/* 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_vertexsurfaces = {0, "r_vertexsurfaces", "0"}; cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"}; cvar_t r_drawportals = {0, "r_drawportals", "0"}; cvar_t r_testvis = {0, "r_testvis", "0"}; cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"}; cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"}; 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]; lit = false; smax = (surf->extents[0] >> 4) + 1; tmax = (surf->extents[1] >> 4) + 1; smax3 = smax * 3; for (lnum = 0; lnum < r_numdlights; lnum++) { if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) continue; // not lit by this light Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local); dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; // for comparisons to minimum acceptable light // compensate for LIGHTOFFSET maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET; 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 = r_dlight[lnum].light[0] * (1.0f / 128.0f); green = r_dlight[lnum].light[1] * (1.0f / 128.0f); blue = r_dlight[lnum].light[2] * (1.0f / 128.0f); subtract = (int) (r_dlight[lnum].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; lit = false; smax = (surf->extents[0] >> 4) + 1; tmax = (surf->extents[1] >> 4) + 1; smax3 = smax * 3; for (lnum = 0; lnum < r_numdlights; lnum++) { if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) continue; // not lit by this light Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local); dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; // for comparisons to minimum acceptable light // compensate for LIGHTOFFSET maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET; 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 = r_dlight[lnum].light[0]; green = r_dlight[lnum].light[1]; blue = r_dlight[lnum].light[2]; subtract = r_dlight[lnum].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, shift, 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->effects & EF_FULLBRIGHT) || !ent->model->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 && r_dlightmap.integer) { 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; // deal with lightmap brightness scale shift = 7 + r_lightmapscalebit + 8; if (ent->model->lightmaprgba) { stride = (surf->lightmaptexturestride - smax) * 4; for (i = 0;i < tmax;i++, out += stride) { for (j = 0;j < smax;j++) { l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); *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++) >> shift;*out++ = min(l, 255); l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); l = (*bl++ * *stain++) >> shift;*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->effects & EF_FULLBRIGHT) || !ent->model->lightdata) j = 255*256; else j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style // clear to no light if (j) { for (i = 0;i < size3;i++) *bl++ = j; } else memset(bl, 0, size*3*sizeof(float)); if (surf->dlightframe == r_framecount && r_dlightmap.integer) { surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf); if (surf->cached_dlight) c_light_polys++; } // add all the lightmaps if (lightmap) { bl = floatblocklights; for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) bl[i] += lightmap[i] * scale; } stain = surf->stainsamples; bl = floatblocklights; out = templight; // deal with lightmap brightness scale scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8)); if (ent->model->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->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) 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->nodes + cl.worldmodel->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->type == mod_brush) { Matrix4x4_Transform(&ent->inversematrix, origin, org); R_StainNode(model->nodes + model->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 rdlight_t *rd; vec3_t lightorigin; for (l = 0;l < r_numdlights;l++) { if (dlightbits[l >> 5] & (1 << (l & 31))) { rd = &r_dlight[l]; Matrix4x4_Transform(matrix, rd->origin, lightorigin); for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4) { f = VectorDistance2(v, lightorigin) + LIGHTOFFSET; if (f < rd->cullradius2) { f = ((1.0f / f) - rd->subtract) * scale; VectorMA(c, f, rd->light, c); lit = true; } } } } return lit; } // note: this untransforms lights to do the checking static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh) { int i, l; const rdlight_t *rd; vec3_t lightorigin; const float *v; for (l = 0;l < r_numdlights;l++) { if (dlightbits[l >> 5] & (1 << (l & 31))) { rd = &r_dlight[l]; Matrix4x4_Transform(matrix, rd->origin, lightorigin); for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3) if (VectorDistance2(v, lightorigin) < rd->cullradius2) return true; } } return false; } static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; const surfmesh_t *mesh; rmeshstate_t m; // LordHavoc: HalfLife maps have freaky skypolys... if (ent->model->ishlbsp) return; if (skyrendernow) { skyrendernow = false; if (skyrendermasked) R_Sky(); } R_Mesh_Matrix(&ent->matrix); // draw depth-only polys memset(&m, 0, sizeof(m)); if (skyrendermasked) { qglColorMask(0,0,0,0); // just to make sure that braindead drivers don't draw anything // despite that colormask... m.blendfunc1 = GL_ZERO; m.blendfunc2 = GL_ONE; } else { // fog sky m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; } m.depthwrite = true; R_Mesh_State(&m); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { for (mesh = surf->mesh;mesh;mesh = mesh->chain) { GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1); R_Mesh_GetSpace(mesh->numverts); R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } } qglColorMask(1,1,1,1); } static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) { int i; const entity_render_t *ent = calldata1; const msurface_t *surf = ent->model->surfaces + calldata2; float f, colorscale, scroll[2], *v, *tc; const surfmesh_t *mesh; rmeshstate_t m; float alpha; float modelorg[3]; texture_t *texture; Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); R_Mesh_Matrix(&ent->matrix); memset(&m, 0, sizeof(m)); texture = surf->texinfo->texture->currentframe; alpha = texture->currentalpha; if (texture->rendertype == SURFRENDER_ADD) { m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; } else if (texture->rendertype == SURFRENDER_ALPHA) { m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } else { m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; } m.tex[0] = R_GetTexture(texture->skin.base); colorscale = r_colorscale; if (gl_combine.integer) { m.texrgbscale[0] = 4; colorscale *= 0.25f; } R_Mesh_State(&m); GL_UseColorArray(); for (mesh = surf->mesh;mesh;mesh = mesh->chain) { R_Mesh_GetSpace(mesh->numverts); R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); scroll[0] = sin(cl.time) * 0.125f; scroll[1] = sin(cl.time * 0.8f) * 0.125f; for (i = 0, v = varray_texcoord2f[0], tc = mesh->texcoordtexture2f;i < mesh->numverts;i++, v += 2, tc += 2) { v[0] = tc[0] + scroll[0]; v[1] = tc[1] + scroll[1]; } f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f); R_FillColors(varray_color4f, mesh->numverts, f, f, f, alpha); if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT)) { if (surf->dlightframe == r_framecount) RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1); if (surf->flags & SURF_LIGHTMAP) RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); } RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg); R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } if (fogenabled) { memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; m.tex[0] = R_GetTexture(texture->skin.fog); R_Mesh_State(&m); for (mesh = surf->mesh;mesh;mesh = mesh->chain) { R_Mesh_GetSpace(mesh->numverts); R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); if (m.tex[0]) R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg); R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } } static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; msurface_t **chain; vec3_t center; if (texture->rendertype != SURFRENDER_OPAQUE) { 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_Water_Callback, ent, surf - ent->model->surfaces); } } } else for (chain = surfchain;(surf = *chain) != NULL;chain++) if (surf->visframe == r_framecount) RSurfShader_Water_Callback(ent, surf - ent->model->surfaces); } static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) { float base, colorscale; const surfmesh_t *mesh; rmeshstate_t m; float modelorg[3]; Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); memset(&m, 0, sizeof(m)); if (rendertype == SURFRENDER_ADD) { m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; } else if (rendertype == SURFRENDER_ALPHA) { m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } else { m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; } m.tex[0] = R_GetTexture(texture->skin.base); colorscale = r_colorscale; if (gl_combine.integer) { m.texrgbscale[0] = 4; colorscale *= 0.25f; } base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f); R_Mesh_State(&m); GL_UseColorArray(); for (mesh = surf->mesh;mesh;mesh = mesh->chain) { R_Mesh_GetSpace(mesh->numverts); R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha); if (!(ent->effects & EF_FULLBRIGHT)) { if (surf->dlightframe == r_framecount) RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1); if (surf->flags & SURF_LIGHTMAP) RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); } RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg); R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) { const surfmesh_t *mesh; rmeshstate_t m; float modelorg[3]; Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; m.tex[0] = R_GetTexture(texture->skin.glow); R_Mesh_State(&m); GL_UseColorArray(); for (mesh = surf->mesh;mesh;mesh = mesh->chain) { R_Mesh_GetSpace(mesh->numverts); R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, r_colorscale, mesh->numverts, modelorg); R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) { const surfmesh_t *mesh; rmeshstate_t m; float modelorg[3]; Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; m.tex[0] = R_GetTexture(texture->skin.fog); R_Mesh_State(&m); GL_UseColorArray(); for (mesh = surf->mesh;mesh;mesh = mesh->chain) { R_Mesh_GetSpace(mesh->numverts); R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); if (m.tex[0]) R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, r_colorscale, mesh->numverts, modelorg); R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; const surfmesh_t *mesh; rmeshstate_t m; int lightmaptexturenum; float cl; memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; m.tex[0] = R_GetTexture(texture->skin.base); m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); m.tex[2] = R_GetTexture(texture->skin.detail); m.texrgbscale[0] = 1; m.texrgbscale[1] = 4; m.texrgbscale[2] = 2; R_Mesh_State(&m); cl = (float) (1 << r_lightmapscalebit) * r_colorscale; GL_Color(cl, cl, cl, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { lightmaptexturenum = R_GetTexture(surf->lightmaptexture); if (m.tex[1] != lightmaptexturenum) { m.tex[1] = lightmaptexturenum; R_Mesh_State(&m); } for (mesh = surf->mesh;mesh;mesh = mesh->chain) { R_Mesh_GetSpace(mesh->numverts); R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); R_Mesh_CopyTexCoord2f(1, mesh->texcoordlightmap2f, mesh->numverts); R_Mesh_CopyTexCoord2f(2, mesh->texcoorddetail2f, mesh->numverts); R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } } } static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; const surfmesh_t *mesh; rmeshstate_t m; int lightmaptexturenum; memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; m.tex[0] = R_GetTexture(texture->skin.base); m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); if (gl_combine.integer) m.texrgbscale[1] = 4; R_Mesh_State(&m); GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { lightmaptexturenum = R_GetTexture(surf->lightmaptexture); if (m.tex[1] != lightmaptexturenum) { m.tex[1] = lightmaptexturenum; R_Mesh_State(&m); } for (mesh = surf->mesh;mesh;mesh = mesh->chain) { R_Mesh_GetSpace(mesh->numverts); R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); R_Mesh_CopyTexCoord2f(1, mesh->texcoordlightmap2f, mesh->numverts); R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } } } static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; const surfmesh_t *mesh; rmeshstate_t m; memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; m.tex[0] = R_GetTexture(texture->skin.base); R_Mesh_State(&m); GL_Color(1, 1, 1, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { for (mesh = surf->mesh;mesh;mesh = mesh->chain) { R_Mesh_GetSpace(mesh->numverts); R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } } } static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; const surfmesh_t *mesh; rmeshstate_t m; int lightmaptexturenum; memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_ZERO; m.blendfunc2 = GL_SRC_COLOR; m.tex[0] = R_GetTexture((**surfchain).lightmaptexture); if (gl_combine.integer) m.texrgbscale[0] = 4; R_Mesh_State(&m); GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { lightmaptexturenum = R_GetTexture(surf->lightmaptexture); if (m.tex[0] != lightmaptexturenum) { m.tex[0] = lightmaptexturenum; R_Mesh_State(&m); } for (mesh = surf->mesh;mesh;mesh = mesh->chain) { R_Mesh_GetSpace(mesh->numverts); R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); R_Mesh_CopyTexCoord2f(0, mesh->texcoordlightmap2f, mesh->numverts); R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } } } static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; const surfmesh_t *mesh; float colorscale; rmeshstate_t m; memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; m.tex[0] = R_GetTexture(texture->skin.base); colorscale = r_colorscale; if (gl_combine.integer) { m.texrgbscale[0] = 4; colorscale *= 0.25f; } R_Mesh_State(&m); GL_UseColorArray(); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount && surf->dlightframe == r_framecount) { for (mesh = surf->mesh;mesh;mesh = mesh->chain) { if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh)) { R_Mesh_GetSpace(mesh->numverts); R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); R_FillColors(varray_color4f, mesh->numverts, 0, 0, 0, 1); RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, colorscale); R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } } } } static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; const surfmesh_t *mesh; rmeshstate_t m; float modelorg[3]; Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; R_Mesh_State(&m); GL_UseColorArray(); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { for (mesh = surf->mesh;mesh;mesh = mesh->chain) { R_Mesh_GetSpace(mesh->numverts); R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); if (m.tex[0]) R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg); R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } } } static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; const surfmesh_t *mesh; rmeshstate_t m; memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_DST_COLOR; m.blendfunc2 = GL_SRC_COLOR; m.tex[0] = R_GetTexture(texture->skin.detail); R_Mesh_State(&m); GL_Color(1, 1, 1, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { for (mesh = surf->mesh;mesh;mesh = mesh->chain) { R_Mesh_GetSpace(mesh->numverts); R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); R_Mesh_CopyTexCoord2f(0, mesh->texcoorddetail2f, mesh->numverts); R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } } } static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; const surfmesh_t *mesh; rmeshstate_t m; memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; m.tex[0] = R_GetTexture(texture->skin.glow); R_Mesh_State(&m); GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { for (mesh = surf->mesh;mesh;mesh = mesh->chain) { R_Mesh_GetSpace(mesh->numverts); R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } } } static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; const surfmesh_t *mesh; rmeshstate_t m; memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ZERO; m.tex[0] = R_GetTexture(texture->skin.glow); R_Mesh_State(&m); if (m.tex[0]) GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); else GL_Color(0, 0, 0, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { for (mesh = surf->mesh;mesh;mesh = mesh->chain) { R_Mesh_GetSpace(mesh->numverts); R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } } } static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2) { const entity_render_t *ent = calldata1; const msurface_t *surf = ent->model->surfaces + calldata2; int rendertype; float currentalpha; texture_t *texture; 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; if (texture->flags & SURF_WATERALPHA) currentalpha *= r_wateralpha.value; if (ent->effects & EF_ADDITIVE) rendertype = SURFRENDER_ADD; else if (currentalpha < 1 || texture->skin.fog != NULL) rendertype = SURFRENDER_ALPHA; else rendertype = SURFRENDER_OPAQUE; RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha); if (texture->skin.glow) RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha); if (fogenabled) RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha); } static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; msurface_t **chain; vec3_t center; 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->surfaces); } } } else if (r_shadow_lightingmode >= 2) { // opaque base lighting RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain); if (fogenabled) RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); } else if (r_vertexsurfaces.integer) { // opaque vertex shaded from lightmap for (chain = surfchain;(surf = *chain) != NULL;chain++) if (surf->visframe == r_framecount) RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, texture->rendertype, texture->currentalpha); if (texture->skin.glow) for (chain = surfchain;(surf = *chain) != NULL;chain++) if (surf->visframe == r_framecount) RSurfShader_Wall_Pass_Glow(ent, surf, texture, texture->rendertype, texture->currentalpha); if (fogenabled) for (chain = surfchain;(surf = *chain) != NULL;chain++) if (surf->visframe == r_framecount) RSurfShader_Wall_Pass_Fog(ent, surf, texture, texture->rendertype, texture->currentalpha); } else { // opaque lightmapped if (r_textureunits.integer >= 2) { if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer) RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain); else { RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain); if (r_detailtextures.integer) RSurfShader_OpaqueWall_Pass_BaseDetail(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 (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT)) RSurfShader_OpaqueWall_Pass_Light(ent, texture, surfchain); if (texture->skin.glow) RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); if (fogenabled) RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); } } Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP}; Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0}; Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0}; int Cshader_count = 3; Cshader_t *Cshaders[3] = { &Cshader_wall_lightmap, &Cshader_water, &Cshader_sky }; 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->numtextures;i++) { t = ent->model->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_origin, modelorg); numsurfaces = model->nummodelsurfaces; surfaces = model->surfaces + model->firstmodelsurface; surfacevisframes = model->surfacevisframes + model->firstmodelsurface; R_UpdateTextureInfo(ent); if (r_dynamic.integer && r_shadow_lightingmode < 1) R_MarkLights(ent); if (model->light_ambient != r_ambient.value || model->light_scalebit != r_lightmapscalebit) { model->light_ambient = r_ambient.value; model->light_scalebit = r_lightmapscalebit; for (i = 0;i < model->nummodelsurfaces;i++) model->surfaces[i + model->firstmodelsurface].cached_dlight = true; } else { for (i = 0;i < model->light_styles;i++) { if (model->light_stylevalue[i] != d_lightstylevalue[model->light_style[i]]) { model->light_stylevalue[i] = d_lightstylevalue[model->light_style[i]]; for (surfchain = model->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_vertexsurfaces.integer) R_BuildLightMap(ent, surf); } } } } void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains) { int i; texture_t *t; if (ent->model == NULL) return; R_Mesh_Matrix(&ent->matrix); for (i = 0, t = ent->model->textures;i < ent->model->numtextures;i++, t++) if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL) t->shader->shaderfunc[type](ent, t->currentframe, chains[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->portals + calldata2; memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; R_Mesh_Matrix(&ent->matrix); R_Mesh_State(&m); R_Mesh_GetSpace(portal->numpoints); i = portal - ent->model->portals; GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale, ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale, ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale, 0.125f); if (PlaneDiff(r_origin, (&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); R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements); } 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->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++) { if ((portal->here->pvsframe == ent->model->pvsframecount || portal->past->pvsframe == ent->model->pvsframecount) && 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->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_origin, modelorg); #endif numsurfaces = model->nummodelsurfaces; surf = model->surfaces + model->firstmodelsurface; surfacevisframes = model->surfacevisframes + model->firstmodelsurface; surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface; for (i = 0;i < numsurfaces;i++, surf++) { #if WORLDNODECULLBACKFACES // mark any backface surfaces as not visible if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) { if ((surf->flags & SURF_PLANEBACK)) surfacevisframes[i] = r_framecount; } else if (!(surf->flags & SURF_PLANEBACK)) surfacevisframes[i] = r_framecount; #else surfacevisframes[i] = r_framecount; #endif surf->dlightframe = -1; } R_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->surfacevisframes + model->firstmodelsurface; surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface; Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); for (leaf = model->pvsleafchain;leaf;leaf = leaf->pvschain) { if (!R_CullBox (leaf->mins, leaf->maxs)) { c_leafs++; leaf->visframe = r_framecount; } } for (i = 0;i < model->pvssurflistlength;i++) { surfnum = model->pvssurflist[i]; surf = model->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->surfaces; surfacevisframes = ent->model->surfacevisframes; Matrix4x4_Transform(&ent->inversematrix, r_origin, 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 (leaf->pvsframe == ent->model->pvsframecount && !R_CullBox(leaf->mins, leaf->maxs)) leafstack[leafstackpos++] = leaf; } } } } } void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf) { int i, j, l, c, bits, *surfacepvsframes, *mark; mleaf_t *leaf; qbyte *vis; model_t *model; model = ent->model; if (model && (model->pvsviewleaf != viewleaf || model->pvsviewleafnovis != r_novis.integer)) { model->pvsframecount++; model->pvsviewleaf = viewleaf; model->pvsviewleafnovis = r_novis.integer; model->pvsleafchain = NULL; model->pvssurflistlength = 0; if (viewleaf) { surfacepvsframes = model->surfacepvsframes; vis = Mod_LeafPVS (viewleaf, model); for (j = 0;j < model->numleafs;j += 8) { bits = *vis++; if (bits) { l = model->numleafs - j; if (l > 8) l = 8; for (i = 0;i < l;i++) { if (bits & (1 << i)) { leaf = &model->leafs[j + i + 1]; leaf->pvschain = model->pvsleafchain; model->pvsleafchain = leaf; leaf->pvsframe = model->pvsframecount; // mark surfaces bounding this leaf as visible for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++) surfacepvsframes[*mark] = model->pvsframecount; } } } } Mod_BuildPVSTextureChains(model); } } } void R_WorldVisibility (entity_render_t *ent) { vec3_t modelorg; mleaf_t *viewleaf; Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); viewleaf = Mod_PointInLeaf (modelorg, ent->model); 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; R_PrepareSurfaces(ent); R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->pvstexturechains); R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->pvstexturechains); 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, SHADERSTAGE_SKY, ent->model->pvstexturechains); } 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, SHADERSTAGE_NORMAL, ent->model->pvstexturechains); } void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius) { int i; msurface_t *surf; float projectdistance, f, temp[3], lightradius2; surfmesh_t *mesh; if (ent->model == NULL) return; R_Mesh_Matrix(&ent->matrix); lightradius2 = lightradius * lightradius; R_UpdateTextureInfo(ent); projectdistance = 1000000000.0f;//lightradius + ent->model->radius; for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++) { if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST) { f = PlaneDiff(relativelightorigin, surf->plane); if (surf->flags & SURF_PLANEBACK) f = -f; // draw shadows only for frontfaces and only if they are close if (f >= 0.1 && f < lightradius) { temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0]; temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1]; temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2]; if (DotProduct(temp, temp) < lightradius2) { for (mesh = surf->mesh;mesh;mesh = mesh->chain) { R_Mesh_GetSpace(mesh->numverts); R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance); } } } } } } void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) { int surfnum; msurface_t *surf; texture_t *t; surfmesh_t *mesh; if (ent->model == NULL) return; R_Mesh_Matrix(&ent->matrix); R_UpdateTextureInfo(ent); for (surfnum = 0;surfnum < numsurfaces;surfnum++) { surf = surflist[surfnum]; if (surf->visframe == r_framecount) { t = surf->texinfo->texture->currentframe; if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT) { for (mesh = surf->mesh;mesh;mesh = mesh->chain) { R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL); R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL); } } } } } void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) { int surfnum; msurface_t *surf; texture_t *t; float f, lightmins[3], lightmaxs[3]; surfmesh_t *mesh; if (ent->model == NULL) return; R_Mesh_Matrix(&ent->matrix); lightmins[0] = relativelightorigin[0] - lightradius; lightmins[1] = relativelightorigin[1] - lightradius; lightmins[2] = relativelightorigin[2] - lightradius; lightmaxs[0] = relativelightorigin[0] + lightradius; lightmaxs[1] = relativelightorigin[1] + lightradius; lightmaxs[2] = relativelightorigin[2] + lightradius; R_UpdateTextureInfo(ent); if (ent != &cl_entities[0].render) { // bmodel, cull crudely to view and light for (surfnum = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;surfnum < ent->model->nummodelsurfaces;surfnum++, surf++) { if (BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs)) { f = PlaneDiff(relativelightorigin, surf->plane); if (surf->flags & SURF_PLANEBACK) f = -f; if (f >= -0.1 && f < lightradius) { f = PlaneDiff(relativeeyeorigin, surf->plane); if (surf->flags & SURF_PLANEBACK) f = -f; if (f > 0) { t = surf->texinfo->texture->currentframe; if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT) { for (mesh = surf->mesh;mesh;mesh = mesh->chain) { R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL); R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL); } } } } } } } else { // world, already culled to view, just cull to light for (surfnum = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;surfnum < ent->model->nummodelsurfaces;surfnum++, surf++) { if (surf->visframe == r_framecount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs)) { f = PlaneDiff(relativelightorigin, surf->plane); if (surf->flags & SURF_PLANEBACK) f = -f; if (f >= -0.1 && f < lightradius) { t = surf->texinfo->texture->currentframe; if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT) { for (mesh = surf->mesh;mesh;mesh = mesh->chain) { R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL); R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL); } } } } } } } 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_vertexsurfaces); Cvar_RegisterVariable(&r_dlightmap); Cvar_RegisterVariable(&r_drawportals); Cvar_RegisterVariable(&r_testvis); Cvar_RegisterVariable(&r_floatbuildlightmap); Cvar_RegisterVariable(&r_detailtextures); Cvar_RegisterVariable(&r_surfaceworldnode); R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }