#define MAX_LIGHTMAP_SIZE 256
-static signed int blocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
cvar_t r_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)
-{
-}
+cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
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)
+static int R_IntAddDynamicLights (msurface_t *surf)
{
- int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract;
+ 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;
+ float dist, impact[3], local[3];
// LordHavoc: use 64bit integer... shame it's not very standardized...
#if _MSC_VER || __BORLANDC__
smax = (surf->extents[0] >> 4) + 1;
tmax = (surf->extents[1] >> 4) + 1;
+ smax3 = smax * 3;
for (lnum = 0; lnum < r_numdlights; lnum++)
{
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;
+ subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
+ bl = intblocklights;
i = impactt;
for (t = 0;t < tmax;t++, i -= 16)
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;
+ bl[0] += (red * k) >> 7;
+ bl[1] += (green * k) >> 7;
+ bl[2] += (blue * k) >> 7;
lit = true;
}
}
return lit;
}
+static int R_FloatAddDynamicLights (msurface_t *surf)
+{
+ int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
+ float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
+
+ lit = false;
+
+ smax = (surf->extents[0] >> 4) + 1;
+ tmax = (surf->extents[1] >> 4) + 1;
+ smax3 = smax * 3;
+
+ for (lnum = 0; lnum < r_numdlights; lnum++)
+ {
+ if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+ continue; // not lit by this light
+
+ softwareuntransform(r_dlight[lnum].origin, local);
+ dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+
+ // for comparisons to minimum acceptable light
+ // compensate for LIGHTOFFSET
+ maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
+
+ dist2 = dist * dist;
+ dist2 += LIGHTOFFSET;
+ if (dist2 >= maxdist)
+ continue;
+
+ if (surf->plane->type < 3)
+ {
+ VectorCopy(local, impact);
+ impact[surf->plane->type] -= dist;
+ }
+ else
+ {
+ impact[0] = local[0] - surf->plane->normal[0] * dist;
+ impact[1] = local[1] - surf->plane->normal[1] * dist;
+ impact[2] = local[2] - surf->plane->normal[2] * dist;
+ }
+
+ impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+ impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+ td = bound(0, impacts, smax * 16) - impacts;
+ td1 = bound(0, impactt, tmax * 16) - impactt;
+ td = td * td + td1 * td1 + dist2;
+ if (td > maxdist)
+ continue;
+
+ // reduce calculations
+ for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
+ sdtable[s] = td1 * td1 + dist2;
+
+ maxdist3 = maxdist - dist2;
+
+ // convert to 8.8 blocklights format
+ red = r_dlight[lnum].light[0];
+ green = r_dlight[lnum].light[1];
+ blue = r_dlight[lnum].light[2];
+ subtract = r_dlight[lnum].subtract * 32768.0f;
+ bl = floatblocklights;
+
+ td1 = impactt;
+ for (t = 0;t < tmax;t++, td1 -= 16.0f)
+ {
+ td = td1 * td1;
+ // make sure some part of it is visible on this line
+ if (td < maxdist3)
+ {
+ maxdist2 = maxdist - td;
+ for (s = 0;s < smax;s++)
+ {
+ if (sdtable[s] < maxdist2)
+ {
+ k = (32768.0f / (sdtable[s] + td)) - subtract;
+ bl[0] += red * k;
+ bl[1] += green * k;
+ bl[2] += blue * k;
+ lit = true;
+ }
+ bl += 3;
+ }
+ }
+ else // skip line
+ bl += smax3;
+ }
+ }
+ return lit;
+}
+
+/*
+===============
+R_BuildLightMap
+
+Combine and scale multiple lightmaps into the 8.8 format in blocklights
+===============
+*/
+static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
+{
+ if (!r_floatbuildlightmap.integer)
+ {
+ int smax, tmax, i, j, size, size3, shift, maps, stride, l;
+ unsigned int *bl, scale;
+ qbyte *lightmap, *out, *stain;
+
+ // update cached lighting info
+ surf->cached_dlight = 0;
+ surf->cached_lightscalebit = lightscalebit;
+ surf->cached_ambient = r_ambient.value;
+ surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
+ surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
+ surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
+ surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
+
+ smax = (surf->extents[0]>>4)+1;
+ tmax = (surf->extents[1]>>4)+1;
+ size = smax*tmax;
+ size3 = size*3;
+ lightmap = surf->samples;
+
+ // set to full bright if no light data
+ bl = intblocklights;
+ if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata)
+ {
+ for (i = 0;i < size3;i++)
+ bl[i] = 255*256;
+ }
+ else
+ {
+ // clear to no light
+ j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
+ if (j)
+ {
+ for (i = 0;i < size3;i++)
+ *bl++ = j;
+ }
+ else
+ memset(bl, 0, size*3*sizeof(unsigned int));
+
+ if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+ {
+ surf->cached_dlight = R_IntAddDynamicLights(surf);
+ if (surf->cached_dlight)
+ c_light_polys++;
+ else if (dlightchanged)
+ return; // don't upload if only updating dlights and none mattered
+ }
+
+ // add all the lightmaps
+ if (lightmap)
+ {
+ bl = intblocklights;
+ for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+ for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+ bl[i] += lightmap[i] * scale;
+ }
+ }
+
+ stain = surf->stainsamples;
+ bl = intblocklights;
+ out = templight;
+ // deal with lightmap brightness scale
+ shift = 7 + lightscalebit + 8;
+ if (currentrenderentity->model->lightmaprgba)
+ {
+ stride = (surf->lightmaptexturestride - smax) * 4;
+ for (i = 0;i < tmax;i++, out += stride)
+ {
+ for (j = 0;j < smax;j++)
+ {
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ *out++ = 255;
+ }
+ }
+ }
+ else
+ {
+ stride = (surf->lightmaptexturestride - smax) * 3;
+ for (i = 0;i < tmax;i++, out += stride)
+ {
+ for (j = 0;j < smax;j++)
+ {
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+ }
+ }
+ }
+
+ R_UpdateTexture(surf->lightmaptexture, templight);
+ }
+ else
+ {
+ int smax, tmax, i, j, size, size3, maps, stride, l;
+ float *bl, scale;
+ qbyte *lightmap, *out, *stain;
+
+ // update cached lighting info
+ surf->cached_dlight = 0;
+ surf->cached_lightscalebit = lightscalebit;
+ surf->cached_ambient = r_ambient.value;
+ surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
+ surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
+ surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
+ surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
+
+ smax = (surf->extents[0]>>4)+1;
+ tmax = (surf->extents[1]>>4)+1;
+ size = smax*tmax;
+ size3 = size*3;
+ lightmap = surf->samples;
+
+ // set to full bright if no light data
+ bl = floatblocklights;
+ if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata)
+ j = 255*256;
+ else
+ j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
+
+ // clear to no light
+ if (j)
+ {
+ for (i = 0;i < size3;i++)
+ *bl++ = j;
+ }
+ else
+ memset(bl, 0, size*3*sizeof(float));
+
+ if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+ {
+ surf->cached_dlight = R_FloatAddDynamicLights(surf);
+ if (surf->cached_dlight)
+ c_light_polys++;
+ else if (dlightchanged)
+ return; // don't upload if only updating dlights and none mattered
+ }
+
+ // add all the lightmaps
+ if (lightmap)
+ {
+ bl = floatblocklights;
+ for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+ for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+ bl[i] += lightmap[i] * scale;
+ }
+
+ stain = surf->stainsamples;
+ bl = floatblocklights;
+ out = templight;
+ // deal with lightmap brightness scale
+ scale = 1.0f / (1 << (7 + lightscalebit + 8));
+ if (currentrenderentity->model->lightmaprgba)
+ {
+ stride = (surf->lightmaptexturestride - smax) * 4;
+ for (i = 0;i < tmax;i++, out += stride)
+ {
+ for (j = 0;j < smax;j++)
+ {
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ *out++ = 255;
+ }
+ }
+ }
+ else
+ {
+ stride = (surf->lightmaptexturestride - smax) * 3;
+ for (i = 0;i < tmax;i++, out += stride)
+ {
+ for (j = 0;j < smax;j++)
+ {
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+ }
+ }
+ }
+
+ R_UpdateTexture(surf->lightmaptexture, templight);
+ }
+}
+
void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, int icolor[8])
{
float ndist;
R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor);
// look for embedded bmodels
- for (n = 1;n < MAX_EDICTS;n++)
+ for (n = 0;n < cl_num_brushmodel_entities;n++)
{
- ent = &cl_entities[n].render;
+ ent = cl_brushmodel_entities[n];
model = ent->model;
if (model && model->name[0] == '*')
{
}
}
-/*
-===============
-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;
- qbyte *lightmap, *out, *stain;
-
- // update cached lighting info
- surf->cached_dlight = 0;
- surf->cached_lightscalebit = lightscalebit;
- surf->cached_ambient = r_ambient.value;
- surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
- surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
- surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
- surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
-
- smax = (surf->extents[0]>>4)+1;
- tmax = (surf->extents[1]>>4)+1;
- size = smax*tmax;
- size3 = size*3;
- lightmap = surf->samples;
-
-// set to full bright if no light data
- if ((currentrenderentity->effects & EF_FULLBRIGHT) || !cl.worldmodel->lightdata)
- {
- bl = blocklights;
- for (i = 0;i < size3;i++)
- bl[i] = 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)
- {
- bl = blocklights;
- for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
- for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
- bl[i] += lightmap[i] * scale;
- }
- }
-
- stain = surf->stainsamples;
- bl = blocklights;
- out = templight;
- // deal with lightmap brightness scale
- shift = 15 + 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++ * *stain++) >> shift;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
- *out++ = 255;
- }
- }
- }
- else
- {
- stride = (surf->lightmaptexturestride - smax) * 3;
- for (i = 0;i < tmax;i++, out += stride)
- {
- for (j = 0;j < smax;j++)
- {
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
- }
- }
- }
-
- R_UpdateTexture(surf->lightmaptexture, templight);
-}
-
/*
=============================================================
static int RSurf_Light(int *dlightbits, int numverts)
{
- float f;
- int i, l, lit = false;
- rdlight_t *rd;
- vec3_t lightorigin;
- surfvert_t *sv;
+ 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)))
VectorCopy(rd->origin, lightorigin);
for (i = 0, sv = svert;i < numverts;i++, sv++)
{
- f = VectorDistance2(sv->v, lightorigin) + LIGHTOFFSET;
+ f = VectorDistance2(sv->v, lightorigin);
if (f < rd->cullradius2)
{
- f = (1.0f / f) - rd->lightsubtract;
+ f = (1.0f / f) - rd->subtract;
sv->c[0] += rd->light[0] * f;
sv->c[1] += rd->light[1] * f;
sv->c[2] += rd->light[2] * f;
return lit;
}
-static void RSurfShader_Water_Pass_Base(msurface_t *surf)
+static int RSurf_LightSeparate(int *dlightbits, int numverts, float *vert, float *color)
{
- int i;
- float diff[3], alpha, ifog;
- surfvertex_t *v;
- surfvert_t *sv;
- surfmesh_t *mesh;
- rmeshinfo_t m;
- alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
-
- memset(&m, 0, sizeof(m));
- if (alpha != 1 || surf->currenttexture->fogtexture != NULL)
- {
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- }
- else
+ float f, *v, *c;
+ int i, l, lit = false;
+ rdlight_t *rd;
+ vec3_t lightorigin;
+ for (l = 0;l < r_numdlights;l++)
{
- m.transparent = false;
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- }
+ 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, v = vert, c = color;i < numverts;i++, v += 4, c += 4)
+ {
+ f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
+ if (f < rd->cullradius2)
+ {
+ f = (1.0f / f) - rd->subtract;
+ VectorMA(c, f, rd->light, c);
+ lit = true;
+ }
+ }
+ }
+ }
+ return lit;
+}
+
+// note: this untransforms lights to do the checking,
+// and takes surf->mesh->vertex data
+static int RSurf_LightCheck(int *dlightbits, surfmesh_t *mesh)
+{
+ int i, l;
+ rdlight_t *rd;
+ vec3_t lightorigin;
+ surfvertex_t *sv;
+ for (l = 0;l < r_numdlights;l++)
+ {
+ if (dlightbits[l >> 5] & (1 << (l & 31)))
+ {
+ rd = &r_dlight[l];
+ softwareuntransform(rd->origin, lightorigin);
+ for (i = 0, sv = mesh->vertex;i < mesh->numverts;i++, sv++)
+ if (VectorDistance2(sv->v, lightorigin) < rd->cullradius2)
+ return true;
+ }
+ }
+ return false;
+}
+
+static void RSurfShader_Water_Pass_Base(msurface_t *surf)
+{
+#if 0
+ int i, size3;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+ float base[3], scale, f;
+ qbyte *lm;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_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 (surf->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.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+
+ size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
+
+ base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f) + surf->flags & SURF_LIGHTMAP ? 0 : ;
+
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorCopy(base, outc);
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+
+ if (surf->dlightframe == r_framecount)
+ RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+ {
+ if (surf->flags & SURF_LIGHTMAP)
+ if (surf->styles[0] != 255)
+ {
+ lm = surf->samples + v->lightmapoffset;
+ scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ if (surf->styles[1] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ if (surf->styles[2] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ if (surf->styles[3] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ }
+ }
+ }
+ }
+ if (fogenabled)
+ {
+ VectorSubtract(outv, r_origin, diff);
+ f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ VectorScale(outc, f, outc);
+ }
+ else
+ VectorScale(outc, cl, outc);
+ }
+ }
+ }
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+ surfmesh_t *mesh;
+ rmeshbufferinfo_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 (surf->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.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ m.tex[1] = R_GetTexture(surf->lightmaptexture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = (float) (1 << lightscalebit) * m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ if (r_waterripple.value)
+ outv[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];
+ outv[3] = 1;
+ if (fogenabled)
+ {
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ }
+ else
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ }
+#else
+ int i;
+ float diff[3], alpha, ifog;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ surfmesh_t *mesh;
+ rmeshinfo_t m;
+ alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
+
+ memset(&m, 0, sizeof(m));
+ if (alpha != 1 || surf->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.vertex = &svert[0].v[0];
m.vertexstep = sizeof(surfvert_t);
m.color = &svert[0].c[0];
}
R_Mesh_Draw(&m);
}
-}
-
-static void RSurfShader_Water_Pass_Glow(msurface_t *surf)
-{
- int i;
- float diff[3], alpha, ifog;
- surfvertex_t *v;
- surfvert_t *sv;
- surfmesh_t *mesh;
- rmeshinfo_t m;
- alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
-
- memset(&m, 0, sizeof(m));
- m.transparent = alpha != 1 || surf->currenttexture->fogtexture != NULL;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- 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(surf->currenttexture->glowtexture);
- m.texcoords[0] = &svert[0].st[0];
- m.texcoordstep[0] = sizeof(surfvert_t);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- m.index = mesh->index;
- if (fogenabled)
- {
- m.color = &svert[0].c[0];
- m.colorstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = 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 = 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);
- }
+#endif
}
static void RSurfShader_Water_Pass_Fog(msurface_t *surf)
{
+#if 0
+#else
int i;
float alpha;
surfvertex_t *v;
}
R_Mesh_Draw(&m);
}
+#endif
}
static void RSurfShader_Water(msurface_t *firstsurf)
msurface_t *surf;
for (surf = firstsurf;surf;surf = surf->chain)
RSurfShader_Water_Pass_Base(surf);
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_Water_Pass_Glow(surf);
if (fogenabled)
for (surf = firstsurf;surf;surf = surf->chain)
RSurfShader_Water_Pass_Fog(surf);
static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *surf)
{
+#if 1
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+ surfmesh_t *mesh;
+ rmeshbufferinfo_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 (surf->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.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ m.tex[1] = R_GetTexture(surf->lightmaptexture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = (float) (1 << lightscalebit) * m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ if (fogenabled)
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ }
+ else
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ }
+ }
+ }
+#else
int i;
float diff[3], ifog;
surfvertex_t *v;
}
R_Mesh_Draw(&m);
}
+#endif
}
static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *surf)
{
+#if 1
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, cl, ca;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = (float) (1 << lightscalebit) * m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ }
+ }
+#else
int i;
surfvertex_t *v;
surfvert_t *sv;
}
R_Mesh_Draw(&m);
}
+#endif
}
static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf)
{
+#if 1
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outuv, cl, ca, diff[3];
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ m.transparent = false;
+ m.blendfunc1 = GL_ZERO;
+ m.blendfunc2 = GL_SRC_COLOR;
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->lightmaptexture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = (float) (1 << lightscalebit) * m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ if (fogenabled)
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ }
+ else
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ }
+ }
+ }
+#else
int i;
float diff[3], ifog;
surfvertex_t *v;
}
R_Mesh_Draw(&m);
}
+#endif
}
static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
{
+#if 1
+ int i, size3;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+ float base[3], scale, f;
+ qbyte *lm;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_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 (surf->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.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+
+ size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
+
+ base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+
+ if (currentrenderentity->effects & EF_FULLBRIGHT)
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ }
+ else
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorCopy(base, outc);
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ VectorCopy(base, outc);
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+
+ if (surf->dlightframe == r_framecount)
+ RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+ {
+ if (surf->styles[0] != 255)
+ {
+ lm = surf->samples + v->lightmapoffset;
+ scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ if (surf->styles[1] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ if (surf->styles[2] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ if (surf->styles[3] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ }
+ }
+ }
+ }
+ if (fogenabled)
+ {
+ VectorSubtract(outv, r_origin, diff);
+ f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ VectorScale(outc, f, outc);
+ }
+ else
+ VectorScale(outc, cl, outc);
+ }
+ }
+ }
+ }
+#else
int i, size3;
float c[3], base[3], scale, diff[3], ifog;
surfvertex_t *v;
size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
- base[0] = base[1] = base[2] = r_ambient.value * (1.0f / 128.0f);
+ base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 128.0f);
memset(&m, 0, sizeof(m));
if (currentrenderentity->effects & EF_ADDITIVE)
sv->c[2] *= ifog;
}
}
- R_Mesh_Draw(&m);
+ R_Mesh_Draw(&m);
+ }
+#endif
+}
+
+static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
+{
+#if 1
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, cl, ca, diff[3];
+ surfmesh_t *mesh;
+ rmeshbufferinfo_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 (surf->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.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ if (fogenabled)
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ }
+ else
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ }
+ }
}
-}
-
-static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
-{
+#else
int i;
float diff[3], ifog;
surfvertex_t *v;
}
R_Mesh_Draw(&m);
}
+#endif
}
static void RSurfShader_Wall_Pass_Light(msurface_t *surf)
{
+#if 1
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, *outuv, cl, ca, diff[3], f;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+
+ if (surf->dlightframe != r_framecount)
+ return;
+ if (currentrenderentity->effects & EF_FULLBRIGHT)
+ return;
+
+ memset(&m, 0, sizeof(m));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (surf->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.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ if (RSurf_LightCheck(surf->dlightbits, mesh))
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorClear(outc);
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+ if (fogenabled)
+ {
+ for (i = 0, outv = m.vertex, outc = m.color;i < m.numverts;i++, outv += 4, outc += 4)
+ {
+ VectorSubtract(outv, r_origin, diff);
+ f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ VectorScale(outc, f, outc);
+ }
+ }
+ else if (cl != 1)
+ for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4)
+ VectorScale(outc, cl, outc);
+ }
+ }
+ }
+#else
int i;
float diff[3], ifog;
surfvertex_t *v;
R_Mesh_Draw(&m);
}
}
+#endif
}
static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
{
+#if 1
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, cl, ca, diff[3];
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ if (fogenabled)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ }
+ }
+#else
int i;
float diff[3], ifog;
surfvertex_t *v;
rmeshinfo_t m;
memset(&m, 0, sizeof(m));
- if (currentrenderentity->effects & EF_ADDITIVE)
- m.transparent = true;
- else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
- m.transparent = true;
- else
- m.transparent = false;
+ m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
m.cr = 1;
}
R_Mesh_Draw(&m);
}
+#endif
}
static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
{
+#if 1
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, cl, ca, diff[3], f;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ f = cl * exp(fogdensity/DotProduct(diff, diff));
+ VectorScale(fogcolor, f, outc);
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ VectorSubtract(outv, r_origin, diff);
+ f = cl * exp(fogdensity/DotProduct(diff, diff));
+ VectorScale(fogcolor, f, outc);
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ }
+ }
+#else
int i;
surfvertex_t *v;
surfvert_t *sv;
vec3_t diff;
memset(&m, 0, sizeof(m));
- if (currentrenderentity->effects & EF_ADDITIVE)
- m.transparent = true;
- else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
- m.transparent = true;
- else
- m.transparent = false;
+ m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
m.color = &svert[0].c[0];
}
R_Mesh_Draw(&m);
}
+#endif
}
static void RSurfShader_Wall_Fullbright(msurface_t *firstsurf)
=============================================================
*/
-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)
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
{
mark = leaf->firstmarksurface;
endmark = mark + leaf->nummarksurfaces;
- if (r_ser.integer)
+ do
{
- 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)
{
- 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);
- }
+ if (surf->flags & SURF_PLANEBACK)
+ surf->visframe = r_framecount;
}
- while (mark < endmark);
- }
- else
- {
- do
+ else
{
- 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;
- }
+ if (!(surf->flags & SURF_PLANEBACK))
+ surf->visframe = r_framecount;
}
- while (mark < endmark);
}
+ while (mark < endmark);
}
// follow portals into other leafs
{
if (node->numsurfaces)
{
- if (r_ser.integer)
+ msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
+ if (PlaneDiff (r_origin, node->plane) < 0)
{
- 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++)
{
- 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);
- }
+ if (surf->flags & SURF_PLANEBACK)
+ surf->visframe = r_framecount;
}
}
else
{
- msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
- if (PlaneDiff (r_origin, node->plane) < 0)
+ for (;surf < surfend;surf++)
{
- 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;
- }
+ if (!(surf->flags & SURF_PLANEBACK))
+ surf->visframe = r_framecount;
}
}
}
mportal_t *p, *pstack[8192];
msurface_t *surf, **mark, **endmark;
mleaf_t *leaf;
- tinyplane_t plane;
qbyte *worldvis;
worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
{
mark = leaf->firstmarksurface;
endmark = mark + leaf->nummarksurfaces;
- if (r_ser.integer)
+ do
{
- 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)
{
- 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);
- }
+ if (surf->flags & SURF_PLANEBACK)
+ surf->visframe = r_framecount;
}
- while (mark < endmark);
- }
- else
- {
- do
+ else
{
- 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;
- }
+ if (!(surf->flags & SURF_PLANEBACK))
+ surf->visframe = r_framecount;
}
- while (mark < endmark);
}
+ while (mark < endmark);
}
// follow portals into other leafs
void R_PrepareSurfaces(void)
{
- int i;
+ int i, alttextures, texframe, framecount;
texture_t *t;
model_t *model;
msurface_t *surf;
Cshaders[i]->chain = NULL;
model = currentrenderentity->model;
+ alttextures = currentrenderentity->frame != 0;
+ texframe = (int)(cl.time * 5.0f);
for (i = 0;i < model->nummodelsurfaces;i++)
{
surf->insertframe = r_framecount;
c_faces++;
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;
+ if (t->animated)
+ {
+ framecount = t->anim_total[alttextures];
+ if (framecount >= 2)
+ surf->currenttexture = t->anim_frames[alttextures][texframe % framecount];
+ else
+ surf->currenttexture = t->anim_frames[alttextures][0];
+ }
+ else
+ surf->currenttexture = t;
}
surf->chain = surf->shader->chain;
R_DrawSurfaces(SHADERSTAGE_NORMAL);
}
+static void gl_surf_start(void)
+{
+}
+
+static void gl_surf_shutdown(void)
+{
+}
+
+static void gl_surf_newmap(void)
+{
+}
+
+void GL_Surf_Init(void)
+{
+ int i;
+ dlightdivtable[0] = 4194304;
+ for (i = 1;i < 32768;i++)
+ dlightdivtable[i] = 4194304 / (i << 7);
+
+ Cvar_RegisterVariable(&r_ambient);
+ Cvar_RegisterVariable(&r_vertexsurfaces);
+ Cvar_RegisterVariable(&r_dlightmap);
+ Cvar_RegisterVariable(&r_drawportals);
+ Cvar_RegisterVariable(&r_testvis);
+ Cvar_RegisterVariable(&r_floatbuildlightmap);
+
+ R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
+}
+