]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_models.c
merged q1bsp and q3bsp surface rendering
[xonotic/darkplaces.git] / gl_models.c
index d3036accc48ce67116ef90495eba1b0c61148fb0..c84fcf015cd0f6e23dd3be8fd4333fff8457ba16 100644 (file)
@@ -17,7 +17,7 @@ aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mes
                if ((unsigned int)s >= (unsigned int)model->numskins)
                        s = 0;
                if (model->skinscenes[s].framecount > 1)
-                       s = model->skinscenes[s].firstframe + (int) (cl.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
+                       s = model->skinscenes[s].firstframe + (int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
                else
                        s = model->skinscenes[s].firstframe;
                if (s >= mesh->num_skins)
@@ -26,14 +26,14 @@ aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mes
        }
        else
        {
-               r_aliasnoskinlayers[0].texture = r_notexture;
+               r_aliasnoskinlayers[0].texture = r_texture_notexture;
                return &r_aliasnoskin;
        }
 }
 
 void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
 {
-       int c, fullbright, layernum, firstpass, generatenormals = true;
+       int c, fullbright, layernum, firstpass;
        float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
        float *vertex3f, *normal3f;
        vec3_t diff;
@@ -67,17 +67,8 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
        firstpass = true;
        skin = R_FetchAliasSkin(ent, mesh);
 
-       if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
-       {
-               vertex3f = mesh->data_basevertex3f;
-               normal3f = mesh->data_basenormal3f;
-       }
-       else
-       {
-               vertex3f = varray_vertex3f;
-               Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
-               normal3f = NULL;
-       }
+       vertex3f = NULL;
+       normal3f = NULL;
        for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
        {
                if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass)
@@ -86,7 +77,7 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
                         || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)
                         || ((layer->flags & ALIASLAYER_FOG) && !fogenabled)
                         ||  (layer->flags & ALIASLAYER_SPECULAR)
-                        || ((layer->flags & ALIASLAYER_DIFFUSE) && (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0 && r_ambient.integer <= 0 && r_fullbright.integer == 0 && !(ent->effects & EF_FULLBRIGHT))))
+                        || ((layer->flags & ALIASLAYER_DIFFUSE) && (ent->flags & RENDER_LIGHT) && r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT) && r_ambient.integer <= 0))
                                continue;
                }
                if (!firstpass || (ent->effects & EF_ADDITIVE))
@@ -104,7 +95,7 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        GL_DepthMask(true);
                }
-               GL_DepthTest(true);
+               GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
                firstpass = false;
                colorscale = 1.0f;
 
@@ -119,6 +110,16 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
                                m.texrgbscale[0] = 4;
                        }
                }
+               if (!vertex3f)
+               {
+                       if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
+                               vertex3f = mesh->data_basevertex3f;
+                       else
+                       {
+                               vertex3f = varray_vertex3f;
+                               Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
+                       }
+               }
                m.pointer_vertex = vertex3f;
 
                c_alias_polys += mesh->num_triangles;
@@ -129,7 +130,7 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
                }
                else
                {
-                       fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT);
+                       fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || !(ent->flags & RENDER_LIGHT);
                        if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT))
                        {
                                // 128-224 are backwards ranges
@@ -144,26 +145,31 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
                        }
                        else
                                tint[0] = tint[1] = tint[2] = 1;
-                       if (r_shadow_realtime_world.integer && !fullbright)
-                               VectorScale(tint, r_shadow_realtime_world_lightmaps.value, tint);
+                       tint[0] *= ent->colormod[0];
+                       tint[1] *= ent->colormod[1];
+                       tint[2] *= ent->colormod[2];
+                       if (!fullbright && !(ent->flags & RENDER_TRANSPARENT))
+                               colorscale *= r_lightmapintensity;
                        colorscale *= ifog;
                        if (fullbright)
                                GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha);
-                       else
+                       else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
                        {
-                               if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
+                               m.pointer_color = varray_color4f;
+                               if (normal3f == NULL)
                                {
-                                       m.pointer_color = varray_color4f;
-                                       if (normal3f == NULL)
+                                       if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
+                                               normal3f = mesh->data_basenormal3f;
+                                       else
                                        {
                                                normal3f = varray_normal3f;
                                                Mod_BuildNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
                                        }
-                                       R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
                                }
-                               else
-                                       GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
+                               R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
                        }
+                       else
+                               GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
                }
                R_Mesh_State(&m);
                GL_LockArrays(0, mesh->num_vertices);
@@ -184,19 +190,22 @@ void R_Model_Alias_Draw(entity_render_t *ent)
        for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
        {
                if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT)
-                       R_MeshQueue_AddTransparent(ent->origin, R_DrawAliasModelCallback, ent, meshnum);
+                       R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawAliasModelCallback, ent, meshnum);
                else
                        R_DrawAliasModelCallback(ent, meshnum);
        }
 }
 
-void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
 {
        int meshnum;
        aliasmesh_t *mesh;
        aliasskin_t *skin;
        float projectdistance, *vertex3f;
-       if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
+       if (!(ent->flags & RENDER_SHADOW))
+               return;
+       // check the box in modelspace, it was already checked in worldspace
+       if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs))
                return;
        projectdistance = lightradius + ent->model->radius;// - sqrt(DotProduct(relativelightorigin, relativelightorigin));
        if (projectdistance > 0.1)
@@ -214,15 +223,18 @@ void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightor
                                vertex3f = varray_vertex3f;
                                Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
                        }
-                       R_Shadow_VolumeFromSphere(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
+                       // identify lit faces within the bounding box
+                       R_Shadow_PrepareShadowMark(mesh->num_triangles);
+                       R_Shadow_MarkVolumeFromBox(0, mesh->num_triangles, vertex3f, mesh->data_element3i, relativelightorigin, lightmins, lightmaxs, ent->model->normalmins, ent->model->normalmaxs);
+                       R_Shadow_VolumeFromList(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
                }
        }
 }
 
-void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
 {
        int c, meshnum, layernum;
-       float fog, ifog, lightcolor2[3];
+       float fog, ifog, lightcolor2[3], ambientscale2, diffusescale2, specularscale2;
        float *vertex3f, *svector3f, *tvector3f, *normal3f;
        vec3_t diff;
        qbyte *bcolor;
@@ -230,9 +242,6 @@ void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
        aliaslayer_t *layer;
        aliasskin_t *skin;
 
-       if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1)
-               return;
-
        R_Mesh_Matrix(&ent->matrix);
 
        fog = 0;
@@ -256,24 +265,13 @@ void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
        for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
        {
                skin = R_FetchAliasSkin(ent, mesh);
+               // FIXME: transparent skins need to be lit during the transparent render
                if (skin->flags & ALIASSKIN_TRANSPARENT)
                        continue;
-               if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
-               {
-                       vertex3f = mesh->data_basevertex3f;
-                       svector3f = mesh->data_basesvector3f;
-                       tvector3f = mesh->data_basetvector3f;
-                       normal3f = mesh->data_basenormal3f;
-               }
-               else
-               {
-                       vertex3f = varray_vertex3f;
-                       svector3f = varray_svector3f;
-                       tvector3f = varray_tvector3f;
-                       normal3f = varray_normal3f;
-                       Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
-                       Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_texcoord2f, mesh->data_element3i, svector3f, tvector3f, normal3f);
-               }
+               vertex3f = NULL;
+               svector3f = NULL;
+               tvector3f = NULL;
+               normal3f = NULL;
                for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
                {
                        if (!(layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
@@ -283,40 +281,73 @@ void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
                        lightcolor2[0] = lightcolor[0] * ifog;
                        lightcolor2[1] = lightcolor[1] * ifog;
                        lightcolor2[2] = lightcolor[2] * ifog;
+                       ambientscale2 = 0;
+                       diffusescale2 = 0;
+                       specularscale2 = 0;
                        if (layer->flags & ALIASLAYER_SPECULAR)
-                       {
-                               c_alias_polys += mesh->num_triangles;
-                               R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_SPECULAR);
-                       }
-                       else if (layer->flags & ALIASLAYER_DIFFUSE)
+                               specularscale2 = specularscale;
+                       if (layer->flags & ALIASLAYER_DIFFUSE)
                        {
                                if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
                                {
                                        // 128-224 are backwards ranges
                                        c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
                                        // fullbright passes were already taken care of, so skip them in realtime lighting passes
-                                       if (c >= 224)
-                                               continue;
-                                       bcolor = (qbyte *) (&palette_complete[c]);
-                                       lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
-                                       lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
-                                       lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
+                                       if (c < 224)
+                                       {
+                                               bcolor = (qbyte *) (&palette_complete[c]);
+                                               lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
+                                               lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
+                                               lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
+                                               ambientscale2 = ambientscale;
+                                               diffusescale2 = diffusescale;
+                                       }
                                }
                                else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
                                {
                                        // 128-224 are backwards ranges
                                        c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
                                        // fullbright passes were already taken care of, so skip them in realtime lighting passes
-                                       if (c >= 224)
-                                               continue;
-                                       bcolor = (qbyte *) (&palette_complete[c]);
-                                       lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
-                                       lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
-                                       lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
+                                       if (c < 224)
+                                       {
+                                               bcolor = (qbyte *) (&palette_complete[c]);
+                                               lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
+                                               lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
+                                               lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
+                                               ambientscale2 = ambientscale;
+                                               diffusescale2 = diffusescale;
+                                       }
+                               }
+                               else
+                               {
+                                       ambientscale2 = ambientscale;
+                                       diffusescale2 = diffusescale;
+                               }
+                       }
+                       if (!(ambientscale2 + diffusescale2 + specularscale2) || VectorLength2(lightcolor2) <= 0.01)
+                               continue;
+                       c_alias_polys += mesh->num_triangles;
+                       if (!vertex3f)
+                       {
+                               if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
+                               {
+                                       vertex3f = mesh->data_basevertex3f;
+                                       svector3f = mesh->data_basesvector3f;
+                                       tvector3f = mesh->data_basetvector3f;
+                                       normal3f = mesh->data_basenormal3f;
+                               }
+                               else
+                               {
+                                       vertex3f = varray_vertex3f;
+                                       svector3f = varray_svector3f;
+                                       tvector3f = varray_tvector3f;
+                                       normal3f = varray_normal3f;
+                                       Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
+                                       Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_texcoord2f, mesh->data_element3i, svector3f, tvector3f, normal3f);
                                }
-                               c_alias_polys += mesh->num_triangles;
-                               R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_DIFFUSE);
                        }
+                       // TODO: make layer have ->gloss as well as ->texture, and merge specular layer for common non-colormapped case?
+                       R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, ambientscale2, diffusescale2, specularscale2);
                }
        }
 }