- else
- {
- // LordHavoc: portal-passage worldnode with PVS;
- // follows portals leading outward from viewleaf, does not venture
- // offscreen or into leafs that are not visible, faster than Quake's
- // RecursiveWorldNode
- leafstack[0] = viewleaf;
- leafstackpos = 1;
- memset(leafvisited, 0, r_refdef.worldmodel->brush.num_leafs);
- while (leafstackpos)
- {
- c_leafs++;
- leaf = leafstack[--leafstackpos];
- leafvisited[leaf - r_refdef.worldmodel->brush.data_leafs] = 1;
- // draw any surfaces bounding this leaf
- if (leaf->numleaffaces)
- for (i = 0, mark = leaf->firstleafface;i < leaf->numleaffaces;i++, mark++)
- r_worldsurfacevisible[*mark] = true;
- // follow portals into other leafs
- for (p = leaf->portals;p;p = p->next)
- if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !leafvisited[p->past - r_refdef.worldmodel->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex) && !R_CullBox(p->mins, p->maxs))
- leafstack[leafstackpos++] = p->past;
- }
- }
-
- if (r_drawportals.integer)
- R_DrawPortals();
- }
-}
-
-void R_Q1BSP_DrawSky(entity_render_t *ent)
-{
- if (ent->model == NULL)
- return;
- R_DrawSurfaces(ent, true);
-}
-
-void R_Q1BSP_Draw(entity_render_t *ent)
-{
- if (ent->model == NULL)
- return;
- c_bmodels++;
- R_DrawSurfaces(ent, false);
-}
-
-void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
-{
- model_t *model = ent->model;
- vec3_t lightmins, lightmaxs;
- int t, leafindex, leaffaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
- const int *e;
- const float *v[3];
- msurface_t *surface;
- mleaf_t *leaf;
- const qbyte *pvs;
- lightmins[0] = relativelightorigin[0] - lightradius;
- lightmins[1] = relativelightorigin[1] - lightradius;
- lightmins[2] = relativelightorigin[2] - lightradius;
- lightmaxs[0] = relativelightorigin[0] + lightradius;
- lightmaxs[1] = relativelightorigin[1] + lightradius;
- lightmaxs[2] = relativelightorigin[2] + lightradius;
- *outnumclusterspointer = 0;
- *outnumsurfacespointer = 0;
- memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
- memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
- if (model == NULL)
- {
- VectorCopy(lightmins, outmins);
- VectorCopy(lightmaxs, outmaxs);
- return;
- }
- VectorCopy(relativelightorigin, outmins);
- VectorCopy(relativelightorigin, outmaxs);
- if (model->brush.GetPVS)
- pvs = model->brush.GetPVS(model, relativelightorigin);
- else
- pvs = NULL;
- // FIXME: use BSP recursion as lights are often small
- for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++)
- {
- if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
- {
- outmins[0] = min(outmins[0], leaf->mins[0]);
- outmins[1] = min(outmins[1], leaf->mins[1]);
- outmins[2] = min(outmins[2], leaf->mins[2]);
- outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
- outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
- outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
- if (outclusterpvs)
- {
- if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
- {
- SETPVSBIT(outclusterpvs, leaf->clusterindex);
- outclusterlist[outnumclusters++] = leaf->clusterindex;
- }
- }
- if (outsurfacepvs)
- {
- for (leaffaceindex = 0;leaffaceindex < leaf->numleaffaces;leaffaceindex++)
- {
- surfaceindex = leaf->firstleafface[leaffaceindex];
- if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
- {
- surface = model->brushq1.surfaces + surfaceindex;
- if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog)
- {
- for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
- {
- v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
- v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
- v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
- if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
- {
- SETPVSBIT(outsurfacepvs, surfaceindex);
- outsurfacelist[outnumsurfaces++] = surfaceindex;
- break;
- }
- }
- }
- }
- }
- }
- }
- }
-
- // limit combined leaf box to light boundaries
- outmins[0] = max(outmins[0], lightmins[0]);
- outmins[1] = max(outmins[1], lightmins[1]);
- outmins[2] = max(outmins[2], lightmins[2]);
- outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
- outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
- outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
-
- *outnumclusterspointer = outnumclusters;
- *outnumsurfacespointer = outnumsurfaces;
-}
-
-void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
-{
- model_t *model = ent->model;
- vec3_t lightmins, lightmaxs;
- msurface_t *surface;
- int surfacelistindex;
- if (r_drawcollisionbrushes.integer < 2)
- {
- lightmins[0] = relativelightorigin[0] - lightradius;
- lightmins[1] = relativelightorigin[1] - lightradius;
- lightmins[2] = relativelightorigin[2] - lightradius;
- lightmaxs[0] = relativelightorigin[0] + lightradius;
- lightmaxs[1] = relativelightorigin[1] + lightradius;
- lightmaxs[2] = relativelightorigin[2] + lightradius;
- R_Mesh_Matrix(&ent->matrix);
- R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
- {
- surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
- R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs);
- }
- R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
- }
-}
-
-void R_Q1BSP_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)
-{
- model_t *model = ent->model;
- vec3_t lightmins, lightmaxs, modelorg;
- msurface_t *surface;
- texture_t *t;
- int surfacelistindex;
- if (r_drawcollisionbrushes.integer < 2)
- {
- lightmins[0] = relativelightorigin[0] - lightradius;
- lightmins[1] = relativelightorigin[1] - lightradius;
- lightmins[2] = relativelightorigin[2] - lightradius;
- lightmaxs[0] = relativelightorigin[0] + lightradius;
- lightmaxs[1] = relativelightorigin[1] + lightradius;
- lightmaxs[2] = relativelightorigin[2] + lightradius;
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- R_UpdateTextureInfo(ent);
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
- {
- surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
- if (r_shadow_compilingrtlight)
- {
- // if compiling an rtlight, capture the mesh
- t = surface->texinfo->texture;
- if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL)
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texinfo->texture->skin.base, surface->texinfo->texture->skin.gloss, surface->texinfo->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
- }
- else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surface - ent->model->brushq1.surfaces])
- {
- t = surface->texinfo->texture->currentframe;
- // FIXME: transparent surfaces need to be lit later
- if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE)
- R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
- }
- }
- }
-}
-
-void R_DrawCollisionBrush(colbrushf_t *brush)
-{
- int i;
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = brush->points->v;
- R_Mesh_State(&m);
- i = (int)(((size_t)brush) / sizeof(colbrushf_t));
- GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
- GL_LockArrays(0, brush->numpoints);
- R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
- GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face)
-{
- int i;
- rmeshstate_t m;
- if (!face->mesh.num_collisiontriangles)
- return;
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = face->mesh.data_collisionvertex3f;
- R_Mesh_State(&m);
- i = (int)(((size_t)face) / sizeof(q3msurface_t));
- GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
- GL_LockArrays(0, face->mesh.num_collisionvertices);
- R_Mesh_Draw(face->mesh.num_collisionvertices, face->mesh.num_collisiontriangles, face->mesh.data_collisionelement3i);
- GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
-{
- const entity_render_t *ent = voident;
- q3msurface_t *face = ent->model->brushq3.data_faces + facenumber;
- rmeshstate_t m;
- R_Mesh_Matrix(&ent->matrix);
- memset(&m, 0, sizeof(m));
- if ((ent->effects & EF_ADDITIVE) || (face->texture->textureflags & Q3TEXTUREFLAG_ADDITIVE))
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- else
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
- m.tex[0] = R_GetTexture(face->texture->skin.base);
- m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
- // LordHavoc: quake3 was not able to do this; lit transparent surfaces
- if (gl_combine.integer)
- {
- m.texrgbscale[0] = 2;
- if (r_textureunits.integer >= 2)
- {
- m.tex[1] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[1] = face->mesh.data_texcoordlightmap2f;
- GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
- }
- else
- {
- if (ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1 && ent->alpha == 1)
- m.pointer_color = face->mesh.data_lightmapcolor4f;
- else
- {
- int i;
- for (i = 0;i < face->mesh.num_vertices;i++)
- {
- varray_color4f[i*4+0] = face->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0];
- varray_color4f[i*4+1] = face->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1];
- varray_color4f[i*4+2] = face->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2];
- varray_color4f[i*4+3] = face->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha;
- }
- m.pointer_color = varray_color4f;
- }
- }
- }
- else
- {
- int i;
- for (i = 0;i < face->mesh.num_vertices;i++)
- {
- varray_color4f[i*4+0] = face->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * 2.0f;
- varray_color4f[i*4+1] = face->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * 2.0f;
- varray_color4f[i*4+2] = face->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * 2.0f;
- varray_color4f[i*4+3] = face->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha;
- }
- m.pointer_color = varray_color4f;
- }
- if (face->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
- {
- int i, j;
- float center[3], center2[3], forward[3], right[3], up[3], v[4][3];
- matrix4x4_t matrix1, imatrix1;
- R_Mesh_Matrix(&r_identitymatrix);
- // a single autosprite surface can contain multiple sprites...
- for (j = 0;j < face->mesh.num_vertices - 3;j += 4)
- {
- VectorClear(center);
- for (i = 0;i < 4;i++)
- VectorAdd(center, face->mesh.data_vertex3f + (j+i) * 3, center);
- VectorScale(center, 0.25f, center);
- Matrix4x4_Transform(&ent->matrix, center, center2);
- // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
- Matrix4x4_FromVectors(&matrix1, face->mesh.data_normal3f + j*3, face->mesh.data_svector3f + j*3, face->mesh.data_tvector3f + j*3, center);
- Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
- for (i = 0;i < 4;i++)
- Matrix4x4_Transform(&imatrix1, face->mesh.data_vertex3f + (j+i)*3, v[i]);
- if (face->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
- {
- forward[0] = r_vieworigin[0] - center2[0];
- forward[1] = r_vieworigin[1] - center2[1];
- forward[2] = 0;
- VectorNormalize(forward);
- right[0] = forward[1];
- right[1] = -forward[0];
- right[2] = 0;
- up[0] = 0;
- up[1] = 0;
- up[2] = 1;
- }
- else
- {
- VectorCopy(r_viewforward, forward);
- VectorCopy(r_viewright, right);
- VectorCopy(r_viewup, up);
- }
- for (i = 0;i < 4;i++)
- VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3);
- }
- m.pointer_vertex = varray_vertex3f;
- }
- else
- m.pointer_vertex = face->mesh.data_vertex3f;
- R_Mesh_State(&m);
- if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglDisable(GL_CULL_FACE);
- GL_LockArrays(0, face->mesh.num_vertices);
- R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
- GL_LockArrays(0, 0);
- if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglEnable(GL_CULL_FACE);
-}
-
-void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumfaces, q3msurface_t **texturefacelist)
-{
- int i, texturefaceindex;
- qboolean dolightmap;
- qboolean dobase;
- qboolean doambient;
- qboolean doglow;
- qboolean dofog;
- rmeshstate_t m;
- if (!texturenumfaces)
- return;
- c_faces += texturenumfaces;
- // gl_lightmaps debugging mode skips normal texturing
- if (gl_lightmaps.integer)
- {
- GL_DepthMask(true);
- GL_DepthTest(true);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- qglDisable(GL_CULL_FACE);
- memset(&m, 0, sizeof(m));
- for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
- {
- q3msurface_t *face = texturefacelist[texturefaceindex];
- m.tex[0] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[0] = face->mesh.data_texcoordlightmap2f;
- if (face->lightmaptexture)
- {
- GL_Color(1, 1, 1, 1);
- m.pointer_color = NULL;
- }