/* 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_surf.c: surface-related refresh code #include "quakedef.h" #include "r_shadow.h" #define MAX_LIGHTMAP_SIZE 256 static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; cvar_t r_ambient = {0, "r_ambient", "0"}; cvar_t r_drawportals = {0, "r_drawportals", "0"}; cvar_t r_testvis = {0, "r_testvis", "0"}; cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"}; cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"}; cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"}; cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"}; cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"}; /* // FIXME: these arrays are huge! int r_q1bsp_maxmarkleafs; int r_q1bsp_nummarkleafs; mleaf_t *r_q1bsp_maxleaflist[65536]; int r_q1bsp_maxmarksurfaces; int r_q1bsp_nummarksurfaces; msurface_t *r_q1bsp_maxsurfacelist[65536]; // FIXME: these arrays are huge! int r_q3bsp_maxmarkleafs; int r_q3bsp_nummarkleafs; q3mleaf_t *r_q3bsp_maxleaflist[65536]; int r_q3bsp_maxmarksurfaces; int r_q3bsp_nummarksurfaces; q3mface_t *r_q3bsp_maxsurfacelist[65536]; */ static int dlightdivtable[32768]; static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) { int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k; unsigned int *bl; float dist, impact[3], local[3]; dlight_t *light; lit = false; smax = (surf->extents[0] >> 4) + 1; tmax = (surf->extents[1] >> 4) + 1; smax3 = smax * 3; for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) { if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) continue; // not lit by this light Matrix4x4_Transform(matrix, light->origin, local); dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; // for comparisons to minimum acceptable light // compensate for LIGHTOFFSET maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET; dist2 = dist * dist; dist2 += LIGHTOFFSET; if (dist2 >= maxdist) continue; if (surf->plane->type < 3) { VectorCopy(local, impact); impact[surf->plane->type] -= dist; } else { impact[0] = local[0] - surf->plane->normal[0] * dist; impact[1] = local[1] - surf->plane->normal[1] * dist; impact[2] = local[2] - surf->plane->normal[2] * dist; } impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; s = bound(0, impacts, smax * 16) - impacts; t = bound(0, impactt, tmax * 16) - impactt; i = s * s + t * t + dist2; if (i > maxdist) continue; // reduce calculations for (s = 0, i = impacts; s < smax; s++, i -= 16) sdtable[s] = i * i + dist2; maxdist3 = maxdist - dist2; // convert to 8.8 blocklights format red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f); green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f); blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f); subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f); bl = intblocklights; i = impactt; for (t = 0;t < tmax;t++, i -= 16) { td = i * i; // make sure some part of it is visible on this line if (td < maxdist3) { maxdist2 = maxdist - td; for (s = 0;s < smax;s++) { if (sdtable[s] < maxdist2) { k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract; if (k > 0) { bl[0] += (red * k); bl[1] += (green * k); bl[2] += (blue * k); lit = true; } } bl += 3; } } else // skip line bl += smax3; } } return lit; } static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) { int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt; float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract; dlight_t *light; lit = false; smax = (surf->extents[0] >> 4) + 1; tmax = (surf->extents[1] >> 4) + 1; smax3 = smax * 3; for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) { if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) continue; // not lit by this light Matrix4x4_Transform(matrix, light->origin, local); dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; // for comparisons to minimum acceptable light // compensate for LIGHTOFFSET maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET; dist2 = dist * dist; dist2 += LIGHTOFFSET; if (dist2 >= maxdist) continue; if (surf->plane->type < 3) { VectorCopy(local, impact); impact[surf->plane->type] -= dist; } else { impact[0] = local[0] - surf->plane->normal[0] * dist; impact[1] = local[1] - surf->plane->normal[1] * dist; impact[2] = local[2] - surf->plane->normal[2] * dist; } impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; td = bound(0, impacts, smax * 16) - impacts; td1 = bound(0, impactt, tmax * 16) - impactt; td = td * td + td1 * td1 + dist2; if (td > maxdist) continue; // reduce calculations for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f) sdtable[s] = td1 * td1 + dist2; maxdist3 = maxdist - dist2; // convert to 8.8 blocklights format red = light->rtlight.lightmap_light[0]; green = light->rtlight.lightmap_light[1]; blue = light->rtlight.lightmap_light[2]; subtract = light->rtlight.lightmap_subtract * 32768.0f; bl = floatblocklights; td1 = impactt; for (t = 0;t < tmax;t++, td1 -= 16.0f) { td = td1 * td1; // make sure some part of it is visible on this line if (td < maxdist3) { maxdist2 = maxdist - td; for (s = 0;s < smax;s++) { if (sdtable[s] < maxdist2) { k = (32768.0f / (sdtable[s] + td)) - subtract; bl[0] += red * k; bl[1] += green * k; bl[2] += blue * k; lit = true; } bl += 3; } } else // skip line bl += smax3; } } return lit; } /* =============== R_BuildLightMap Combine and scale multiple lightmaps into the 8.8 format in blocklights =============== */ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) { if (!r_floatbuildlightmap.integer) { int smax, tmax, i, j, size, size3, maps, stride, l; unsigned int *bl, scale; qbyte *lightmap, *out, *stain; // update cached lighting info surf->cached_dlight = 0; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; size = smax*tmax; size3 = size*3; lightmap = surf->samples; // set to full bright if no light data bl = intblocklights; if (!ent->model->brushq1.lightdata) { for (i = 0;i < size3;i++) bl[i] = 255*256; } else { // clear to no light j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style if (j) { for (i = 0;i < size3;i++) *bl++ = j; } else memset(bl, 0, size*3*sizeof(unsigned int)); if (surf->dlightframe == r_framecount) { surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf); if (surf->cached_dlight) c_light_polys++; } // add all the lightmaps if (lightmap) { bl = intblocklights; for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) bl[i] += lightmap[i] * scale; } } stain = surf->stainsamples; bl = intblocklights; out = templight; // the >> 16 shift adjusts down 8 bits to account for the stainmap // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will // be doubled during rendering to achieve 2x overbright // (0 = 0.0, 128 = 1.0, 256 = 2.0) if (ent->model->brushq1.lightmaprgba) { stride = (surf->lightmaptexturestride - smax) * 4; for (i = 0;i < tmax;i++, out += stride) { for (j = 0;j < smax;j++) { l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); *out++ = 255; } } } else { stride = (surf->lightmaptexturestride - smax) * 3; for (i = 0;i < tmax;i++, out += stride) { for (j = 0;j < smax;j++) { l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); } } } R_UpdateTexture(surf->lightmaptexture, templight); } else { int smax, tmax, i, j, size, size3, maps, stride, l; float *bl, scale; qbyte *lightmap, *out, *stain; // update cached lighting info surf->cached_dlight = 0; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; size = smax*tmax; size3 = size*3; lightmap = surf->samples; // set to full bright if no light data bl = floatblocklights; if (!ent->model->brushq1.lightdata) j = 255*256; else j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style // clear to no light if (j) { for (i = 0;i < size3;i++) *bl++ = j; } else memset(bl, 0, size*3*sizeof(float)); if (surf->dlightframe == r_framecount) { surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf); if (surf->cached_dlight) c_light_polys++; } // add all the lightmaps if (lightmap) { bl = floatblocklights; for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) bl[i] += lightmap[i] * scale; } stain = surf->stainsamples; bl = floatblocklights; out = templight; // this scaling adjusts down 8 bits to account for the stainmap // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will // be doubled during rendering to achieve 2x overbright // (0 = 0.0, 128 = 1.0, 256 = 2.0) scale = 1.0f / (1 << 16); if (ent->model->brushq1.lightmaprgba) { stride = (surf->lightmaptexturestride - smax) * 4; for (i = 0;i < tmax;i++, out += stride) { for (j = 0;j < smax;j++) { l = *bl++ * *stain++ * scale;*out++ = min(l, 255); l = *bl++ * *stain++ * scale;*out++ = min(l, 255); l = *bl++ * *stain++ * scale;*out++ = min(l, 255); *out++ = 255; } } } else { stride = (surf->lightmaptexturestride - smax) * 3; for (i = 0;i < tmax;i++, out += stride) { for (j = 0;j < smax;j++) { l = *bl++ * *stain++ * scale;*out++ = min(l, 255); l = *bl++ * *stain++ * scale;*out++ = min(l, 255); l = *bl++ * *stain++ * scale;*out++ = min(l, 255); } } } R_UpdateTexture(surf->lightmaptexture, templight); } } void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8]) { float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2; msurface_t *surf, *endsurf; int i, s, t, smax, tmax, smax3, impacts, impactt, stained; qbyte *bl; vec3_t impact; maxdist = radius * radius; invradius = 1.0f / radius; loc0: if (node->contents < 0) return; ndist = PlaneDiff(origin, node->plane); if (ndist > radius) { node = node->children[0]; goto loc0; } if (ndist < -radius) { node = node->children[1]; goto loc0; } dist2 = ndist * ndist; maxdist3 = maxdist - dist2; if (node->plane->type < 3) { VectorCopy(origin, impact); impact[node->plane->type] -= ndist; } else { impact[0] = origin[0] - node->plane->normal[0] * ndist; impact[1] = origin[1] - node->plane->normal[1] * ndist; impact[2] = origin[2] - node->plane->normal[2] * ndist; } for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++) { if (surf->stainsamples) { smax = (surf->extents[0] >> 4) + 1; tmax = (surf->extents[1] >> 4) + 1; impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; s = bound(0, impacts, smax * 16) - impacts; t = bound(0, impactt, tmax * 16) - impactt; i = s * s + t * t + dist2; if (i > maxdist) continue; // reduce calculations for (s = 0, i = impacts; s < smax; s++, i -= 16) sdtable[s] = i * i + dist2; bl = surf->stainsamples; smax3 = smax * 3; stained = false; i = impactt; for (t = 0;t < tmax;t++, i -= 16) { td = i * i; // make sure some part of it is visible on this line if (td < maxdist3) { maxdist2 = maxdist - td; for (s = 0;s < smax;s++) { if (sdtable[s] < maxdist2) { ratio = lhrandom(0.0f, 1.0f); a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius); if (a >= (1.0f / 64.0f)) { if (a > 1) a = 1; bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0])); bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1])); bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2])); stained = true; } } bl += 3; } } else // skip line bl += smax3; } // force lightmap upload if (stained) surf->cached_dlight = true; } } if (node->children[0]->contents >= 0) { if (node->children[1]->contents >= 0) { R_StainNode(node->children[0], model, origin, radius, fcolor); node = node->children[1]; goto loc0; } else { node = node->children[0]; goto loc0; } } else if (node->children[1]->contents >= 0) { node = node->children[1]; goto loc0; } } void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2) { int n; float fcolor[8]; entity_render_t *ent; model_t *model; vec3_t org; if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes) return; fcolor[0] = cr1; fcolor[1] = cg1; fcolor[2] = cb1; fcolor[3] = ca1 * (1.0f / 64.0f); fcolor[4] = cr2 - cr1; fcolor[5] = cg2 - cg1; fcolor[6] = cb2 - cb1; fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f); R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor); // look for embedded bmodels for (n = 0;n < cl_num_brushmodel_entities;n++) { ent = cl_brushmodel_entities[n]; model = ent->model; if (model && model->name[0] == '*') { Mod_CheckLoaded(model); if (model->brushq1.nodes) { Matrix4x4_Transform(&ent->inversematrix, origin, org); R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor); } } } } /* ============================================================= BRUSH MODELS ============================================================= */ static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles) { int i; float scale; const qbyte *lm; if (styles[0] != 255) { for (i = 0;i < numverts;i++, c += 4) { lm = samples + lightmapoffsets[i]; scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); if (styles[1] != 255) { lm += size3; scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); if (styles[2] != 255) { lm += size3; scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); if (styles[3] != 255) { lm += size3; scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); } } } } } } static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg) { int i; float diff[3], f; if (fogenabled) { for (i = 0;i < numverts;i++, v += 3, c += 4) { VectorSubtract(v, modelorg, diff); f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff))); VectorScale(c, f, c); } } else if (colorscale != 1) for (i = 0;i < numverts;i++, c += 4) VectorScale(c, colorscale, c); } static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg) { int i; float diff[3], f; r *= colorscale; g *= colorscale; b *= colorscale; if (fogenabled) { for (i = 0;i < numverts;i++, v += 3, c += 4) { VectorSubtract(v, modelorg, diff); f = 1 - exp(fogdensity/DotProduct(diff, diff)); c[0] = r * f; c[1] = g * f; c[2] = b * f; c[3] = a; } } else { for (i = 0;i < numverts;i++, c += 4) { c[0] = r; c[1] = g; c[2] = b; c[3] = a; } } } static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg) { int i; float diff[3], f; r *= colorscale; g *= colorscale; b *= colorscale; for (i = 0;i < numverts;i++, v += 3, c += 4) { VectorSubtract(v, modelorg, diff); f = exp(fogdensity/DotProduct(diff, diff)); c[0] = r; c[1] = g; c[2] = b; c[3] = a * f; } } static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale) { float f; const float *v; float *c; int i, l, lit = false; const dlight_t *light; vec3_t lightorigin; for (l = 0;l < r_numdlights;l++) { if (dlightbits[l >> 5] & (1 << (l & 31))) { light = &r_dlight[l]; Matrix4x4_Transform(matrix, light->origin, lightorigin); for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4) { f = VectorDistance2(v, lightorigin) + LIGHTOFFSET; if (f < light->rtlight.lightmap_cullradius2) { f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale; VectorMA(c, f, light->rtlight.lightmap_light, c); lit = true; } } } } return lit; } static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; rmeshstate_t m; // LordHavoc: HalfLife maps have freaky skypolys... if (ent->model->brush.ishlbsp) return; if (skyrendernow) { skyrendernow = false; if (skyrendermasked) R_Sky(); } R_Mesh_Matrix(&ent->matrix); GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); if (skyrendermasked) { // depth-only (masking) GL_ColorMask(0,0,0,0); // just to make sure that braindead drivers don't draw anything // despite that colormask... GL_BlendFunc(GL_ZERO, GL_ONE); } else { // fog sky GL_BlendFunc(GL_ONE, GL_ZERO); } GL_DepthMask(true); GL_DepthTest(true); memset(&m, 0, sizeof(m)); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { 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); } static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) { const entity_render_t *ent = calldata1; const msurface_t *surf = ent->model->brushq1.surfaces + calldata2; rmeshstate_t m; float currentalpha; float modelorg[3]; texture_t *texture; float args[4] = {0.05f,0,0,0.04f}; int rendertype; R_Mesh_Matrix(&ent->matrix); Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); texture = surf->texinfo->texture->currentframe; currentalpha = texture->currentalpha; if (ent->effects & EF_ADDITIVE) { rendertype = SURFRENDER_ADD; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); } else if (currentalpha < 1 || texture->skin.fog != NULL) { rendertype = SURFRENDER_ALPHA; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); } else { rendertype = SURFRENDER_OPAQUE; GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); } GL_DepthTest(true); GL_Color(1, 1, 1, currentalpha); 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); m.texcombinergb[0] = GL_REPLACE; m.texcombinergb[1] = GL_REPLACE; m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f; Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value); Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0); R_Mesh_State(&m); GL_ActiveTexture(0); qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); GL_ActiveTexture(1); qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV); qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB); qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]); qglEnable(GL_TEXTURE_SHADER_NV); GL_LockArrays(0, surf->mesh.num_vertices); R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); GL_LockArrays(0, 0); qglDisable(GL_TEXTURE_SHADER_NV); qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); GL_ActiveTexture(0); } else { RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 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; 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 (fogenabled && 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], currentalpha, 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); } } } static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2) { const entity_render_t *ent = calldata1; const msurface_t *surf = ent->model->brushq1.surfaces + calldata2; int rendertype; float currentalpha; texture_t *texture; float base, colorscale; rmeshstate_t m; vec3_t modelorg; Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); R_Mesh_Matrix(&ent->matrix); texture = surf->texinfo->texture; if (texture->animated) texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0]; currentalpha = ent->alpha; base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f); GL_DepthTest(true); if (ent->effects & EF_ADDITIVE) { rendertype = SURFRENDER_ADD; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); } else if (currentalpha < 1 || texture->skin.fog != NULL) { rendertype = SURFRENDER_ALPHA; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); } else { rendertype = SURFRENDER_OPAQUE; GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); } { memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(texture->skin.base); colorscale = 1; if (gl_combine.integer) { m.texrgbscale[0] = 4; colorscale *= 0.25f; } m.pointer_color = varray_color4f; m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; R_Mesh_State(&m); R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha); if (!(ent->effects & EF_FULLBRIGHT)) { if (surf->dlightframe == r_framecount) RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1); if (surf->flags & SURF_LIGHTMAP) 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); } if (texture->skin.glow) { memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); m.pointer_color = varray_color4f; m.tex[0] = R_GetTexture(texture->skin.glow); m.pointer_vertex = surf->mesh.data_vertex3f; if (m.tex[0]) m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; R_Mesh_State(&m); RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg); GL_LockArrays(0, surf->mesh.num_vertices); R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); GL_LockArrays(0, 0); } if (fogenabled && rendertype != SURFRENDER_ADD) { memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); m.pointer_color = varray_color4f; m.tex[0] = R_GetTexture(texture->skin.fog); m.pointer_vertex = surf->mesh.data_vertex3f; if (m.tex[0]) m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; R_Mesh_State(&m); RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 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) { const msurface_t *surf; rmeshstate_t m; int lightmaptexturenum; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); m.tex[0] = R_GetTexture(texture->skin.base); m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); m.texrgbscale[1] = 2; m.tex[2] = R_GetTexture(texture->skin.detail); m.texrgbscale[2] = 2; if (texture->skin.glow) { m.tex[3] = R_GetTexture(texture->skin.glow); m.texcombinergb[3] = GL_ADD; } if (r_shadow_realtime_world.integer) 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); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { lightmaptexturenum = R_GetTexture(surf->lightmaptexture); m.tex[1] = lightmaptexturenum; m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f; m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f; m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f; R_Mesh_State(&m); GL_LockArrays(0, surf->mesh.num_vertices); R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); GL_LockArrays(0, 0); } } } static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; rmeshstate_t m; int lightmaptexturenum; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); m.tex[0] = R_GetTexture(texture->skin.base); m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); m.texrgbscale[1] = 2; m.tex[2] = R_GetTexture(texture->skin.detail); m.texrgbscale[2] = 2; if (r_shadow_realtime_world.integer) 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); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { lightmaptexturenum = R_GetTexture(surf->lightmaptexture); m.tex[1] = lightmaptexturenum; m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f; m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f; R_Mesh_State(&m); GL_LockArrays(0, surf->mesh.num_vertices); R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); GL_LockArrays(0, 0); } } } static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; rmeshstate_t m; int lightmaptexturenum; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); m.tex[0] = R_GetTexture(texture->skin.base); m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); m.texrgbscale[1] = 2; if (r_shadow_realtime_world.integer) 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); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { lightmaptexturenum = R_GetTexture(surf->lightmaptexture); m.tex[1] = lightmaptexturenum; m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f; R_Mesh_State(&m); GL_LockArrays(0, surf->mesh.num_vertices); R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); GL_LockArrays(0, 0); } } } static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_DepthMask(true); GL_DepthTest(true); GL_BlendFunc(GL_ONE, GL_ZERO); m.tex[0] = R_GetTexture(texture->skin.base); if (r_shadow_realtime_world.integer) 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); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; R_Mesh_State(&m); GL_LockArrays(0, surf->mesh.num_vertices); R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); GL_LockArrays(0, 0); } } } static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; rmeshstate_t m; int lightmaptexturenum; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); GL_DepthMask(false); GL_DepthTest(true); m.tex[0] = R_GetTexture((**surfchain).lightmaptexture); GL_Color(1, 1, 1, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { lightmaptexturenum = R_GetTexture(surf->lightmaptexture); m.tex[0] = lightmaptexturenum; m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f; R_Mesh_State(&m); GL_LockArrays(0, surf->mesh.num_vertices); R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); GL_LockArrays(0, 0); } } } static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; rmeshstate_t m; float modelorg[3]; Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthTest(true); m.pointer_color = varray_color4f; while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { m.pointer_vertex = surf->mesh.data_vertex3f; if (m.tex[0]) m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; R_Mesh_State(&m); RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg); GL_LockArrays(0, surf->mesh.num_vertices); R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); GL_LockArrays(0, 0); } } } static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); GL_DepthMask(false); GL_DepthTest(true); m.tex[0] = R_GetTexture(texture->skin.detail); GL_Color(1, 1, 1, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f; R_Mesh_State(&m); GL_LockArrays(0, surf->mesh.num_vertices); R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); GL_LockArrays(0, 0); } } } static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); m.tex[0] = R_GetTexture(texture->skin.glow); GL_Color(1, 1, 1, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; R_Mesh_State(&m); GL_LockArrays(0, surf->mesh.num_vertices); R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); GL_LockArrays(0, 0); } } } /* static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); GL_DepthMask(true); m.tex[0] = R_GetTexture(texture->skin.glow); if (m.tex[0]) GL_Color(1, 1, 1, 1); else GL_Color(0, 0, 0, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; R_Mesh_State(&m); GL_LockArrays(0, surf->mesh.num_vertices); R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); GL_LockArrays(0, 0); } } } */ static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; rmeshstate_t m; int lightmaptexturenum; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); m.tex[0] = R_GetTexture((**surfchain).lightmaptexture); if (r_shadow_realtime_world.integer) 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); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { lightmaptexturenum = R_GetTexture(surf->lightmaptexture); m.tex[0] = lightmaptexturenum; m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f; R_Mesh_State(&m); GL_LockArrays(0, surf->mesh.num_vertices); R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); GL_LockArrays(0, 0); } } } static void R_DrawSurfaceChain(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; msurface_t **chain; vec3_t center; if (texture->flags & SURF_LIGHTMAP) { if (gl_lightmaps.integer) { RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain); if (fogenabled) RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); } else if (texture->rendertype != SURFRENDER_OPAQUE) { // transparent vertex shaded from lightmap for (chain = surfchain;(surf = *chain) != NULL;chain++) { if (surf->visframe == r_framecount) { Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces); } } } else if (ent->effects & EF_FULLBRIGHT || r_fullbright.integer) { RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); if (r_detailtextures.integer) RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); if (texture->skin.glow) RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); if (fogenabled) RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); } else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer) { RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain); if (fogenabled) RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); } else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer) { RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain); if (texture->skin.glow) RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); if (fogenabled) RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); } else if (r_textureunits.integer >= 2 && gl_combine.integer) { RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain); if (r_detailtextures.integer) RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); if (texture->skin.glow) RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); if (fogenabled) RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); } else { RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain); if (r_detailtextures.integer) RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); if (texture->skin.glow) RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); if (fogenabled) RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); } } else if (texture->flags & SURF_DRAWTURB) { for (chain = surfchain;(surf = *chain) != NULL;chain++) { if (surf->visframe == r_framecount) { if (texture->rendertype == SURFRENDER_OPAQUE) RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces); else { Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces); } } } } else if (texture->flags & SURF_DRAWSKY) RSurfShader_Sky(ent, texture, surfchain); } void R_UpdateTextureInfo(entity_render_t *ent) { int i, texframe, alttextures; texture_t *t; if (!ent->model) return; alttextures = ent->frame != 0; texframe = (int)(cl.time * 5.0f); for (i = 0;i < ent->model->brushq1.numtextures;i++) { t = ent->model->brushq1.textures + i; t->currentalpha = ent->alpha; if (t->flags & SURF_WATERALPHA) t->currentalpha *= r_wateralpha.value; if (ent->effects & EF_ADDITIVE) t->rendertype = SURFRENDER_ADD; else if (t->currentalpha < 1 || t->skin.fog != NULL) t->rendertype = SURFRENDER_ALPHA; else t->rendertype = SURFRENDER_OPAQUE; // we don't need to set currentframe if t->animated is false because // it was already set up by the texture loader for non-animating if (t->animated) t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0]; } } void R_PrepareSurfaces(entity_render_t *ent) { int i, numsurfaces, *surfacevisframes; model_t *model; msurface_t *surf, *surfaces, **surfchain; vec3_t modelorg; if (!ent->model) return; model = ent->model; Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); numsurfaces = model->brushq1.nummodelsurfaces; surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface; surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface; R_UpdateTextureInfo(ent); if (r_dynamic.integer && !r_shadow_realtime_dlight.integer) R_MarkLights(ent); if (model->brushq1.light_ambient != r_ambient.value) { model->brushq1.light_ambient = r_ambient.value; for (i = 0;i < model->brushq1.nummodelsurfaces;i++) model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true; } else { 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]]; for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++) (**surfchain).cached_dlight = true; } } } for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++) { if (surfacevisframes[i] == r_framecount) { #if !WORLDNODECULLBACKFACES // mark any backface surfaces as not visible if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) { if (!(surf->flags & SURF_PLANEBACK)) surfacevisframes[i] = -1; } else { if ((surf->flags & SURF_PLANEBACK)) surfacevisframes[i] = -1; } if (surfacevisframes[i] == r_framecount) #endif { c_faces++; surf->visframe = r_framecount; if (surf->cached_dlight && surf->lightmaptexture != NULL) R_BuildLightMap(ent, surf); } } } } void R_DrawSurfaces(entity_render_t *ent, int flagsmask) { int i, f; texture_t *t; model_t *model = ent->model; if (model == NULL) return; R_Mesh_Matrix(&ent->matrix); for (i = 0, t = model->brushq1.textures;i < model->brushq1.numtextures;i++, t++) { f = t->flags & flagsmask; if (f && t->currentframe && model->brushq1.pvstexturechains[i] != NULL) R_DrawSurfaceChain(ent, t->currentframe, model->brushq1.pvstexturechains[i]); } } static void R_DrawPortal_Callback(const void *calldata1, int calldata2) { int i; float *v; rmeshstate_t m; const entity_render_t *ent = calldata1; const mportal_t *portal = ent->model->brushq1.portals + calldata2; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthTest(true); R_Mesh_Matrix(&ent->matrix); memset(&m, 0, sizeof(m)); m.pointer_vertex = varray_vertex3f; R_Mesh_State(&m); i = portal - ent->model->brushq1.portals; GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f), ((i & 0x0038) >> 3) * (1.0f / 7.0f), ((i & 0x01C0) >> 6) * (1.0f / 7.0f), 0.125f); if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0) { for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3) VectorCopy(portal->points[i].position, v); } else for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3) VectorCopy(portal->points[i].position, v); GL_LockArrays(0, portal->numpoints); R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements); GL_LockArrays(0, 0); } // LordHavoc: this is just a nice debugging tool, very slow static void R_DrawPortals(entity_render_t *ent) { int i; mportal_t *portal, *endportal; float temp[3], center[3], f; if (ent->model == NULL) return; for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++) { if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) { VectorClear(temp); for (i = 0;i < portal->numpoints;i++) VectorAdd(temp, portal->points[i].position, temp); f = ixtable[portal->numpoints]; VectorScale(temp, f, temp); Matrix4x4_Transform(&ent->matrix, temp, center); R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals); } } } void R_PrepareBrushModel(entity_render_t *ent) { int i, numsurfaces, *surfacevisframes, *surfacepvsframes; msurface_t *surf; model_t *model; #if WORLDNODECULLBACKFACES vec3_t modelorg; #endif // because bmodels can be reused, we have to decide which things to render // from scratch every time model = ent->model; if (model == NULL) return; #if WORLDNODECULLBACKFACES Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); #endif numsurfaces = model->brushq1.nummodelsurfaces; surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface; surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface; surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface; for (i = 0;i < numsurfaces;i++, surf++) { #if WORLDNODECULLBACKFACES // mark any backface surfaces as not visible if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) { if ((surf->flags & SURF_PLANEBACK)) surfacevisframes[i] = r_framecount; } else if (!(surf->flags & SURF_PLANEBACK)) surfacevisframes[i] = r_framecount; #else surfacevisframes[i] = r_framecount; #endif surf->dlightframe = -1; } R_PrepareSurfaces(ent); } void R_SurfaceWorldNode (entity_render_t *ent) { int i, *surfacevisframes, *surfacepvsframes, surfnum; msurface_t *surf; mleaf_t *leaf; model_t *model; vec3_t modelorg; // equivilant to quake's RecursiveWorldNode but faster and more effective model = ent->model; if (model == NULL) return; surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface; surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface; Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain) { if (!R_CullBox (leaf->mins, leaf->maxs)) { c_leafs++; leaf->visframe = r_framecount; } } for (i = 0;i < model->brushq1.pvssurflistlength;i++) { surfnum = model->brushq1.pvssurflist[i]; surf = model->brushq1.surfaces + surfnum; #if WORLDNODECULLBACKFACES if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) { if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs)) surfacevisframes[surfnum] = r_framecount; } else { if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs)) surfacevisframes[surfnum] = r_framecount; } #else if (!R_CullBox (surf->poly_mins, surf->poly_maxs)) surfacevisframes[surfnum] = r_framecount; #endif } } static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) { int c, leafstackpos, *mark, *surfacevisframes; #if WORLDNODECULLBACKFACES int n; msurface_t *surf; #endif mleaf_t *leaf, *leafstack[8192]; mportal_t *p; vec3_t modelorg; msurface_t *surfaces; if (ent->model == NULL) return; // LordHavoc: portal-passage worldnode with PVS; // follows portals leading outward from viewleaf, does not venture // offscreen or into leafs that are not visible, faster than Quake's // RecursiveWorldNode surfaces = ent->model->brushq1.surfaces; surfacevisframes = ent->model->brushq1.surfacevisframes; Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); viewleaf->worldnodeframe = r_framecount; leafstack[0] = viewleaf; leafstackpos = 1; while (leafstackpos) { c_leafs++; leaf = leafstack[--leafstackpos]; leaf->visframe = r_framecount; // draw any surfaces bounding this leaf if (leaf->nummarksurfaces) { for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) { #if WORLDNODECULLBACKFACES n = *mark++; if (surfacevisframes[n] != r_framecount) { surf = surfaces + n; if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) { if ((surf->flags & SURF_PLANEBACK)) surfacevisframes[n] = r_framecount; } else { if (!(surf->flags & SURF_PLANEBACK)) surfacevisframes[n] = r_framecount; } } #else surfacevisframes[*mark++] = r_framecount; #endif } } // follow portals into other leafs for (p = leaf->portals;p;p = p->next) { // LordHavoc: this DotProduct hurts less than a cache miss // (which is more likely to happen if backflowing through leafs) if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1)) { leaf = p->past; if (leaf->worldnodeframe != r_framecount) { leaf->worldnodeframe = r_framecount; // FIXME: R_CullBox is absolute, should be done relative if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) leafstack[leafstackpos++] = leaf; } } } } } void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf) { int j, c, *surfacepvsframes, *mark; mleaf_t *leaf; model_t *model; model = ent->model; if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer)) { model->brushq1.pvsframecount++; model->brushq1.pvsviewleaf = viewleaf; model->brushq1.pvsviewleafnovis = r_novis.integer; model->brushq1.pvsleafchain = NULL; model->brushq1.pvssurflistlength = 0; if (viewleaf) { surfacepvsframes = model->brushq1.surfacepvsframes; for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++) { if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) { leaf->pvsframe = model->brushq1.pvsframecount; leaf->pvschain = model->brushq1.pvsleafchain; model->brushq1.pvsleafchain = leaf; // mark surfaces bounding this leaf as visible for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++) surfacepvsframes[*mark] = model->brushq1.pvsframecount; } } model->brushq1.BuildPVSTextureChains(model); } } } void R_WorldVisibility(entity_render_t *ent) { vec3_t modelorg; mleaf_t *viewleaf; Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL; R_PVSUpdate(ent, viewleaf); if (!viewleaf) return; if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID) R_SurfaceWorldNode (ent); else R_PortalWorldNode (ent, viewleaf); } void R_DrawWorld(entity_render_t *ent) { if (ent->model == NULL) return; if (!ent->model->brushq1.num_leafs) { if (ent->model->DrawSky) ent->model->DrawSky(ent); if (ent->model->Draw) ent->model->Draw(ent); } else { R_PrepareSurfaces(ent); R_DrawSurfaces(ent, SURF_DRAWSKY); R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP); if (r_drawportals.integer) R_DrawPortals(ent); } } void R_Model_Brush_DrawSky(entity_render_t *ent) { if (ent->model == NULL) return; if (ent != &cl_entities[0].render) R_PrepareBrushModel(ent); R_DrawSurfaces(ent, SURF_DRAWSKY); } void R_Model_Brush_Draw(entity_render_t *ent) { if (ent->model == NULL) return; c_bmodels++; if (ent != &cl_entities[0].render) R_PrepareBrushModel(ent); R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP); } 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) { model_t *model = ent->model; vec3_t lightmins, lightmaxs; int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; const int *e; const float *v[3]; msurface_t *surface; mleaf_t *leaf; const qbyte *pvs; lightmins[0] = relativelightorigin[0] - lightradius; lightmins[1] = relativelightorigin[1] - lightradius; lightmins[2] = relativelightorigin[2] - lightradius; lightmaxs[0] = relativelightorigin[0] + lightradius; lightmaxs[1] = relativelightorigin[1] + lightradius; lightmaxs[2] = relativelightorigin[2] + lightradius; *outnumclusterspointer = 0; *outnumsurfacespointer = 0; memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes); memset(outsurfacepvs, 0, (model->numsurfaces + 7) >> 3); if (model == NULL) { VectorCopy(lightmins, outmins); VectorCopy(lightmaxs, outmaxs); return; } VectorCopy(relativelightorigin, outmins); VectorCopy(relativelightorigin, outmaxs); if (model->brush.GetPVS) pvs = model->brush.GetPVS(model, relativelightorigin); else pvs = NULL; // FIXME: use BSP recursion as lights are often small for (leafindex = 0, leaf = model->brushq1.data_leafs;leafindex < model->brushq1.num_leafs;leafindex++, leaf++) { 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->nummarksurfaces;marksurfaceindex++) { surfaceindex = leaf->firstmarksurface[marksurfaceindex]; if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) { surface = model->brushq1.surfaces + surfaceindex; if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog) { for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3) { v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) { SETPVSBIT(outsurfacepvs, surfaceindex); outsurfacelist[outnumsurfaces++] = surfaceindex; break; } } } } } } } // 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) { lightmins[0] = relativelightorigin[0] - lightradius; lightmins[1] = relativelightorigin[1] - lightradius; lightmins[2] = relativelightorigin[2] - lightradius; lightmaxs[0] = relativelightorigin[0] + lightradius; lightmaxs[1] = relativelightorigin[1] + lightradius; lightmaxs[2] = relativelightorigin[2] + lightradius; R_Mesh_Matrix(&ent->matrix); R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { surface = model->brushq1.surfaces + surfacelist[surfacelistindex]; for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->mesh.num_triangles;j++, t++, e += 3) { v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) shadowmarklist[numshadowmark++] = t; } } R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); } } 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) { model_t *model = ent->model; vec3_t lightmins, lightmaxs, modelorg; msurface_t *surface; texture_t *t; int surfacelistindex; if (r_drawcollisionbrushes.integer < 2) { lightmins[0] = relativelightorigin[0] - lightradius; lightmins[1] = relativelightorigin[1] - lightradius; lightmins[2] = relativelightorigin[2] - lightradius; lightmaxs[0] = relativelightorigin[0] + lightradius; lightmaxs[1] = relativelightorigin[1] + lightradius; lightmaxs[2] = relativelightorigin[2] + lightradius; R_Mesh_Matrix(&ent->matrix); Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); R_UpdateTextureInfo(ent); for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { surface = model->brushq1.surfaces + surfacelist[surfacelistindex]; if (r_shadow_compilingrtlight) { // if compiling an rtlight, capture the mesh t = surface->texinfo->texture; if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL) Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texinfo->texture->skin.base, surface->texinfo->texture->skin.gloss, surface->texinfo->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i); } else if (ent != &cl_entities[0].render || surface->visframe == r_framecount) { t = surface->texinfo->texture->currentframe; if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE) R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR); } } } } 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_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_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) { rmeshstate_t m; if (!face->num_triangles) return; c_faces++; if (skyrendernow) { skyrendernow = false; if (skyrendermasked) R_Sky(); } R_Mesh_Matrix(&ent->matrix); GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); if (skyrendermasked) { // depth-only (masking) GL_ColorMask(0,0,0,0); // just to make sure that braindead drivers don't draw anything // despite that colormask... GL_BlendFunc(GL_ZERO, GL_ONE); } else { // fog sky GL_BlendFunc(GL_ONE, GL_ZERO); } GL_DepthMask(true); GL_DepthTest(true); memset(&m, 0, sizeof(m)); m.pointer_vertex = face->data_vertex3f; R_Mesh_State(&m); GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); GL_LockArrays(0, 0); GL_ColorMask(1,1,1,1); } void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face) { rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); if (face->texture->skin.glow) { m.tex[0] = R_GetTexture(face->texture->skin.glow); m.pointer_texcoord[0] = face->data_texcoordtexture2f; GL_Color(1, 1, 1, 1); } else GL_Color(0, 0, 0, 1); m.pointer_vertex = face->data_vertex3f; R_Mesh_State(&m); GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); GL_LockArrays(0, 0); } void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face) { rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); m.tex[0] = R_GetTexture(face->texture->skin.base); m.pointer_texcoord[0] = face->data_texcoordtexture2f; m.tex[1] = R_GetTexture(face->lightmaptexture); m.pointer_texcoord[1] = face->data_texcoordlightmap2f; m.texrgbscale[1] = 2; GL_Color(1, 1, 1, 1); m.pointer_vertex = face->data_vertex3f; R_Mesh_State(&m); GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); GL_LockArrays(0, 0); } void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face) { rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); m.tex[0] = R_GetTexture(face->texture->skin.base); m.pointer_texcoord[0] = face->data_texcoordtexture2f; GL_Color(1, 1, 1, 1); m.pointer_vertex = face->data_vertex3f; R_Mesh_State(&m); GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); GL_LockArrays(0, 0); } void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face) { rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); GL_DepthMask(false); GL_DepthTest(true); m.tex[0] = R_GetTexture(face->lightmaptexture); m.pointer_texcoord[0] = face->data_texcoordlightmap2f; GL_Color(1, 1, 1, 1); m.pointer_vertex = face->data_vertex3f; R_Mesh_State(&m); GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); GL_LockArrays(0, 0); } void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face) { rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); m.tex[0] = R_GetTexture(face->lightmaptexture); m.pointer_texcoord[0] = face->data_texcoordlightmap2f; if (r_shadow_realtime_world.integer) 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); 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) { rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); if (face->texture->skin.glow) { m.tex[0] = R_GetTexture(face->texture->skin.glow); m.pointer_texcoord[0] = face->data_texcoordtexture2f; GL_Color(1, 1, 1, 1); } else GL_Color(0, 0, 0, 1); m.pointer_vertex = face->data_vertex3f; R_Mesh_State(&m); GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); GL_LockArrays(0, 0); } void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face) { int i; float mul; rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); m.tex[0] = R_GetTexture(face->texture->skin.base); m.pointer_texcoord[0] = face->data_texcoordtexture2f; mul = 2.0f; if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1) mul *= r_shadow_realtime_world_lightmaps.value; if (mul == 2 && gl_combine.integer) { m.texrgbscale[0] = 2; m.pointer_color = face->data_color4f; } else if (mul == 1) m.pointer_color = face->data_color4f; else { for (i = 0;i < face->num_vertices;i++) { varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul; varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul; varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul; varray_color4f[i*4+3] = face->data_color4f[i*4+3]; } m.pointer_color = varray_color4f; } m.pointer_vertex = face->data_vertex3f; R_Mesh_State(&m); GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); GL_LockArrays(0, 0); } void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face) { int i; float mul; rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); mul = 2.0f; if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1) mul *= r_shadow_realtime_world_lightmaps.value; if (mul == 1) m.pointer_color = face->data_color4f; else { for (i = 0;i < face->num_vertices;i++) { varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f; varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f; varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f; varray_color4f[i*4+3] = face->data_color4f[i*4+3]; } m.pointer_color = varray_color4f; } m.pointer_vertex = face->data_vertex3f; R_Mesh_State(&m); GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); GL_LockArrays(0, 0); } void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face) { rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(true); GL_DepthTest(true); m.tex[0] = R_GetTexture(face->texture->skin.base); m.pointer_texcoord[0] = face->data_texcoordtexture2f; GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1); m.pointer_vertex = face->data_vertex3f; R_Mesh_State(&m); GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); GL_LockArrays(0, 0); } void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber) { const entity_render_t *ent = voident; q3mface_t *face = ent->model->brushq3.data_faces + facenumber; rmeshstate_t m; R_Mesh_Matrix(&ent->matrix); memset(&m, 0, sizeof(m)); if (ent->effects & EF_ADDITIVE) GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); else GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthTest(true); m.tex[0] = R_GetTexture(face->texture->skin.base); m.pointer_texcoord[0] = face->data_texcoordtexture2f; // LordHavoc: quake3 was not able to do this; lit transparent surfaces if (gl_combine.integer) { m.texrgbscale[0] = 2; if (r_textureunits.integer >= 2) { m.tex[1] = R_GetTexture(face->lightmaptexture); m.pointer_texcoord[1] = face->data_texcoordlightmap2f; GL_Color(1, 1, 1, ent->alpha); } else { if (ent->alpha == 1) m.pointer_color = face->data_color4f; else { int i; for (i = 0;i < face->num_vertices;i++) { varray_color4f[i*4+0] = face->data_color4f[i*4+0]; varray_color4f[i*4+1] = face->data_color4f[i*4+1]; varray_color4f[i*4+2] = face->data_color4f[i*4+2]; varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha; } m.pointer_color = varray_color4f; } } } else { int i; for (i = 0;i < face->num_vertices;i++) { varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f; varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f; varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f; varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha; } m.pointer_color = varray_color4f; } m.pointer_vertex = face->data_vertex3f; R_Mesh_State(&m); qglDisable(GL_CULL_FACE); GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); GL_LockArrays(0, 0); qglEnable(GL_CULL_FACE); } void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face) { if (!face->num_triangles) return; if (face->texture->surfaceflags && (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))) return; c_faces++; if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE)) { vec3_t facecenter, center; facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f; facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f; facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f; Matrix4x4_Transform(&ent->matrix, facecenter, center); R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces); return; } R_Mesh_Matrix(&ent->matrix); if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0) R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face); else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer) { R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face); if (face->texture->skin.glow) R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face); } else if (face->lightmaptexture) { if (gl_lightmaps.integer) R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face); else { if (r_textureunits.integer >= 2 && gl_combine.integer) R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face); else { R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face); R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face); } if (face->texture->skin.glow) R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face); } } else { if (gl_lightmaps.integer) R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face); else { R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face); if (face->texture->skin.glow) R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face); } } if (r_ambient.value) R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face); } void R_Q3BSP_RecursiveWorldNode(q3mnode_t *node) { int i; q3mleaf_t *leaf; for (;;) { if (R_CullBox(node->mins, node->maxs)) return; if (!node->plane) break; c_nodes++; R_Q3BSP_RecursiveWorldNode(node->children[0]); node = node->children[1]; } leaf = (q3mleaf_t *)node; if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) { c_leafs++; for (i = 0;i < leaf->numleaffaces;i++) leaf->firstleafface[i]->visframe = r_framecount; } } // FIXME: num_leafs needs to be recalculated at load time to include only // node-referenced leafs, as some maps are incorrectly compiled with leafs for // the submodels (which would render the submodels occasionally, as part of // the world - not good) void R_Q3BSP_MarkLeafPVS(void) { int i, j; q3mleaf_t *leaf; for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++) { if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) { c_leafs++; for (i = 0;i < leaf->numleaffaces;i++) leaf->firstleafface[i]->visframe = r_framecount; } } } static int r_q3bsp_framecount = -1; void R_Q3BSP_DrawSky(entity_render_t *ent) { int i; q3mface_t *face; vec3_t modelorg; model_t *model; R_Mesh_Matrix(&ent->matrix); model = ent->model; if (r_drawcollisionbrushes.integer < 2) { Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); if (ent == &cl_entities[0].render) { if (r_q3bsp_framecount != r_framecount) { r_q3bsp_framecount = r_framecount; R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes); //R_Q3BSP_MarkLeafPVS(); } for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) if (face->visframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs)) R_Q3BSP_DrawSkyFace(ent, face); } else for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY)) R_Q3BSP_DrawSkyFace(ent, face); } } void R_Q3BSP_Draw(entity_render_t *ent) { int i; 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) { if (model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) if (r_q3bsp_framecount != r_framecount) { r_q3bsp_framecount = r_framecount; R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes); //R_Q3BSP_MarkLeafPVS(); } for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) if (face->visframe == r_framecount && !R_CullBox(face->mins, face->maxs)) R_Q3BSP_DrawFace(ent, face); } else for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) R_Q3BSP_DrawFace(ent, face); } if (r_drawcollisionbrushes.integer >= 1) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value); for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++) if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles) R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf); for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) if (face->num_collisiontriangles) R_Q3BSP_DrawCollisionFace(ent, face); qglPolygonOffset(0, 0); } } void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) { model_t *model = ent->model; vec3_t lightmins, lightmaxs; int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; const int *e; const float *v[3]; q3mface_t *surface; q3mleaf_t *leaf; const qbyte *pvs; lightmins[0] = relativelightorigin[0] - lightradius; lightmins[1] = relativelightorigin[1] - lightradius; lightmins[2] = relativelightorigin[2] - lightradius; lightmaxs[0] = relativelightorigin[0] + lightradius; lightmaxs[1] = relativelightorigin[1] + lightradius; lightmaxs[2] = relativelightorigin[2] + lightradius; *outnumclusterspointer = 0; *outnumsurfacespointer = 0; memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes); memset(outsurfacepvs, 0, (model->numsurfaces + 7) >> 3); if (model == NULL) { VectorCopy(lightmins, outmins); VectorCopy(lightmaxs, outmaxs); return; } VectorCopy(relativelightorigin, outmins); VectorCopy(relativelightorigin, outmaxs); if (model->brush.GetPVS) pvs = model->brush.GetPVS(model, relativelightorigin); else pvs = NULL; // FIXME: use BSP recursion as lights are often small for (leafindex = 0, leaf = model->brushq3.data_leafs;leafindex < model->brushq3.num_leafs;leafindex++, leaf++) { 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++) { surface = leaf->firstleafface[marksurfaceindex]; surfaceindex = surface - model->brushq3.data_faces; if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) { if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))) { for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3) { v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) { SETPVSBIT(outsurfacepvs, surfaceindex); outsurfacelist[outnumsurfaces++] = surfaceindex; break; } } } } } } } // 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++) { surface = model->brushq3.data_faces + surfacelist[surfacelistindex]; // FIXME: check some manner of face->rendermode here? if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles && !surface->texture->skin.fog) { for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->num_triangles;j++, t++, e += 3) { v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) shadowmarklist[numshadowmark++] = t; } } } R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); } } void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist) { model_t *model = ent->model; vec3_t lightmins, lightmaxs, modelorg; q3mface_t *surface; int surfacelistindex; if (r_drawcollisionbrushes.integer < 2) { lightmins[0] = relativelightorigin[0] - lightradius; lightmins[1] = relativelightorigin[1] - lightradius; lightmins[2] = relativelightorigin[2] - lightradius; lightmaxs[0] = relativelightorigin[0] + lightradius; lightmaxs[1] = relativelightorigin[1] + lightradius; lightmaxs[2] = relativelightorigin[2] + lightradius; R_Mesh_Matrix(&ent->matrix); Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { surface = model->brushq3.data_faces + surfacelist[surfacelistindex]; if (r_shadow_compilingrtlight) { // if compiling an rtlight, capture the mesh Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, surface->num_triangles, surface->data_element3i); } else if ((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); } } } static void gl_surf_start(void) { } static void gl_surf_shutdown(void) { } static void gl_surf_newmap(void) { } void GL_Surf_Init(void) { int i; dlightdivtable[0] = 4194304; for (i = 1;i < 32768;i++) dlightdivtable[i] = 4194304 / (i << 7); Cvar_RegisterVariable(&r_ambient); Cvar_RegisterVariable(&r_drawportals); Cvar_RegisterVariable(&r_testvis); Cvar_RegisterVariable(&r_floatbuildlightmap); Cvar_RegisterVariable(&r_detailtextures); Cvar_RegisterVariable(&r_surfaceworldnode); Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor); Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset); Cvar_RegisterVariable(&gl_lightmaps); R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }