/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_main.c #include "quakedef.h" #include "r_shadow.h" #include "polygon.h" // used for dlight push checking and other things int r_framecount; mplane_t frustum[5]; matrix4x4_t r_identitymatrix; int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights, c_meshs, c_meshelements, c_rt_lights, c_rt_clears, c_rt_scissored, c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris, c_rtcached_shadowmeshes, c_rtcached_shadowtris, c_bloom, c_bloomcopies, c_bloomcopypixels, c_bloomdraws, c_bloomdrawpixels; // true during envmap command capture qboolean envmap; // maximum visible distance (recalculated from world box each frame) float r_farclip; // brightness of world lightmaps and related lighting // (often reduced when world rtlights are enabled) float r_lightmapintensity; // whether to draw world lights realtime, dlights realtime, and their shadows qboolean r_rtworld; qboolean r_rtworldshadows; qboolean r_rtdlight; qboolean r_rtdlightshadows; // forces all rendering to draw triangle outlines int r_showtrispass; // view origin vec3_t r_vieworigin; vec3_t r_viewforward; vec3_t r_viewleft; vec3_t r_viewright; vec3_t r_viewup; int r_view_x; int r_view_y; int r_view_z; int r_view_width; int r_view_height; int r_view_depth; float r_view_fov_x; float r_view_fov_y; matrix4x4_t r_view_matrix; // // screen size info // refdef_t r_refdef; // 8.8 fraction of base light value unsigned short d_lightstylevalue[256]; cvar_t r_showtris = {0, "r_showtris", "0"}; cvar_t r_drawentities = {0, "r_drawentities","1"}; cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"}; cvar_t r_speeds = {0, "r_speeds","0"}; cvar_t r_fullbright = {0, "r_fullbright","0"}; cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"}; cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"}; cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"}; cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"}; cvar_t gl_fogenable = {0, "gl_fogenable", "0"}; cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"}; cvar_t gl_fogred = {0, "gl_fogred","0.3"}; cvar_t gl_foggreen = {0, "gl_foggreen","0.3"}; cvar_t gl_fogblue = {0, "gl_fogblue","0.3"}; cvar_t gl_fogstart = {0, "gl_fogstart", "0"}; cvar_t gl_fogend = {0, "gl_fogend","0"}; cvar_t r_textureunits = {0, "r_textureunits", "32"}; cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"}; cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"}; cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"}; cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"}; cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0"}; cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "2"}; cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"}; cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"}; cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"}; cvar_t developer_texturelogging = {0, "developer_texturelogging", "1"}; cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"}; rtexturepool_t *r_main_texturepool; rtexture_t *r_bloom_texture_screen; rtexture_t *r_bloom_texture_bloom; rtexture_t *r_texture_blanknormalmap; rtexture_t *r_texture_white; rtexture_t *r_texture_black; rtexture_t *r_texture_notexture; rtexture_t *r_texture_whitecube; rtexture_t *r_texture_normalizationcube; rtexture_t *r_texture_detailtextures[NUM_DETAILTEXTURES]; rtexture_t *r_texture_distorttexture[64]; void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) { int i; for (i = 0;i < verts;i++) { out[0] = in[0] * r; out[1] = in[1] * g; out[2] = in[2] * b; out[3] = in[3]; in += 4; out += 4; } } void R_FillColors(float *out, int verts, float r, float g, float b, float a) { int i; for (i = 0;i < verts;i++) { out[0] = r; out[1] = g; out[2] = b; out[3] = a; out += 4; } } vec3_t fogcolor; vec_t fogdensity; float fog_density, fog_red, fog_green, fog_blue; qboolean fogenabled; qboolean oldgl_fogenable; void R_UpdateFog(void) { if (gamemode == GAME_NEHAHRA) { if (gl_fogenable.integer) { oldgl_fogenable = true; fog_density = gl_fogdensity.value; fog_red = gl_fogred.value; fog_green = gl_foggreen.value; fog_blue = gl_fogblue.value; } else if (oldgl_fogenable) { oldgl_fogenable = false; fog_density = 0; fog_red = 0; fog_green = 0; fog_blue = 0; } } if (fog_density) { fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f); fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f); fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f); } if (fog_density) { fogenabled = true; fogdensity = -4000.0f / (fog_density * fog_density); // fog color was already set } else fogenabled = false; } // FIXME: move this to client? void FOG_clear(void) { if (gamemode == GAME_NEHAHRA) { Cvar_Set("gl_fogenable", "0"); Cvar_Set("gl_fogdensity", "0.2"); Cvar_Set("gl_fogred", "0.3"); Cvar_Set("gl_foggreen", "0.3"); Cvar_Set("gl_fogblue", "0.3"); } fog_density = fog_red = fog_green = fog_blue = 0.0f; } // FIXME: move this to client? void FOG_registercvars(void) { if (gamemode == GAME_NEHAHRA) { Cvar_RegisterVariable (&gl_fogenable); Cvar_RegisterVariable (&gl_fogdensity); Cvar_RegisterVariable (&gl_fogred); Cvar_RegisterVariable (&gl_foggreen); Cvar_RegisterVariable (&gl_fogblue); Cvar_RegisterVariable (&gl_fogstart); Cvar_RegisterVariable (&gl_fogend); } } static void R_BuildDetailTextures (void) { int i, x, y, light; float vc[3], vx[3], vy[3], vn[3], lightdir[3]; #define DETAILRESOLUTION 256 qbyte (*data)[DETAILRESOLUTION][4]; qbyte (*noise)[DETAILRESOLUTION]; // Allocate the buffers dynamically to avoid having such big guys on the stack data = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*data)); noise = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*noise)); lightdir[0] = 0.5; lightdir[1] = 1; lightdir[2] = -0.25; VectorNormalize(lightdir); for (i = 0;i < NUM_DETAILTEXTURES;i++) { fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4); for (y = 0;y < DETAILRESOLUTION;y++) { for (x = 0;x < DETAILRESOLUTION;x++) { vc[0] = x; vc[1] = y; vc[2] = noise[y][x] * (1.0f / 32.0f); vx[0] = x + 1; vx[1] = y; vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f); vy[0] = x; vy[1] = y + 1; vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f); VectorSubtract(vx, vc, vx); VectorSubtract(vy, vc, vy); CrossProduct(vx, vy, vn); VectorNormalize(vn); light = 128 - DotProduct(vn, lightdir) * 128; light = bound(0, light, 255); data[y][x][0] = data[y][x][1] = data[y][x][2] = light; data[y][x][3] = 255; } } r_texture_detailtextures[i] = R_LoadTexture2D(r_main_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL); } Mem_Free(noise); Mem_Free(data); } static qbyte R_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph) { int m = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) + ((2 * (y0 - y1) + y2 - y3) * morph * morph) + ((y2 - y0) * morph) + (y1)); return (qbyte)bound(0, m, 255); } static void R_BuildDistortTexture (void) { int x, y, i, j; #define DISTORTRESOLUTION 32 qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2]; for (i=0; i<4; i++) { for (y=0; yname, sizeof(entname)); l = strlen(entname) - 4; if (l >= 0 && !strcmp(entname + l, ".bsp")) { strcpy(entname + l, ".ent"); if ((entities = FS_LoadFile(entname, tempmempool, true))) { CL_ParseEntityLump(entities); Mem_Free(entities); return; } } if (cl.worldmodel->brush.entities) CL_ParseEntityLump(cl.worldmodel->brush.entities); } } void GL_Main_Init(void) { Matrix4x4_CreateIdentity(&r_identitymatrix); // FIXME: move this to client? FOG_registercvars(); Cvar_RegisterVariable(&r_showtris); Cvar_RegisterVariable(&r_drawentities); Cvar_RegisterVariable(&r_drawviewmodel); Cvar_RegisterVariable(&r_speeds); Cvar_RegisterVariable(&r_fullbrights); Cvar_RegisterVariable(&r_wateralpha); Cvar_RegisterVariable(&r_dynamic); Cvar_RegisterVariable(&r_fullbright); Cvar_RegisterVariable(&r_textureunits); Cvar_RegisterVariable(&r_lerpsprites); Cvar_RegisterVariable(&r_lerpmodels); Cvar_RegisterVariable(&r_waterscroll); Cvar_RegisterVariable(&r_watershader); Cvar_RegisterVariable(&r_drawcollisionbrushes); Cvar_RegisterVariable(&r_bloom); Cvar_RegisterVariable(&r_bloom_intensity); Cvar_RegisterVariable(&r_bloom_blur); Cvar_RegisterVariable(&r_bloom_resolution); Cvar_RegisterVariable(&r_bloom_power); Cvar_RegisterVariable(&developer_texturelogging); Cvar_RegisterVariable(&gl_lightmaps); if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); } static vec3_t r_farclip_origin; static vec3_t r_farclip_direction; static vec_t r_farclip_directiondist; static vec_t r_farclip_meshfarclip; static int r_farclip_directionbit0; static int r_farclip_directionbit1; static int r_farclip_directionbit2; // enlarge farclip to accomodate box static void R_FarClip_Box(vec3_t mins, vec3_t maxs) { float d; d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0] + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1] + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2]; if (r_farclip_meshfarclip < d) r_farclip_meshfarclip = d; } // return farclip value static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip) { int i; VectorCopy(origin, r_farclip_origin); VectorCopy(direction, r_farclip_direction); r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction); r_farclip_directionbit0 = r_farclip_direction[0] < 0; r_farclip_directionbit1 = r_farclip_direction[1] < 0; r_farclip_directionbit2 = r_farclip_direction[2] < 0; r_farclip_meshfarclip = r_farclip_directiondist + startfarclip; if (r_refdef.worldmodel) R_FarClip_Box(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs); for (i = 0;i < r_refdef.numentities;i++) R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs); return r_farclip_meshfarclip - r_farclip_directiondist; } extern void R_Textures_Init(void); extern void GL_Draw_Init(void); extern void GL_Main_Init(void); extern void R_Shadow_Init(void); extern void R_Sky_Init(void); extern void GL_Surf_Init(void); extern void R_Crosshairs_Init(void); extern void R_Light_Init(void); extern void R_Particles_Init(void); extern void R_Explosion_Init(void); extern void gl_backend_init(void); extern void Sbar_Init(void); extern void R_LightningBeams_Init(void); extern void Mod_RenderInit(void); void Render_Init(void) { gl_backend_init(); R_Textures_Init(); Mod_RenderInit(); R_MeshQueue_Init(); GL_Main_Init(); GL_Draw_Init(); R_Shadow_Init(); R_Sky_Init(); GL_Surf_Init(); R_Crosshairs_Init(); R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); UI_Init(); Sbar_Init(); R_LightningBeams_Init(); } /* =============== GL_Init =============== */ extern char *ENGINE_EXTENSIONS; void GL_Init (void) { VID_CheckExtensions(); // LordHavoc: report supported extensions Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions ); // clear to black (loading plaque will be seen over this) qglClearColor(0,0,0,1); qglClear(GL_COLOR_BUFFER_BIT); } int R_CullBox(const vec3_t mins, const vec3_t maxs) { int i; mplane_t *p; for (i = 0;i < 4;i++) { p = frustum + i; switch(p->signbits) { default: case 0: if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 1: if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 2: if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 3: if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 4: if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist) return true; break; case 5: if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist) return true; break; case 6: if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist) return true; break; case 7: if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist) return true; break; } } return false; } //================================================================================== static void R_MarkEntities (void) { int i, renderimask; entity_render_t *ent; if (!r_drawentities.integer) return; r_refdef.worldentity->visframe = r_framecount; renderimask = envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL); if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs) { // worldmodel can check visibility for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; Mod_CheckLoaded(ent->model); // some of the renderer still relies on origin... Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin); // some of the renderer still relies on scale... ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix); if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_worldleafvisible, ent->mins, ent->maxs))) { R_UpdateEntLights(ent); ent->visframe = r_framecount; } } } else { // no worldmodel or it can't check visibility for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; Mod_CheckLoaded(ent->model); // some of the renderer still relies on origin... Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin); // some of the renderer still relies on scale... ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix); if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST)) { R_UpdateEntLights(ent); ent->visframe = r_framecount; } } } } // only used if skyrendermasked, and normally returns false int R_DrawBrushModelsSky (void) { int i, sky; entity_render_t *ent; if (!r_drawentities.integer) return false; sky = false; for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky) { ent->model->DrawSky(ent); sky = true; } } return sky; } void R_DrawNoModel(entity_render_t *ent); void R_DrawModels(void) { int i; entity_render_t *ent; if (!r_drawentities.integer) return; for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; if (ent->visframe == r_framecount) { if (ent->model && ent->model->Draw != NULL) ent->model->Draw(ent); else R_DrawNoModel(ent); } } } static void R_SetFrustum(void) { // break apart the view matrix into vectors for various purposes Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin); VectorNegate(r_viewleft, r_viewright); // LordHavoc: note to all quake engine coders, the special case for 90 // degrees assumed a square view (wrong), so I removed it, Quake2 has it // disabled as well. // rotate R_VIEWFORWARD right by FOV_X/2 degrees RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2)); frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal); PlaneClassify(&frustum[0]); // rotate R_VIEWFORWARD left by FOV_X/2 degrees RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_view_fov_x / 2)); frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal); PlaneClassify(&frustum[1]); // rotate R_VIEWFORWARD up by FOV_X/2 degrees RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_view_fov_y / 2)); frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal); PlaneClassify(&frustum[2]); // rotate R_VIEWFORWARD down by FOV_X/2 degrees RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2)); frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); PlaneClassify(&frustum[3]); // nearclip plane VectorCopy(r_viewforward, frustum[4].normal); frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f; PlaneClassify(&frustum[4]); } static void R_BlendView(void) { rmeshstate_t m; if (r_refdef.viewblend[3] < 0.01f && !r_bloom.integer) return; GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100); GL_DepthMask(true); GL_DepthTest(false); R_Mesh_Matrix(&r_identitymatrix); // vertex coordinates for a quad that covers the screen exactly varray_vertex3f[0] = 0;varray_vertex3f[1] = 0;varray_vertex3f[2] = 0; varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0; varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0; varray_vertex3f[9] = 0;varray_vertex3f[10] = 1;varray_vertex3f[11] = 0; if (r_bloom.integer && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512) { int screenwidth, screenheight, bloomwidth, bloomheight, x, dobloomblend, range; float xoffset, yoffset, r; c_bloom++; // set the (poorly named) screenwidth and screenheight variables to // a power of 2 at least as large as the screen, these will define the // size of the texture to allocate for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2); for (screenheight = 1;screenheight < vid.height;screenheight *= 2); // allocate textures as needed if (!r_bloom_texture_screen) r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); if (!r_bloom_texture_bloom) r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); // set bloomwidth and bloomheight to the bloom resolution that will be // used (often less than the screen resolution for faster rendering) bloomwidth = min(r_view_width, r_bloom_resolution.integer); bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width); // set up a texcoord array for the full resolution screen image // (we have to keep this around to copy back during final render) varray_texcoord2f[0][0] = 0; varray_texcoord2f[0][1] = (float)r_view_height / (float)screenheight; varray_texcoord2f[0][2] = (float)r_view_width / (float)screenwidth; varray_texcoord2f[0][3] = (float)r_view_height / (float)screenheight; varray_texcoord2f[0][4] = (float)r_view_width / (float)screenwidth; varray_texcoord2f[0][5] = 0; varray_texcoord2f[0][6] = 0; varray_texcoord2f[0][7] = 0; // set up a texcoord array for the reduced resolution bloom image // (which will be additive blended over the screen image) varray_texcoord2f[1][0] = 0; varray_texcoord2f[1][1] = (float)bloomheight / (float)screenheight; varray_texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth; varray_texcoord2f[1][3] = (float)bloomheight / (float)screenheight; varray_texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth; varray_texcoord2f[1][5] = 0; varray_texcoord2f[1][6] = 0; varray_texcoord2f[1][7] = 0; memset(&m, 0, sizeof(m)); m.pointer_vertex = varray_vertex3f; m.pointer_texcoord[0] = varray_texcoord2f[0]; m.tex[0] = R_GetTexture(r_bloom_texture_screen); R_Mesh_State(&m); // copy view into the full resolution screen image texture GL_ActiveTexture(0); qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height); c_bloomcopies++; c_bloomcopypixels += r_view_width * r_view_height; // now scale it down to the bloom size and raise to a power of itself // to darken it (this leaves the really bright stuff bright, and // everything else becomes very dark) // TODO: optimize with multitexture or GLSL qglViewport(r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(1, 1, 1, 1); R_Mesh_Draw(0, 4, 2, polygonelements); c_bloomdraws++; c_bloomdrawpixels += bloomwidth * bloomheight; // render multiple times with a multiply blendfunc to raise to a power GL_BlendFunc(GL_DST_COLOR, GL_ZERO); for (x = 1;x < r_bloom_power.integer;x++) { R_Mesh_Draw(0, 4, 2, polygonelements); c_bloomdraws++; c_bloomdrawpixels += bloomwidth * bloomheight; } // we now have a darkened bloom image in the framebuffer, copy it into // the bloom image texture for more processing memset(&m, 0, sizeof(m)); m.pointer_vertex = varray_vertex3f; m.tex[0] = R_GetTexture(r_bloom_texture_bloom); m.pointer_texcoord[0] = varray_texcoord2f[2]; R_Mesh_State(&m); GL_ActiveTexture(0); qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); c_bloomcopies++; c_bloomcopypixels += bloomwidth * bloomheight; // blend on at multiple vertical offsets to achieve a vertical blur // TODO: do offset blends using GLSL range = r_bloom_blur.integer * bloomwidth / 320; GL_BlendFunc(GL_ONE, GL_ZERO); for (x = -range;x <= range;x++) { xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth; yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight; // compute a texcoord array with the specified x and y offset varray_texcoord2f[2][0] = xoffset+0; varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight; varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth; varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight; varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth; varray_texcoord2f[2][5] = yoffset+0; varray_texcoord2f[2][6] = xoffset+0; varray_texcoord2f[2][7] = yoffset+0; // this r value looks like a 'dot' particle, fading sharply to // black at the edges // (probably not realistic but looks good enough) r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range)); if (r < 0.01f) continue; GL_Color(r, r, r, 1); R_Mesh_Draw(0, 4, 2, polygonelements); c_bloomdraws++; c_bloomdrawpixels += bloomwidth * bloomheight; GL_BlendFunc(GL_ONE, GL_ONE); } // copy the vertically blurred bloom view to a texture GL_ActiveTexture(0); qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); c_bloomcopies++; c_bloomcopypixels += bloomwidth * bloomheight; // blend the vertically blurred image at multiple offsets horizontally // to finish the blur effect // TODO: do offset blends using GLSL range = r_bloom_blur.integer * bloomwidth / 320; GL_BlendFunc(GL_ONE, GL_ZERO); for (x = -range;x <= range;x++) { xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth; yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight; // compute a texcoord array with the specified x and y offset varray_texcoord2f[2][0] = xoffset+0; varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight; varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth; varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight; varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth; varray_texcoord2f[2][5] = yoffset+0; varray_texcoord2f[2][6] = xoffset+0; varray_texcoord2f[2][7] = yoffset+0; // this r value looks like a 'dot' particle, fading sharply to // black at the edges // (probably not realistic but looks good enough) r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range)); if (r < 0.01f) continue; GL_Color(r, r, r, 1); R_Mesh_Draw(0, 4, 2, polygonelements); c_bloomdraws++; c_bloomdrawpixels += bloomwidth * bloomheight; GL_BlendFunc(GL_ONE, GL_ONE); } // copy the blurred bloom view to a texture GL_ActiveTexture(0); qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); c_bloomcopies++; c_bloomcopypixels += bloomwidth * bloomheight; // go back to full view area qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height); // put the original screen image back in place and blend the bloom // texture on it memset(&m, 0, sizeof(m)); m.pointer_vertex = varray_vertex3f; m.tex[0] = R_GetTexture(r_bloom_texture_screen); m.pointer_texcoord[0] = varray_texcoord2f[0]; #if 0 dobloomblend = false; #else // do both in one pass if possible if (r_textureunits.integer >= 2 && gl_combine.integer) { dobloomblend = false; m.texcombinergb[1] = GL_ADD; m.tex[1] = R_GetTexture(r_bloom_texture_bloom); m.pointer_texcoord[1] = varray_texcoord2f[1]; } else dobloomblend = true; #endif R_Mesh_State(&m); GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(1,1,1,1); R_Mesh_Draw(0, 4, 2, polygonelements); c_bloomdraws++; c_bloomdrawpixels += r_view_width * r_view_height; // now blend on the bloom texture if multipass if (dobloomblend) { memset(&m, 0, sizeof(m)); m.pointer_vertex = varray_vertex3f; m.tex[0] = R_GetTexture(r_bloom_texture_bloom); m.pointer_texcoord[0] = varray_texcoord2f[1]; R_Mesh_State(&m); GL_BlendFunc(GL_ONE, GL_ONE); GL_Color(1,1,1,1); R_Mesh_Draw(0, 4, 2, polygonelements); c_bloomdraws++; c_bloomdrawpixels += r_view_width * r_view_height; } } if (r_refdef.viewblend[3] >= 0.01f) { // apply a color tint to the whole view memset(&m, 0, sizeof(m)); m.pointer_vertex = varray_vertex3f; R_Mesh_State(&m); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); R_Mesh_Draw(0, 4, 2, polygonelements); } } void R_RenderScene(void); matrix4x4_t r_waterscrollmatrix; /* ================ R_RenderView ================ */ void R_RenderView(void) { if (!r_refdef.entities/* || !r_refdef.worldmodel*/) return; //Host_Error ("R_RenderView: NULL worldmodel"); r_view_width = bound(0, r_refdef.width, vid.width); r_view_height = bound(0, r_refdef.height, vid.height); r_view_depth = 1; r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width); r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height); r_view_z = 0; r_view_fov_x = bound(1, r_refdef.fov_x, 170); r_view_fov_y = bound(1, r_refdef.fov_y, 170); r_view_matrix = r_refdef.viewentitymatrix; GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); r_rtworld = r_shadow_realtime_world.integer; r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil; r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer; r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil; r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1; // GL is weird because it's bottom to top, r_view_y is top to bottom qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height); GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); GL_ScissorTest(true); GL_DepthMask(true); R_ClearScreen(); R_Textures_Frame(); R_UpdateFog(); R_UpdateLights(); R_TimeReport("setup"); qglDepthFunc(GL_LEQUAL); qglPolygonOffset(0, 0); qglEnable(GL_POLYGON_OFFSET_FILL); R_RenderScene(); qglPolygonOffset(0, 0); qglDisable(GL_POLYGON_OFFSET_FILL); R_BlendView(); R_TimeReport("blendview"); GL_Scissor(0, 0, vid.width, vid.height); GL_ScissorTest(false); } extern void R_DrawLightningBeams (void); void R_RenderScene(void) { // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); r_framecount++; R_MeshQueue_BeginScene(); GL_ShowTrisColor(0.05, 0.05, 0.05, 1); R_SetFrustum(); r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f; if (r_rtworldshadows || r_rtdlightshadows) GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f); else GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip); GL_SetupView_Orientation_FromEntity(&r_view_matrix); Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); R_SkyStartFrame(); R_WorldVisibility(); R_TimeReport("worldvis"); R_MarkEntities(); R_TimeReport("markentity"); R_Shadow_UpdateWorldLightSelection(); // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); GL_ShowTrisColor(0.025, 0.025, 0, 1); if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky) { r_refdef.worldmodel->DrawSky(r_refdef.worldentity); R_TimeReport("worldsky"); } if (R_DrawBrushModelsSky()) R_TimeReport("bmodelsky"); GL_ShowTrisColor(0.05, 0.05, 0.05, 1); if (r_refdef.worldmodel && r_refdef.worldmodel->Draw) { r_refdef.worldmodel->Draw(r_refdef.worldentity); R_TimeReport("world"); } // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); GL_ShowTrisColor(0, 0.015, 0, 1); R_DrawModels(); R_TimeReport("models"); // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); GL_ShowTrisColor(0, 0, 0.033, 1); R_ShadowVolumeLighting(false); R_TimeReport("rtlights"); // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); GL_ShowTrisColor(0.1, 0, 0, 1); R_DrawLightningBeams(); R_TimeReport("lightning"); R_DrawParticles(); R_TimeReport("particles"); R_DrawExplosions(); R_TimeReport("explosions"); R_MeshQueue_RenderTransparent(); R_TimeReport("drawtrans"); R_DrawCoronas(); R_TimeReport("coronas"); R_DrawWorldCrosshair(); R_TimeReport("crosshair"); R_MeshQueue_Render(); R_MeshQueue_EndScene(); if ((r_shadow_visiblelighting.integer || r_shadow_visiblevolumes.integer) && !r_showtrispass) { R_ShadowVolumeLighting(true); R_TimeReport("visiblevolume"); } GL_ShowTrisColor(0.05, 0.05, 0.05, 1); // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); } /* void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca) { int i; float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4]; rmeshstate_t m; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthTest(true); R_Mesh_Matrix(&r_identitymatrix); vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2]; vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2]; vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2]; vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2]; vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2]; vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2]; vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2]; R_FillColors(color, 8, cr, cg, cb, ca); if (fogenabled) { for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4) { VectorSubtract(v, r_vieworigin, diff); f2 = exp(fogdensity/DotProduct(diff, diff)); f1 = 1 - f2; c[0] = c[0] * f1 + fogcolor[0] * f2; c[1] = c[1] * f1 + fogcolor[1] * f2; c[2] = c[2] * f1 + fogcolor[2] * f2; } } memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.pointer_color = color; R_Mesh_State(&m); R_Mesh_Draw(8, 12); } */ int nomodelelements[24] = { 5, 2, 0, 5, 1, 2, 5, 0, 3, 5, 3, 1, 0, 2, 4, 2, 1, 4, 3, 0, 4, 1, 3, 4 }; float nomodelvertex3f[6*3] = { -16, 0, 0, 16, 0, 0, 0, -16, 0, 0, 16, 0, 0, 0, -16, 0, 0, 16 }; float nomodelcolor4f[6*4] = { 0.0f, 0.0f, 0.5f, 1.0f, 0.0f, 0.0f, 0.5f, 1.0f, 0.0f, 0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.0f, 1.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 0.0f, 1.0f }; void R_DrawNoModelCallback(const void *calldata1, int calldata2) { const entity_render_t *ent = calldata1; int i; float f1, f2, *c, diff[3]; float color4f[6*4]; rmeshstate_t m; R_Mesh_Matrix(&ent->matrix); memset(&m, 0, sizeof(m)); m.pointer_vertex = nomodelvertex3f; if (ent->flags & EF_ADDITIVE) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); } else if (ent->alpha < 1) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); } else { GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); } GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); if (fogenabled) { memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); m.pointer_color = color4f; VectorSubtract(ent->origin, r_vieworigin, diff); f2 = exp(fogdensity/DotProduct(diff, diff)); f1 = 1 - f2; for (i = 0, c = color4f;i < 6;i++, c += 4) { c[0] = (c[0] * f1 + fogcolor[0] * f2); c[1] = (c[1] * f1 + fogcolor[1] * f2); c[2] = (c[2] * f1 + fogcolor[2] * f2); c[3] *= ent->alpha; } } else if (ent->alpha != 1) { memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); m.pointer_color = color4f; for (i = 0, c = color4f;i < 6;i++, c += 4) c[3] *= ent->alpha; } else m.pointer_color = nomodelcolor4f; R_Mesh_State(&m); R_Mesh_Draw(0, 6, 8, nomodelelements); } void R_DrawNoModel(entity_render_t *ent) { //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1)) R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModelCallback, ent, 0); //else // R_DrawNoModelCallback(ent, 0); } void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width) { vec3_t right1, right2, diff, normal; VectorSubtract (org2, org1, normal); // calculate 'right' vector for start VectorSubtract (r_vieworigin, org1, diff); CrossProduct (normal, diff, right1); VectorNormalize (right1); // calculate 'right' vector for end VectorSubtract (r_vieworigin, org2, diff); CrossProduct (normal, diff, right2); VectorNormalize (right2); vert[ 0] = org1[0] + width * right1[0]; vert[ 1] = org1[1] + width * right1[1]; vert[ 2] = org1[2] + width * right1[2]; vert[ 3] = org1[0] - width * right1[0]; vert[ 4] = org1[1] - width * right1[1]; vert[ 5] = org1[2] - width * right1[2]; vert[ 6] = org2[0] - width * right2[0]; vert[ 7] = org2[1] - width * right2[1]; vert[ 8] = org2[2] - width * right2[2]; vert[ 9] = org2[0] + width * right2[0]; vert[10] = org2[1] + width * right2[1]; vert[11] = org2[2] + width * right2[2]; } float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1}; void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca) { float diff[3]; rmeshstate_t m; if (fogenabled) { VectorSubtract(origin, r_vieworigin, diff); ca *= 1 - exp(fogdensity/DotProduct(diff,diff)); } R_Mesh_Matrix(&r_identitymatrix); GL_BlendFunc(blendfunc1, blendfunc2); GL_DepthMask(false); GL_DepthTest(!depthdisable); varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1; varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1; varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1; varray_vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2; varray_vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2; varray_vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2; varray_vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2; varray_vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2; varray_vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2; varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1; varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1; varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1; memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(texture); m.pointer_texcoord[0] = spritetexcoord2f; m.pointer_vertex = varray_vertex3f; R_Mesh_State(&m); GL_Color(cr, cg, cb, ca); R_Mesh_Draw(0, 4, 2, polygonelements); } int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v) { int i; float *vertex3f; for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3) if (VectorDistance2(v, vertex3f) < mesh->epsilon2) break; if (i == mesh->numvertices) { if (mesh->numvertices < mesh->maxvertices) { VectorCopy(v, vertex3f); mesh->numvertices++; } return mesh->numvertices; } else return i; } void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f) { int i; int *e, element[3]; element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3; element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3; e = mesh->element3i + mesh->numtriangles * 3; for (i = 0;i < numvertices - 2;i++, vertex3f += 3) { element[2] = R_Mesh_AddVertex3f(mesh, vertex3f); if (mesh->numtriangles < mesh->maxtriangles) { *e++ = element[0]; *e++ = element[1]; *e++ = element[2]; mesh->numtriangles++; } element[1] = element[2]; } } void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes) { int planenum, planenum2; int w; int tempnumpoints; mplane_t *plane, *plane2; float temppoints[2][256*3]; for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++) { w = 0; tempnumpoints = 4; PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0); for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++) { if (planenum2 == planenum) continue; PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints); w = !w; } if (tempnumpoints < 3) continue; // generate elements forming a triangle fan for this polygon R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]); } } void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) { texture_t *texture = t; model_t *model = ent->model; int s = ent->skinnum; if ((unsigned int)s >= (unsigned int)model->numskins) s = 0; if (s >= 1) c_models++; if (model->skinscenes) { if (model->skinscenes[s].framecount > 1) s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; else s = model->skinscenes[s].firstframe; } if (s > 0) t = t + s * model->num_surfaces; if (t->animated) t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0]; texture->currentframe = t; t->currentmaterialflags = t->basematerialflags; t->currentalpha = ent->alpha; if (t->basematerialflags & MATERIALFLAG_WATERALPHA) t->currentalpha *= r_wateralpha.value; if (!(ent->flags & RENDER_LIGHT)) t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; if (ent->effects & EF_ADDITIVE) t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT; else if (t->currentalpha < 1) t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT; if (ent->effects & EF_NODEPTHTEST) t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST; } void R_UpdateAllTextureInfo(entity_render_t *ent) { int i; if (ent->model) for (i = 0;i < ent->model->num_textures;i++) R_UpdateTextureInfo(ent, ent->model->data_textures + i); } float *rsurface_vertex3f; float *rsurface_svector3f; float *rsurface_tvector3f; float *rsurface_normal3f; float *rsurface_lightmapcolor4f; void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg) { int i, j; float center[3], forward[3], right[3], up[3], v[4][3]; matrix4x4_t matrix1, imatrix1; if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights)) { rsurface_vertex3f = varray_vertex3f; rsurface_svector3f = NULL; rsurface_tvector3f = NULL; rsurface_normal3f = NULL; Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f); } else { rsurface_vertex3f = surface->groupmesh->data_vertex3f; rsurface_svector3f = surface->groupmesh->data_svector3f; rsurface_tvector3f = surface->groupmesh->data_tvector3f; rsurface_normal3f = surface->groupmesh->data_normal3f; } if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) { if (!rsurface_svector3f) { rsurface_svector3f = varray_svector3f; rsurface_tvector3f = varray_tvector3f; rsurface_normal3f = varray_normal3f; Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f); } // a single autosprite surface can contain multiple sprites... VectorClear(forward); VectorClear(right); VectorSet(up, 0, 0, 1); for (j = 0;j < surface->num_vertices - 3;j += 4) { VectorClear(center); for (i = 0;i < 4;i++) VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); VectorScale(center, 0.25f, center); // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center); Matrix4x4_Invert_Simple(&imatrix1, &matrix1); for (i = 0;i < 4;i++) Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); forward[0] = modelorg[0] - center[0]; forward[1] = modelorg[1] - center[1]; VectorNormalize(forward); right[0] = forward[1]; right[1] = -forward[0]; for (i = 0;i < 4;i++) VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3); } rsurface_vertex3f = varray_vertex3f; rsurface_svector3f = NULL; rsurface_tvector3f = NULL; rsurface_normal3f = NULL; } else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE) { if (!rsurface_svector3f) { rsurface_svector3f = varray_svector3f; rsurface_tvector3f = varray_tvector3f; rsurface_normal3f = varray_normal3f; Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f); } Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward); Matrix4x4_Transform(&ent->inversematrix, r_viewright, right); Matrix4x4_Transform(&ent->inversematrix, r_viewup, up); // a single autosprite surface can contain multiple sprites... for (j = 0;j < surface->num_vertices - 3;j += 4) { VectorClear(center); for (i = 0;i < 4;i++) VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); VectorScale(center, 0.25f, center); // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center); Matrix4x4_Invert_Simple(&imatrix1, &matrix1); for (i = 0;i < 4;i++) Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); for (i = 0;i < 4;i++) VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3); } rsurface_vertex3f = varray_vertex3f; rsurface_svector3f = NULL; rsurface_tvector3f = NULL; rsurface_normal3f = NULL; } R_Mesh_VertexPointer(rsurface_vertex3f); } void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, qboolean lightmodel, qboolean vertexlight, qboolean applycolor, qboolean applyfog) { int i; float f; float *v, *c, *c2; vec3_t diff; if (lightmodel) { vec4_t ambientcolor4f; vec3_t diffusecolor; vec3_t diffusenormal; if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r, g, b, a, false)) { rsurface_lightmapcolor4f = varray_color4f; if (rsurface_normal3f == NULL) { rsurface_normal3f = varray_normal3f; Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f); } R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, surface->groupmesh->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, rsurface_lightmapcolor4f + 4 * surface->num_firstvertex); r = 1; g = 1; b = 1; a = 1; applycolor = false; } else { r = ambientcolor4f[0]; g = ambientcolor4f[1]; b = ambientcolor4f[2]; a = ambientcolor4f[3]; rsurface_lightmapcolor4f = NULL; } } else if (vertexlight) { if (surface->lightmapinfo) { rsurface_lightmapcolor4f = varray_color4f; for (i = 0, c = rsurface_lightmapcolor4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) { const qbyte *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i]; float scale = d_lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f); VectorScale(lm, scale, c); if (surface->lightmapinfo->styles[1] != 255) { int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3; lm += size3; scale = d_lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); if (surface->lightmapinfo->styles[2] != 255) { lm += size3; scale = d_lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); if (surface->lightmapinfo->styles[3] != 255) { lm += size3; scale = d_lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); } } } } } else rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f; } else rsurface_lightmapcolor4f = NULL; if (applyfog) { if (rsurface_lightmapcolor4f) { for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4) { VectorSubtract(v, modelorg, diff); f = 1 - exp(fogdensity/DotProduct(diff, diff)); c2[0] = c[0] * f; c2[1] = c[1] * f; c2[2] = c[2] * f; c2[3] = c[3]; } } else { for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4) { VectorSubtract(v, modelorg, diff); f = 1 - exp(fogdensity/DotProduct(diff, diff)); c2[0] = f; c2[1] = f; c2[2] = f; c2[3] = 1; } } rsurface_lightmapcolor4f = varray_color4f; } if (applycolor && rsurface_lightmapcolor4f) { for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4) { c2[0] = c[0] * r; c2[1] = c[1] * g; c2[2] = c[2] * b; c2[3] = c[3] * a; } } R_Mesh_ColorPointer(rsurface_lightmapcolor4f); GL_Color(r, g, b, a); } static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) { int i; int texturesurfaceindex; const float *v; float *c; float diff[3]; float colorpants[3], colorshirt[3]; float f, r, g, b, a, colorscale; const msurface_t *surface; qboolean dolightmap; qboolean doambient; qboolean dodetail; qboolean doglow; qboolean dofogpass; qboolean fogallpasses; qboolean waterscrolling; qboolean dopants; qboolean doshirt; qboolean dofullbrightpants; qboolean dofullbrightshirt; qboolean applycolor; qboolean lightmodel = false; rtexture_t *basetexture; rmeshstate_t m; if (texture->currentmaterialflags & MATERIALFLAG_NODRAW) return; c_faces += texturenumsurfaces; // FIXME: identify models using a better check than ent->model->shadowmesh if (!(ent->effects & EF_FULLBRIGHT) && !ent->model->brush.shadowmesh) lightmodel = true; // gl_lightmaps debugging mode skips normal texturing if (gl_lightmaps.integer) { GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); qglDisable(GL_CULL_FACE); GL_Color(1, 1, 1, 1); memset(&m, 0, sizeof(m)); R_Mesh_State(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); RSurf_SetVertexPointer(ent, texture, surface, modelorg); RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, lightmodel, !surface->lightmaptexture, false, false); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } qglEnable(GL_CULL_FACE); return; } GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)); if (texture->currentmaterialflags & MATERIALFLAG_ADD) GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA) GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); else GL_BlendFunc(GL_ONE, GL_ZERO); // water waterscrolling in texture matrix waterscrolling = (texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0; if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) qglDisable(GL_CULL_FACE); if (texture->currentmaterialflags & MATERIALFLAG_SKY) { if (skyrendernow) { skyrendernow = false; if (skyrendermasked) R_Sky(); } // LordHavoc: HalfLife maps have freaky skypolys... //if (!ent->model->brush.ishlbsp) { R_Mesh_Matrix(&ent->matrix); GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); if (skyrendermasked) { // depth-only (masking) GL_ColorMask(0,0,0,0); // just to make sure that braindead drivers don't draw anything // despite that colormask... GL_BlendFunc(GL_ZERO, GL_ONE); } else { // fog sky GL_BlendFunc(GL_ONE, GL_ZERO); } GL_DepthMask(true); GL_DepthTest(true); memset(&m, 0, sizeof(m)); R_Mesh_State(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); } } else if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1) { // NVIDIA Geforce3 distortion texture shader on water float args[4] = {0.05f,0,0,0.04f}; memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_texture_distorttexture[(int)(r_refdef.time * 16)&63]); m.tex[1] = R_GetTexture(texture->skin.base); m.texcombinergb[0] = GL_REPLACE; m.texcombinergb[1] = GL_REPLACE; Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value); m.texmatrix[1] = r_waterscrollmatrix; R_Mesh_State(&m); GL_Color(1, 1, 1, texture->currentalpha); GL_ActiveTexture(0); qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); GL_ActiveTexture(1); qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV); qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB); qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]); qglEnable(GL_TEXTURE_SHADER_NV); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } qglDisable(GL_TEXTURE_SHADER_NV); qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); GL_ActiveTexture(0); } else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) { // normal surface (wall or water) dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT); doambient = r_ambient.value >= (1/64.0f); dodetail = r_detailtextures.integer && texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT); doglow = texture->skin.glow != NULL; dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD); fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT); if (ent->colormap >= 0) { int b; qbyte *bcolor; basetexture = texture->skin.base; dopants = texture->skin.pants != NULL; doshirt = texture->skin.shirt != NULL; // 128-224 are backwards ranges b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12; dofullbrightpants = b >= 224; bcolor = (qbyte *) (&palette_complete[b]); VectorScale(bcolor, (1.0f / 255.0f), colorpants); // 128-224 are backwards ranges b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12; dofullbrightshirt = b >= 224; bcolor = (qbyte *) (&palette_complete[b]); VectorScale(bcolor, (1.0f / 255.0f), colorshirt); } else { basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base; dopants = false; doshirt = false; dofullbrightshirt = false; dofullbrightpants = false; } if (dolightmap && r_textureunits.integer >= 2 && gl_combine.integer) { memset(&m, 0, sizeof(m)); m.tex[1] = R_GetTexture(basetexture); if (waterscrolling) m.texmatrix[1] = r_waterscrollmatrix; m.texrgbscale[1] = 2; m.pointer_color = varray_color4f; R_Mesh_State(&m); // transparent is not affected by r_lightmapintensity if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) colorscale = r_lightmapintensity; else colorscale = 1; r = ent->colormod[0] * colorscale; g = ent->colormod[1] * colorscale; b = ent->colormod[2] * colorscale; a = texture->currentalpha; // q3bsp has no lightmap updates, so the lightstylevalue that // would normally be baked into the lightmaptexture must be // applied to the color if (ent->model->brushq3.data_lightmaps) { float scale = d_lightstylevalue[0] * (1.0f / 128.0f); r *= scale; g *= scale; b *= scale; } applycolor = r != 1 || g != 1 || b != 1 || a != 1; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); if (surface->lightmaptexture) R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); else R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, !surface->lightmaptexture, applycolor, fogallpasses); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } } else if (dolightmap && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) && !lightmodel) { // single texture GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_Color(1, 1, 1, 1); memset(&m, 0, sizeof(m)); R_Mesh_State(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); if (surface->lightmaptexture) { R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); R_Mesh_ColorPointer(NULL); } else { R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f); } GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); GL_DepthMask(false); GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); if (waterscrolling) m.texmatrix[0] = r_waterscrollmatrix; R_Mesh_State(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } } else { memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); if (waterscrolling) m.texmatrix[0] = r_waterscrollmatrix; m.pointer_color = varray_color4f; colorscale = 2; if (gl_combine.integer) { m.texrgbscale[0] = 2; colorscale = 1; } // transparent is not affected by r_lightmapintensity if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) colorscale *= r_lightmapintensity; R_Mesh_State(&m); r = ent->colormod[0] * colorscale; g = ent->colormod[1] * colorscale; b = ent->colormod[2] * colorscale; a = texture->currentalpha; if (dolightmap) { // q3bsp has no lightmap updates, so the lightstylevalue that // would normally be baked into the lightmaptexture must be // applied to the color if (ent->model->brushq3.data_lightmaps) { float scale = d_lightstylevalue[0] * (1.0f / 128.0f); r *= scale; g *= scale; b *= scale; } applycolor = r != 1 || g != 1 || b != 1 || a != 1; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } } else { applycolor = r != 1 || g != 1 || b != 1 || a != 1; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } } } if (dopants) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(texture->skin.pants); if (waterscrolling) m.texmatrix[0] = r_waterscrollmatrix; m.pointer_color = varray_color4f; colorscale = 1; if (gl_combine.integer) { m.texrgbscale[0] = 2; colorscale *= 0.5f; } // transparent is not affected by r_lightmapintensity if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) colorscale *= r_lightmapintensity; R_Mesh_State(&m); r = ent->colormod[0] * colorpants[0] * colorscale; g = ent->colormod[1] * colorpants[1] * colorscale; b = ent->colormod[2] * colorpants[2] * colorscale; a = texture->currentalpha; if (dolightmap && !dofullbrightpants) { // q3bsp has no lightmap updates, so the lightstylevalue that // would normally be baked into the lightmaptexture must be // applied to the color if (ent->model->brushq3.data_lightmaps) { float scale = d_lightstylevalue[0] * (1.0f / 128.0f); r *= scale; g *= scale; b *= scale; } applycolor = r != 1 || g != 1 || b != 1 || a != 1; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } } else { applycolor = r != 1 || g != 1 || b != 1 || a != 1; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } } } if (doshirt) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(texture->skin.shirt); if (waterscrolling) m.texmatrix[0] = r_waterscrollmatrix; m.pointer_color = varray_color4f; colorscale = 1; if (gl_combine.integer) { m.texrgbscale[0] = 2; colorscale *= 0.5f; } // transparent is not affected by r_lightmapintensity if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) colorscale *= r_lightmapintensity; R_Mesh_State(&m); r = ent->colormod[0] * colorshirt[0] * colorscale; g = ent->colormod[1] * colorshirt[1] * colorscale; b = ent->colormod[2] * colorshirt[2] * colorscale; a = texture->currentalpha; if (dolightmap && !dofullbrightshirt) { // q3bsp has no lightmap updates, so the lightstylevalue that // would normally be baked into the lightmaptexture must be // applied to the color if (ent->model->brushq3.data_lightmaps) { float scale = d_lightstylevalue[0] * (1.0f / 128.0f); r *= scale; g *= scale; b *= scale; } applycolor = r != 1 || g != 1 || b != 1 || a != 1; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } } else { applycolor = r != 1 || g != 1 || b != 1 || a != 1; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } } } if (doambient) { doambient = false; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(texture->skin.base); if (waterscrolling) m.texmatrix[0] = r_waterscrollmatrix; m.pointer_color = varray_color4f; colorscale = 1; if (gl_combine.integer) { m.texrgbscale[0] = 2; colorscale *= 0.5f; } R_Mesh_State(&m); colorscale *= r_ambient.value * (1.0f / 64.0f); r = ent->colormod[0] * colorscale; g = ent->colormod[1] * colorscale; b = ent->colormod[2] * colorscale; a = texture->currentalpha; applycolor = r != 1 || g != 1 || b != 1 || a != 1; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } } if (dodetail) { GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); GL_DepthMask(false); GL_Color(1, 1, 1, 1); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(texture->skin.detail); R_Mesh_State(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoorddetail2f); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } } if (doglow) { // if glow was not already done using multitexture, do it now. GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(texture->skin.glow); if (waterscrolling) m.texmatrix[0] = r_waterscrollmatrix; m.pointer_color = varray_color4f; R_Mesh_State(&m); colorscale = 1; r = ent->colormod[0] * colorscale; g = ent->colormod[1] * colorscale; b = ent->colormod[2] * colorscale; a = texture->currentalpha; applycolor = r != 1 || g != 1 || b != 1 || a != 1; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } } if (dofogpass) { // if this is opaque use alpha blend which will darken the earlier // passes cheaply. // // if this is an alpha blended material, all the earlier passes // were darkened by fog already, so we only need to add the fog // color ontop through the fog mask texture // // if this is an additive blended material, all the earlier passes // were darkened by fog already, and we should not add fog color // (because the background was not darkened, there is no fog color // that was lost behind it). if (fogallpasses) GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); else GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(texture->skin.fog); if (waterscrolling) m.texmatrix[0] = r_waterscrollmatrix; R_Mesh_State(&m); r = fogcolor[0]; g = fogcolor[1]; b = fogcolor[2]; a = texture->currentalpha; applycolor = r != 1 || g != 1 || b != 1 || a != 1; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg); R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); R_Mesh_ColorPointer(varray_color4f); //RSurf_FogPassColors_Vertex3f_Color4f((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->num_vertices, modelorg); if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) { for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) { VectorSubtract(v, modelorg, diff); f = exp(fogdensity/DotProduct(diff, diff)); c[0] = r; c[1] = g; c[2] = b; c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * f * a; } } else { for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) { VectorSubtract(v, modelorg, diff); f = exp(fogdensity/DotProduct(diff, diff)); c[0] = r; c[1] = g; c[2] = b; c[3] = f * a; } } GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } } } if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) qglEnable(GL_CULL_FACE); } static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2) { const entity_render_t *ent = calldata1; const msurface_t *surface = ent->model->data_surfaces + calldata2; vec3_t modelorg; texture_t *texture; texture = surface->texture; if (texture->basematerialflags & MATERIALFLAG_SKY) return; // transparent sky is too difficult R_UpdateTextureInfo(ent, texture); R_Mesh_Matrix(&ent->matrix); Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); R_DrawTextureSurfaceList(ent, texture->currentframe, 1, &surface, modelorg); } void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) { int texturesurfaceindex; const msurface_t *surface; vec3_t tempcenter, center; if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) { // drawing sky transparently would be too difficult if (!(texture->currentmaterialflags & MATERIALFLAG_SKY)) { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; Matrix4x4_Transform(&ent->matrix, tempcenter, center); R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->data_surfaces); } } } else R_DrawTextureSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg); } extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) { int i, j, f, flagsmask; msurface_t *surface, **surfacechain; texture_t *t, *texture; model_t *model = ent->model; vec3_t modelorg; const int maxsurfacelist = 1024; int numsurfacelist = 0; const msurface_t *surfacelist[1024]; if (model == NULL) return; R_Mesh_Matrix(&ent->matrix); Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); // update light styles if (!skysurfaces && model->brushq1.light_styleupdatechains) { for (i = 0;i < model->brushq1.light_styles;i++) { if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]]) { model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]]; if ((surfacechain = model->brushq1.light_styleupdatechains[i])) for (;(surface = *surfacechain);surfacechain++) surface->cached_dlight = true; } } } R_UpdateAllTextureInfo(ent); flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); f = 0; t = NULL; texture = NULL; numsurfacelist = 0; if (ent == r_refdef.worldentity) { for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { if (!r_worldsurfacevisible[j]) continue; if (t != surface->texture) { if (numsurfacelist) { R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); numsurfacelist = 0; } t = surface->texture; texture = t->currentframe; f = texture->currentmaterialflags & flagsmask; } if (f && surface->num_triangles) { // if lightmap parameters changed, rebuild lightmap texture if (surface->cached_dlight && surface->lightmapinfo->samples) R_BuildLightMap(ent, surface); // add face to draw list surfacelist[numsurfacelist++] = surface; if (numsurfacelist >= maxsurfacelist) { R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); numsurfacelist = 0; } } } } else { for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { if (t != surface->texture) { if (numsurfacelist) { R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); numsurfacelist = 0; } t = surface->texture; texture = t->currentframe; f = texture->currentmaterialflags & flagsmask; } if (f && surface->num_triangles) { // if lightmap parameters changed, rebuild lightmap texture if (surface->cached_dlight && surface->lightmapinfo->samples) R_BuildLightMap(ent, surface); // add face to draw list surfacelist[numsurfacelist++] = surface; if (numsurfacelist >= maxsurfacelist) { R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); numsurfacelist = 0; } } } } if (numsurfacelist) R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); }