (); // now mark the lit surfaces + memset(&m, 0, sizeof(m)); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); - R_DrawSurfaces (); + GL_LockArrays(0, face->num_vertices); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); +} - R_DrawPortals (); +void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3msurface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + if (face->texture->skin.glow) + { + m.tex[0] = R_GetTexture(face->texture->skin.glow); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + GL_Color(1, 1, 1, 1); + } + else + GL_Color(0, 0, 0, 1); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } -/* -============================================================================= +void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3msurface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->texture->skin.base); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + m.tex[1] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[1] = face->data_texcoordlightmap2f; + m.texrgbscale[1] = 2; + GL_Color(1, 1, 1, 1); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); +} - LIGHTMAP ALLOCATION +void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3msurface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->texture->skin.base); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + GL_Color(1, 1, 1, 1); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); +} -============================================================================= -*/ +void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3msurface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_DepthMask(false); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[0] = face->data_texcoordlightmap2f; + GL_Color(1, 1, 1, 1); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); +} -// returns a texture number and the position inside it -int AllocBlock (int w, int h, short *x, short *y) +void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3msurface_t *face) { - int i, j; - int best, best2; - int texnum; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[0] = face->data_texcoordlightmap2f; + GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); +} - for (texnum = 0;texnum < MAX_LIGHTMAPS;texnum++) +void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3msurface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + if (face->texture->skin.glow) { - best = BLOCK_HEIGHT; + m.tex[0] = R_GetTexture(face->texture->skin.glow); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + GL_Color(1, 1, 1, 1); + } + else + GL_Color(0, 0, 0, 1); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); +} - for (i = 0;i < BLOCK_WIDTH - w;i += lightmapalign) // LordHavoc: NVIDIA has broken subimage, so align the lightmaps +void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3msurface_t *face) +{ + int i; + float mul; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->texture->skin.base); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + mul = 2.0f * r_lightmapintensity; + if (mul == 2 && gl_combine.integer) + { + m.texrgbscale[0] = 2; + m.pointer_color = face->data_color4f; + } + else if (mul == 1) + m.pointer_color = face->data_color4f; + else + { + for (i = 0;i < face->num_vertices;i++) { - best2 = 0; + varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul; + varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul; + varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul; + varray_color4f[i*4+3] = face->data_color4f[i*4+3]; + } + m.pointer_color = varray_color4f; + } + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); +} - for (j=0 ; j= best) - break; - if (allocated[texnum][i+j] > best2) - best2 = allocated[texnum][i+j]; - } - if (j == w) - { // this is a valid spot - *x = i; - *y = best = best2; - } +void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3msurface_t *face) +{ + int i; + float mul; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + mul = 2.0f * r_lightmapintensity; + if (mul == 1) + m.pointer_color = face->data_color4f; + else + { + for (i = 0;i < face->num_vertices;i++) + { + varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f; + varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f; + varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f; + varray_color4f[i*4+3] = face->data_color4f[i*4+3]; } + m.pointer_color = varray_color4f; + } + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); +} - if (best + h > BLOCK_HEIGHT) - continue; +void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3msurface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->texture->skin.base); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); +} + +void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber) +{ + int i; + float colorscale; + const entity_render_t *ent = voident; + q3msurface_t *face = ent->model->brushq3.data_faces + facenumber; + rmeshstate_t m; + R_Mesh_Matrix(&ent->matrix); + memset(&m, 0, sizeof(m)); + if (ent->effects & EF_ADDITIVE) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + else + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->texture->skin.base); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + colorscale = r_lightmapintensity; + if (gl_combine.integer) + m.texrgbscale[0] = 2; + else + colorscale *= 2.0f; + for (i = 0;i < face->num_vertices;i++) + { + varray_color4f[i*4+0] = face->data_color4f[i*4+0] * colorscale; + varray_color4f[i*4+1] = face->data_color4f[i*4+1] * colorscale; + varray_color4f[i*4+2] = face->data_color4f[i*4+2] * colorscale; + varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha; + } + m.pointer_color = varray_color4f; + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + qglDisable(GL_CULL_FACE); + GL_LockArrays(0, face->num_vertices); + R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); + qglEnable(GL_CULL_FACE); +} - if (nosubimagefragments || nosubimage) +void R_Q3BSP_DrawFace(entity_render_t *ent, q3msurface_t *face) +{ + if (!face->num_triangles) + return; + if (face->texture->surfaceflags && (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))) + return; + c_faces++; + if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE)) + { + vec3_t facecenter, center; + facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f; + facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f; + facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f; + Matrix4x4_Transform(&ent->matrix, facecenter, center); + R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces); + return; + } + R_Mesh_Matrix(&ent->matrix); + if (r_lightmapintensity <= 0) + R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face); + else if (!(ent->flags & RENDER_LIGHT)) + { + R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face); + if (face->texture->skin.glow) + R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face); + } + else if (face->lightmaptexture) + { + if (gl_lightmaps.integer) + R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face); + else { - if (!lightmaps[texnum]) + if (r_textureunits.integer >= 2 && gl_combine.integer) + R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face); + else { - lightmaps[texnum] = qmalloc(BLOCK_WIDTH*BLOCK_HEIGHT*4); - memset(lightmaps[texnum], 0, BLOCK_WIDTH*BLOCK_HEIGHT*4); + R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face); + R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face); } + if (face->texture->skin.glow) + R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face); } - // LordHavoc: clear texture to blank image, fragments are uploaded using subimage - else if (!allocated[texnum][0]) + } + else + { + if (gl_lightmaps.integer) + R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face); + else { - byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*4]; - memset(blank, 0, sizeof(blank)); - if(r_upload.value) - { - glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - if (lightmaprgba) - glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank); - else - glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank); - } + R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face); + if (face->texture->skin.glow) + R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face); } - - for (i = 0;i < w;i++) - allocated[texnum][*x + i] = best + h; - - return texnum; } - - Host_Error ("AllocBlock: full, unable to find room for %i by %i lightmap", w, h); - return 0; + if (r_ambient.value) + R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face); } - -mvertex_t *r_pcurrentvertbase; -model_t *currentmodel; - -int nColinElim; - -/* -================ -BuildSurfaceDisplayList -================ -*/ -void BuildSurfaceDisplayList (msurface_t *fa) +void R_Q3BSP_RecursiveWorldNode(q3mnode_t *node) { - int i, j, lindex, lnumverts; - medge_t *pedges, *r_pedge; - int vertpage; - float *vec; - float s, t; - glpoly_t *poly; - -// reconstruct the polygon - pedges = currentmodel->edges; - lnumverts = fa->numedges; - vertpage = 0; - - // - // draw texture - // - poly = Hunk_AllocName (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float), "surfaces"); - poly->next = fa->polys; - poly->flags = fa->flags; - fa->polys = poly; - poly->numverts = lnumverts; - - for (i=0 ; imins, node->maxs)) + return; + if (!node->plane) + break; + c_nodes++; + R_Q3BSP_RecursiveWorldNode(node->children[0]); + node = node->children[1]; + } + leaf = (q3mleaf_t *)node; + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) { - lindex = currentmodel->surfedges[fa->firstedge + i]; + c_leafs++; + for (i = 0;i < leaf->numleaffaces;i++) + leaf->firstleafface[i]->visframe = r_framecount; + } +} - if (lindex > 0) +// FIXME: num_leafs needs to be recalculated at load time to include only +// node-referenced leafs, as some maps are incorrectly compiled with leafs for +// the submodels (which would render the submodels occasionally, as part of +// the world - not good) +void R_Q3BSP_MarkLeafPVS(void) +{ + int i, j; + q3mleaf_t *leaf; + for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++) + { + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) { - r_pedge = &pedges[lindex]; - vec = r_pcurrentvertbase[r_pedge->v[0]].position; + c_leafs++; + for (i = 0;i < leaf->numleaffaces;i++) + leaf->firstleafface[i]->visframe = r_framecount; } - else + } +} + +static int r_q3bsp_framecount = -1; + +void R_Q3BSP_DrawSky(entity_render_t *ent) +{ + int i; + q3msurface_t *face; + vec3_t modelorg; + model_t *model; + R_Mesh_Matrix(&ent->matrix); + model = ent->model; + if (r_drawcollisionbrushes.integer < 2) + { + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + if (ent == &cl_entities[0].render) { - r_pedge = &pedges[-lindex]; - vec = r_pcurrentvertbase[r_pedge->v[1]].position; - } - s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3]; - t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3]; - - VectorCopy (vec, poly->verts[i]); - poly->verts[i][3] = s / fa->texinfo->texture->width; - poly->verts[i][4] = t / fa->texinfo->texture->height; - - // - // lightmap texture coordinates - // - s -= fa->texturemins[0]; - t -= fa->texturemins[1]; - s += 8; - t += 8; - // LordHavoc: calc lightmap data offset - j = (bound(0l, (int)t>>4, fa->extents[1]>>4) * ((fa->extents[0]>>4)+1) + bound(0l, (int)s>>4, fa->extents[0]>>4)) * 3; - poly->verts[i][7] = j; - s += fa->light_s*16; - s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width; - - t += fa->light_t*16; - t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height; - - poly->verts[i][5] = s; - poly->verts[i][6] = t; - } - - // - // remove co-linear points - Ed - // - /* - if (!gl_keeptjunctions.value) - { - for (i = 0 ; i < lnumverts ; ++i) - { - vec3_t v1, v2; - float *prev, *this, *next; - - prev = poly->verts[(i + lnumverts - 1) % lnumverts]; - this = poly->verts[i]; - next = poly->verts[(i + 1) % lnumverts]; - - VectorSubtract( this, prev, v1 ); - VectorNormalize( v1 ); - VectorSubtract( next, prev, v2 ); - VectorNormalize( v2 ); - - // skip co-linear points - #define COLINEAR_EPSILON 0.001 - if ((fabs( v1[0] - v2[0] ) <= COLINEAR_EPSILON) && - (fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) && - (fabs( v1[2] - v2[2] ) <= COLINEAR_EPSILON)) + if (r_q3bsp_framecount != r_framecount) { - int j; - for (j = i + 1; j < lnumverts; ++j) - { - int k; - for (k = 0; k < VERTEXSIZE; ++k) - poly->verts[j - 1][k] = poly->verts[j][k]; - } - --lnumverts; - ++nColinElim; - // retry next vertex next time, which is now current vertex - --i; + r_q3bsp_framecount = r_framecount; + R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes); + //R_Q3BSP_MarkLeafPVS(); } + for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) + if (face->visframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs)) + R_Q3BSP_DrawSkyFace(ent, face); } + else + for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) + if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY)) + R_Q3BSP_DrawSkyFace(ent, face); } - */ - poly->numverts = lnumverts; } -/* -======================== -GL_CreateSurfaceLightmap -======================== -*/ -void GL_CreateSurfaceLightmap (msurface_t *surf) +void R_Q3BSP_Draw(entity_render_t *ent) { - int smax, tmax; - - if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB)) - return; - - smax = (surf->extents[0]>>4)+1; - tmax = (surf->extents[1]>>4)+1; - - surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t); - if (nosubimage || nosubimagefragments) - return; - glBindTexture(GL_TEXTURE_2D, lightmap_textures + surf->lightmaptexturenum); - smax = ((surf->extents[0]>>4)+lightmapalign) & lightmapalignmask; - if (lightmaprgba) + int i; + q3msurface_t *face; + vec3_t modelorg; + model_t *model; + qbyte *pvs; + R_Mesh_Matrix(&ent->matrix); + model = ent->model; + if (r_drawcollisionbrushes.integer < 2) { - R_BuildLightMap (surf, templight, smax * 4); - if(r_upload.value) - glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + if (ent == &cl_entities[0].render) + { + if (model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) + if (r_q3bsp_framecount != r_framecount) + { + r_q3bsp_framecount = r_framecount; + R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes); + //R_Q3BSP_MarkLeafPVS(); + } + for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) + if (face->visframe == r_framecount && !R_CullBox(face->mins, face->maxs)) + R_Q3BSP_DrawFace(ent, face); + } + else + for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) + R_Q3BSP_DrawFace(ent, face); } - else + if (r_drawcollisionbrushes.integer >= 1) { - R_BuildLightMap (surf, templight, smax * 3); - if(r_upload.value) - glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value); + for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++) + if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles) + R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf); + for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) + if (face->num_collisiontriangles) + R_Q3BSP_DrawCollisionFace(ent, face); + qglPolygonOffset(0, 0); } } - -/* -================== -GL_BuildLightmaps - -Builds the lightmap texture -with all the surfaces from all brush models -================== -*/ -void GL_BuildLightmaps (void) +void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) { - int i, j; - model_t *m; - - memset (allocated, 0, sizeof(allocated)); - - r_framecount = 1; // no dlightcache - - if (gl_nosubimagefragments.value) - nosubimagefragments = 1; - else - nosubimagefragments = 0; - - if (gl_nosubimage.value) - nosubimage = 1; - else - nosubimage = 0; - - if (gl_lightmaprgba.value) + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; + const int *e; + const float *v[3]; + q3msurface_t *surface; + q3mleaf_t *leaf; + const qbyte *pvs; + lightmins[0] = relativelightorigin[0] - lightradius; + lightmins[1] = relativelightorigin[1] - lightradius; + lightmins[2] = relativelightorigin[2] - lightradius; + lightmaxs[0] = relativelightorigin[0] + lightradius; + lightmaxs[1] = relativelightorigin[1] + lightradius; + lightmaxs[2] = relativelightorigin[2] + lightradius; + *outnumclusterspointer = 0; + *outnumsurfacespointer = 0; + memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes); + memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3); + if (model == NULL) { - lightmaprgba = true; - lightmapbytes = 4; + VectorCopy(lightmins, outmins); + VectorCopy(lightmaxs, outmaxs); + return; } + VectorCopy(relativelightorigin, outmins); + VectorCopy(relativelightorigin, outmaxs); + if (model->brush.GetPVS) + pvs = model->brush.GetPVS(model, relativelightorigin); else + pvs = NULL; + // FIXME: use BSP recursion as lights are often small + for (leafindex = 0, leaf = model->brushq3.data_leafs;leafindex < model->brushq3.num_leafs;leafindex++, leaf++) { - lightmaprgba = false; - lightmapbytes = 3; + if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) + { + outmins[0] = min(outmins[0], leaf->mins[0]); + outmins[1] = min(outmins[1], leaf->mins[1]); + outmins[2] = min(outmins[2], leaf->mins[2]); + outmaxs[0] = max(outmaxs[0], leaf->maxs[0]); + outmaxs[1] = max(outmaxs[1], leaf->maxs[1]); + outmaxs[2] = max(outmaxs[2], leaf->maxs[2]); + if (outclusterpvs) + { + if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) + { + SETPVSBIT(outclusterpvs, leaf->clusterindex); + outclusterlist[outnumclusters++] = leaf->clusterindex; + } + } + if (outsurfacepvs) + { + for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++) + { + surface = leaf->firstleafface[marksurfaceindex]; + surfaceindex = surface - model->brushq3.data_faces; + if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) + { + if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))) + { + for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3) + { + v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; + v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; + v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; + if (PointInfrontOfTriangle(relativelightorigin, 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]))) + { + SETPVSBIT(outsurfacepvs, surfaceindex); + outsurfacelist[outnumsurfaces++] = surfaceindex; + break; + } + } + } + } + } + } + } } - // LordHavoc: NVIDIA seems to have a broken glTexSubImage2D, - // it needs to be aligned on 4 pixel boundaries... - // so I implemented an adjustable lightmap alignment - if (gl_lightmapalign.value < 1) - gl_lightmapalign.value = 1; - if (gl_lightmapalign.value > 16) - gl_lightmapalign.value = 16; - lightmapalign = 1; - while (lightmapalign < gl_lightmapalign.value) - lightmapalign <<= 1; - gl_lightmapalign.value = lightmapalign; - lightmapalignmask = ~(lightmapalign - 1); - if (nosubimagefragments || nosubimage) - { - lightmapalign = 1; - lightmapalignmask = ~0; - } + // limit combined leaf box to light boundaries + outmins[0] = max(outmins[0], lightmins[0]); + outmins[1] = max(outmins[1], lightmins[1]); + outmins[2] = max(outmins[2], lightmins[2]); + outmaxs[0] = min(outmaxs[0], lightmaxs[0]); + outmaxs[1] = min(outmaxs[1], lightmaxs[1]); + outmaxs[2] = min(outmaxs[2], lightmaxs[2]); - if (!lightmap_textures) - lightmap_textures = R_GetTextureSlots(MAX_LIGHTMAPS); + *outnumclusterspointer = outnumclusters; + *outnumsurfacespointer = outnumsurfaces; +} - for (j=1 ; jmodel; + vec3_t lightmins, lightmaxs; + q3msurface_t *surface; + int surfacelistindex, j, t; + const int *e; + const float *v[3]; + if (r_drawcollisionbrushes.integer < 2) { - m = cl.model_precache[j]; - if (!m) - break; - if (m->name[0] == '*') - continue; - r_pcurrentvertbase = m->vertexes; - currentmodel = m; - for (i=0 ; inumsurfaces ; i++) + lightmins[0] = relativelightorigin[0] - lightradius; + lightmins[1] = relativelightorigin[1] - lightradius; + lightmins[2] = relativelightorigin[2] - lightradius; + lightmaxs[0] = relativelightorigin[0] + lightradius; + lightmaxs[1] = relativelightorigin[1] + lightradius; + lightmaxs[2] = relativelightorigin[2] + lightradius; + R_Mesh_Matrix(&ent->matrix); + R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - if ( m->surfaces[i].flags & SURF_DRAWTURB ) - continue; - if ( m->surfaces[i].flags & SURF_DRAWSKY ) - continue; - GL_CreateSurfaceLightmap (m->surfaces + i); - BuildSurfaceDisplayList (m->surfaces + i); + surface = model->brushq3.data_faces + surfacelist[surfacelistindex]; + // FIXME: check some manner of face->rendermode here? + if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles && !surface->texture->skin.fog) + { + for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->num_triangles;j++, t++, e += 3) + { + v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; + v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; + v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; + if (PointInfrontOfTriangle(relativelightorigin, 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]))) + shadowmarklist[numshadowmark++] = t; + } + } } + 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); } +} - if (nosubimage || nosubimagefragments) +void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist) +{ + model_t *model = ent->model; + vec3_t lightmins, lightmaxs, modelorg; + q3msurface_t *surface; + int surfacelistindex; + if (r_drawcollisionbrushes.integer < 2) { - if(r_upload.value) - if (gl_mtexable) - qglSelectTexture(gl_mtex_enum+1); - for (i = 0;i < MAX_LIGHTMAPS;i++) + lightmins[0] = relativelightorigin[0] - lightradius; + lightmins[1] = relativelightorigin[1] - lightradius; + lightmins[2] = relativelightorigin[2] - lightradius; + lightmaxs[0] = relativelightorigin[0] + lightradius; + lightmaxs[1] = relativelightorigin[1] + lightradius; + lightmaxs[2] = relativelightorigin[2] + lightradius; + R_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - if (!allocated[i][0]) - break; - lightmapupdate[i][0] = BLOCK_HEIGHT; - lightmapupdate[i][1] = 0; - if(r_upload.value) + surface = model->brushq3.data_faces + surfacelist[surfacelistindex]; + if (r_shadow_compilingrtlight) { - glBindTexture(GL_TEXTURE_2D, lightmap_textures + i); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - if (lightmaprgba) - glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]); - else - glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]); + // if compiling an rtlight, capture the mesh + 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->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, surface->num_triangles, surface->data_element3i); } + else if ((ent != &cl_entities[0].render || surface->visframe == r_framecount) && !(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles) + R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR); } - if(r_upload.value) - if (gl_mtexable) - qglSelectTexture(gl_mtex_enum+0); } } +static void gl_surf_start(void) +{ +} + +static void gl_surf_shutdown(void) +{ +} + +static void gl_surf_newmap(void) +{ +} + +void GL_Surf_Init(void) +{ + int i; + dlightdivtable[0] = 4194304; + for (i = 1;i < 32768;i++) + dlightdivtable[i] = 4194304 / (i << 7); + + Cvar_RegisterVariable(&r_ambient); + Cvar_RegisterVariable(&r_drawportals); + Cvar_RegisterVariable(&r_testvis); + Cvar_RegisterVariable(&r_floatbuildlightmap); + Cvar_RegisterVariable(&r_detailtextures); + Cvar_RegisterVariable(&r_surfaceworldnode); + Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor); + Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset); + Cvar_RegisterVariable(&r_q3bsp_renderskydepth); + Cvar_RegisterVariable(&gl_lightmaps); + + R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); +} +