/* 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 signed int blocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting static byte 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"}; static void gl_surf_start(void) { } static void gl_surf_shutdown(void) { } static void gl_surf_newmap(void) { } static int dlightdivtable[32768]; 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); R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); } static int R_AddDynamicLights (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; vec3_t impact, local; // 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; 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); // VectorSubtract (r_dlight[lnum].origin, currentrenderentity->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; // already clamped, skip this // clamp radius to avoid exceeding 32768 entry division table //if (maxdist > 4194304) // maxdist = 4194304; dist2 = dist * dist; dist2 += LIGHTOFFSET; if (dist2 >= maxdist) continue; 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].lightsubtract * 4194304.0f); bl = blocklights; smax3 = smax * 3; 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) >> 8; bl[1] += (green * k) >> 8; bl[2] += (blue * k) >> 8; lit = true; } } bl += 3; } } else // skip line bl += smax3; } } return lit; } 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; byte *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 4096 offset maxdist = radius * radius + 4096; // 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; dist2 += 4096.0f; if (dist2 < maxdist) { maxdist3 = maxdist - dist2; 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] = (byte) ((((cr - (int) bl[0]) * a) >> 8) + (int) bl[0]); bl[1] = (byte) ((((cg - (int) bl[1]) * a) >> 8) + (int) bl[1]); bl[2] = (byte) ((((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; softwaretransformidentity(); R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor); // look for embedded bmodels for (n = 1;n < MAX_EDICTS;n++) { ent = &cl_entities[n].render; model = ent->model; if (model && model->name[0] == '*') { Mod_CheckLoaded(model); if (model->type == mod_brush) { softwaretransformforentity(ent); softwareuntransform(origin, org); R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, icolor); } } } } /* =============== R_BuildLightMap Combine and scale multiple lightmaps into the 8.8 format in blocklights =============== */ static void R_BuildLightMap (msurface_t *surf, int dlightchanged) { int smax, tmax, i, j, size, size3, shift, scale, maps, *bl, stride, l; byte *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 if ((currentrenderentity->effects & EF_FULLBRIGHT) || !cl.worldmodel->lightdata) { bl = blocklights; for (i = 0;i < size;i++) { *bl++ = 255*256; *bl++ = 255*256; *bl++ = 255*256; } } else { // clear to no light j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style if (j) { bl = blocklights; for (i = 0;i < size3;i++) *bl++ = j; } else memset(&blocklights[0], 0, size*3*sizeof(int)); if (surf->dlightframe == r_framecount && r_dlightmap.integer) { surf->cached_dlight = R_AddDynamicLights(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) for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++) for (scale = d_lightstylevalue[surf->styles[maps]], bl = blocklights, i = 0;i < size3;i++) *bl++ += *lightmap++ * scale; } stain = surf->stainsamples; if (stain) for (bl = blocklights, i = 0;i < size3;i++) if (stain[i] < 255) bl[i] = (bl[i] * stain[i]) >> 8; bl = blocklights; out = templight; // deal with lightmap brightness scale shift = 7 + lightscalebit; if (currentrenderentity->model->lightmaprgba) { stride = (surf->lightmaptexturestride - smax) * 4; for (i = 0;i < tmax;i++, out += stride) { for (j = 0;j < smax;j++) { l = *bl++ >> shift;*out++ = min(l, 255); l = *bl++ >> shift;*out++ = min(l, 255); l = *bl++ >> 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++ >> shift;*out++ = min(l, 255); l = *bl++ >> shift;*out++ = min(l, 255); l = *bl++ >> shift;*out++ = min(l, 255); } } } R_UpdateTexture(surf->lightmaptexture, templight); } /* =============== R_TextureAnimation Returns the proper texture for a given time and base texture =============== */ /* // note: this was manually inlined in R_PrepareSurfaces static texture_t *R_TextureAnimation (texture_t *base) { if (currentrenderentity->frame && base->alternate_anims != NULL) base = base->alternate_anims; if (base->anim_total < 2) return base; return base->anim_frames[(int)(cl.time * 5.0f) % base->anim_total]; } */ /* ============================================================= BRUSH MODELS ============================================================= */ static float turbsin[256] = { #include "gl_warp_sin.h" }; #define TURBSCALE (256.0 / (2 * M_PI)) #define MAX_SURFVERTS 1024 typedef struct { float v[4]; float st[2]; float uv[2]; float c[4]; } surfvert_t; static surfvert_t svert[MAX_SURFVERTS]; // used by the following functions static int RSurfShader_Sky(int stage, msurface_t *s) { int i; float number, length, dir[3], speedscale; surfvertex_t *v; surfvert_t *sv; rmeshinfo_t m; // LordHavoc: HalfLife maps have freaky skypolys... if (currentrenderentity->model->ishlbsp) return true; if (stage == 0) { if (skyrendermasked) { if (skyrendernow) { skyrendernow = false; R_Sky(); } // draw depth-only polys memset(&m, 0, sizeof(m)); m.transparent = false; m.blendfunc1 = GL_ZERO; m.blendfunc2 = GL_ONE; m.depthwrite = true; m.numtriangles = s->mesh.numtriangles; m.numverts = s->mesh.numverts; m.index = s->mesh.index; //m.cr = 0; //m.cg = 0; //m.cb = 0; //m.ca = 0; if (softwaretransform_complexity) { m.vertex = &svert[0].v[0]; m.vertexstep = sizeof(surfvert_t); for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) softwaretransform(v->v, sv->v); } else { m.vertex = &s->mesh.vertex[0].v[0]; m.vertexstep = sizeof(surfvertex_t); } R_Mesh_Draw(&m); } else if (skyrenderglquake) { memset(&m, 0, sizeof(m)); m.transparent = false; m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; m.numtriangles = s->mesh.numtriangles; m.numverts = s->mesh.numverts; m.index = s->mesh.index; m.vertex = &svert[0].v[0]; m.vertexstep = sizeof(surfvert_t); m.cr = 1; m.cg = 1; m.cb = 1; m.ca = 1; if (r_mergesky.integer) m.tex[0] = R_GetTexture(mergeskytexture); else m.tex[0] = R_GetTexture(solidskytexture); m.texcoords[0] = &svert[0].st[0]; m.texcoordstep[0] = sizeof(surfvert_t); speedscale = cl.time * (8.0/128.0); speedscale -= (int)speedscale; for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { softwaretransform(v->v, sv->v); VectorSubtract (sv->v, r_origin, dir); // flatten the sphere dir[2] *= 3; number = DotProduct(dir, dir); #if SLOWMATH length = 3.0f / sqrt(number); #else *((long *)&length) = 0x5f3759df - ((* (long *) &number) >> 1); length = 3.0f * (length * (1.5f - (number * 0.5f * length * length))); #endif sv->st[0] = speedscale + dir[0] * length; sv->st[1] = speedscale + dir[1] * length; } R_Mesh_Draw(&m); } else { // flat color memset(&m, 0, sizeof(m)); m.transparent = false; m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; m.numtriangles = s->mesh.numtriangles; m.numverts = s->mesh.numverts; m.index = s->mesh.index; m.cr = fogcolor[0]; m.cg = fogcolor[1]; m.cb = fogcolor[2]; m.ca = 1; if (softwaretransform_complexity) { m.vertex = &svert[0].v[0]; m.vertexstep = sizeof(surfvert_t); for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) softwaretransform(v->v, sv->v); } else { m.vertex = &s->mesh.vertex[0].v[0]; m.vertexstep = sizeof(surfvertex_t); } R_Mesh_Draw(&m); } return false; } else if (stage == 1) { if (skyrenderglquake && !r_mergesky.integer) { memset(&m, 0, sizeof(m)); m.transparent = false; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; m.numtriangles = s->mesh.numtriangles; m.numverts = s->mesh.numverts; m.index = s->mesh.index; m.vertex = &svert[0].v[0]; m.vertexstep = sizeof(surfvert_t); m.cr = 1; m.cg = 1; m.cb = 1; m.ca = 1; m.tex[0] = R_GetTexture(alphaskytexture); m.texcoords[0] = &svert[0].st[0]; m.texcoordstep[0] = sizeof(surfvert_t); speedscale = cl.time * (16.0/128.0); speedscale -= (int)speedscale; for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { softwaretransform(v->v, sv->v); VectorSubtract (sv->v, r_origin, dir); // flatten the sphere dir[2] *= 3; number = DotProduct(dir, dir); #if SLOWMATH length = 3.0f / sqrt(number); #else *((long *)&length) = 0x5f3759df - ((* (long *) &number) >> 1); length = 3.0f * (length * (1.5f - (number * 0.5f * length * length))); #endif sv->st[0] = speedscale + dir[0] * length; sv->st[1] = speedscale + dir[1] * length; } R_Mesh_Draw(&m); return false; } return true; } else return true; } static int RSurf_Light(int *dlightbits, int numverts) { float f; int i, l, lit = false; rdlight_t *rd; vec3_t lightorigin; surfvert_t *sv; for (l = 0;l < r_numdlights;l++) { if (dlightbits[l >> 5] & (1 << (l & 31))) { rd = &r_dlight[l]; // FIXME: support softwareuntransform here and make bmodels use hardware transform? VectorCopy(rd->origin, lightorigin); for (i = 0, sv = svert;i < numverts;i++, sv++) { f = VectorDistance2(sv->v, lightorigin) + LIGHTOFFSET; if (f < rd->cullradius2) { f = (1.0f / f) - rd->lightsubtract; sv->c[0] += rd->light[0] * f; sv->c[1] += rd->light[1] * f; sv->c[2] += rd->light[2] * f; lit = true; } } } } return lit; } static void RSurfShader_Water_Pass_Base(msurface_t *s) { int i; float diff[3], alpha, ifog; surfvertex_t *v; surfvert_t *sv; rmeshinfo_t m; alpha = currentrenderentity->alpha * (s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value); memset(&m, 0, sizeof(m)); if (alpha != 1 || s->currenttexture->fogtexture != NULL) { m.transparent = true; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; //_MINUS_SRC_ALPHA; } else { m.transparent = false; m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; } m.numtriangles = s->mesh.numtriangles; m.numverts = s->mesh.numverts; m.index = s->mesh.index; m.vertex = &svert[0].v[0]; m.vertexstep = sizeof(surfvert_t); m.color = &svert[0].c[0]; m.colorstep = sizeof(surfvert_t); m.tex[0] = R_GetTexture(s->currenttexture->texture); m.texcoords[0] = &svert[0].st[0]; m.texcoordstep[0] = sizeof(surfvert_t); for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { softwaretransform(v->v, sv->v); if (r_waterripple.value) sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255]; if (s->flags & SURF_DRAWFULLBRIGHT) { sv->c[0] = 1; sv->c[1] = 1; sv->c[2] = 1; sv->c[3] = alpha; } else { sv->c[0] = 0.5f; sv->c[1] = 0.5f; sv->c[2] = 0.5f; sv->c[3] = alpha; } sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); } if (s->dlightframe == r_framecount && !(s->flags & SURF_DRAWFULLBRIGHT)) RSurf_Light(s->dlightbits, m.numverts); if (fogenabled/* && m.blendfunc2 == GL_ONE_MINUS_SRC_ALPHA*/) { for (i = 0, sv = svert;i < m.numverts;i++, sv++) { VectorSubtract(sv->v, r_origin, diff); ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); sv->c[0] *= ifog; sv->c[1] *= ifog; sv->c[2] *= ifog; } } R_Mesh_Draw(&m); } static void RSurfShader_Water_Pass_Glow(msurface_t *s) { int i; float diff[3], alpha, ifog; surfvertex_t *v; surfvert_t *sv; rmeshinfo_t m; alpha = currentrenderentity->alpha * (s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value); memset(&m, 0, sizeof(m)); m.transparent = alpha != 1 || s->currenttexture->fogtexture != NULL; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; m.numtriangles = s->mesh.numtriangles; m.numverts = s->mesh.numverts; m.index = s->mesh.index; m.vertex = &svert[0].v[0]; m.vertexstep = sizeof(surfvert_t); m.cr = 1; m.cg = 1; m.cb = 1; m.ca = alpha; m.tex[0] = R_GetTexture(s->currenttexture->glowtexture); m.texcoords[0] = &svert[0].st[0]; m.texcoordstep[0] = sizeof(surfvert_t); if (fogenabled) { m.color = &svert[0].c[0]; m.colorstep = sizeof(surfvert_t); for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { softwaretransform(v->v, sv->v); if (r_waterripple.value) sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255]; sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); VectorSubtract(sv->v, r_origin, diff); ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); sv->c[0] = m.cr * ifog; sv->c[1] = m.cg * ifog; sv->c[2] = m.cb * ifog; sv->c[3] = m.ca; } } else { for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { softwaretransform(v->v, sv->v); if (r_waterripple.value) sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255]; sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); } } R_Mesh_Draw(&m); } static void RSurfShader_Water_Pass_Fog(msurface_t *s) { int i; float alpha; surfvertex_t *v; surfvert_t *sv; rmeshinfo_t m; vec3_t diff; alpha = currentrenderentity->alpha * (s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value); memset(&m, 0, sizeof(m)); m.transparent = alpha != 1 || s->currenttexture->fogtexture != NULL; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; m.numtriangles = s->mesh.numtriangles; m.numverts = s->mesh.numverts; m.index = s->mesh.index; m.vertex = &svert[0].v[0]; m.vertexstep = sizeof(surfvert_t); m.color = &svert[0].c[0]; m.colorstep = sizeof(surfvert_t); m.tex[0] = R_GetTexture(s->currenttexture->fogtexture); m.texcoords[0] = &svert[0].st[0]; m.texcoordstep[0] = sizeof(surfvert_t); for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { softwaretransform(v->v, sv->v); if (r_waterripple.value) sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255]; if (m.tex[0]) { sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); } VectorSubtract(sv->v, r_origin, diff); sv->c[0] = fogcolor[0]; sv->c[1] = fogcolor[1]; sv->c[2] = fogcolor[2]; sv->c[3] = alpha * exp(fogdensity/DotProduct(diff, diff)); } R_Mesh_Draw(&m); } static int RSurfShader_Water(int stage, msurface_t *s) { switch(stage) { case 0: RSurfShader_Water_Pass_Base(s); return false; case 1: if (s->currenttexture->glowtexture) RSurfShader_Water_Pass_Glow(s); return false; case 2: if (fogenabled && (s->flags & SURF_DRAWNOALPHA)) { RSurfShader_Water_Pass_Fog(s); return false; } else return true; default: return true; } } static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *s) { int i; float diff[3], ifog; surfvertex_t *v; surfvert_t *sv; rmeshinfo_t m; memset(&m, 0, sizeof(m)); if (currentrenderentity->effects & EF_ADDITIVE) { m.transparent = true; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; } else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1) { m.transparent = true; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } else { m.transparent = false; m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; } m.numtriangles = s->mesh.numtriangles; m.numverts = s->mesh.numverts; m.index = s->mesh.index; m.cr = 1; if (lighthalf) m.cr *= 2; if (gl_combine.integer) m.cr *= 4; m.cg = m.cr; m.cb = m.cr; m.ca = currentrenderentity->alpha; m.tex[0] = R_GetTexture(s->currenttexture->texture); m.tex[1] = R_GetTexture(s->lightmaptexture); m.texcoords[0] = &s->mesh.vertex->st[0]; m.texcoords[1] = &s->mesh.vertex->uv[0]; m.texcoordstep[0] = sizeof(surfvertex_t); m.texcoordstep[1] = sizeof(surfvertex_t); if (fogenabled) { m.color = &svert[0].c[0]; m.colorstep = sizeof(surfvert_t); if (softwaretransform_complexity) { m.vertex = &svert[0].v[0]; m.vertexstep = sizeof(surfvert_t); for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { softwaretransform(v->v, sv->v); VectorSubtract(sv->v, r_origin, diff); ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); sv->c[0] = m.cr * ifog; sv->c[1] = m.cg * ifog; sv->c[2] = m.cb * ifog; sv->c[3] = m.ca; } } else { m.vertex = &s->mesh.vertex->v[0]; m.vertexstep = sizeof(surfvertex_t); for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { VectorSubtract(v->v, r_origin, diff); ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); sv->c[0] = m.cr * ifog; sv->c[1] = m.cg * ifog; sv->c[2] = m.cb * ifog; sv->c[3] = m.ca; } } } else { if (softwaretransform_complexity) { m.vertex = &svert[0].v[0]; m.vertexstep = sizeof(surfvert_t); for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) softwaretransform(v->v, sv->v); } else { m.vertex = &s->mesh.vertex->v[0]; m.vertexstep = sizeof(surfvertex_t); } } R_Mesh_Draw(&m); } static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *s) { int i; surfvertex_t *v; surfvert_t *sv; rmeshinfo_t m; memset(&m, 0, sizeof(m)); m.transparent = false; m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; m.numtriangles = s->mesh.numtriangles; m.numverts = s->mesh.numverts; m.index = s->mesh.index; if (lighthalf) { m.cr = 2; m.cg = 2; m.cb = 2; } else { m.cr = 1; m.cg = 1; m.cb = 1; } m.ca = 1; m.tex[0] = R_GetTexture(s->currenttexture->texture); m.texcoords[0] = &s->mesh.vertex->st[0]; m.texcoordstep[0] = sizeof(surfvertex_t); if (softwaretransform_complexity) { m.vertex = &svert[0].v[0]; m.vertexstep = sizeof(surfvert_t); for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) softwaretransform(v->v, sv->v); } else { m.vertex = &s->mesh.vertex->v[0]; m.vertexstep = sizeof(surfvertex_t); } R_Mesh_Draw(&m); } static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *s) { int i; float diff[3], ifog; surfvertex_t *v; surfvert_t *sv; rmeshinfo_t m; memset(&m, 0, sizeof(m)); m.transparent = false; m.blendfunc1 = GL_ZERO; m.blendfunc2 = GL_SRC_COLOR; m.numtriangles = s->mesh.numtriangles; m.numverts = s->mesh.numverts; m.index = s->mesh.index; m.cr = 1; if (lighthalf) m.cr *= 2.0f; m.cg = m.cr; m.cb = m.cr; m.ca = 1; m.tex[0] = R_GetTexture(s->lightmaptexture); m.texcoords[0] = &s->mesh.vertex->uv[0]; m.texcoordstep[0] = sizeof(surfvertex_t); if (fogenabled) { m.color = &svert[0].c[0]; m.colorstep = sizeof(surfvert_t); if (softwaretransform_complexity) { m.vertex = &svert[0].v[0]; m.vertexstep = sizeof(surfvert_t); for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { softwaretransform(v->v, sv->v); VectorSubtract(sv->v, r_origin, diff); ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); sv->c[0] = m.cr * ifog; sv->c[1] = m.cg * ifog; sv->c[2] = m.cb * ifog; sv->c[3] = m.ca; } } else { m.vertex = &s->mesh.vertex->v[0]; m.vertexstep = sizeof(surfvertex_t); for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { VectorSubtract(v->v, r_origin, diff); ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); sv->c[0] = m.cr * ifog; sv->c[1] = m.cg * ifog; sv->c[2] = m.cb * ifog; sv->c[3] = m.ca; } } } else { if (softwaretransform_complexity) { m.vertex = &svert[0].v[0]; m.vertexstep = sizeof(surfvert_t); for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) softwaretransform(v->v, sv->v); } else { m.vertex = &s->mesh.vertex->v[0]; m.vertexstep = sizeof(surfvertex_t); } } R_Mesh_Draw(&m); } static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *s) { int i, size3; float c[3], base[3], scale, diff[3], ifog; surfvertex_t *v; surfvert_t *sv; rmeshinfo_t m; byte *lm; size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3; base[0] = base[1] = base[2] = r_ambient.value * (1.0f / 128.0f); memset(&m, 0, sizeof(m)); if (currentrenderentity->effects & EF_ADDITIVE) { m.transparent = true; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; } else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1) { m.transparent = true; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } else { m.transparent = false; m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; } m.numtriangles = s->mesh.numtriangles; m.numverts = s->mesh.numverts; m.index = s->mesh.index; m.vertex = &svert[0].v[0]; m.vertexstep = sizeof(surfvert_t); m.color = &svert[0].c[0]; m.colorstep = sizeof(surfvert_t); m.tex[0] = R_GetTexture(s->currenttexture->texture); m.texcoords[0] = &s->mesh.vertex->st[0]; m.texcoordstep[0] = sizeof(surfvertex_t); for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { softwaretransform(v->v, sv->v); VectorCopy(base, c); if (s->styles[0] != 255) { lm = s->samples + v->lightmapoffset; scale = d_lightstylevalue[s->styles[0]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); if (s->styles[1] != 255) { lm += size3; scale = d_lightstylevalue[s->styles[1]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); if (s->styles[2] != 255) { lm += size3; scale = d_lightstylevalue[s->styles[2]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); if (s->styles[3] != 255) { lm += size3; scale = d_lightstylevalue[s->styles[3]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); } } } } sv->c[0] = c[0]; sv->c[1] = c[1]; sv->c[2] = c[2]; sv->c[3] = currentrenderentity->alpha; } if (s->dlightframe == r_framecount) RSurf_Light(s->dlightbits, m.numverts); if (fogenabled) { for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { VectorSubtract(sv->v, r_origin, diff); ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); sv->c[0] *= ifog; sv->c[1] *= ifog; sv->c[2] *= ifog; } } R_Mesh_Draw(&m); } static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *s) { int i; float diff[3], ifog; surfvertex_t *v; surfvert_t *sv; rmeshinfo_t m; memset(&m, 0, sizeof(m)); if (currentrenderentity->effects & EF_ADDITIVE) { m.transparent = true; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; } else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1) { m.transparent = true; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } else { m.transparent = false; m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; } m.numtriangles = s->mesh.numtriangles; m.numverts = s->mesh.numverts; m.index = s->mesh.index; m.vertex = &svert[0].v[0]; m.vertexstep = sizeof(surfvert_t); m.tex[0] = R_GetTexture(s->currenttexture->texture); m.texcoords[0] = &s->mesh.vertex->st[0]; m.texcoordstep[0] = sizeof(surfvertex_t); if (fogenabled) { m.color = &svert[0].c[0]; m.colorstep = sizeof(surfvert_t); for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { softwaretransform(v->v, sv->v); VectorSubtract(sv->v, r_origin, diff); ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); sv->c[0] = ifog; sv->c[1] = ifog; sv->c[2] = ifog; sv->c[3] = currentrenderentity->alpha; } } else { m.cr = m.cg = m.cb = 1; m.ca = currentrenderentity->alpha; for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) softwaretransform(v->v, sv->v); } R_Mesh_Draw(&m); } static void RSurfShader_Wall_Pass_Light(msurface_t *s) { int i; float diff[3], ifog; surfvertex_t *v; surfvert_t *sv; rmeshinfo_t m; memset(&m, 0, sizeof(m)); if (currentrenderentity->effects & EF_ADDITIVE) m.transparent = true; else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1) m.transparent = true; else m.transparent = false; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; m.numtriangles = s->mesh.numtriangles; m.numverts = s->mesh.numverts; m.index = s->mesh.index; m.vertex = &svert[0].v[0]; m.vertexstep = sizeof(surfvert_t); m.color = &svert[0].c[0]; m.colorstep = sizeof(surfvert_t); m.tex[0] = R_GetTexture(s->currenttexture->texture); m.texcoords[0] = &s->mesh.vertex->st[0]; m.texcoordstep[0] = sizeof(surfvertex_t); for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { softwaretransform(v->v, sv->v); sv->c[0] = 0; sv->c[1] = 0; sv->c[2] = 0; sv->c[3] = currentrenderentity->alpha; } if (RSurf_Light(s->dlightbits, m.numverts)) { if (fogenabled) { for (i = 0, sv = svert;i < m.numverts;i++, sv++) { VectorSubtract(sv->v, r_origin, diff); ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); sv->c[0] *= ifog; sv->c[1] *= ifog; sv->c[2] *= ifog; } } R_Mesh_Draw(&m); } } static void RSurfShader_Wall_Pass_Glow(msurface_t *s) { int i; float diff[3], ifog; surfvertex_t *v; surfvert_t *sv; rmeshinfo_t m; memset(&m, 0, sizeof(m)); if (currentrenderentity->effects & EF_ADDITIVE) m.transparent = true; else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1) m.transparent = true; else m.transparent = false; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; m.numtriangles = s->mesh.numtriangles; m.numverts = s->mesh.numverts; m.index = s->mesh.index; m.cr = 1; m.cg = 1; m.cb = 1; m.ca = currentrenderentity->alpha; m.tex[0] = R_GetTexture(s->currenttexture->glowtexture); m.texcoords[0] = &s->mesh.vertex->st[0]; m.texcoordstep[0] = sizeof(surfvertex_t); if (fogenabled) { m.color = &svert[0].c[0]; m.colorstep = sizeof(surfvert_t); if (softwaretransform_complexity) { m.vertex = &svert[0].v[0]; m.vertexstep = sizeof(surfvert_t); for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { softwaretransform(v->v, sv->v); VectorSubtract(sv->v, r_origin, diff); ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); sv->c[0] = m.cr * ifog; sv->c[1] = m.cg * ifog; sv->c[2] = m.cb * ifog; sv->c[3] = m.ca; } } else { m.vertex = &s->mesh.vertex->v[0]; m.vertexstep = sizeof(surfvertex_t); for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { VectorSubtract(v->v, r_origin, diff); ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); sv->c[0] = m.cr * ifog; sv->c[1] = m.cg * ifog; sv->c[2] = m.cb * ifog; sv->c[3] = m.ca; } } } else { if (softwaretransform_complexity) { m.vertex = &svert[0].v[0]; m.vertexstep = sizeof(surfvert_t); for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) softwaretransform(v->v, sv->v); } else { m.vertex = &s->mesh.vertex->v[0]; m.vertexstep = sizeof(surfvertex_t); } } R_Mesh_Draw(&m); } static void RSurfShader_Wall_Pass_Fog(msurface_t *s) { int i; surfvertex_t *v; surfvert_t *sv; rmeshinfo_t m; vec3_t diff; memset(&m, 0, sizeof(m)); if (currentrenderentity->effects & EF_ADDITIVE) m.transparent = true; else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1) m.transparent = true; else m.transparent = false; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; m.numtriangles = s->mesh.numtriangles; m.numverts = s->mesh.numverts; m.index = s->mesh.index; m.color = &svert[0].c[0]; m.colorstep = sizeof(surfvert_t); m.tex[0] = R_GetTexture(s->currenttexture->fogtexture); m.texcoords[0] = &s->mesh.vertex->st[0]; m.texcoordstep[0] = sizeof(surfvertex_t); if (softwaretransform_complexity) { m.vertex = &svert[0].v[0]; m.vertexstep = sizeof(surfvert_t); for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { softwaretransform(v->v, sv->v); VectorSubtract(sv->v, r_origin, diff); sv->c[0] = fogcolor[0]; sv->c[1] = fogcolor[1]; sv->c[2] = fogcolor[2]; sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff)); } } else { m.vertex = &s->mesh.vertex->v[0]; m.vertexstep = sizeof(surfvertex_t); for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { VectorSubtract(v->v, r_origin, diff); sv->c[0] = fogcolor[0]; sv->c[1] = fogcolor[1]; sv->c[2] = fogcolor[2]; sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff)); } } R_Mesh_Draw(&m); } static int RSurfShader_Wall_Fullbright(int stage, msurface_t *s) { switch(stage) { case 0: RSurfShader_Wall_Pass_BaseFullbright(s); return false; case 1: if (s->currenttexture->glowtexture) RSurfShader_Wall_Pass_Glow(s); return false; default: return true; } } static int RSurfShader_Wall_Vertex(int stage, msurface_t *s) { switch(stage) { case 0: RSurfShader_Wall_Pass_BaseVertex(s); return false; case 1: if (s->currenttexture->glowtexture) RSurfShader_Wall_Pass_Glow(s); return false; default: return true; } } static int RSurfShader_Wall_Lightmap(int stage, msurface_t *s) { if (r_vertexsurfaces.integer) { switch(stage) { case 0: RSurfShader_Wall_Pass_BaseVertex(s); return false; case 1: if (s->currenttexture->glowtexture) RSurfShader_Wall_Pass_Glow(s); return false; default: return true; } } else if (r_multitexture.integer) { if (r_dlightmap.integer) { switch(stage) { case 0: RSurfShader_Wall_Pass_BaseMTex(s); return false; case 1: if (s->currenttexture->glowtexture) RSurfShader_Wall_Pass_Glow(s); return false; default: return true; } } else { switch(stage) { case 0: RSurfShader_Wall_Pass_BaseMTex(s); return false; case 1: if (s->dlightframe == r_framecount) RSurfShader_Wall_Pass_Light(s); return false; case 2: if (s->currenttexture->glowtexture) RSurfShader_Wall_Pass_Glow(s); return false; default: return true; } } } else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE) { switch(stage) { case 0: RSurfShader_Wall_Pass_BaseVertex(s); return false; case 1: if (s->currenttexture->glowtexture) RSurfShader_Wall_Pass_Glow(s); return false; default: return true; } } else { if (r_dlightmap.integer) { switch(stage) { case 0: RSurfShader_Wall_Pass_BaseTexture(s); return false; case 1: RSurfShader_Wall_Pass_BaseLightmap(s); return false; case 2: if (s->currenttexture->glowtexture) RSurfShader_Wall_Pass_Glow(s); return false; default: return true; } } else { switch(stage) { case 0: RSurfShader_Wall_Pass_BaseTexture(s); return false; case 1: RSurfShader_Wall_Pass_BaseLightmap(s); return false; case 2: if (s->dlightframe == r_framecount) RSurfShader_Wall_Pass_Light(s); return false; case 3: if (s->currenttexture->glowtexture) RSurfShader_Wall_Pass_Glow(s); return false; default: return true; } } } } static int RSurfShader_Wall_Fog(int stage, msurface_t *s) { if (stage == 0 && fogenabled) { RSurfShader_Wall_Pass_Fog(s); return false; } else return true; } /* ============================================================= WORLD MODEL ============================================================= */ static void RSurf_Callback(void *data, void *junk) { ((msurface_t *)data)->visframe = r_framecount; } static void R_SolidWorldNode (void) { if (r_viewleaf->contents != CONTENTS_SOLID) { int portalstack; mportal_t *p, *pstack[8192]; msurface_t *surf, **mark, **endmark; mleaf_t *leaf; tinyplane_t plane; // 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; if (r_ser.integer) { 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) { VectorNegate(surf->plane->normal, plane.normal); plane.dist = -surf->plane->dist; R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane); } } else { if (!(surf->flags & SURF_PLANEBACK)) R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane); } } while (mark < endmark); } else { 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) { if (r_ser.integer) { msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces; tinyplane_t plane; if (PlaneDiff (r_origin, node->plane) < 0) { for (;surf < surfend;surf++) { if (surf->flags & SURF_PLANEBACK) { VectorNegate(surf->plane->normal, plane.normal); plane.dist = -surf->plane->dist; R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, &plane); } } } else { for (;surf < surfend;surf++) { if (!(surf->flags & SURF_PLANEBACK)) R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane); } } } else { 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 int r_portalframecount = 0; static void R_PVSWorldNode() { int portalstack, i; mportal_t *p, *pstack[8192]; msurface_t *surf, **mark, **endmark; mleaf_t *leaf; tinyplane_t plane; byte *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; if (r_ser.integer) { 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) { VectorNegate(surf->plane->normal, plane.normal); plane.dist = -surf->plane->dist; R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane); } } else { if (!(surf->flags & SURF_PLANEBACK)) R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane); } } while (mark < endmark); } else { 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, RSurfShader_Wall_Fog}, NULL}; Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap, RSurfShader_Wall_Fog}, NULL}; Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright, RSurfShader_Wall_Fog}, NULL}; Cshader_t Cshader_water = {{NULL, RSurfShader_Water, NULL}, NULL}; Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL, 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(void) { int i; texture_t *t; model_t *model; msurface_t *surf; for (i = 0;i < Cshader_count;i++) Cshaders[i]->chain = NULL; model = currentrenderentity->model; 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++; // manually inlined R_TextureAnimation //t = R_TextureAnimation(surf->texinfo->texture); t = surf->texinfo->texture; if (t->alternate_anims != NULL && currentrenderentity->frame) t = t->alternate_anims; if (t->anim_total >= 2) t = t->anim_frames[(int)(cl.time * 5.0f) % t->anim_total]; surf->currenttexture = t; } surf->chain = surf->shader->chain; surf->shader->chain = surf; } } } void R_DrawSurfaces (int type) { int i, stage; msurface_t *surf; Cshader_t *shader; for (i = 0;i < Cshader_count;i++) { shader = Cshaders[i]; if (shader->chain && shader->shaderfunc[type]) for (stage = 0;stage < 1000;stage++) for (surf = shader->chain;surf;surf = surf->chain) if (shader->shaderfunc[type](stage, surf)) goto done; done:; } } void R_DrawSurfacesAll (void) { R_DrawSurfaces(SHADERSTAGE_SKY); R_DrawSurfaces(SHADERSTAGE_NORMAL); R_DrawSurfaces(SHADERSTAGE_FOG); } static float portalpointbuffer[256][3]; void R_DrawPortals(void) { int drawportals, i; // mleaf_t *leaf, *endleaf; mportal_t *portal, *endportal; mvertex_t *point/*, *endpoint*/; rmeshinfo_t m; drawportals = r_drawportals.integer; if (drawportals < 1) return; /* leaf = cl.worldmodel->leafs; endleaf = leaf + cl.worldmodel->numleafs; for (;leaf < endleaf;leaf++) { if (leaf->visframe == r_framecount && leaf->portals) { i = leaf - cl.worldmodel->leafs; r = (i & 0x0007) << 5; g = (i & 0x0038) << 2; b = (i & 0x01C0) >> 1; portal = leaf->portals; while (portal) { transpolybegin(0, 0, 0, TPOLYTYPE_ALPHA); point = portal->points + portal->numpoints - 1; endpoint = portal->points; for (;point >= endpoint;point--) transpolyvertub(point->position[0], point->position[1], point->position[2], 0, 0, r, g, b, 32); transpolyend(); portal = portal->next; } } } */ memset(&m, 0, sizeof(m)); m.transparent = true; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; m.vertex = &portalpointbuffer[0][0]; m.vertexstep = sizeof(float[3]); m.ca = 0.125; for (portal = cl.worldmodel->portals, endportal = portal + cl.worldmodel->numportals;portal < endportal;portal++) { if (portal->visframe == r_portalframecount) { if (portal->numpoints <= 256) { i = portal - cl.worldmodel->portals; m.cr = ((i & 0x0007) >> 0) * (1.0f / 7.0f); m.cg = ((i & 0x0038) >> 3) * (1.0f / 7.0f); m.cb = ((i & 0x01C0) >> 6) * (1.0f / 7.0f); point = portal->points; if (PlaneDiff(r_origin, (&portal->plane)) > 0) { for (i = portal->numpoints - 1;i >= 0;i--) VectorCopy(point[i].position, portalpointbuffer[i]); } else { for (i = 0;i < portal->numpoints;i++) VectorCopy(point[i].position, portalpointbuffer[i]); } R_Mesh_DrawPolygon(&m, portal->numpoints); } } } } void R_SetupForBModelRendering(void) { int i; msurface_t *s; model_t *model; vec3_t modelorg; // because bmodels can be reused, we have to decide which things to render // from scratch every time model = currentrenderentity->model; softwaretransformforentity (currentrenderentity); softwareuntransform(r_origin, modelorg); for (i = 0;i < model->nummodelsurfaces;i++) { s = model->modelsortedsurfaces[i]; if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0)) s->visframe = r_framecount; else s->visframe = -1; s->worldnodeframe = -1; s->lightframe = -1; s->dlightframe = -1; s->insertframe = -1; } } void R_SetupForWorldRendering(void) { // there is only one instance of the world, but it can be rendered in // multiple stages currentrenderentity = &cl_entities[0].render; softwaretransformidentity(); } static void R_SurfMarkLights (void) { int i; msurface_t *s; if (r_dynamic.integer) R_MarkLights(); if (!r_vertexsurfaces.integer) { for (i = 0;i < currentrenderentity->model->nummodelsurfaces;i++) { s = currentrenderentity->model->modelsortedsurfaces[i]; if (s->visframe == r_framecount && s->lightmaptexture != NULL) { if (s->cached_dlight || s->cached_ambient != r_ambient.value || s->cached_lightscalebit != lightscalebit) R_BuildLightMap(s, false); // base lighting changed else if (r_dynamic.integer) { if (s->styles[0] != 255 && (d_lightstylevalue[s->styles[0]] != s->cached_light[0] || (s->styles[1] != 255 && (d_lightstylevalue[s->styles[1]] != s->cached_light[1] || (s->styles[2] != 255 && (d_lightstylevalue[s->styles[2]] != s->cached_light[2] || (s->styles[3] != 255 && (d_lightstylevalue[s->styles[3]] != s->cached_light[3])))))))) //if (s->cached_light[0] != d_lightstylevalue[s->styles[0]] // || s->cached_light[1] != d_lightstylevalue[s->styles[1]] // || s->cached_light[2] != d_lightstylevalue[s->styles[2]] // || s->cached_light[3] != d_lightstylevalue[s->styles[3]]) R_BuildLightMap(s, false); // base lighting changed else if (s->dlightframe == r_framecount && r_dlightmap.integer) R_BuildLightMap(s, true); // only dlights } } } } } void R_MarkWorldLights(void) { R_SetupForWorldRendering(); R_SurfMarkLights(); } /* ============= R_DrawWorld ============= */ void R_DrawWorld (void) { R_SetupForWorldRendering(); if (r_viewleaf->contents == CONTENTS_SOLID || r_novis.integer || r_viewleaf->compressed_vis == NULL) R_SolidWorldNode (); else R_PVSWorldNode (); } /* ================= R_DrawBrushModel ================= */ void R_DrawBrushModelSky (void) { R_SetupForBModelRendering(); R_PrepareSurfaces(); R_DrawSurfaces(SHADERSTAGE_SKY); } void R_DrawBrushModelNormal (void) { c_bmodels++; // have to flush queue because of possible lightmap reuse R_Mesh_Render(); R_SetupForBModelRendering(); R_SurfMarkLights(); R_PrepareSurfaces(); if (!skyrendermasked) R_DrawSurfaces(SHADERSTAGE_SKY); R_DrawSurfaces(SHADERSTAGE_NORMAL); R_DrawSurfaces(SHADERSTAGE_FOG); }