now parses more of q3 shaders to guess at proper rendering settings for surfaces...
[xonotic/darkplaces.git] / gl_rsurf.c
index 9e53d69..7db260b 100644 (file)
@@ -1931,7 +1931,7 @@ void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
        rmeshstate_t m;
        R_Mesh_Matrix(&ent->matrix);
        memset(&m, 0, sizeof(m));
-       if (ent->effects & EF_ADDITIVE)
+       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);
@@ -1979,13 +1979,60 @@ void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
                }
                m.pointer_color = varray_color4f;
        }
-       m.pointer_vertex = face->data_vertex3f;
+       if (face->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+       {
+               int i, j;
+               float f, 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->num_vertices - 3;j += 4)
+               {
+                       VectorClear(center);
+                       for (i = 0;i < 4;i++)
+                               VectorAdd(center, face->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->data_normal3f + j*3, face->data_svector3f + j*3, face->data_tvector3f + j*3, center);
+                       Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
+                       for (i = 0;i < 4;i++)
+                               Matrix4x4_Transform(&imatrix1, face->data_vertex3f + (j+i)*3, v[i]);
+                       if (face->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+                       {
+                               CL_SparkShower (center, vec3_origin, 1);
+                               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->data_vertex3f;
        R_Mesh_State(&m);
-       qglDisable(GL_CULL_FACE);
+       if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+               qglDisable(GL_CULL_FACE);
        GL_LockArrays(0, face->num_vertices);
        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
        GL_LockArrays(0, 0);
-       qglEnable(GL_CULL_FACE);
+       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)
@@ -2063,6 +2110,7 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumf
                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++)
                {
@@ -2082,6 +2130,7 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumf
                        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
                        GL_LockArrays(0, 0);
                }
+               qglEnable(GL_CULL_FACE);
                return;
        }
        // anything else is a typical wall, lightmap * texture + glow
@@ -2091,6 +2140,8 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumf
                GL_DepthTest(true);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_Color(1, 1, 1, 1);
+               if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                       qglDisable(GL_CULL_FACE);
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(t->skin.base);
                for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
@@ -2119,8 +2170,12 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumf
                                GL_LockArrays(0, 0);
                        }
                }
+               if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                       qglEnable(GL_CULL_FACE);
                return;
        }
+       if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+               qglDisable(GL_CULL_FACE);
        if (r_lightmapintensity <= 0)
        {
                GL_DepthMask(true);
@@ -2252,6 +2307,8 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumf
                        GL_LockArrays(0, 0);
                }
        }
+       if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+               qglEnable(GL_CULL_FACE);
 }
 
 void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces)
@@ -2424,16 +2481,34 @@ void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
                                        {
                                                if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) && surface->num_triangles)
                                                {
-                                                       for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+                                                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
                                                        {
-                                                               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])))
+                                                               for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
                                                                {
-                                                                       SETPVSBIT(outsurfacepvs, surfaceindex);
-                                                                       outsurfacelist[outnumsurfaces++] = surfaceindex;
-                                                                       break;
+                                                                       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 (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;
+                                                                       }
+                                                               }
+                                                       }
+                                                       else
+                                                       {
+                                                               for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->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;
+                                                                       }
                                                                }
                                                        }
                                                }
@@ -2475,7 +2550,7 @@ void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
                {
                        surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
                        // FIXME: check some manner of face->rendermode here?
-                       if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS))
+                       if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && !(surface->texture->surfaceparms & (Q3SURFACEPARM_SKY | Q3SURFACEPARM_TRANS)) && !(surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED))
                                R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->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);
@@ -2507,7 +2582,13 @@ void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t
                                Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, surface->num_triangles, surface->data_element3i);
                        }
                        else if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles)
+                       {
+                               if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                                       qglDisable(GL_CULL_FACE);
                                R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
+                               if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                                       qglEnable(GL_CULL_FACE);
+                       }
                }
        }
 }