X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_rsurf.c;h=f84e671d635fa32c3728834d9b967798c14fcf05;hb=0dab13d8227daa31cf55e80977cef0397e7357c6;hp=3fd699d2653f3d8a6935d79e44aff6ef5ac19d88;hpb=22ab5b495c2c169dc7755003294e5431ad300265;p=xonotic%2Fdarkplaces.git diff --git a/gl_rsurf.c b/gl_rsurf.c index 3fd699d2..f84e671d 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -763,14 +763,15 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture GL_DepthTest(true); memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); - while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { - GL_VertexPointer(surf->mesh.data_vertex3f); + 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(1,1,1,1); @@ -784,27 +785,11 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) float alpha; float modelorg[3]; texture_t *texture; - matrix4x4_t tempmatrix; - float args[4] = {0.05f,0,0,0.04f}; - - if (gl_textureshader && r_watershader.value && !fogenabled) - { - Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - R_Mesh_TextureMatrix(1, &tempmatrix); - Matrix4x4_CreateFromQuakeEntity(&tempmatrix, 0, 0, 0, 0, 0, 0, r_watershader.value); - R_Mesh_TextureMatrix(0, &tempmatrix); - } - else if (r_waterscroll.value) - { - // scrolling in texture matrix - Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - R_Mesh_TextureMatrix(0, &tempmatrix); - } + float args[4] = {0.05f,0,0,0.04f}; R_Mesh_Matrix(&ent->matrix); Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - memset(&m, 0, sizeof(m)); texture = surf->texinfo->texture->currentframe; alpha = texture->currentalpha; if (texture->rendertype == SURFRENDER_ADD) @@ -822,68 +807,70 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); } + GL_DepthTest(true); + GL_Color(1, 1, 1, alpha); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = surf->mesh.data_vertex3f; if (gl_textureshader && r_watershader.value && !fogenabled) { m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]); m.tex[1] = R_GetTexture(texture->skin.base); - } - else - m.tex[0] = R_GetTexture(texture->skin.base); - GL_DepthTest(true); - if (fogenabled) - GL_ColorPointer(varray_color4f); - else - GL_Color(1, 1, 1, alpha); - if (gl_textureshader && r_watershader.value && !fogenabled) - { - 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_TEXTURE_2D); - 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_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f; - m.texcombinergb[1] = GL_REPLACE; - R_Mesh_State_Texture(&m); - if (fogenabled) - { - R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha); - RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg); - } - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + m.texcombinergb[0] = GL_REPLACE; + m.texcombinergb[1] = GL_REPLACE; + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f; + Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value); + Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0); + R_Mesh_State(&m); + + GL_ActiveTexture(0); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); + GL_ActiveTexture(1); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB); + qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]); + qglEnable(GL_TEXTURE_SHADER_NV); + + GL_LockArrays(0, surf->mesh.num_vertices); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); - if (gl_textureshader && r_watershader.value && !fogenabled) - { - qglDisable (GL_TEXTURE_SHADER_NV); - GL_ActiveTexture (0); + qglDisable(GL_TEXTURE_SHADER_NV); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); + GL_ActiveTexture(0); } - - if (fogenabled) + else { - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(texture->skin.fog); - GL_VertexPointer(surf->mesh.data_vertex3f); + if (fogenabled) + { + R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha); + RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg); + m.pointer_color = varray_color4f; + } + m.tex[0] = R_GetTexture(texture->skin.base); m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - GL_ColorPointer(varray_color4f); - R_Mesh_State_Texture(&m); - RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg); + if (r_waterscroll.value) + { + // scrolling in texture matrix + Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0); + } + 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 ((gl_textureshader && r_watershader.value && !fogenabled) || r_waterscroll.value) - { - Matrix4x4_CreateIdentity(&tempmatrix); - R_Mesh_TextureMatrix(0, &tempmatrix); - R_Mesh_TextureMatrix(1, &tempmatrix); + if (fogenabled && texture->rendertype != SURFRENDER_ADD) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg); + m.tex[0] = R_GetTexture(texture->skin.fog); + 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); + } } } @@ -940,11 +927,11 @@ static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const m } base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f); GL_DepthTest(true); - GL_ColorPointer(varray_color4f); - GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_color = varray_color4f; + m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); + R_Mesh_State(&m); R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha); if (!(ent->effects & EF_FULLBRIGHT)) { @@ -954,7 +941,9 @@ static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const m 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); + 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(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) @@ -966,15 +955,17 @@ static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurfac GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); + m.pointer_color = varray_color4f; m.tex[0] = R_GetTexture(texture->skin.glow); - GL_ColorPointer(varray_color4f); - GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_vertex = surf->mesh.data_vertex3f; if (m.tex[0]) m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); + 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); } static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) @@ -986,15 +977,17 @@ static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); + m.pointer_color = varray_color4f; m.tex[0] = R_GetTexture(texture->skin.fog); - GL_ColorPointer(varray_color4f); - GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_vertex = surf->mesh.data_vertex3f; if (m.tex[0]) m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); + 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_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) @@ -1026,18 +1019,16 @@ static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(co if (surf->visframe == r_framecount) { lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - //if (m.tex[1] != lightmaptexturenum) - //{ - m.tex[1] = lightmaptexturenum; - // R_Mesh_State_Texture(&m); - //} - GL_VertexPointer(surf->mesh.data_vertex3f); + 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_Texture(&m); + 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); } } } @@ -1066,17 +1057,15 @@ static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const if (surf->visframe == r_framecount) { lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - //if (m.tex[1] != lightmaptexturenum) - //{ - m.tex[1] = lightmaptexturenum; - // R_Mesh_State_Texture(&m); - //} - GL_VertexPointer(surf->mesh.data_vertex3f); + 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_Texture(&m); + 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); } } } @@ -1102,16 +1091,14 @@ static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity if (surf->visframe == r_framecount) { lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - //if (m.tex[1] != lightmaptexturenum) - //{ - m.tex[1] = lightmaptexturenum; - // R_Mesh_State_Texture(&m); - //} - GL_VertexPointer(surf->mesh.data_vertex3f); + 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_Texture(&m); + 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); } } } @@ -1133,10 +1120,12 @@ static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, { if (surf->visframe == r_framecount) { - GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); + 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); } } } @@ -1157,15 +1146,13 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, if (surf->visframe == r_framecount) { lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - //if (m.tex[0] != lightmaptexturenum) - //{ - m.tex[0] = lightmaptexturenum; - // R_Mesh_State_Texture(&m); - //} - GL_VertexPointer(surf->mesh.data_vertex3f); + m.tex[0] = lightmaptexturenum; + m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f; - R_Mesh_State_Texture(&m); + 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); } } } @@ -1180,17 +1167,19 @@ static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const te GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthTest(true); - GL_ColorPointer(varray_color4f); + m.pointer_color = varray_color4f; while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { - GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_vertex = surf->mesh.data_vertex3f; if (m.tex[0]) m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); + 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); } } } @@ -1209,10 +1198,12 @@ static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, c { if (surf->visframe == r_framecount) { - GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f; - R_Mesh_State_Texture(&m); + 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); } } } @@ -1231,10 +1222,12 @@ static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const t { if (surf->visframe == r_framecount) { - GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); + 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); } } } @@ -1256,10 +1249,12 @@ static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, c { if (surf->visframe == r_framecount) { - GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); + 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); } } } @@ -1284,15 +1279,13 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t * if (surf->visframe == r_framecount) { lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - //if (m.tex[0] != lightmaptexturenum) - //{ - m.tex[0] = lightmaptexturenum; - // R_Mesh_State_Texture(&m); - //} - GL_VertexPointer(surf->mesh.data_vertex3f); + m.tex[0] = lightmaptexturenum; + m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f; - R_Mesh_State_Texture(&m); + 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); } } } @@ -1541,10 +1534,10 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2) GL_DepthMask(false); GL_DepthTest(true); R_Mesh_Matrix(&ent->matrix); - GL_VertexPointer(varray_vertex3f); memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); + m.pointer_vertex = varray_vertex3f; + R_Mesh_State(&m); i = portal - ent->model->brushq1.portals; GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f), @@ -1559,7 +1552,9 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2) 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 @@ -1838,105 +1833,72 @@ void R_Model_Brush_Draw(entity_render_t *ent) R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains); } -void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius) +void R_Model_Brush_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) { -#if 0 - int i; - msurface_t *surf; - float projectdistance, f, temp[3], lightradius2; - if (ent->model == NULL) - return; - R_Mesh_Matrix(&ent->matrix); - lightradius2 = lightradius * lightradius; - R_UpdateTextureInfo(ent); - projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius; - //projectdistance = 1000000000.0f;//lightradius + ent->model->radius; - for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++) - { - if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST) - { - f = PlaneDiff(relativelightorigin, surf->plane); - if (surf->flags & SURF_PLANEBACK) - f = -f; - // draw shadows only for frontfaces and only if they are close - if (f >= 0.1 && f < lightradius) - { - temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0]; - temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1]; - temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2]; - if (DotProduct(temp, temp) < lightradius2) - R_Shadow_VolumeFromSphere(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, projectdistance, lightradius); - } - } - } -#else - int t, leafnum, marksurfnum, trianglenum; + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; const int *e; - msurface_t *surf; + const float *v[3]; + msurface_t *surface; mleaf_t *leaf; const qbyte *pvs; - float projectdistance; - const float *v[3]; - vec3_t lightmins, lightmaxs; - if (ent->model == NULL) - return; - R_Mesh_Matrix(&ent->matrix); - R_UpdateTextureInfo(ent); - projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius; 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_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles); - maxmarksurfaces = sizeof(surfacelist) / sizeof(surfacelist[0]); - ent->model->brushq1.GetVisible(ent->model, relativelightorigin, lightmins, lightmaxs, 0, NULL, NULL, maxmarkleafs, markleaf, &nummarkleafs); - for (marksurfacenum = 0;marksurfacenum < nummarksurfaces;marksurfacenum++) + *outnumclusterspointer = 0; + *outnumsurfacespointer = 0; + memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes); + memset(outsurfacepvs, 0, (model->numsurfaces + 7) >> 3); + if (model == NULL) { - surf = marksurface[marksurfacenum]; - if (surf->shadowmark != shadowmarkcount) - { - surf->shadowmark = shadowmarkcount; - if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST)) + VectorCopy(lightmins, outmins); + VectorCopy(lightmaxs, outmaxs); + return; + } + VectorCopy(relativelightorigin, outmins); + VectorCopy(relativelightorigin, outmaxs); + if (model->brush.GetPVS) + pvs = model->brush.GetPVS(model, relativelightorigin); + else + pvs = NULL; + // FIXME: use BSP recursion as lights are often small + for (leafindex = 0, leaf = model->brushq1.data_leafs;leafindex < model->brushq1.num_leafs;leafindex++, leaf++) + { + if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) + { + outmins[0] = min(outmins[0], leaf->mins[0]); + outmins[1] = min(outmins[1], leaf->mins[1]); + outmins[2] = min(outmins[2], leaf->mins[2]); + outmaxs[0] = max(outmaxs[0], leaf->maxs[0]); + outmaxs[1] = max(outmaxs[1], leaf->maxs[1]); + outmaxs[2] = max(outmaxs[2], leaf->maxs[2]); + if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) { - for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3) - { - v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - shadowmarklist[numshadowmark++] = t; - } + SETPVSBIT(outclusterpvs, leaf->clusterindex); + outclusterlist[outnumclusters++] = leaf->clusterindex; } - } - } - */ - R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles); - if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin))) - { - pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin); - // FIXME: use BSP recursion in q1bsp as dlights are often small - for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++) - { - if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex)) + for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++) { - for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++) + surfaceindex = leaf->firstmarksurface[marksurfaceindex]; + if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) { - surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum]; - if (surf->shadowmark != shadowmarkcount) + surface = model->brushq1.surfaces + surfaceindex; + if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs)) { - surf->shadowmark = shadowmarkcount; - if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST)) + for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3) { - for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, 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]))) { - v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - shadowmarklist[numshadowmark++] = t; + SETPVSBIT(outsurfacepvs, surfaceindex); + outsurfacelist[outnumsurfaces++] = surfaceindex; + break; } } } @@ -1944,85 +1906,85 @@ void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelighto } } } - else + + // 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]); + + *outnumclusterspointer = outnumclusters; + *outnumsurfacespointer = outnumsurfaces; +} + +void R_Model_Brush_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) +{ + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + msurface_t *surface; + int surfacelistindex, j, t; + const int *e; + const float *v[3]; + if (r_drawcollisionbrushes.integer < 2) { - for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++) + lightmins[0] = relativelightorigin[0] - lightradius; + lightmins[1] = relativelightorigin[1] - lightradius; + lightmins[2] = relativelightorigin[2] - lightradius; + lightmaxs[0] = relativelightorigin[0] + lightradius; + lightmaxs[1] = relativelightorigin[1] + lightradius; + lightmaxs[2] = relativelightorigin[2] + lightradius; + R_Mesh_Matrix(&ent->matrix); + R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST)) + surface = model->brushq1.surfaces + surfacelist[surfacelistindex]; + for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->mesh.num_triangles;j++, t++, e += 3) { - for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3) - { - v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - shadowmarklist[numshadowmark++] = t; - } + v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; + v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; + v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; + if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + shadowmarklist[numshadowmark++] = t; } } + R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius, numshadowmark, shadowmarklist); } - R_Shadow_VolumeFromList(ent->model->brush.shadowmesh->numverts, ent->model->brush.shadowmesh->numtriangles, ent->model->brush.shadowmesh->vertex3f, ent->model->brush.shadowmesh->element3i, ent->model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist); -#endif } -void R_Model_Brush_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) +void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist) { - int leafnum, marksurfnum; - msurface_t *surf; - mleaf_t *leaf; - const qbyte *pvs; + model_t *model = ent->model; + vec3_t lightmins, lightmaxs, modelorg; + msurface_t *surface; texture_t *t; - float lightmins[3], lightmaxs[3]; - if (ent->model == NULL) - return; - R_Mesh_Matrix(&ent->matrix); - 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_UpdateTextureInfo(ent); - shadowmarkcount++; - if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin))) + int surfacelistindex; + if (r_drawcollisionbrushes.integer < 2) { - pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin); - for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++) + lightmins[0] = relativelightorigin[0] - lightradius; + lightmins[1] = relativelightorigin[1] - lightradius; + lightmins[2] = relativelightorigin[2] - lightradius; + lightmaxs[0] = relativelightorigin[0] + lightradius; + lightmaxs[1] = relativelightorigin[1] + lightradius; + lightmaxs[2] = relativelightorigin[2] + lightradius; + R_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex)) + surface = model->brushq1.surfaces + surfacelist[surfacelistindex]; + if (r_shadow_compilingrtlight) { - for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++) - { - surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum]; - if (surf->shadowmark != shadowmarkcount) - { - surf->shadowmark = shadowmarkcount; - if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount)) - { - t = surf->texinfo->texture->currentframe; - if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT) - { - R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap); - R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap); - } - } - } - } + // if compiling an rtlight, capture the mesh + t = surface->texinfo->texture; + if (t->shader == &Cshader_wall_lightmap && t->skin.fog == NULL && (t->flags & SURF_SHADOWLIGHT)) + 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 - { - for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++) - { - if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount)) + else if (ent != &cl_entities[0].render || surface->visframe == r_framecount) { - t = surf->texinfo->texture->currentframe; - if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT) - { - R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap); - R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap); - } + t = surface->texinfo->texture->currentframe; + if (t->rendertype == SURFRENDER_OPAQUE && (t->flags & SURF_SHADOWLIGHT)) + R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR); } } } @@ -2031,21 +1993,31 @@ void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v 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)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_VertexPointer(brush->points->v); + GL_LockArrays(0, brush->numpoints); R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements); + GL_LockArrays(0, 0); } void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3mface_t *face) { int i; + rmeshstate_t m; if (!face->num_collisiontriangles) return; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = face->data_collisionvertex3f; + R_Mesh_State(&m); i = ((int)face) / sizeof(q3mface_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_VertexPointer(face->data_collisionvertex3f); + GL_LockArrays(0, face->num_collisionvertices); R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i); + GL_LockArrays(0, 0); } void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face) @@ -2081,10 +2053,12 @@ void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face) GL_DepthTest(true); memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); - GL_VertexPointer(face->data_vertex3f); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); GL_ColorMask(1,1,1,1); } @@ -2103,9 +2077,11 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t } else GL_Color(0, 0, 0, 1); - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face) @@ -2121,9 +2097,11 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *en m.pointer_texcoord[1] = face->data_texcoordlightmap2f; m.texrgbscale[1] = 2; GL_Color(1, 1, 1, 1); - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face) @@ -2136,9 +2114,11 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *f m.tex[0] = R_GetTexture(face->texture->skin.base); m.pointer_texcoord[0] = face->data_texcoordtexture2f; GL_Color(1, 1, 1, 1); - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face) @@ -2151,9 +2131,11 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t * m.tex[0] = R_GetTexture(face->lightmaptexture); m.pointer_texcoord[0] = face->data_texcoordlightmap2f; GL_Color(1, 1, 1, 1); - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face) @@ -2169,9 +2151,11 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); else GL_Color(1, 1, 1, 1); - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face) @@ -2189,9 +2173,11 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face } else GL_Color(0, 0, 0, 1); - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face) @@ -2211,10 +2197,10 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mfac if (mul == 2 && gl_combine.integer) { m.texrgbscale[0] = 2; - GL_ColorPointer(face->data_color4f); + m.pointer_color = face->data_color4f; } else if (mul == 1) - GL_ColorPointer(face->data_color4f); + m.pointer_color = face->data_color4f; else { for (i = 0;i < face->num_vertices;i++) @@ -2224,11 +2210,13 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mfac varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul; varray_color4f[i*4+3] = face->data_color4f[i*4+3]; } - GL_ColorPointer(varray_color4f); + m.pointer_color = varray_color4f; } - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face) @@ -2240,12 +2228,11 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); - R_Mesh_State_Texture(&m); mul = 2.0f; if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1) mul *= r_shadow_realtime_world_lightmaps.value; if (mul == 1) - GL_ColorPointer(face->data_color4f); + m.pointer_color = face->data_color4f; else { for (i = 0;i < face->num_vertices;i++) @@ -2255,10 +2242,13 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f; varray_color4f[i*4+3] = face->data_color4f[i*4+3]; } - GL_ColorPointer(varray_color4f); + m.pointer_color = varray_color4f; } - GL_VertexPointer(face->data_vertex3f); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face) @@ -2271,9 +2261,11 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3 m.tex[0] = R_GetTexture(face->texture->skin.base); m.pointer_texcoord[0] = face->data_texcoordtexture2f; GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1); - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber) @@ -2304,7 +2296,7 @@ void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber) else { if (ent->alpha == 1) - GL_ColorPointer(face->data_color4f); + m.pointer_color = face->data_color4f; else { int i; @@ -2315,7 +2307,7 @@ void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber) varray_color4f[i*4+2] = face->data_color4f[i*4+2]; varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha; } - GL_ColorPointer(varray_color4f); + m.pointer_color = varray_color4f; } } } @@ -2329,12 +2321,14 @@ void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber) varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f; varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha; } - GL_ColorPointer(varray_color4f); + m.pointer_color = varray_color4f; } - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); qglDisable(GL_CULL_FACE); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); qglEnable(GL_CULL_FACE); } @@ -2348,7 +2342,6 @@ void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face) return; } c_faces++; - face->visframe = r_framecount; if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE)) { vec3_t facecenter, center; @@ -2400,7 +2393,7 @@ void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face) R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face); } -void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe) +void R_Q3BSP_RecursiveWorldNode(q3mnode_t *node) { int i; q3mleaf_t *leaf; @@ -2411,15 +2404,15 @@ void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec if (!node->plane) break; c_nodes++; - R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe); + R_Q3BSP_RecursiveWorldNode(node->children[0]); node = node->children[1]; } leaf = (q3mleaf_t *)node; - if (CHECKPVSBIT(pvs, leaf->clusterindex)) + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) { c_leafs++; for (i = 0;i < leaf->numleaffaces;i++) - leaf->firstleafface[i]->markframe = markframe; + leaf->firstleafface[i]->visframe = r_framecount; } } @@ -2427,17 +2420,17 @@ void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec // node-referenced leafs, as some maps are incorrectly compiled with leafs for // the submodels (which would render the submodels occasionally, as part of // the world - not good) -void R_Q3BSP_MarkLeafPVS(entity_render_t *ent, qbyte *pvs, int markframe) +void R_Q3BSP_MarkLeafPVS(void) { int i, j; q3mleaf_t *leaf; - for (j = 0, leaf = ent->model->brushq3.data_leafs;j < ent->model->brushq3.num_leafs;j++, leaf++) + for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++) { - if (CHECKPVSBIT(pvs, leaf->clusterindex)) + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) { c_leafs++; for (i = 0;i < leaf->numleaffaces;i++) - leaf->firstleafface[i]->markframe = markframe; + leaf->firstleafface[i]->visframe = r_framecount; } } } @@ -2450,22 +2443,21 @@ void R_Q3BSP_DrawSky(entity_render_t *ent) q3mface_t *face; vec3_t modelorg; model_t *model; - qbyte *pvs; R_Mesh_Matrix(&ent->matrix); model = ent->model; if (r_drawcollisionbrushes.integer < 2) { Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) + if (ent == &cl_entities[0].render) { if (r_q3bsp_framecount != r_framecount) { r_q3bsp_framecount = r_framecount; - R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount); - //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount); + R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes); + //R_Q3BSP_MarkLeafPVS(); } for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - if (face->markframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs)) + if (face->visframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs)) R_Q3BSP_DrawSkyFace(ent, face); } else @@ -2487,16 +2479,17 @@ void R_Q3BSP_Draw(entity_render_t *ent) if (r_drawcollisionbrushes.integer < 2) { Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) + if (ent == &cl_entities[0].render) { + if (model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) if (r_q3bsp_framecount != r_framecount) { r_q3bsp_framecount = r_framecount; - R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount); - //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount); + R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes); + //R_Q3BSP_MarkLeafPVS(); } for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - if (face->markframe == r_framecount && !R_CullBox(face->mins, face->maxs)) + if (face->visframe == r_framecount && !R_CullBox(face->mins, face->maxs)) R_Q3BSP_DrawFace(ent, face); } else @@ -2505,12 +2498,9 @@ void R_Q3BSP_Draw(entity_render_t *ent) } if (r_drawcollisionbrushes.integer >= 1) { - rmeshstate_t m; - memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); - R_Mesh_State_Texture(&m); 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) @@ -2522,161 +2512,156 @@ void R_Q3BSP_Draw(entity_render_t *ent) } } -void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius) +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) { -#if 0 - int i; - q3mface_t *face; - vec3_t modelorg, lightmins, lightmaxs; - model_t *model; - float projectdistance; - projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius; - if (r_drawcollisionbrushes.integer < 2) - { - model = ent->model; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - 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; - //if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) - // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe); - //else - for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs)) - R_Shadow_VolumeFromSphere(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, projectdistance, lightradius); - } -#else - int j, t, leafnum, marksurfnum; + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; const int *e; - const qbyte *pvs; const float *v[3]; - q3mface_t *face; + q3mface_t *surface; q3mleaf_t *leaf; - vec3_t modelorg, lightmins, lightmaxs; - model_t *model; - float projectdistance; - projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius; - if (r_drawcollisionbrushes.integer < 2) + 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->numsurfaces + 7) >> 3); + if (model == NULL) { - model = ent->model; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - 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_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); - if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin))) - { - for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++) + 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++) + { + if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) + { + outmins[0] = min(outmins[0], leaf->mins[0]); + outmins[1] = min(outmins[1], leaf->mins[1]); + outmins[2] = min(outmins[2], leaf->mins[2]); + outmaxs[0] = max(outmaxs[0], leaf->maxs[0]); + outmaxs[1] = max(outmaxs[1], leaf->maxs[1]); + outmaxs[2] = max(outmaxs[2], leaf->maxs[2]); + if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) + { + SETPVSBIT(outclusterpvs, leaf->clusterindex); + outclusterlist[outnumclusters++] = leaf->clusterindex; + } + for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++) { - if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex)) + surface = leaf->firstleafface[marksurfaceindex]; + surfaceindex = surface - model->brushq3.data_faces; + if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) { - for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++) + if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs)) { - face = leaf->firstleafface[marksurfnum]; - if (face->shadowmark != shadowmarkcount) + for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3) { - face->shadowmark = shadowmarkcount; - if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs)) + 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]))) { - for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3) - { - v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - shadowmarklist[numshadowmark++] = t; - } + SETPVSBIT(outsurfacepvs, surfaceindex); + outsurfacelist[outnumsurfaces++] = surfaceindex; + break; } } } } } } - else + } + + // 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]); + + *outnumclusterspointer = outnumclusters; + *outnumsurfacespointer = outnumsurfaces; +} + +void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) +{ + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + q3mface_t *surface; + int surfacelistindex, j, t; + const int *e; + const float *v[3]; + 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++) { - for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++) + surface = model->brushq3.data_faces + surfacelist[surfacelistindex]; + // FIXME: check some manner of face->rendermode here? + if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles && !surface->texture->skin.fog) { - if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs)) + for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->num_triangles;j++, t++, e += 3) { - for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3) - { - v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - shadowmarklist[numshadowmark++] = t; - } + v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; + v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; + v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; + if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + shadowmarklist[numshadowmark++] = t; } } } - R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist); + R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius, numshadowmark, shadowmarklist); } -#endif } -void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, 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) +void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist) { - if ((face->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || !face->num_triangles) - return; - R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap); - R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap); -} - -void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap) -{ - int leafnum, marksurfnum; - const qbyte *pvs; - q3mface_t *face; - q3mleaf_t *leaf; - vec3_t modelorg, lightmins, lightmaxs; - model_t *model; - //qbyte *pvs; - //static int markframe = 0; + model_t *model = ent->model; + vec3_t lightmins, lightmaxs, modelorg; + q3mface_t *surface; + int surfacelistindex; if (r_drawcollisionbrushes.integer < 2) { - model = ent->model; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); 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; - - if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin))) - { - pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin); - for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++) + 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 (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex)) - { - for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++) - { - face = leaf->firstleafface[marksurfnum]; - if (face->shadowmark != shadowmarkcount) - { - face->shadowmark = shadowmarkcount; - if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount)) - R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap); - } - } - } + // 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 - { - for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++) - if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount)) - R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap); + else if ((ent != &cl_entities[0].render || surface->visframe == r_framecount) && !(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles) + R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR); } } }