/* 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" #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"}; static int dlightdivtable[32768]; static int R_IntAddDynamicLights (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; unsigned int *bl; float dist, impact[3], local[3]; // LordHavoc: use 64bit integer... shame it's not very standardized... #if _MSC_VER || __BORLANDC__ __int64 k; #else long long k; #endif 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 softwareuntransform(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]; green = r_dlight[lnum].light[1]; blue = r_dlight[lnum].light[2]; 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) >> 7; bl[1] += (green * k) >> 7; bl[2] += (blue * k) >> 7; lit = true; } } bl += 3; } } else // skip line bl += smax3; } } return lit; } static int R_FloatAddDynamicLights (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 softwareuntransform(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, int dlightchanged) { 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; surf->cached_lightscalebit = lightscalebit; surf->cached_ambient = r_ambient.value; surf->cached_light[0] = d_lightstylevalue[surf->styles[0]]; surf->cached_light[1] = d_lightstylevalue[surf->styles[1]]; surf->cached_light[2] = d_lightstylevalue[surf->styles[2]]; surf->cached_light[3] = d_lightstylevalue[surf->styles[3]]; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; 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(surf); if (surf->cached_dlight) c_light_polys++; else if (dlightchanged) return; // don't upload if only updating dlights and none mattered } // add all the lightmaps if (lightmap) { bl = 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 + lightscalebit + 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; surf->cached_lightscalebit = lightscalebit; surf->cached_ambient = r_ambient.value; surf->cached_light[0] = d_lightstylevalue[surf->styles[0]]; surf->cached_light[1] = d_lightstylevalue[surf->styles[1]]; surf->cached_light[2] = d_lightstylevalue[surf->styles[2]]; surf->cached_light[3] = d_lightstylevalue[surf->styles[3]]; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; 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(surf); if (surf->cached_dlight) c_light_polys++; else if (dlightchanged) return; // don't upload if only updating dlights and none mattered } // add all the lightmaps if (lightmap) { bl = floatblocklights; for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) bl[i] += lightmap[i] * scale; } stain = surf->stainsamples; bl = floatblocklights; out = templight; // deal with lightmap brightness scale scale = 1.0f / (1 << (7 + lightscalebit + 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, vec3_t origin, float radius, int icolor[8]) { float ndist; msurface_t *surf, *endsurf; int sdtable[256], td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, dist2, impacts, impactt, subtract, a, stained, cr, cg, cb, ca, ratio; qbyte *bl; vec3_t impact; // LordHavoc: use 64bit integer... shame it's not very standardized... #if _MSC_VER || __BORLANDC__ __int64 k; #else long long k; #endif // for comparisons to minimum acceptable light // compensate for 256 offset maxdist = radius * radius + 256.0f; // clamp radius to avoid exceeding 32768 entry division table if (maxdist > 4194304) maxdist = 4194304; subtract = (int) ((1.0f / maxdist) * 4194304.0f); 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 + 256.0f; if (dist2 < maxdist) { 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; // convert to 8.8 blocklights format 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) { k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract; if (k > 0) { ratio = rand() & 255; ca = (((icolor[7] - icolor[3]) * ratio) >> 8) + icolor[3]; a = (ca * k) >> 8; if (a > 0) { a = bound(0, a, 256); cr = (((icolor[4] - icolor[0]) * ratio) >> 8) + icolor[0]; cg = (((icolor[5] - icolor[1]) * ratio) >> 8) + icolor[1]; cb = (((icolor[6] - icolor[2]) * ratio) >> 8) + icolor[2]; bl[0] = (qbyte) ((((cr - (int) bl[0]) * a) >> 8) + (int) bl[0]); bl[1] = (qbyte) ((((cg - (int) bl[1]) * a) >> 8) + (int) bl[1]); bl[2] = (qbyte) ((((cb - (int) bl[2]) * a) >> 8) + (int) bl[2]); stained = true; } } } 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, icolor); 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 (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2) { int n, icolor[8]; entity_render_t *ent; model_t *model; vec3_t org; icolor[0] = cr1; icolor[1] = cg1; icolor[2] = cb1; icolor[3] = ca1; icolor[4] = cr2; icolor[5] = cg2; icolor[6] = cb2; icolor[7] = ca2; model = cl.worldmodel; R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor); // 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, icolor); } } } } /* ============================================================= BRUSH MODELS ============================================================= */ static void RSurf_CopyXYZ(const surfvertex_t *in, float *out, int numverts) { int i; for (i = 0;i < numverts;i++, in++, out += 4) { VectorCopy(in->v, out); out[3] = 1; } } static void RSurf_CopyST(const surfvertex_t *in, float *out, int numverts) { int i; for (i = 0;i < numverts;i++, in++, out += 2) { out[0] = in->st[0]; out[1] = in->st[1]; } } static void RSurf_CopyUV(const surfvertex_t *in, float *out, int numverts) { int i; for (i = 0;i < numverts;i++, in++, out += 2) { out[0] = in->uv[0]; out[1] = in->uv[1]; } } static void RSurf_CopyAB(const surfvertex_t *in, float *out, int numverts) { int i; for (i = 0;i < numverts;i++, in++, out += 2) { out[0] = in->ab[0]; out[1] = in->ab[1]; } } static void RSurf_AddLightmapToVertexColors(const surfvertex_t *in, 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++, in++, c += 4) { lm = samples + in->lightmapoffset; 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(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 += 4, 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(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 += 4, 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(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 += 4, 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 void RSurf_ScaleColors(float *c, float scale, int numverts) { int i; if (scale != 1) for (i = 0;i < numverts;i++, c += 4) VectorScale(c, scale, c); } static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color) { float f; const float *v; float *c; int i, l, lit = false; 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 += 4, c += 4) { f = VectorDistance2(v, lightorigin) + LIGHTOFFSET; if (f < rd->cullradius2) { f = (1.0f / f) - rd->subtract; VectorMA(c, f, rd->light, c); lit = true; } } } } return lit; } // note: this untransforms lights to do the checking, // and takes surf->mesh->vertex data static int RSurf_LightCheck(const int *dlightbits, surfmesh_t *mesh) { int i, l; rdlight_t *rd; vec3_t lightorigin; surfvertex_t *sv; for (l = 0;l < r_numdlights;l++) { if (dlightbits[l >> 5] & (1 << (l & 31))) { rd = &r_dlight[l]; softwareuntransform(rd->origin, lightorigin); for (i = 0, sv = mesh->vertex;i < mesh->numverts;i++, sv++) if (VectorDistance2(sv->v, lightorigin) < rd->cullradius2) return true; } } return false; } static void RSurfShader_Sky(const entity_render_t *ent, const msurface_t *firstsurf) { const msurface_t *surf; surfmesh_t *mesh; rmeshbufferinfo_t m; // LordHavoc: HalfLife maps have freaky skypolys... if (ent->model->ishlbsp) return; if (skyrendernow) { skyrendernow = false; if (skyrendermasked) R_Sky(); } // draw depth-only polys memset(&m, 0, sizeof(m)); if (skyrendermasked) { m.blendfunc1 = GL_ZERO; m.blendfunc2 = GL_ONE; } else { // fog sky m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; } m.depthwrite = true; m.matrix = ent->matrix; for (surf = firstsurf;surf;surf = surf->chain) { for (mesh = surf->mesh;mesh;mesh = mesh->chain) { m.numtriangles = mesh->numtriangles; m.numverts = mesh->numverts; if (R_Mesh_Draw_GetBuffer(&m, false)) { memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); if (skyrendermasked) memset(m.color, 0, m.numverts * sizeof(float[4])); else R_FillColors(m.color, m.numverts, fogcolor[0] * m.colorscale, fogcolor[1] * m.colorscale, fogcolor[2] * m.colorscale, 1); R_Mesh_Render(); } } } } static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) { const entity_render_t *ent = calldata1; msurface_t *surf = ent->model->surfaces + calldata2; float f; surfmesh_t *mesh; rmeshbufferinfo_t m; float alpha = ent->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value); float modelorg[3]; Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); memset(&m, 0, sizeof(m)); if (ent->effects & EF_ADDITIVE) { m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; } else if (surf->currenttexture->fogtexture != NULL || alpha < 1) { 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(surf->currenttexture->texture); m.matrix = ent->matrix; for (mesh = surf->mesh;mesh;mesh = mesh->chain) { m.numtriangles = mesh->numtriangles; m.numverts = mesh->numverts; if (R_Mesh_Draw_GetBuffer(&m, true)) { memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f); R_FillColors(m.color, m.numverts, f, f, f, alpha); if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT)) { if (surf->dlightframe == r_framecount) RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, m.numverts, m.vertex, m.color); if (surf->flags & SURF_LIGHTMAP) RSurf_AddLightmapToVertexColors(mesh->vertex, m.color, m.numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); } RSurf_FogColors(m.vertex, m.color, m.colorscale, m.numverts, modelorg); R_Mesh_Render(); } } if (fogenabled) { memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture); m.matrix = ent->matrix; for (mesh = surf->mesh;mesh;mesh = mesh->chain) { m.numtriangles = mesh->numtriangles; m.numverts = mesh->numverts; if (R_Mesh_Draw_GetBuffer(&m, false)) { memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); if (m.tex[0]) RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); RSurf_FogPassColors(m.vertex, m.color, fogcolor[0], fogcolor[1], fogcolor[2], alpha, m.colorscale, m.numverts, modelorg); R_Mesh_Render(); } } } } static void RSurfShader_Water(const entity_render_t *ent, const msurface_t *firstsurf) { const msurface_t *surf; vec3_t center; for (surf = firstsurf;surf;surf = surf->chain) { if ((r_wateralpha.value < 1 && !(surf->flags & SURF_DRAWNOALPHA)) || ent->effects & EF_ADDITIVE || surf->currenttexture->fogtexture) { Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces); } else R_MeshQueue_Add(RSurfShader_Water_Callback, ent, surf - ent->model->surfaces); } } static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf) { float base; surfmesh_t *mesh; rmeshbufferinfo_t m; float modelorg[3]; Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); memset(&m, 0, sizeof(m)); if (ent->effects & EF_ADDITIVE) { m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; } else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1) { 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(surf->currenttexture->texture); base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f); m.matrix = ent->matrix; for (mesh = surf->mesh;mesh;mesh = mesh->chain) { m.numtriangles = mesh->numtriangles; m.numverts = mesh->numverts; if (R_Mesh_Draw_GetBuffer(&m, true)) { memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); R_FillColors(m.color, m.numverts, base, base, base, ent->alpha); if (!(ent->effects & EF_FULLBRIGHT)) { if (surf->dlightframe == r_framecount) RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, m.numverts, m.vertex, m.color); if (surf->flags & SURF_LIGHTMAP) RSurf_AddLightmapToVertexColors(mesh->vertex, m.color, m.numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); } RSurf_FogColors(m.vertex, m.color, m.colorscale, m.numverts, modelorg); R_Mesh_Render(); } } } static void RSurfShader_Wall_Pass_BaseFullbright(const entity_render_t *ent, const msurface_t *surf) { surfmesh_t *mesh; rmeshbufferinfo_t m; float modelorg[3]; Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); memset(&m, 0, sizeof(m)); if (ent->effects & EF_ADDITIVE) { m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; } else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1) { 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(surf->currenttexture->texture); m.matrix = ent->matrix; for (mesh = surf->mesh;mesh;mesh = mesh->chain) { m.numtriangles = mesh->numtriangles; m.numverts = mesh->numverts; if (R_Mesh_Draw_GetBuffer(&m, false)) { memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); RSurf_FoggedColors(m.vertex, m.color, 1, 1, 1, ent->alpha, m.colorscale, m.numverts, modelorg); R_Mesh_Render(); } } } static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf) { surfmesh_t *mesh; rmeshbufferinfo_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(surf->currenttexture->glowtexture); m.matrix = ent->matrix; for (mesh = surf->mesh;mesh;mesh = mesh->chain) { m.numtriangles = mesh->numtriangles; m.numverts = mesh->numverts; if (R_Mesh_Draw_GetBuffer(&m, false)) { memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); RSurf_FoggedColors(m.vertex, m.color, 1, 1, 1, ent->alpha, m.colorscale, m.numverts, modelorg); R_Mesh_Render(); } } } static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf) { surfmesh_t *mesh; rmeshbufferinfo_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.matrix = ent->matrix; m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture); for (mesh = surf->mesh;mesh;mesh = mesh->chain) { m.numtriangles = mesh->numtriangles; m.numverts = mesh->numverts; if (R_Mesh_Draw_GetBuffer(&m, false)) { memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); if (m.tex[0]) RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); RSurf_FogPassColors(m.vertex, m.color, fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha, m.colorscale, m.numverts, modelorg); R_Mesh_Render(); } } } static void RSurfShader_OpaqueWall_Pass_TripleTexCombine(const entity_render_t *ent, const msurface_t *surf) { surfmesh_t *mesh; rmeshbufferinfo_t m; float cl; memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; m.tex[0] = R_GetTexture(surf->currenttexture->texture); m.texrgbscale[0] = 1.0f; m.tex[1] = R_GetTexture(surf->lightmaptexture); m.texrgbscale[1] = 4.0f; m.tex[2] = R_GetTexture(surf->currenttexture->detailtexture); m.texrgbscale[2] = 2.0f; m.matrix = ent->matrix; for (mesh = surf->mesh;mesh;mesh = mesh->chain) { m.numtriangles = mesh->numtriangles; m.numverts = mesh->numverts; if (R_Mesh_Draw_GetBuffer(&m, false)) { memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); cl = (float) (1 << lightscalebit) * m.colorscale; R_FillColors(m.color, m.numverts, cl, cl, cl, 1); RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); RSurf_CopyUV(mesh->vertex, m.texcoords[1], m.numverts); RSurf_CopyAB(mesh->vertex, m.texcoords[2], m.numverts); R_Mesh_Render(); } } } static void RSurfShader_OpaqueWall_Pass_BaseMTex(const entity_render_t *ent, const msurface_t *surf) { surfmesh_t *mesh; rmeshbufferinfo_t m; float cl; memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; m.tex[0] = R_GetTexture(surf->currenttexture->texture); m.tex[1] = R_GetTexture(surf->lightmaptexture); m.matrix = ent->matrix; for (mesh = surf->mesh;mesh;mesh = mesh->chain) { m.numtriangles = mesh->numtriangles; m.numverts = mesh->numverts; if (R_Mesh_Draw_GetBuffer(&m, true)) { memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); cl = (float) (1 << lightscalebit) * m.colorscale; R_FillColors(m.color, m.numverts, cl, cl, cl, 1); RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); RSurf_CopyUV(mesh->vertex, m.texcoords[1], m.numverts); R_Mesh_Render(); } } } static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const msurface_t *surf) { surfmesh_t *mesh; rmeshbufferinfo_t m; float cl; memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; m.tex[0] = R_GetTexture(surf->currenttexture->texture); m.matrix = ent->matrix; for (mesh = surf->mesh;mesh;mesh = mesh->chain) { m.numtriangles = mesh->numtriangles; m.numverts = mesh->numverts; if (R_Mesh_Draw_GetBuffer(&m, false)) { memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); cl = m.colorscale; R_FillColors(m.color, m.numverts, cl, cl, cl, 1); RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); R_Mesh_Render(); } } } static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const msurface_t *surf) { surfmesh_t *mesh; rmeshbufferinfo_t m; float cl; memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_ZERO; m.blendfunc2 = GL_SRC_COLOR; m.tex[0] = R_GetTexture(surf->lightmaptexture); m.matrix = ent->matrix; for (mesh = surf->mesh;mesh;mesh = mesh->chain) { m.numtriangles = mesh->numtriangles; m.numverts = mesh->numverts; if (R_Mesh_Draw_GetBuffer(&m, true)) { memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); cl = (float) (1 << lightscalebit) * m.colorscale; R_FillColors(m.color, m.numverts, cl, cl, cl, 1); RSurf_CopyUV(mesh->vertex, m.texcoords[0], m.numverts); R_Mesh_Render(); } } } static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const msurface_t *surf) { surfmesh_t *mesh; rmeshbufferinfo_t m; if (surf->dlightframe != r_framecount) return; if (ent->effects & EF_FULLBRIGHT) return; memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; m.tex[0] = R_GetTexture(surf->currenttexture->texture); m.matrix = ent->matrix; for (mesh = surf->mesh;mesh;mesh = mesh->chain) { if (RSurf_LightCheck(surf->dlightbits, mesh)) { m.numtriangles = mesh->numtriangles; m.numverts = mesh->numverts; if (R_Mesh_Draw_GetBuffer(&m, true)) { memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); R_FillColors(m.color, m.numverts, 0, 0, 0, 1); RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, m.numverts, m.vertex, m.color); RSurf_ScaleColors(m.color, m.colorscale, m.numverts); R_Mesh_Render(); } } } } static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf) { surfmesh_t *mesh; rmeshbufferinfo_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; m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture); m.matrix = ent->matrix; for (mesh = surf->mesh;mesh;mesh = mesh->chain) { m.numtriangles = mesh->numtriangles; m.numverts = mesh->numverts; if (R_Mesh_Draw_GetBuffer(&m, false)) { memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); if (m.tex[0]) RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); RSurf_FogPassColors(m.vertex, m.color, fogcolor[0], fogcolor[1], fogcolor[2], 1, m.colorscale, m.numverts, modelorg); R_Mesh_Render(); } } } static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const msurface_t *surf) { surfmesh_t *mesh; rmeshbufferinfo_t m; memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_DST_COLOR; m.blendfunc2 = GL_SRC_COLOR; m.tex[0] = R_GetTexture(surf->currenttexture->detailtexture); m.matrix = ent->matrix; for (mesh = surf->mesh;mesh;mesh = mesh->chain) { m.numtriangles = mesh->numtriangles; m.numverts = mesh->numverts; if (R_Mesh_Draw_GetBuffer(&m, false)) { memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); R_FillColors(m.color, m.numverts, 1, 1, 1, 1); RSurf_CopyAB(mesh->vertex, m.texcoords[0], m.numverts); R_Mesh_Render(); } } } static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf) { surfmesh_t *mesh; rmeshbufferinfo_t m; memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture); m.matrix = ent->matrix; for (mesh = surf->mesh;mesh;mesh = mesh->chain) { m.numtriangles = mesh->numtriangles; m.numverts = mesh->numverts; if (R_Mesh_Draw_GetBuffer(&m, false)) { memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); R_FillColors(m.color, m.numverts, m.colorscale, m.colorscale, m.colorscale, 1); RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); R_Mesh_Render(); } } } static void RSurfShader_Wall_Fullbright_Callback(const void *calldata1, int calldata2) { const entity_render_t *ent = calldata1; const msurface_t *surf = ent->model->surfaces + calldata2; RSurfShader_Wall_Pass_BaseFullbright(ent, surf); if (surf->currenttexture->glowtexture) RSurfShader_Wall_Pass_Glow(ent, surf); if (fogenabled) RSurfShader_Wall_Pass_Fog(ent, surf); } static void RSurfShader_Wall_Fullbright(const entity_render_t *ent, const msurface_t *firstsurf) { const msurface_t *surf; vec3_t center; if (ent->effects & EF_ADDITIVE || ent->alpha < 1) { for (surf = firstsurf;surf;surf = surf->chain) { c_brush_polys++; Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces); } } else { for (surf = firstsurf;surf;surf = surf->chain) { c_brush_polys++; if (surf->currenttexture->fogtexture != NULL) { Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces); } else RSurfShader_Wall_Pass_BaseFullbright(ent, surf); } for (surf = firstsurf;surf;surf = surf->chain) if (surf->currenttexture->glowtexture) if (surf->currenttexture->fogtexture == NULL) RSurfShader_Wall_Pass_Glow(ent, surf); if (fogenabled) for (surf = firstsurf;surf;surf = surf->chain) if (surf->currenttexture->fogtexture == NULL) RSurfShader_Wall_Pass_Fog(ent, surf); } } 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; RSurfShader_Wall_Pass_BaseVertex(ent, surf); if (surf->currenttexture->glowtexture) RSurfShader_Wall_Pass_Glow(ent, surf); if (fogenabled) RSurfShader_Wall_Pass_Fog(ent, surf); } static void RSurfShader_Wall_Vertex(const entity_render_t *ent, const msurface_t *firstsurf) { const msurface_t *surf; vec3_t center; if (ent->effects & EF_ADDITIVE || ent->alpha < 1) { for (surf = firstsurf;surf;surf = surf->chain) { c_brush_polys++; Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); } } else { for (surf = firstsurf;surf;surf = surf->chain) { c_brush_polys++; if (surf->currenttexture->fogtexture != NULL) { Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); } else RSurfShader_Wall_Pass_BaseVertex(ent, surf); } for (surf = firstsurf;surf;surf = surf->chain) if (surf->currenttexture->glowtexture) if (surf->currenttexture->fogtexture == NULL) RSurfShader_Wall_Pass_Glow(ent, surf); if (fogenabled) for (surf = firstsurf;surf;surf = surf->chain) if (surf->currenttexture->fogtexture == NULL) RSurfShader_Wall_Pass_Fog(ent, surf); } } static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const msurface_t *firstsurf) { const msurface_t *surf; vec3_t center; if (ent->alpha < 1 || ent->effects & EF_ADDITIVE) { for (surf = firstsurf;surf;surf = surf->chain) { c_brush_polys++; Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); } } else if (r_vertexsurfaces.integer || ent->alpha < 1 || ent->effects & EF_ADDITIVE) { for (surf = firstsurf;surf;surf = surf->chain) { c_brush_polys++; if (surf->currenttexture->fogtexture != NULL) { Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); } else RSurfShader_Wall_Pass_BaseVertex(ent, surf); } for (surf = firstsurf;surf;surf = surf->chain) if (surf->currenttexture->glowtexture) if (surf->currenttexture->fogtexture == NULL) RSurfShader_Wall_Pass_Glow(ent, surf); if (fogenabled) for (surf = firstsurf;surf;surf = surf->chain) if (surf->currenttexture->fogtexture == NULL) RSurfShader_Wall_Pass_Fog(ent, surf); } else { if (r_textureunits.integer >= 2) { if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer) { for (surf = firstsurf;surf;surf = surf->chain) { c_brush_polys++; if (surf->currenttexture->fogtexture != NULL) { Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); } else RSurfShader_OpaqueWall_Pass_TripleTexCombine(ent, surf); } } else { for (surf = firstsurf;surf;surf = surf->chain) { c_brush_polys++; if (surf->currenttexture->fogtexture != NULL) { Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); } else RSurfShader_OpaqueWall_Pass_BaseMTex(ent, surf); } if (r_detailtextures.integer) for (surf = firstsurf;surf;surf = surf->chain) if (surf->currenttexture->fogtexture == NULL) RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf); } } else { for (surf = firstsurf;surf;surf = surf->chain) { c_brush_polys++; if (surf->currenttexture->fogtexture != NULL) { Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); } else RSurfShader_OpaqueWall_Pass_BaseTexture(ent, surf); } for (surf = firstsurf;surf;surf = surf->chain) if (surf->currenttexture->fogtexture == NULL) RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, surf); if (r_detailtextures.integer) for (surf = firstsurf;surf;surf = surf->chain) if (surf->currenttexture->fogtexture == NULL) RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf); } if (!r_dlightmap.integer) for (surf = firstsurf;surf;surf = surf->chain) if (surf->dlightframe == r_framecount) if (surf->currenttexture->fogtexture == NULL) RSurfShader_OpaqueWall_Pass_Light(ent, surf); for (surf = firstsurf;surf;surf = surf->chain) if (surf->currenttexture->glowtexture) if (surf->currenttexture->fogtexture == NULL) RSurfShader_OpaqueWall_Pass_Glow(ent, surf); if (fogenabled) for (surf = firstsurf;surf;surf = surf->chain) if (surf->currenttexture->fogtexture == NULL) RSurfShader_OpaqueWall_Pass_Fog(ent, surf); } } /* ============================================================= WORLD MODEL ============================================================= */ static void R_SolidWorldNode (entity_render_t *ent) { if (r_viewleaf->contents != CONTENTS_SOLID) { int portalstack; mportal_t *p, *pstack[8192]; msurface_t *surf, **mark, **endmark; mleaf_t *leaf; // LordHavoc: portal-passage worldnode; follows portals leading // outward from viewleaf, if a portal leads offscreen it is not // followed, in indoor maps this can often cull a great deal of // geometry away when pvs data is not present (useful with pvs as well) leaf = r_viewleaf; leaf->worldnodeframe = r_framecount; portalstack = 0; loc0: c_leafs++; leaf->visframe = r_framecount; if (leaf->nummarksurfaces) { mark = leaf->firstmarksurface; endmark = mark + leaf->nummarksurfaces; do { surf = *mark++; // make sure surfaces are only processed once if (surf->worldnodeframe == r_framecount) continue; surf->worldnodeframe = r_framecount; if (PlaneDist(r_origin, surf->plane) < surf->plane->dist) { if (surf->flags & SURF_PLANEBACK) surf->visframe = r_framecount; } else { if (!(surf->flags & SURF_PLANEBACK)) surf->visframe = r_framecount; } } while (mark < endmark); } // follow portals into other leafs p = leaf->portals; for (;p;p = p->next) { if (DotProduct(r_origin, p->plane.normal) < p->plane.dist) { leaf = p->past; if (leaf->worldnodeframe != r_framecount) { leaf->worldnodeframe = r_framecount; if (leaf->contents != CONTENTS_SOLID) { if (R_NotCulledBox(leaf->mins, leaf->maxs)) { p->visframe = r_framecount; pstack[portalstack++] = p; goto loc0; loc1: p = pstack[--portalstack]; } } } } } if (portalstack) goto loc1; } else { mnode_t *nodestack[8192], *node = cl.worldmodel->nodes; int nodestackpos = 0; // LordHavoc: recursive descending worldnode; if portals are not // available, this is a good last resort, can cull large amounts of // geometry, but is more time consuming than portal-passage and renders // things behind walls loc2: if (R_NotCulledBox(node->mins, node->maxs)) { if (node->numsurfaces) { msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces; if (PlaneDiff (r_origin, node->plane) < 0) { for (;surf < surfend;surf++) { if (surf->flags & SURF_PLANEBACK) surf->visframe = r_framecount; } } else { for (;surf < surfend;surf++) { if (!(surf->flags & SURF_PLANEBACK)) surf->visframe = r_framecount; } } } // recurse down the children if (node->children[0]->contents >= 0) { if (node->children[1]->contents >= 0) { if (nodestackpos < 8192) nodestack[nodestackpos++] = node->children[1]; node = node->children[0]; goto loc2; } else ((mleaf_t *)node->children[1])->visframe = r_framecount; node = node->children[0]; goto loc2; } else { ((mleaf_t *)node->children[0])->visframe = r_framecount; if (node->children[1]->contents >= 0) { node = node->children[1]; goto loc2; } else if (nodestackpos > 0) { ((mleaf_t *)node->children[1])->visframe = r_framecount; node = nodestack[--nodestackpos]; goto loc2; } } } else if (nodestackpos > 0) { node = nodestack[--nodestackpos]; goto loc2; } } } static void R_PVSWorldNode() { int portalstack, i; mportal_t *p, *pstack[8192]; msurface_t *surf, **mark, **endmark; mleaf_t *leaf; qbyte *worldvis; worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel); leaf = r_viewleaf; leaf->worldnodeframe = r_framecount; portalstack = 0; loc0: c_leafs++; leaf->visframe = r_framecount; if (leaf->nummarksurfaces) { mark = leaf->firstmarksurface; endmark = mark + leaf->nummarksurfaces; do { surf = *mark++; // make sure surfaces are only processed once if (surf->worldnodeframe == r_framecount) continue; surf->worldnodeframe = r_framecount; if (PlaneDist(r_origin, surf->plane) < surf->plane->dist) { if (surf->flags & SURF_PLANEBACK) surf->visframe = r_framecount; } else { if (!(surf->flags & SURF_PLANEBACK)) surf->visframe = r_framecount; } } while (mark < endmark); } // follow portals into other leafs for (p = leaf->portals;p;p = p->next) { if (DotProduct(r_origin, p->plane.normal) < p->plane.dist) { leaf = p->past; if (leaf->worldnodeframe != r_framecount) { leaf->worldnodeframe = r_framecount; if (leaf->contents != CONTENTS_SOLID) { i = (leaf - cl.worldmodel->leafs) - 1; if (worldvis[i>>3] & (1<<(i&7))) { if (R_NotCulledBox(leaf->mins, leaf->maxs)) { pstack[portalstack++] = p; goto loc0; loc1: p = pstack[--portalstack]; } } } } } } if (portalstack) goto loc1; } Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex}, NULL}; Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, NULL}; Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, NULL}; Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, NULL}; Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, NULL}; int Cshader_count = 5; Cshader_t *Cshaders[5] = { &Cshader_wall_vertex, &Cshader_wall_lightmap, &Cshader_wall_fullbright, &Cshader_water, &Cshader_sky }; void R_PrepareSurfaces(entity_render_t *ent) { int i, alttextures, texframe, framecount; texture_t *t; model_t *model; msurface_t *surf; for (i = 0;i < Cshader_count;i++) Cshaders[i]->chain = NULL; model = ent->model; alttextures = ent->frame != 0; texframe = (int)(cl.time * 5.0f); for (i = 0;i < model->nummodelsurfaces;i++) { surf = model->modelsortedsurfaces[i]; if (surf->visframe == r_framecount) { if (surf->insertframe != r_framecount) { surf->insertframe = r_framecount; c_faces++; t = surf->texinfo->texture; if (t->animated) { framecount = t->anim_total[alttextures]; if (framecount >= 2) surf->currenttexture = t->anim_frames[alttextures][texframe % framecount]; else surf->currenttexture = t->anim_frames[alttextures][0]; } else surf->currenttexture = t; } surf->chain = surf->shader->chain; surf->shader->chain = surf; } } } void R_DrawSurfaces (entity_render_t *ent, int type) { int i; Cshader_t *shader; for (i = 0;i < Cshader_count;i++) { shader = Cshaders[i]; if (shader->chain && shader->shaderfunc[type]) shader->shaderfunc[type](ent, shader->chain); } } static void R_DrawPortal_Callback(const void *calldata1, int calldata2) { int i; float *v; rmeshbufferinfo_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; m.numverts = portal->numpoints; m.numtriangles = portal->numpoints - 2; m.matrix = ent->matrix; if (R_Mesh_Draw_GetBuffer(&m, false)) { for (i = 0;i < m.numtriangles;i++) { m.index[i * 3 + 0] = 0; m.index[i * 3 + 1] = i + 1; m.index[i * 3 + 2] = i + 2; } i = portal - ent->model->portals; R_FillColors(m.color, m.numverts, ((i & 0x0007) >> 0) * (1.0f / 7.0f) * m.colorscale, ((i & 0x0038) >> 3) * (1.0f / 7.0f) * m.colorscale, ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * m.colorscale, 0.125f); if (PlaneDiff(r_origin, (&portal->plane)) > 0) { for (i = portal->numpoints - 1, v = m.vertex;i >= 0;i--, v += 4) VectorCopy(portal->points[i].position, v); } else for (i = 0, v = m.vertex;i < portal->numpoints;i++, v += 4) VectorCopy(portal->points[i].position, v); R_Mesh_Render(); } } void R_DrawPortals(entity_render_t *ent) { int i; mportal_t *portal, *endportal; float temp[3], center[3], f; if (r_drawportals.integer < 1) return; for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++) { if (portal->here->visframe == r_framecount || portal->past->visframe == r_framecount) { 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_SetupForBModelRendering(entity_render_t *ent) { int i; msurface_t *surf; model_t *model; vec3_t modelorg; // because bmodels can be reused, we have to decide which things to render // from scratch every time model = ent->model; Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); for (i = 0;i < model->nummodelsurfaces;i++) { surf = model->modelsortedsurfaces[i]; if (((surf->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, surf->plane) >= 0)) surf->visframe = r_framecount; else surf->visframe = -1; surf->worldnodeframe = -1; surf->lightframe = -1; surf->dlightframe = -1; surf->insertframe = -1; } } void R_SurfMarkLights (entity_render_t *ent) { int i; msurface_t *surf; if (r_dynamic.integer) R_MarkLights(ent); if (!r_vertexsurfaces.integer) { for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++) { if (surf->visframe == r_framecount && surf->lightmaptexture != NULL) { if (surf->cached_dlight || surf->cached_ambient != r_ambient.value || surf->cached_lightscalebit != lightscalebit) R_BuildLightMap(ent, surf, false); // base lighting changed else if (r_dynamic.integer) { if (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0] || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1] || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2] || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3])))))))) R_BuildLightMap(ent, surf, false); // base lighting changed else if (surf->dlightframe == r_framecount && r_dlightmap.integer) R_BuildLightMap(ent, surf, true); // only dlights } } } } } /* ============= R_DrawWorld ============= */ void R_DrawWorld (entity_render_t *ent) { // there is only one instance of the world, but it can be rendered in // multiple stages if (r_viewleaf->contents == CONTENTS_SOLID || r_novis.integer || r_viewleaf->compressed_vis == NULL) R_SolidWorldNode (ent); else R_PVSWorldNode (ent); } /* ================= R_DrawBrushModel ================= */ void R_DrawBrushModelSky (entity_render_t *ent) { R_SetupForBModelRendering(ent); R_PrepareSurfaces(ent); R_DrawSurfaces(ent, SHADERSTAGE_SKY); } void R_DrawBrushModelNormal (entity_render_t *ent) { c_bmodels++; // have to flush queue because of possible lightmap reuse R_Mesh_Render(); R_SetupForBModelRendering(ent); R_SurfMarkLights(ent); R_PrepareSurfaces(ent); if (!skyrendermasked) R_DrawSurfaces(ent, SHADERSTAGE_SKY); R_DrawSurfaces(ent, SHADERSTAGE_NORMAL); } 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); R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }