X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_rsurf.c;h=cf63d964234f1d27e9b0ed9054db91c050a8221b;hb=8b554980f64dffdba3e87209cdc5ab49c4741eca;hp=3ce3800e44c4fbfa294c74f039fade6893e04aaf;hpb=1fdb85e19b37eb797e3b1118b844c7071e9cdefb;p=xonotic%2Fdarkplaces.git diff --git a/gl_rsurf.c b/gl_rsurf.c index 3ce3800e..32a34c0b 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -20,6 +20,7 @@ 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" #define MAX_LIGHTMAP_SIZE 256 @@ -28,28 +29,58 @@ static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHav static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; +static mempool_t *r_surf_mempool = NULL; +static int r_surf_surfacevisiblelimit = 0; +static qbyte *r_surf_surfacevisible = NULL; + cvar_t r_ambient = {0, "r_ambient", "0"}; -cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"}; -cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"}; cvar_t r_drawportals = {0, "r_drawportals", "0"}; cvar_t r_testvis = {0, "r_testvis", "0"}; cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"}; cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; +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"}; + +/* +// 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]; +*/ + +void R_Surf_ClearSurfaceVisible(int num) +{ + if (r_surf_surfacevisiblelimit < num) + { + Mem_Free(r_surf_surfacevisible); + r_surf_surfacevisiblelimit = num; + r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit); + } + memset(r_surf_surfacevisible, 0, num); +} static int dlightdivtable[32768]; -static int R_IntAddDynamicLights (msurface_t *surf) +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; + 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]; - - // LordHavoc: use 64bit integer... shame it's not very standardized... -#if _MSC_VER || __BORLANDC__ - __int64 k; -#else - long long k; -#endif + dlight_t *light; lit = false; @@ -57,17 +88,17 @@ static int R_IntAddDynamicLights (msurface_t *surf) tmax = (surf->extents[1] >> 4) + 1; smax3 = smax * 3; - for (lnum = 0; lnum < r_numdlights; 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 - softwareuntransform(r_dlight[lnum].origin, local); + Matrix4x4_Transform(matrix, light->origin, local); dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; // for comparisons to minimum acceptable light // compensate for LIGHTOFFSET - maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET; + maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET; dist2 = dist * dist; dist2 += LIGHTOFFSET; @@ -102,10 +133,10 @@ static int R_IntAddDynamicLights (msurface_t *surf) maxdist3 = maxdist - dist2; // convert to 8.8 blocklights format - red = r_dlight[lnum].light[0]; - green = r_dlight[lnum].light[1]; - blue = r_dlight[lnum].light[2]; - subtract = (int) (r_dlight[lnum].subtract * 4194304.0f); + 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; @@ -123,9 +154,9 @@ static int R_IntAddDynamicLights (msurface_t *surf) k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract; if (k > 0) { - bl[0] += (red * k) >> 7; - bl[1] += (green * k) >> 7; - bl[2] += (blue * k) >> 7; + bl[0] += (red * k); + bl[1] += (green * k); + bl[2] += (blue * k); lit = true; } } @@ -139,10 +170,11 @@ static int R_IntAddDynamicLights (msurface_t *surf) return lit; } -static int R_FloatAddDynamicLights (msurface_t *surf) +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; @@ -150,17 +182,17 @@ static int R_FloatAddDynamicLights (msurface_t *surf) tmax = (surf->extents[1] >> 4) + 1; smax3 = smax * 3; - for (lnum = 0; lnum < r_numdlights; 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 - softwareuntransform(r_dlight[lnum].origin, local); + Matrix4x4_Transform(matrix, light->origin, local); dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; // for comparisons to minimum acceptable light // compensate for LIGHTOFFSET - maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET; + maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET; dist2 = dist * dist; dist2 += LIGHTOFFSET; @@ -195,10 +227,10 @@ static int R_FloatAddDynamicLights (msurface_t *surf) maxdist3 = maxdist - dist2; // convert to 8.8 blocklights format - red = r_dlight[lnum].light[0]; - green = r_dlight[lnum].light[1]; - blue = r_dlight[lnum].light[2]; - subtract = r_dlight[lnum].subtract * 32768.0f; + 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; td1 = impactt; @@ -236,22 +268,16 @@ R_BuildLightMap Combine and scale multiple lightmaps into the 8.8 format in blocklights =============== */ -static void R_BuildLightMap (entity_render_t *ent, msurface_t *surf, int dlightchanged) +static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) { if (!r_floatbuildlightmap.integer) { - int smax, tmax, i, j, size, size3, shift, maps, stride, l; + 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; - surf->cached_lightscalebit = lightscalebit; - surf->cached_ambient = r_ambient.value; - surf->cached_light[0] = d_lightstylevalue[surf->styles[0]]; - surf->cached_light[1] = d_lightstylevalue[surf->styles[1]]; - surf->cached_light[2] = d_lightstylevalue[surf->styles[2]]; - surf->cached_light[3] = d_lightstylevalue[surf->styles[3]]; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; @@ -261,7 +287,7 @@ static void R_BuildLightMap (entity_render_t *ent, msurface_t *surf, int dlightc // set to full bright if no light data bl = intblocklights; - if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata) + if (!ent->model->brushq1.lightdata) { for (i = 0;i < size3;i++) bl[i] = 255*256; @@ -269,22 +295,13 @@ static void R_BuildLightMap (entity_render_t *ent, msurface_t *surf, int dlightc else { // clear to no light - j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style - if (j) - { - for (i = 0;i < size3;i++) - *bl++ = j; - } - else - memset(bl, 0, size*3*sizeof(unsigned int)); + memset(bl, 0, size*3*sizeof(unsigned int)); - if (surf->dlightframe == r_framecount && r_dlightmap.integer) + if (surf->dlightframe == r_framecount) { - surf->cached_dlight = R_IntAddDynamicLights(surf); + surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf); if (surf->cached_dlight) c_light_polys++; - else if (dlightchanged) - return; // don't upload if only updating dlights and none mattered } // add all the lightmaps @@ -300,18 +317,20 @@ static void R_BuildLightMap (entity_render_t *ent, msurface_t *surf, int dlightc stain = surf->stainsamples; bl = intblocklights; out = templight; - // deal with lightmap brightness scale - shift = 7 + lightscalebit + 8; - if (ent->model->lightmaprgba) + // the >> 16 shift adjusts down 8 bits to account for the stainmap + // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will + // be doubled during rendering to achieve 2x overbright + // (0 = 0.0, 128 = 1.0, 256 = 2.0) + if (ent->model->brushq1.lightmaprgba) { stride = (surf->lightmaptexturestride - smax) * 4; for (i = 0;i < tmax;i++, out += stride) { for (j = 0;j < smax;j++) { - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + 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; } } @@ -323,9 +342,9 @@ static void R_BuildLightMap (entity_render_t *ent, msurface_t *surf, int dlightc { for (j = 0;j < smax;j++) { - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); } } } @@ -340,12 +359,6 @@ static void R_BuildLightMap (entity_render_t *ent, msurface_t *surf, int dlightc // update cached lighting info surf->cached_dlight = 0; - surf->cached_lightscalebit = lightscalebit; - surf->cached_ambient = r_ambient.value; - surf->cached_light[0] = d_lightstylevalue[surf->styles[0]]; - surf->cached_light[1] = d_lightstylevalue[surf->styles[1]]; - surf->cached_light[2] = d_lightstylevalue[surf->styles[2]]; - surf->cached_light[3] = d_lightstylevalue[surf->styles[3]]; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; @@ -355,44 +368,41 @@ static void R_BuildLightMap (entity_render_t *ent, msurface_t *surf, int dlightc // set to full bright if no light data bl = floatblocklights; - if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata) - j = 255*256; - else - j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style - - // clear to no light - if (j) + if (!ent->model->brushq1.lightdata) { for (i = 0;i < size3;i++) - *bl++ = j; + bl[i] = 255*256; } else - memset(bl, 0, size*3*sizeof(float)); - - if (surf->dlightframe == r_framecount && r_dlightmap.integer) - { - surf->cached_dlight = R_FloatAddDynamicLights(surf); - if (surf->cached_dlight) - c_light_polys++; - else if (dlightchanged) - return; // don't upload if only updating dlights and none mattered - } - - // 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; + 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; - // deal with lightmap brightness scale - scale = 1.0f / (1 << (7 + lightscalebit + 8)); - if (ent->model->lightmaprgba) + // 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) @@ -424,30 +434,16 @@ static void R_BuildLightMap (entity_render_t *ent, msurface_t *surf, int dlightc } } -void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, int icolor[8]) +void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8]) { - float ndist; + float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2; msurface_t *surf, *endsurf; - int sdtable[256], td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, dist2, impacts, impactt, subtract, a, stained, cr, cg, cb, ca, ratio; + int i, s, t, smax, tmax, smax3, impacts, impactt, stained; qbyte *bl; vec3_t impact; - // LordHavoc: use 64bit integer... shame it's not very standardized... -#if _MSC_VER || __BORLANDC__ - __int64 k; -#else - long long k; -#endif - - - // for comparisons to minimum acceptable light - // compensate for 256 offset - maxdist = radius * radius + 256.0f; - - // clamp radius to avoid exceeding 32768 entry division table - if (maxdist > 4194304) - maxdist = 4194304; - subtract = (int) ((1.0f / maxdist) * 4194304.0f); + maxdist = radius * radius; + invradius = 1.0f / radius; loc0: if (node->contents < 0) @@ -464,89 +460,78 @@ loc0: goto loc0; } - dist2 = ndist * ndist + 256.0f; - if (dist2 < maxdist) - { - maxdist3 = maxdist - dist2; + dist2 = ndist * ndist; + maxdist3 = maxdist - dist2; - if (node->plane->type < 3) - { - VectorCopy(origin, impact); - impact[node->plane->type] -= ndist; - } - else - { - impact[0] = origin[0] - node->plane->normal[0] * ndist; - impact[1] = origin[1] - node->plane->normal[1] * ndist; - impact[2] = origin[2] - node->plane->normal[2] * ndist; - } + if (node->plane->type < 3) + { + VectorCopy(origin, impact); + impact[node->plane->type] -= ndist; + } + else + { + impact[0] = origin[0] - node->plane->normal[0] * ndist; + impact[1] = origin[1] - node->plane->normal[1] * ndist; + impact[2] = origin[2] - node->plane->normal[2] * ndist; + } - for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++) + for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++) + { + if (surf->stainsamples) { - if (surf->stainsamples) - { - smax = (surf->extents[0] >> 4) + 1; - tmax = (surf->extents[1] >> 4) + 1; + 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]; + 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; + s = bound(0, impacts, smax * 16) - impacts; + t = bound(0, impactt, tmax * 16) - impactt; + i = s * s + t * t + dist2; + if (i > maxdist) + continue; - // reduce calculations - for (s = 0, i = impacts; s < smax; s++, i -= 16) - sdtable[s] = i * i + dist2; + // reduce calculations + for (s = 0, i = impacts; s < smax; s++, i -= 16) + sdtable[s] = i * i + dist2; - // convert to 8.8 blocklights format - bl = surf->stainsamples; - smax3 = smax * 3; - stained = false; + bl = surf->stainsamples; + smax3 = smax * 3; + stained = false; - i = impactt; - for (t = 0;t < tmax;t++, i -= 16) + i = impactt; + for (t = 0;t < tmax;t++, i -= 16) + { + td = i * i; + // make sure some part of it is visible on this line + if (td < maxdist3) { - td = i * i; - // make sure some part of it is visible on this line - if (td < maxdist3) + maxdist2 = maxdist - td; + for (s = 0;s < smax;s++) { - maxdist2 = maxdist - td; - for (s = 0;s < smax;s++) + if (sdtable[s] < maxdist2) { - if (sdtable[s] < maxdist2) + ratio = lhrandom(0.0f, 1.0f); + a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius); + if (a >= (1.0f / 64.0f)) { - k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract; - if (k > 0) - { - ratio = rand() & 255; - ca = (((icolor[7] - icolor[3]) * ratio) >> 8) + icolor[3]; - a = (ca * k) >> 8; - if (a > 0) - { - a = bound(0, a, 256); - cr = (((icolor[4] - icolor[0]) * ratio) >> 8) + icolor[0]; - cg = (((icolor[5] - icolor[1]) * ratio) >> 8) + icolor[1]; - cb = (((icolor[6] - icolor[2]) * ratio) >> 8) + icolor[2]; - bl[0] = (qbyte) ((((cr - (int) bl[0]) * a) >> 8) + (int) bl[0]); - bl[1] = (qbyte) ((((cg - (int) bl[1]) * a) >> 8) + (int) bl[1]); - bl[2] = (qbyte) ((((cb - (int) bl[2]) * a) >> 8) + (int) bl[2]); - stained = true; - } - } + if (a > 1) + a = 1; + bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0])); + bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1])); + bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2])); + stained = true; } - bl += 3; } + bl += 3; } - else // skip line - bl += smax3; } - // force lightmap upload - if (stained) - surf->cached_dlight = true; + else // skip line + bl += smax3; } + // force lightmap upload + if (stained) + surf->cached_dlight = true; } } @@ -554,7 +539,7 @@ loc0: { if (node->children[1]->contents >= 0) { - R_StainNode(node->children[0], model, origin, radius, icolor); + R_StainNode(node->children[0], model, origin, radius, fcolor); node = node->children[1]; goto loc0; } @@ -571,24 +556,25 @@ loc0: } } -void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2) +void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2) { - int n, icolor[8]; + int n; + float fcolor[8]; entity_render_t *ent; model_t *model; vec3_t org; - icolor[0] = cr1; - icolor[1] = cg1; - icolor[2] = cb1; - icolor[3] = ca1; - icolor[4] = cr2; - icolor[5] = cg2; - icolor[6] = cb2; - icolor[7] = ca2; - - model = cl.worldmodel; - softwaretransformidentity(); - R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor); + if (r_refdef.worldmodel == NULL || !r_refdef.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(r_refdef.worldmodel->brushq1.nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor); // look for embedded bmodels for (n = 0;n < cl_num_brushmodel_entities;n++) @@ -598,11 +584,10 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i if (model && model->name[0] == '*') { Mod_CheckLoaded(model); - if (model->type == mod_brush) + if (model->brushq1.nodes) { - softwaretransformforentity(ent); - softwareuntransform(origin, org); - R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, icolor); + Matrix4x4_Transform(&ent->inversematrix, origin, org); + R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor); } } } @@ -617,89 +602,128 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i ============================================================= */ -static void RSurfShader_Sky(entity_render_t *ent, msurface_t *firstsurf) +static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles) { - msurface_t *surf; int i; - surfvertex_t *v; - surfmesh_t *mesh; - rmeshbufferinfo_t m; - float cr, cg, cb, ca; - float *outv, *outc; - - // LordHavoc: HalfLife maps have freaky skypolys... - if (ent->model->ishlbsp) - return; - - if (skyrendernow) + float scale; + const qbyte *lm; + if (styles[0] != 255) { - skyrendernow = false; - if (skyrendermasked) - R_Sky(); + for (i = 0;i < numverts;i++, c += 4) + { + lm = samples + lightmapoffsets[i]; + scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (styles[1] != 255) + { + lm += size3; + scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (styles[2] != 255) + { + lm += size3; + scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (styles[3] != 255) + { + lm += size3; + scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + } + } + } + } } - for (surf = firstsurf;surf;surf = surf->chain) +} + +static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg) +{ + int i; + float diff[3], f; + if (fogenabled) { - // draw depth-only polys - memset(&m, 0, sizeof(m)); - if (skyrendermasked) + for (i = 0;i < numverts;i++, v += 3, c += 4) { - m.blendfunc1 = GL_ZERO; - m.blendfunc2 = GL_ONE; - m.depthwrite = true; + VectorSubtract(v, modelorg, diff); + f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff))); + VectorScale(c, f, c); } - else + } + else if (colorscale != 1) + for (i = 0;i < numverts;i++, c += 4) + VectorScale(c, colorscale, c); +} + +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) +{ + int i; + float diff[3], f; + r *= colorscale; + g *= colorscale; + b *= colorscale; + if (fogenabled) + { + for (i = 0;i < numverts;i++, v += 3, c += 4) { - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; + 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; } - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + } + else + { + for (i = 0;i < numverts;i++, c += 4) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - if (R_Mesh_Draw_GetBuffer(&m, false)) - { - cr = fogcolor[0] * m.colorscale; - cg = fogcolor[1] * m.colorscale; - cb = fogcolor[2] * m.colorscale; - ca = 1; - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - for (i = 0, v = mesh->vertex, outv = m.vertex;i < m.numverts;i++, v++, outv += 4, outc += 4) - { - softwaretransform(v->v, outv); - } - for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4) - { - outc[0] = cr; - outc[1] = cg; - outc[2] = cb; - outc[3] = ca; - } - R_Mesh_Render(); - } + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = a; } } } -static int RSurf_LightSeparate(int *dlightbits, int numverts, float *vert, float *color) +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 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; + } +} + +static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale) { - float f, *v, *c; + float f; + const float *v; + float *c; int i, l, lit = false; - rdlight_t *rd; + const dlight_t *light; vec3_t lightorigin; for (l = 0;l < r_numdlights;l++) { if (dlightbits[l >> 5] & (1 << (l & 31))) { - rd = &r_dlight[l]; - // FIXME: support softwareuntransform here and make bmodels use hardware transform? - VectorCopy(rd->origin, lightorigin); - for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4) + light = &r_dlight[l]; + Matrix4x4_Transform(matrix, light->origin, lightorigin); + for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4) { f = VectorDistance2(v, lightorigin) + LIGHTOFFSET; - if (f < rd->cullradius2) + if (f < light->rtlight.lightmap_cullradius2) { - f = (1.0f / f) - rd->subtract; - VectorMA(c, f, rd->light, c); + f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale; + VectorMA(c, f, light->rtlight.lightmap_light, c); lit = true; } } @@ -708,1043 +732,1080 @@ static int RSurf_LightSeparate(int *dlightbits, int numverts, float *vert, float return lit; } -// note: this untransforms lights to do the checking, -// and takes surf->mesh->vertex data -static int RSurf_LightCheck(int *dlightbits, surfmesh_t *mesh) +static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - int i, l; - rdlight_t *rd; - vec3_t lightorigin; - surfvertex_t *sv; - for (l = 0;l < r_numdlights;l++) - { - if (dlightbits[l >> 5] & (1 << (l & 31))) - { - rd = &r_dlight[l]; - softwareuntransform(rd->origin, lightorigin); - for (i = 0, sv = mesh->vertex;i < mesh->numverts;i++, sv++) - if (VectorDistance2(sv->v, lightorigin) < rd->cullradius2) - return true; - } - } - return false; -} + const msurface_t *surf; + rmeshstate_t m; -static void RSurfShader_Water_Callback(void *calldata1, int calldata2) -{ - entity_render_t *ent = calldata1; - msurface_t *surf = ent->model->surfaces + calldata2; - int i, size3; - surfvertex_t *v; - float *outv, *outc, *outst, cl, diff[3]; - float base[3], scale, f; - qbyte *lm; - surfmesh_t *mesh; - rmeshbufferinfo_t m; - float alpha = ent->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value); - - softwaretransformforentity(ent); - memset(&m, 0, sizeof(m)); - if (ent->effects & EF_ADDITIVE) + // sky rendering transparently would be too difficult + if (ent->flags & RENDER_TRANSPARENT) + return; + + if (skyrendernow) { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; + skyrendernow = false; + if (skyrendermasked) + R_Sky(); } - else if (surf->currenttexture->fogtexture != NULL || alpha < 1) + + // LordHavoc: HalfLife maps have freaky skypolys... + if (ent->model->brush.ishlbsp) + return; + R_Mesh_Matrix(&ent->matrix); + + GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); + if (skyrendermasked) { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + // 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 { - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - } - m.tex[0] = R_GetTexture(surf->currenttexture->texture); - size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3; - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - if (R_Mesh_Draw_GetBuffer(&m, true)) - { - cl = m.colorscale; - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - for (i = 0, v = mesh->vertex, outv = m.vertex, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outst += 2) - { - softwaretransform(v->v, outv); - outv[3] = 1; - outst[0] = v->st[0]; - outst[1] = v->st[1]; - } - base[0] = base[1] = base[2] = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f); - for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4) - { - VectorCopy(base, outc); - outc[3] = alpha; - } - if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT)) - { - if (surf->dlightframe == r_framecount) - RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color); - for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4) - { - if (surf->flags & SURF_LIGHTMAP) - if (surf->styles[0] != 255) - { - lm = surf->samples + v->lightmapoffset; - scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f); - VectorMA(outc, scale, lm, outc); - if (surf->styles[1] != 255) - { - lm += size3; - scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f); - VectorMA(outc, scale, lm, outc); - if (surf->styles[2] != 255) - { - lm += size3; - scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f); - VectorMA(outc, scale, lm, outc); - if (surf->styles[3] != 255) - { - lm += size3; - scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f); - VectorMA(outc, scale, lm, outc); - } - } - } - } - } - } - if (fogenabled) - { - for (i = 0, outv = m.vertex, outc = m.color;i < m.numverts;i++, outv += 4, outc += 4) - { - VectorSubtract(outv, r_origin, diff); - f = m.colorscale * (1 - exp(fogdensity/DotProduct(diff, diff))); - VectorScale(outc, f, outc); - } - } - else if (m.colorscale != 1) - { - for (i = 0, outv = m.vertex, outc = m.color;i < m.numverts;i++, outv += 4, outc += 4) - VectorScale(outc, m.colorscale, outc); - } - R_Mesh_Render(); - } + // fog sky + GL_BlendFunc(GL_ONE, GL_ZERO); } + GL_DepthMask(true); + GL_DepthTest(true); - if (fogenabled) + memset(&m, 0, sizeof(m)); + while((surf = *surfchain++) != NULL) { - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - if (R_Mesh_Draw_GetBuffer(&m, false)) - { - VectorScale(fogcolor, m.colorscale, base); - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4) - { - softwaretransform(v->v, outv); - outv[3] = 1; - VectorSubtract(outv, r_origin, diff); - f = exp(fogdensity/DotProduct(diff, diff)); - VectorScale(base, f, outc); - outc[3] = alpha; - } - if (m.tex[0]) - { - for (i = 0, v = mesh->vertex, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outst += 2) - { - outst[0] = v->st[0]; - outst[1] = v->st[1]; - } - } - R_Mesh_Render(); - } + if (surf->visframe == r_framecount) + { + 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_Water(entity_render_t *ent, msurface_t *firstsurf) -{ - msurface_t *surf; - for (surf = firstsurf;surf;surf = surf->chain) - { - if ((r_wateralpha.value < 1 && !(surf->flags & SURF_DRAWNOALPHA)) || ent->effects & EF_ADDITIVE || surf->currenttexture->fogtexture) - R_MeshQueue_AddTransparent(surf->poly_center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces); - else - R_MeshQueue_Add(RSurfShader_Water_Callback, ent, surf - ent->model->surfaces); - } -} - -static void RSurfShader_Wall_Pass_BaseVertex(entity_render_t *ent, msurface_t *surf) +static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2) { - int i, size3; - surfvertex_t *v; - float *outv, *outc, *outst, cl, ca, diff[3]; - float base[3], scale, f; - qbyte *lm; - surfmesh_t *mesh; - rmeshbufferinfo_t m; - memset(&m, 0, sizeof(m)); + 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) (r_refdef.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0]; + currentalpha = ent->alpha; + if (surf->flags & SURF_WATERALPHA) + currentalpha *= r_wateralpha.value; + + GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); if (ent->effects & EF_ADDITIVE) { - m.transparent = true; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; + rendertype = SURFRENDER_ADD; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); } - else if (surf->currenttexture->fogtexture != NULL || ent->alpha != 1) + else if (currentalpha < 1 || texture->skin.fog != NULL) { - m.transparent = true; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + rendertype = SURFRENDER_ALPHA; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); } else { - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; + rendertype = SURFRENDER_OPAQUE; + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(!(ent->effects & EF_NODEPTHTEST)); } - m.tex[0] = R_GetTexture(surf->currenttexture->texture); - - size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3; - base[0] = base[1] = base[2] = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f); - - ca = ent->alpha; - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + 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 && fullbright && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - - if (R_Mesh_Draw_GetBuffer(&m, true)) + // 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)(r_refdef.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(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.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) { - cl = m.colorscale; - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - - if (ent->effects & EF_FULLBRIGHT) + // scrolling in texture matrix + Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.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 * ent->colormod[0], base * ent->colormod[1], base * ent->colormod[2], 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) + { + 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]) { - for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2) + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + if (turb) { - softwaretransform(v->v, outv); - outv[3] = 1; - VectorSubtract(outv, r_origin, diff); - outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff))); - outc[3] = ca; - outst[0] = v->st[0]; - outst[1] = v->st[1]; + // scrolling in texture matrix + Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); } } - else + 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 (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]) { - for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2) - { - softwaretransform(v->v, outv); - outv[3] = 1; - VectorCopy(base, outc); - outc[3] = ca; - outst[0] = v->st[0]; - outst[1] = v->st[1]; - } - - if (surf->dlightframe == r_framecount) - RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color); - - for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4) + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + if (turb) { - if (surf->styles[0] != 255) - { - lm = surf->samples + v->lightmapoffset; - scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f); - VectorMA(outc, scale, lm, outc); - if (surf->styles[1] != 255) - { - lm += size3; - scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f); - VectorMA(outc, scale, lm, outc); - if (surf->styles[2] != 255) - { - lm += size3; - scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f); - VectorMA(outc, scale, lm, outc); - if (surf->styles[3] != 255) - { - lm += size3; - scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f); - VectorMA(outc, scale, lm, outc); - } - } - } - } - if (fogenabled) - { - VectorSubtract(outv, r_origin, diff); - f = cl * (1 - exp(fogdensity/DotProduct(diff, diff))); - VectorScale(outc, f, outc); - } - else - VectorScale(outc, cl, outc); + // scrolling in texture matrix + Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); } } - R_Mesh_Render(); + 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); } } } -static void RSurfShader_Wall_Pass_BaseFullbright(entity_render_t *ent, msurface_t *surf) +static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - int i; - surfvertex_t *v; - float *outv, *outc, *outst, cl, ca, diff[3]; - surfmesh_t *mesh; - rmeshbufferinfo_t m; + const msurface_t *surf; + rmeshstate_t m; + int lightmaptexturenum; memset(&m, 0, sizeof(m)); - if (ent->effects & EF_ADDITIVE) - { - m.transparent = true; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - } - else if (surf->currenttexture->fogtexture != NULL || ent->alpha != 1) - { - m.transparent = true; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - } - else + 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.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; + m.tex[3] = R_GetTexture(texture->skin.glow); + m.texcombinergb[3] = GL_ADD; } - m.tex[0] = R_GetTexture(surf->currenttexture->texture); - ca = ent->alpha; - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; + GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); - if (R_Mesh_Draw_GetBuffer(&m, false)) + while((surf = *surfchain++) != NULL) + { + if (surf->visframe == r_framecount) { - cl = m.colorscale; - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2) - { - softwaretransform(v->v, outv); - outv[3] = 1; - if (fogenabled) - { - VectorSubtract(outv, r_origin, diff); - outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff))); - } - else - outc[0] = outc[1] = outc[2] = cl; - outc[3] = ca; - outst[0] = v->st[0]; - outst[1] = v->st[1]; - } - R_Mesh_Render(); + 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_Wall_Pass_Glow(entity_render_t *ent, msurface_t *surf) +static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - int i; - surfvertex_t *v; - float *outv, *outc, *outst, cl, ca, diff[3]; - surfmesh_t *mesh; - rmeshbufferinfo_t m; + const msurface_t *surf; + rmeshstate_t m; + int lightmaptexturenum; memset(&m, 0, sizeof(m)); - m.transparent = ent->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || ent->alpha != 1; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture); - ca = ent->alpha; - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + 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 * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); + + while((surf = *surfchain++) != NULL) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - - if (R_Mesh_Draw_GetBuffer(&m, false)) + if (surf->visframe == r_framecount) { - cl = m.colorscale; - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2) - { - softwaretransform(v->v, outv); - outv[3] = 1; - if (fogenabled) - { - VectorSubtract(outv, r_origin, diff); - outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff))); - } - else - outc[0] = outc[1] = outc[2] = cl; - outc[3] = ca; - outst[0] = v->st[0]; - outst[1] = v->st[1]; - } - R_Mesh_Render(); + 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); } } } -static void RSurfShader_Wall_Pass_Fog(entity_render_t *ent, msurface_t *surf) +static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - int i; - surfvertex_t *v; - float *outv, *outc, *outst, cl, ca, diff[3], f; - surfmesh_t *mesh; - rmeshbufferinfo_t m; + const msurface_t *surf; + rmeshstate_t m; + int lightmaptexturenum; memset(&m, 0, sizeof(m)); - m.transparent = ent->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || ent->alpha != 1; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - ca = ent->alpha; - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + 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 * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); + while((surf = *surfchain++) != NULL) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - - if (R_Mesh_Draw_GetBuffer(&m, false)) + if (surf->visframe == r_framecount) { - cl = m.colorscale; - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2) - { - softwaretransform(v->v, outv); - outv[3] = 1; - VectorSubtract(outv, r_origin, diff); - f = cl * exp(fogdensity/DotProduct(diff, diff)); - VectorScale(fogcolor, f, outc); - outc[3] = ca; - outst[0] = v->st[0]; - outst[1] = v->st[1]; - } - R_Mesh_Render(); + 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); } } } -static void RSurfShader_OpaqueWall_Pass_TripleTexCombine(entity_render_t *ent, msurface_t *surf) +static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - int i; - surfvertex_t *v; - float *outv, *outc, *outst, *outuv, *outab, cl; - surfmesh_t *mesh; - rmeshbufferinfo_t m; + const msurface_t *surf; + rmeshstate_t m; memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - m.tex[0] = R_GetTexture(surf->currenttexture->texture); - m.texrgbscale[0] = 1.0f; - m.tex[1] = R_GetTexture(surf->lightmaptexture); - m.texrgbscale[1] = 4.0f; - m.tex[2] = R_GetTexture(surf->currenttexture->detailtexture); - m.texrgbscale[2] = 2.0f; - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - - if (R_Mesh_Draw_GetBuffer(&m, false)) - { - cl = (float) (1 << lightscalebit) * m.colorscale; - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1], outab = m.texcoords[2];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2, outab += 2) - { - softwaretransform(v->v, outv); - outv[3] = 1; - outc[0] = outc[1] = outc[2] = cl; - outc[3] = 1; - outst[0] = v->st[0]; - outst[1] = v->st[1]; - outuv[0] = v->uv[0]; - outuv[1] = v->uv[1]; - outab[0] = v->ab[0]; - outab[1] = v->ab[1]; - } - R_Mesh_Render(); + GL_DepthMask(true); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + m.tex[0] = R_GetTexture(texture->skin.base); + if (ent->flags & RENDER_LIGHT) + GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); + else + GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 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); } } } -static void RSurfShader_OpaqueWall_Pass_BaseMTex(entity_render_t *ent, msurface_t *surf) +static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - int i; - surfvertex_t *v; - float *outv, *outc, *outst, *outuv, cl; - surfmesh_t *mesh; - rmeshbufferinfo_t m; + const msurface_t *surf; + rmeshstate_t m; + int lightmaptexturenum; memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - m.tex[0] = R_GetTexture(surf->currenttexture->texture); - m.tex[1] = R_GetTexture(surf->lightmaptexture); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + 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) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - - if (R_Mesh_Draw_GetBuffer(&m, true)) + if (surf->visframe == r_framecount) { - cl = (float) (1 << lightscalebit) * m.colorscale; - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2) - { - softwaretransform(v->v, outv); - outv[3] = 1; - outc[0] = outc[1] = outc[2] = cl; - outc[3] = 1; - outst[0] = v->st[0]; - outst[1] = v->st[1]; - outuv[0] = v->uv[0]; - outuv[1] = v->uv[1]; - } - R_Mesh_Render(); + 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); } } } -static void RSurfShader_OpaqueWall_Pass_BaseTexture(entity_render_t *ent, msurface_t *surf) +static void RSurfShader_OpaqueWall_Pass_BaseAmbient(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - int i; - surfvertex_t *v; - float *outv, *outc, *outst, cl; - surfmesh_t *mesh; - rmeshbufferinfo_t m; + const msurface_t *surf; + rmeshstate_t m; memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - m.tex[0] = R_GetTexture(surf->currenttexture->texture); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + 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) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1); + while((surf = *surfchain++) != NULL) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - - if (R_Mesh_Draw_GetBuffer(&m, false)) + if (surf->visframe == r_framecount) { - cl = (float) (1 << lightscalebit) * m.colorscale; - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2) - { - softwaretransform(v->v, outv); - outv[3] = 1; - outc[0] = outc[1] = outc[2] = cl; - outc[3] = 1; - outst[0] = v->st[0]; - outst[1] = v->st[1]; - } - R_Mesh_Render(); + 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_BaseLightmap(entity_render_t *ent, msurface_t *surf) +static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - int i; - surfvertex_t *v; - float *outv, *outc, *outuv, cl; - surfmesh_t *mesh; - rmeshbufferinfo_t m; + const msurface_t *surf; + rmeshstate_t m; + float modelorg[3]; + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_ZERO; - m.blendfunc2 = GL_SRC_COLOR; - m.tex[0] = R_GetTexture(surf->lightmaptexture); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + 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) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - - if (R_Mesh_Draw_GetBuffer(&m, true)) + if (surf->visframe == r_framecount) { - cl = (float) (1 << lightscalebit) * m.colorscale; - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2) - { - softwaretransform(v->v, outv); - outv[3] = 1; - outc[0] = outc[1] = outc[2] = cl; - outc[3] = 1; - outuv[0] = v->uv[0]; - outuv[1] = v->uv[1]; - } - R_Mesh_Render(); + 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); } } } -static void RSurfShader_OpaqueWall_Pass_Light(entity_render_t *ent, msurface_t *surf) +static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - int i; - surfvertex_t *v; - float *outv, *outc, *outst, cl; - surfmesh_t *mesh; - rmeshbufferinfo_t m; - - if (surf->dlightframe != r_framecount) - return; - if (ent->effects & EF_FULLBRIGHT) - return; - + const msurface_t *surf; + rmeshstate_t m; memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.tex[0] = R_GetTexture(surf->currenttexture->texture); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + 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 (RSurf_LightCheck(surf->dlightbits, mesh)) + if (surf->visframe == r_framecount) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - - if (R_Mesh_Draw_GetBuffer(&m, true)) - { - cl = m.colorscale; - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2) - { - softwaretransform(v->v, outv); - outv[3] = 1; - VectorClear(outc); - outc[3] = 1; - outst[0] = v->st[0]; - outst[1] = v->st[1]; - } - RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color); - if (cl != 1) - for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4) - VectorScale(outc, cl, outc); - R_Mesh_Render(); - } + 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); } } } -static void RSurfShader_OpaqueWall_Pass_Fog(entity_render_t *ent, msurface_t *surf) +static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - int i; - surfvertex_t *v; - float *outv, *outc, cl, diff[3], fcolor[3]; - surfmesh_t *mesh; - rmeshbufferinfo_t m; + const msurface_t *surf; + rmeshstate_t m; memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + 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) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - - if (R_Mesh_Draw_GetBuffer(&m, false)) + if (surf->visframe == r_framecount) { - cl = m.colorscale; - VectorScale(fogcolor, cl, fcolor); - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4) - { - softwaretransform(v->v, outv); - outv[3] = 1; - VectorCopy(fcolor, outc); - VectorSubtract(outv, r_origin, diff); - outc[3] = exp(fogdensity/DotProduct(diff, diff)); - } - R_Mesh_Render(); + 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_BaseDetail(entity_render_t *ent, msurface_t *surf) +/* +static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - int i; - surfvertex_t *v; - float *outv, *outc, *outst; - surfmesh_t *mesh; - rmeshbufferinfo_t m; + const msurface_t *surf; + rmeshstate_t m; memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_DST_COLOR; - m.blendfunc2 = GL_SRC_COLOR; - m.tex[0] = R_GetTexture(surf->currenttexture->detailtexture); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + 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) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - - if (R_Mesh_Draw_GetBuffer(&m, false)) + if (surf->visframe == r_framecount) { - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2) - { - softwaretransform(v->v, outv); - outv[3] = 1; - outc[0] = outc[1] = outc[2] = outc[3] = 1; - outst[0] = v->ab[0]; - outst[1] = v->ab[1]; - } - R_Mesh_Render(); + 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_Glow(entity_render_t *ent, msurface_t *surf) +static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - int i; - surfvertex_t *v; - float *outv, *outc, *outst, cl; - surfmesh_t *mesh; - rmeshbufferinfo_t m; + const msurface_t *surf; + rmeshstate_t m; + int lightmaptexturenum; memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + 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) { - m.numtriangles = mesh->numtriangles; - m.numverts = mesh->numverts; - - if (R_Mesh_Draw_GetBuffer(&m, false)) + if (surf->visframe == r_framecount) { - cl = m.colorscale; - memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); - for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2) - { - softwaretransform(v->v, outv); - outv[3] = 1; - outc[0] = outc[1] = outc[2] = cl; - outc[3] = 1; - outst[0] = v->st[0]; - outst[1] = v->st[1]; - } - R_Mesh_Render(); + 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); } } } -static void RSurfShader_Wall_Fullbright(entity_render_t *ent, msurface_t *firstsurf) +void R_UpdateTextureInfo(entity_render_t *ent) { - msurface_t *surf; - for (surf = firstsurf;surf;surf = surf->chain) - { - c_brush_polys++; - RSurfShader_Wall_Pass_BaseFullbright(ent, surf); - } - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(ent, surf); - if (fogenabled) - for (surf = firstsurf;surf;surf = surf->chain) - RSurfShader_Wall_Pass_Fog(ent, surf); -} + int i, texframe, alttextures; + texture_t *t; -static void RSurfShader_Wall_Vertex(entity_render_t *ent, msurface_t *firstsurf) -{ - msurface_t *surf; - for (surf = firstsurf;surf;surf = surf->chain) + if (!ent->model) + return; + + alttextures = ent->frame != 0; + texframe = (int)(r_refdef.time * 5.0f); + for (i = 0;i < ent->model->brushq1.numtextures;i++) { - c_brush_polys++; - RSurfShader_Wall_Pass_BaseVertex(ent, surf); + 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 + 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]; } - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(ent, surf); - if (fogenabled) - for (surf = firstsurf;surf;surf = surf->chain) - RSurfShader_Wall_Pass_Fog(ent, surf); } -static void RSurfShader_Wall_Lightmap(entity_render_t *ent, msurface_t *firstsurf) +void R_UpdateLightmapInfo(entity_render_t *ent) { - msurface_t *surf; - if (r_vertexsurfaces.integer || firstsurf->currenttexture->fogtexture != NULL || ent->alpha != 1 || ent->effects & EF_ADDITIVE) + 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++) { - for (surf = firstsurf;surf;surf = surf->chain) + if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]]) { - c_brush_polys++; - RSurfShader_Wall_Pass_BaseVertex(ent, surf); + model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]]; + if ((surfacechain = model->brushq1.light_styleupdatechains[i])) + for (;(surface = *surfacechain);surfacechain++) + surface->cached_dlight = true; } - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(ent, surf); - if (fogenabled) - for (surf = firstsurf;surf;surf = surf->chain) - RSurfShader_Wall_Pass_Fog(ent, surf); } - else +} + +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; + + 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 (r_textureunits.integer >= 2) + if (surfacevisframes[i] == r_framecount) { - if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer) +#if !WORLDNODECULLBACKFACES + // mark any backface surfaces as not visible + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) { - for (surf = firstsurf;surf;surf = surf->chain) - { - c_brush_polys++; - RSurfShader_OpaqueWall_Pass_TripleTexCombine(ent, surf); - } + if (!(surf->flags & SURF_PLANEBACK)) + surfacevisframes[i] = -1; } else { - for (surf = firstsurf;surf;surf = surf->chain) - { - c_brush_polys++; - RSurfShader_OpaqueWall_Pass_BaseMTex(ent, surf); - } - if (r_detailtextures.integer) - for (surf = firstsurf;surf;surf = surf->chain) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf); + if ((surf->flags & SURF_PLANEBACK)) + surfacevisframes[i] = -1; } - } - else - { - for (surf = firstsurf;surf;surf = surf->chain) + if (surfacevisframes[i] == r_framecount) +#endif { - c_brush_polys++; - RSurfShader_OpaqueWall_Pass_BaseTexture(ent, surf); + c_faces++; + surf->visframe = r_framecount; + if (surf->cached_dlight && surf->lightmaptexture != NULL) + R_BuildLightMap(ent, surf); } - for (surf = firstsurf;surf;surf = surf->chain) - RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, surf); - if (r_detailtextures.integer) - for (surf = firstsurf;surf;surf = surf->chain) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf); - } - if (!r_dlightmap.integer) - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->dlightframe == r_framecount) - RSurfShader_OpaqueWall_Pass_Light(ent, surf); - for (surf = firstsurf;surf;surf = surf->chain) - if (surf->currenttexture->glowtexture) - RSurfShader_OpaqueWall_Pass_Glow(ent, surf); - if (fogenabled) - for (surf = firstsurf;surf;surf = surf->chain) - RSurfShader_OpaqueWall_Pass_Fog(ent, surf); + } } } -/* -============================================================= - - WORLD MODEL - -============================================================= -*/ - -static void R_SolidWorldNode (entity_render_t *ent) +void R_DrawSurfaces(entity_render_t *ent, int flagsmask) { - if (r_viewleaf->contents != CONTENTS_SOLID) - { - int portalstack; - mportal_t *p, *pstack[8192]; - msurface_t *surf, **mark, **endmark; - mleaf_t *leaf; - // LordHavoc: portal-passage worldnode; follows portals leading - // outward from viewleaf, if a portal leads offscreen it is not - // followed, in indoor maps this can often cull a great deal of - // geometry away when pvs data is not present (useful with pvs as well) - - leaf = r_viewleaf; - leaf->worldnodeframe = r_framecount; - portalstack = 0; - loc0: - c_leafs++; - - leaf->visframe = r_framecount; - - if (leaf->nummarksurfaces) + 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) { - mark = leaf->firstmarksurface; - endmark = mark + leaf->nummarksurfaces; - do + if (texture->flags & SURF_LIGHTMAP) { - surf = *mark++; - // make sure surfaces are only processed once - if (surf->worldnodeframe == r_framecount) - continue; - surf->worldnodeframe = r_framecount; - if (PlaneDist(r_origin, surf->plane) < surf->plane->dist) + if (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) { - if (surf->flags & SURF_PLANEBACK) - surf->visframe = r_framecount; + // 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(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces); + } + } } else { - if (!(surf->flags & SURF_PLANEBACK)) - surf->visframe = r_framecount; + 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); } } - while (mark < endmark); - } - - // follow portals into other leafs - p = leaf->portals; - for (;p;p = p->next) - { - if (DotProduct(r_origin, p->plane.normal) < p->plane.dist) + else if (texture->flags & SURF_DRAWTURB) { - leaf = p->past; - if (leaf->worldnodeframe != r_framecount) + for (chain = surfchain;(surf = *chain) != NULL;chain++) { - leaf->worldnodeframe = r_framecount; - if (leaf->contents != CONTENTS_SOLID) + if (surf->visframe == r_framecount) { - if (R_NotCulledBox(leaf->mins, leaf->maxs)) + if (texture->rendertype == SURFRENDER_OPAQUE) + RSurfShader_Transparent_Callback(ent, surf - ent->model->brushq1.surfaces); + else { - p->visframe = r_framecount; - pstack[portalstack++] = p; - goto loc0; - - loc1: - p = pstack[--portalstack]; + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces); } } } } + else if (texture->flags & SURF_DRAWSKY) + RSurfShader_Sky(ent, texture, surfchain); } + } +} + +static void R_DrawPortal_Callback(const void *calldata1, int calldata2) +{ + int i; + float *v; + rmeshstate_t m; + const mportal_t *portal = calldata1; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); + R_Mesh_Matrix(&r_identitymatrix); - if (portalstack) - goto loc1; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = varray_vertex3f; + R_Mesh_State(&m); + + i = calldata2; + GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f), + ((i & 0x0038) >> 3) * (1.0f / 7.0f), + ((i & 0x01C0) >> 6) * (1.0f / 7.0f), + 0.125f); + if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0) + { + 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); +} + +// LordHavoc: this is just a nice debugging tool, very slow +static void R_DrawPortals(void) +{ + int i, portalnum; + mportal_t *portal; + float center[3], f; + model_t *model = r_refdef.worldmodel; + if (model == NULL) + return; + for (portalnum = 0, portal = model->brushq1.portals;portalnum < model->brushq1.numportals;portalnum++, portal++) + { + if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) + { + VectorClear(center); + for (i = 0;i < portal->numpoints;i++) + VectorAdd(center, portal->points[i].position, center); + f = ixtable[portal->numpoints]; + VectorScale(center, f, center); + R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum); + } + } +} + +void R_PrepareBrushModel(entity_render_t *ent) +{ + int i, numsurfaces, *surfacevisframes, *surfacepvsframes; + msurface_t *surf; + model_t *model; +#if WORLDNODECULLBACKFACES + vec3_t modelorg; +#endif + + // 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_SurfaceWorldNode (void) +{ + int i, *surfacevisframes, *surfacepvsframes, surfnum; + msurface_t *surf; + mleaf_t *leaf; + model_t *model; + + // equivilant to quake's RecursiveWorldNode but faster and more effective + model = r_refdef.worldmodel; + if (model == NULL) + return; + surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface; + surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface; + + for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain) { - mnode_t *nodestack[8192], *node = cl.worldmodel->nodes; - int nodestackpos = 0; - // LordHavoc: recursive descending worldnode; if portals are not - // available, this is a good last resort, can cull large amounts of - // geometry, but is more time consuming than portal-passage and renders - // things behind walls + if (!R_CullBox (leaf->mins, leaf->maxs)) + { + c_leafs++; + leaf->visframe = r_framecount; + } + } + + for (i = 0;i < model->brushq1.pvssurflistlength;i++) + { + surfnum = model->brushq1.pvssurflist[i]; + surf = model->brushq1.surfaces + surfnum; +#if WORLDNODECULLBACKFACES + if (PlaneDist(r_vieworigin, 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 + } +} -loc2: - if (R_NotCulledBox(node->mins, node->maxs)) +static void R_PortalWorldNode(mleaf_t *viewleaf) +{ + int c, leafstackpos, *mark, *surfacevisframes; +#if WORLDNODECULLBACKFACES + int n; + msurface_t *surf; +#endif + mleaf_t *leaf, *leafstack[8192]; + mportal_t *p; + msurface_t *surfaces; + model_t *model = r_refdef.worldmodel; + if (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 = model->brushq1.surfaces; + surfacevisframes = model->brushq1.surfacevisframes; + viewleaf->worldnodeframe = r_framecount; + leafstack[0] = viewleaf; + leafstackpos = 1; + while (leafstackpos) + { + c_leafs++; + leaf = leafstack[--leafstackpos]; + leaf->visframe = r_framecount; + // draw any surfaces bounding this leaf + if (leaf->nummarksurfaces) { - if (node->numsurfaces) + for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) { - msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces; - if (PlaneDiff (r_origin, node->plane) < 0) +#if WORLDNODECULLBACKFACES + n = *mark++; + if (surfacevisframes[n] != r_framecount) { - for (;surf < surfend;surf++) + surf = surfaces + n; + if (PlaneDist(r_vieworigin, surf->plane) < surf->plane->dist) { - if (surf->flags & SURF_PLANEBACK) - surf->visframe = r_framecount; + if ((surf->flags & SURF_PLANEBACK)) + surfacevisframes[n] = r_framecount; } - } - else - { - for (;surf < surfend;surf++) + else { if (!(surf->flags & SURF_PLANEBACK)) - surf->visframe = r_framecount; + surfacevisframes[n] = r_framecount; } } +#else + surfacevisframes[*mark++] = r_framecount; +#endif } - - // recurse down the children - if (node->children[0]->contents >= 0) + } + // follow portals into other leafs + for (p = leaf->portals;p;p = p->next) + { + // LordHavoc: this DotProduct hurts less than a cache miss + // (which is more likely to happen if backflowing through leafs) + if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1)) { - if (node->children[1]->contents >= 0) + leaf = p->past; + if (leaf->worldnodeframe != r_framecount) { - if (nodestackpos < 8192) - nodestack[nodestackpos++] = node->children[1]; - node = node->children[0]; - goto loc2; + 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; } - else - ((mleaf_t *)node->children[1])->visframe = r_framecount; - node = node->children[0]; - goto loc2; } - else + } + } +} + +void R_PVSUpdate (mleaf_t *viewleaf) +{ + int j, c, *surfacepvsframes, *mark; + mleaf_t *leaf; + model_t *model; + + model = r_refdef.worldmodel; + if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer)) + { + model->brushq1.pvsframecount++; + model->brushq1.pvsviewleaf = viewleaf; + model->brushq1.pvsviewleafnovis = r_novis.integer; + model->brushq1.pvsleafchain = NULL; + model->brushq1.pvssurflistlength = 0; + if (viewleaf) + { + surfacepvsframes = model->brushq1.surfacepvsframes; + for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++) { - ((mleaf_t *)node->children[0])->visframe = r_framecount; - if (node->children[1]->contents >= 0) - { - node = node->children[1]; - goto loc2; - } - else if (nodestackpos > 0) + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) { - ((mleaf_t *)node->children[1])->visframe = r_framecount; - node = nodestack[--nodestackpos]; - goto loc2; + 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; } } - } - else if (nodestackpos > 0) - { - node = nodestack[--nodestackpos]; - goto loc2; + model->brushq1.BuildPVSTextureChains(model); } } } -static int r_portalframecount = 0; - -static void R_PVSWorldNode() +void R_WorldVisibility(void) { - int portalstack, i; - mportal_t *p, *pstack[8192]; - msurface_t *surf, **mark, **endmark; - mleaf_t *leaf; - qbyte *worldvis; + mleaf_t *viewleaf; - worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel); + viewleaf = (r_refdef.worldmodel && r_refdef.worldmodel->brushq1.PointInLeaf) ? r_refdef.worldmodel->brushq1.PointInLeaf(r_refdef.worldmodel, r_vieworigin) : NULL; + R_PVSUpdate(viewleaf); - leaf = r_viewleaf; - leaf->worldnodeframe = r_framecount; - portalstack = 0; -loc0: - c_leafs++; + if (!viewleaf) + return; + + if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID) + R_SurfaceWorldNode(); + else + R_PortalWorldNode(viewleaf); - leaf->visframe = r_framecount; + if (r_drawportals.integer) + R_DrawPortals(); +} - if (leaf->nummarksurfaces) +void R_Q1BSP_DrawSky(entity_render_t *ent) +{ + if (ent->model == NULL) + return; + if (ent != r_refdef.worldentity) + 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 != r_refdef.worldentity) + 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) { - mark = leaf->firstmarksurface; - endmark = mark + leaf->nummarksurfaces; - do - { - surf = *mark++; - // make sure surfaces are only processed once - if (surf->worldnodeframe == r_framecount) - continue; - surf->worldnodeframe = r_framecount; - if (PlaneDist(r_origin, surf->plane) < surf->plane->dist) - { - if (surf->flags & SURF_PLANEBACK) - surf->visframe = r_framecount; - } - else - { - if (!(surf->flags & SURF_PLANEBACK)) - surf->visframe = r_framecount; - } - } - while (mark < endmark); + VectorCopy(lightmins, outmins); + VectorCopy(lightmaxs, outmaxs); + return; } - - // follow portals into other leafs - for (p = leaf->portals;p;p = p->next) + 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++) { - if (DotProduct(r_origin, p->plane.normal) < p->plane.dist) + if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) { - leaf = p->past; - if (leaf->worldnodeframe != r_framecount) + 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) { - leaf->worldnodeframe = r_framecount; - if (leaf->contents != CONTENTS_SOLID) + for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++) { - i = (leaf - cl.worldmodel->leafs) - 1; - if (worldvis[i>>3] & (1<<(i&7))) + surfaceindex = leaf->firstmarksurface[marksurfaceindex]; + if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) { - if (R_NotCulledBox(leaf->mins, leaf->maxs)) + surface = model->brushq1.surfaces + surfaceindex; + if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog) { - pstack[portalstack++] = p; - goto loc0; - -loc1: - p = pstack[--portalstack]; + 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; + } + } } } } @@ -1752,258 +1813,793 @@ loc1: } } - 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]); -Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex}, NULL}; -Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, NULL}; -Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, NULL}; -Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, NULL}; -Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, NULL}; + *outnumclusterspointer = outnumclusters; + *outnumsurfacespointer = outnumsurfaces; +} -int Cshader_count = 5; -Cshader_t *Cshaders[5] = +void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) { - &Cshader_wall_vertex, - &Cshader_wall_lightmap, - &Cshader_wall_fullbright, - &Cshader_water, - &Cshader_sky -}; + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + msurface_t *surface; + 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); + R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->brushq1.surfaces + surfacelist[surfacelistindex]; + R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs); + } + R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); + } +} -void R_PrepareSurfaces(entity_render_t *ent) +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, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist) { - int i, alttextures, texframe, framecount; + model_t *model = ent->model; + vec3_t lightmins, lightmaxs, modelorg; + msurface_t *surface; texture_t *t; - model_t *model; - msurface_t *surf; + 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 != r_refdef.worldentity || surface->visframe == r_framecount) + { + t = surface->texinfo->texture->currentframe; + // FIXME: transparent surfaces need to be lit later + if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE) + 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, ambientscale, diffusescale, specularscale); + } + } + } +} - for (i = 0;i < Cshader_count;i++) - Cshaders[i]->chain = NULL; +void R_DrawCollisionBrush(colbrushf_t *brush) +{ + int i; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = brush->points->v; + R_Mesh_State(&m); + i = (int)(((size_t)brush) / sizeof(colbrushf_t)); + GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); + GL_LockArrays(0, brush->numpoints); + R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements); + GL_LockArrays(0, 0); +} - model = ent->model; - alttextures = ent->frame != 0; - texframe = (int)(cl.time * 5.0f); +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)(((size_t)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); +} - for (i = 0;i < model->nummodelsurfaces;i++) +void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber) +{ + 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) || (face->texture->textureflags & Q3TEXTUREFLAG_ADDITIVE)) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + else + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); + m.tex[0] = R_GetTexture(face->texture->skin.base); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + // LordHavoc: quake3 was not able to do this; lit transparent surfaces + if (gl_combine.integer) { - surf = model->modelsortedsurfaces[i]; - if (surf->visframe == r_framecount) + m.texrgbscale[0] = 2; + if (r_textureunits.integer >= 2) + { + m.tex[1] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[1] = face->data_texcoordlightmap2f; + GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha); + } + else { - if (surf->insertframe != r_framecount) + if (ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1 && ent->alpha == 1) + m.pointer_color = face->data_color4f; + else { - surf->insertframe = r_framecount; - c_faces++; - t = surf->texinfo->texture; - if (t->animated) + int i; + for (i = 0;i < face->num_vertices;i++) { - framecount = t->anim_total[alttextures]; - if (framecount >= 2) - surf->currenttexture = t->anim_frames[alttextures][texframe % framecount]; - else - surf->currenttexture = t->anim_frames[alttextures][0]; + varray_color4f[i*4+0] = face->data_color4f[i*4+0] * ent->colormod[0]; + varray_color4f[i*4+1] = face->data_color4f[i*4+1] * ent->colormod[1]; + varray_color4f[i*4+2] = face->data_color4f[i*4+2] * ent->colormod[2]; + varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha; } - else - surf->currenttexture = t; + m.pointer_color = varray_color4f; } - - surf->chain = surf->shader->chain; - surf->shader->chain = surf; } } + else + { + int i; + for (i = 0;i < face->num_vertices;i++) + { + varray_color4f[i*4+0] = face->data_color4f[i*4+0] * ent->colormod[0] * 2.0f; + varray_color4f[i*4+1] = face->data_color4f[i*4+1] * ent->colormod[1] * 2.0f; + varray_color4f[i*4+2] = face->data_color4f[i*4+2] * ent->colormod[2] * 2.0f; + varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha; + } + m.pointer_color = varray_color4f; + } + if (face->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + { + int i, j; + float center[3], center2[3], forward[3], right[3], up[3], v[4][3]; + matrix4x4_t matrix1, imatrix1; + R_Mesh_Matrix(&r_identitymatrix); + // a single autosprite surface can contain multiple sprites... + for (j = 0;j < face->num_vertices - 3;j += 4) + { + VectorClear(center); + for (i = 0;i < 4;i++) + VectorAdd(center, face->data_vertex3f + (j+i) * 3, center); + VectorScale(center, 0.25f, center); + Matrix4x4_Transform(&ent->matrix, center, center2); + // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? + Matrix4x4_FromVectors(&matrix1, face->data_normal3f + j*3, face->data_svector3f + j*3, face->data_tvector3f + j*3, center); + Matrix4x4_Invert_Simple(&imatrix1, &matrix1); + for (i = 0;i < 4;i++) + Matrix4x4_Transform(&imatrix1, face->data_vertex3f + (j+i)*3, v[i]); + if (face->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) + { + forward[0] = r_vieworigin[0] - center2[0]; + forward[1] = r_vieworigin[1] - center2[1]; + forward[2] = 0; + VectorNormalize(forward); + right[0] = forward[1]; + right[1] = -forward[0]; + right[2] = 0; + up[0] = 0; + up[1] = 0; + up[2] = 1; + } + else + { + VectorCopy(r_viewforward, forward); + VectorCopy(r_viewright, right); + VectorCopy(r_viewup, up); + } + for (i = 0;i < 4;i++) + VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3); + } + m.pointer_vertex = varray_vertex3f; + } + else + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + 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); + if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglEnable(GL_CULL_FACE); } -void R_DrawSurfaces (entity_render_t *ent, int type) +void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumfaces, q3msurface_t **texturefacelist) { - int i; - Cshader_t *shader; - - for (i = 0;i < Cshader_count;i++) + int i, texturefaceindex; + rmeshstate_t m; + if (!texturenumfaces) + return; + c_faces += texturenumfaces; + // transparent surfaces get sorted for later drawing + if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE)) { - shader = Cshaders[i]; - if (shader->chain && shader->shaderfunc[type]) - shader->shaderfunc[type](ent, shader->chain); + vec3_t facecenter, center; + // drawing sky transparently would be too difficult + if (t->surfaceparms & Q3SURFACEPARM_SKY) + return; + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + 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; } -} + // sky surfaces draw sky if needed and render themselves as a depth mask + if (t->surfaceparms & Q3SURFACEPARM_SKY) + { + if (skyrendernow) + { + skyrendernow = false; + if (skyrendermasked) + R_Sky(); + } + if (!r_q3bsp_renderskydepth.integer) + return; -void R_DrawPortals(entity_render_t *ent) -{ - int drawportals, i; - float *v; - mportal_t *portal, *endportal; - rmeshbufferinfo_t m; - drawportals = r_drawportals.integer; + R_Mesh_Matrix(&ent->matrix); - if (drawportals < 1) - return; + 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 + { + // fog sky + GL_BlendFunc(GL_ONE, GL_ZERO); + } + GL_DepthMask(true); + GL_DepthTest(true); - for (portal = cl.worldmodel->portals, endportal = portal + cl.worldmodel->numportals;portal < endportal;portal++) + memset(&m, 0, sizeof(m)); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + 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); + } + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); + return; + } + // gl_lightmaps debugging mode skips normal texturing + if (gl_lightmaps.integer) { - if (portal->visframe == r_portalframecount) + GL_DepthMask(true); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + qglDisable(GL_CULL_FACE); + memset(&m, 0, sizeof(m)); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) { - memset(&m, 0, sizeof(m)); - m.transparent = true; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - m.numverts = portal->numpoints; - m.numtriangles = portal->numpoints - 2; - if (R_Mesh_Draw_GetBuffer(&m, false)) + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.tex[0] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[0] = face->data_texcoordlightmap2f; + if (face->lightmaptexture) { - for (i = 0;i < m.numtriangles;i++) - { - m.index[i * 3 + 0] = 0; - m.index[i * 3 + 1] = i + 1; - m.index[i * 3 + 2] = i + 2; - } - i = portal - cl.worldmodel->portals; - R_FillColors(m.color, m.numverts, - ((i & 0x0007) >> 0) * (1.0f / 7.0f) * m.colorscale, - ((i & 0x0038) >> 3) * (1.0f / 7.0f) * m.colorscale, - ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * m.colorscale, - 0.125f); - if (PlaneDiff(r_origin, (&portal->plane)) > 0) + GL_Color(1, 1, 1, 1); + m.pointer_color = NULL; + } + else + m.pointer_color = face->data_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); + } + qglEnable(GL_CULL_FACE); + return; + } + // anything else is a typical wall, lightmap * texture + glow + if (!(ent->flags & RENDER_LIGHT)) + { + GL_DepthMask(true); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1); + if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(t->skin.base); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + 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 (t->skin.glow) + { + GL_Color(1, 1, 1, 1); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + m.tex[0] = R_GetTexture(t->skin.glow); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + 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 (t->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglEnable(GL_CULL_FACE); + return; + } + if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); + if (r_lightmapintensity <= 0) + { + GL_DepthMask(true); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_Color(0, 0, 0, 1); + memset(&m, 0, sizeof(m)); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + 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); + } + } + else if (r_textureunits.integer >= 2 && gl_combine.integer) + { + // dualtexture combine + GL_DepthMask(true); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(t->skin.base); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.tex[1] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + m.pointer_texcoord[1] = face->data_texcoordlightmap2f; + m.texrgbscale[1] = 2; + if (face->lightmaptexture) + { + GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); + m.pointer_color = NULL; + } + else if (r_lightmapintensity == 1 && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1) + m.pointer_color = face->data_color4f; + else + { + m.pointer_color = varray_color4f; + for (i = 0;i < face->num_vertices;i++) { - for (i = portal->numpoints - 1, v = m.vertex;i >= 0;i--, v += 4) - VectorCopy(portal->points[i].position, v); + varray_color4f[i*4+0] = face->data_color4f[i*4+0] * ent->colormod[0] * r_lightmapintensity; + varray_color4f[i*4+1] = face->data_color4f[i*4+1] * ent->colormod[1] * r_lightmapintensity; + varray_color4f[i*4+2] = face->data_color4f[i*4+2] * ent->colormod[2] * r_lightmapintensity; + varray_color4f[i*4+3] = face->data_color4f[i*4+3]; } - else - for (i = 0, v = m.vertex;i < portal->numpoints;i++, v += 4) - VectorCopy(portal->points[i].position, v); - R_Mesh_Render(); } + 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); + } + } + else + { + // single texture + GL_DepthMask(true); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + memset(&m, 0, sizeof(m)); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.tex[0] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[0] = face->data_texcoordlightmap2f; + if (face->lightmaptexture) + m.pointer_color = NULL; + else + m.pointer_color = face->data_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); + } + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_DepthMask(false); + GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(t->skin.base); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + 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 (r_ambient.value) + { + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthMask(false); + GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(t->skin.base); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + 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 (t->skin.glow) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(t->skin.glow); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + 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 (t->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglEnable(GL_CULL_FACE); } -void R_SetupForBModelRendering(entity_render_t *ent) +void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces) { - int i; - msurface_t *surf; - model_t *model; - vec3_t modelorg; - - // because bmodels can be reused, we have to decide which things to render - // from scratch every time - + int i, ti, flagsmask, flags; + q3msurface_t *face; + model_t *model; + q3mtexture_t *t; + const int maxfaces = 1024; + int numfaces = 0; + q3msurface_t *facelist[1024]; + R_Mesh_Matrix(&ent->matrix); model = ent->model; - - softwaretransformforentity (ent); - softwareuntransform(r_origin, modelorg); - - for (i = 0;i < model->nummodelsurfaces;i++) + flagsmask = Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY; + if (skyfaces) + flags = Q3SURFACEFLAG_SKY; + else + flags = 0; + if (ent == r_refdef.worldentity) { - surf = model->modelsortedsurfaces[i]; - if (((surf->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, surf->plane) >= 0)) - surf->visframe = r_framecount; - else - surf->visframe = -1; - surf->worldnodeframe = -1; - surf->lightframe = -1; - surf->dlightframe = -1; - surf->insertframe = -1; + int j; + q3mleaf_t *leaf; + R_Surf_ClearSurfaceVisible(r_refdef.worldmodel->brushq3.num_faces); + for (j = 0, leaf = r_refdef.worldmodel->brushq3.data_leafs;j < r_refdef.worldmodel->brushq3.num_leafs;j++, leaf++) + { + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) + { + c_leafs++; + for (i = 0;i < leaf->numleaffaces;i++) + r_surf_surfacevisible[leaf->firstleaffacenum[i]] = 1; + } + } + for (ti = 0, t = model->brushq3.data_textures;ti < model->brushq3.num_textures;ti++, t++) + { + if ((t->surfaceflags & flagsmask) == flags) + { + numfaces = 0; + for (i = 0;i < t->numfaces;i++) + { + if (r_surf_surfacevisible[t->facenumlist[i]]) + { + face = t->facelist[i]; + if (!R_CullBox(face->mins, face->maxs) && face->num_triangles) + { + if (numfaces >= maxfaces) + { + if (numfaces) + R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist); + numfaces = 0; + } + facelist[numfaces++] = face; + } + } + } + if (numfaces) + R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist); + } + } + } + else + { + t = NULL; + numfaces = 0; + for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) + { + if ((face->texture->surfaceflags & flagsmask) == flags && face->num_triangles) + { + if (t != face->texture || numfaces >= maxfaces) + { + if (numfaces) + R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist); + numfaces = 0; + t = face->texture; + } + facelist[numfaces++] = face; + } + } + if (numfaces) + R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist); } } -void R_SetupForWorldRendering(entity_render_t *ent) +void R_Q3BSP_DrawSky(entity_render_t *ent) { - // there is only one instance of the world, but it can be rendered in - // multiple stages - softwaretransformidentity(); + if (r_drawcollisionbrushes.integer < 2) + R_Q3BSP_DrawFaces(ent, true); } -static void R_SurfMarkLights (entity_render_t *ent) +void R_Q3BSP_Draw(entity_render_t *ent) { - int i; - msurface_t *surf; - - if (r_dynamic.integer) - R_MarkLights(ent); + if (r_drawcollisionbrushes.integer < 2) + R_Q3BSP_DrawFaces(ent, false); + if (r_drawcollisionbrushes.integer >= 1) + { + int i; + model_t *model = ent->model; + q3msurface_t *face; + 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); + } +} - if (!r_vertexsurfaces.integer) +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) +{ + 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) + { + 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++) { - for (i = 0;i < ent->model->nummodelsurfaces;i++) + if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) { - surf = ent->model->modelsortedsurfaces[i]; - if (surf->visframe == r_framecount && surf->lightmaptexture != NULL) + 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 (surf->cached_dlight - || surf->cached_ambient != r_ambient.value - || surf->cached_lightscalebit != lightscalebit) - R_BuildLightMap(ent, surf, false); // base lighting changed - else if (r_dynamic.integer) + if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) { - if (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0] - || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1] - || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2] - || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3])))))))) - R_BuildLightMap(ent, surf, false); // base lighting changed - else if (surf->dlightframe == r_framecount && r_dlightmap.integer) - R_BuildLightMap(ent, surf, true); // only dlights + 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)) && surface->num_triangles) + { + if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + { + 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 (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; + } + } + } + else + { + 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; + } + } + } + } + } } } } } -} -void R_MarkWorldLights(entity_render_t *ent) -{ - R_SetupForWorldRendering(ent); - R_SurfMarkLights(ent); -} - -/* -============= -R_DrawWorld -============= -*/ -void R_DrawWorld (entity_render_t *ent) -{ - R_SetupForWorldRendering(ent); + // 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 (r_viewleaf->contents == CONTENTS_SOLID || r_novis.integer || r_viewleaf->compressed_vis == NULL) - R_SolidWorldNode (ent); - else - R_PVSWorldNode (ent); + *outnumclusterspointer = outnumclusters; + *outnumsurfacespointer = outnumsurfaces; } -/* -================= -R_DrawBrushModel -================= -*/ -void R_DrawBrushModelSky (entity_render_t *ent) +void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) { - R_SetupForBModelRendering(ent); - - R_PrepareSurfaces(ent); - R_DrawSurfaces(ent, SHADERSTAGE_SKY); + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + q3msurface_t *surface; + 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); + R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->brushq3.data_faces + surfacelist[surfacelistindex]; + // FIXME: check some manner of face->rendermode here? + if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && !(surface->texture->surfaceparms & (Q3SURFACEPARM_SKY | Q3SURFACEPARM_TRANS)) && !(surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)) + R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); + } + R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); + } } -void R_DrawBrushModelNormal (entity_render_t *ent) +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, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist) { - c_bmodels++; - - // have to flush queue because of possible lightmap reuse - R_Mesh_Render(); - - R_SetupForBModelRendering(ent); - - R_SurfMarkLights(ent); - - R_PrepareSurfaces(ent); - - if (!skyrendermasked) - R_DrawSurfaces(ent, SHADERSTAGE_SKY); - R_DrawSurfaces(ent, SHADERSTAGE_NORMAL); + model_t *model = ent->model; + vec3_t lightmins, lightmaxs, modelorg; + q3msurface_t *surface; + 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); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->brushq3.data_faces + surfacelist[surfacelistindex]; + if (r_shadow_compilingrtlight) + { + // 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 (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles) + { + if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); + 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, ambientscale, diffusescale, specularscale); + if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglEnable(GL_CULL_FACE); + } + } + } } static void gl_surf_start(void) { + r_surf_mempool = Mem_AllocPool("gl_rsurf", 0, NULL); + r_surf_surfacevisiblelimit = 65536; + r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit); } static void gl_surf_shutdown(void) { + r_surf_surfacevisiblelimit = 0; + r_surf_surfacevisible = NULL; + Mem_FreePool(&r_surf_mempool); } static void gl_surf_newmap(void) @@ -2018,12 +2614,15 @@ void GL_Surf_Init(void) dlightdivtable[i] = 4194304 / (i << 7); Cvar_RegisterVariable(&r_ambient); - Cvar_RegisterVariable(&r_vertexsurfaces); - Cvar_RegisterVariable(&r_dlightmap); Cvar_RegisterVariable(&r_drawportals); Cvar_RegisterVariable(&r_testvis); Cvar_RegisterVariable(&r_floatbuildlightmap); Cvar_RegisterVariable(&r_detailtextures); + Cvar_RegisterVariable(&r_surfaceworldnode); + Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor); + Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset); + Cvar_RegisterVariable(&r_q3bsp_renderskydepth); + Cvar_RegisterVariable(&gl_lightmaps); R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }