]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
395
[xonotic/darkplaces.git] / gl_rsurf.c
index 839cf24acdae33e5f9909ec9baac4fac0dea130f..898da1fbffc9acf85e73007a77a6fb5b68405f3e 100644 (file)
@@ -489,6 +489,7 @@ void R_Q1BSP_Draw(entity_render_t *ent)
                model_t *model = ent->model;
                msurface_t *surface;
                q3mbrush_t *brush;
+               R_Mesh_Matrix(&ent->matrix);
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                GL_DepthMask(false);
                GL_DepthTest(true);
@@ -656,26 +657,75 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
        *outnumsurfacespointer = info.outnumsurfaces;
 }
 
+extern float *rsurface_vertex3f;
+extern float *rsurface_svector3f;
+extern float *rsurface_tvector3f;
+extern float *rsurface_normal3f;
+extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
+
 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
 {
        model_t *model = ent->model;
        msurface_t *surface;
        int surfacelistindex;
-       if (r_drawcollisionbrushes.integer < 2)
+       float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
+       vec3_t modelorg;
+       texture_t *texture;
+       // check the box in modelspace, it was already checked in worldspace
+       if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs))
+               return;
+       if (r_drawcollisionbrushes.integer >= 2)
+               return;
+       if (!r_shadow_compilingrtlight)
+               R_UpdateAllTextureInfo(ent);
+       if (model->brush.shadowmesh)
        {
                R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
-               if (!r_shadow_compilingrtlight)
-                       R_UpdateAllTextureInfo(ent);
+               if (r_shadow_compilingrtlight)
+               {
+                       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+                       {
+                               surface = model->data_surfaces + surfacelist[surfacelistindex];
+                               texture = surface->texture;
+                               if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+                                       continue;
+                               if (texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+                                       continue;
+                               R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+                       }
+               }
+               else
+               {
+                       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+                       {
+                               surface = model->data_surfaces + surfacelist[surfacelistindex];
+                               texture = surface->texture->currentframe;
+                               if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+                                       continue;
+                               if (texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+                                       continue;
+                               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 + projectdistance, numshadowmark, shadowmarklist);
+       }
+       else
+       {
+               projectdistance = lightradius + ent->model->radius*2;
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
                for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
                        surface = model->data_surfaces + surfacelist[surfacelistindex];
-                       if ((surface->texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
-                               continue;
-                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                       // FIXME: get current skin
+                       texture = surface->texture;//R_FetchAliasSkin(ent, surface->groupmesh);
+                       if (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT) || !surface->num_triangles)
                                continue;
-                       R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                       // identify lit faces within the bounding box
+                       R_Shadow_PrepareShadowMark(surface->groupmesh->num_triangles);
+                       R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+                       R_Shadow_VolumeFromList(surface->groupmesh->num_vertices, surface->groupmesh->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, surface->groupmesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
                }
-               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);
        }
 }
 
@@ -683,58 +733,91 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolor, int numsurfaces,
 {
        model_t *model = ent->model;
        msurface_t *surface;
-       texture_t *t;
+       texture_t *texture;
        int surfacelistindex;
-       if (r_drawcollisionbrushes.integer < 2)
+       vec3_t modelorg;
+       if (r_drawcollisionbrushes.integer >= 2)
+               return;
+       if (r_shadow_compilingrtlight)
        {
-               R_Mesh_Matrix(&ent->matrix);
-               if (!r_shadow_compilingrtlight)
-                       R_UpdateAllTextureInfo(ent);
+               // if compiling an rtlight, capture the meshes
+               int tri;
+               int *e;
+               float *lightmins, *lightmaxs, *v[3], *vertex3f;
                for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
                        surface = model->data_surfaces + surfacelist[surfacelistindex];
-                       if (surface->texture->basematerialflags & MATERIALFLAG_NODRAW || !surface->num_triangles)
+                       texture = surface->texture;
+                       if ((texture->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL || !surface->num_triangles)
                                continue;
-                       if (r_shadow_compilingrtlight)
+                       e = surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle;
+                       vertex3f = surface->groupmesh->data_vertex3f;
+                       lightmins = r_shadow_compilingrtlight->cullmins;
+                       lightmaxs = r_shadow_compilingrtlight->cullmaxs;
+                       for (tri = 0;tri < surface->num_triangles;tri++, e += 3)
                        {
-                               // if compiling an rtlight, capture the mesh
-                               t = surface->texture;
-                               if ((t->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
-                               {
-#if 1
-                                       int tri;
-                                       int *e;
-                                       float *lightmins, *lightmaxs, *v[3], *vertex3f;
-                                       e = surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle;
-                                       vertex3f = surface->groupmesh->data_vertex3f;
-                                       lightmins = r_shadow_compilingrtlight->cullmins;
-                                       lightmaxs = r_shadow_compilingrtlight->cullmaxs;
-                                       for (tri = 0;tri < surface->num_triangles;tri++, e += 3)
-                                       {
-                                               v[0] = vertex3f + e[0] * 3;
-                                               v[1] = vertex3f + e[1] * 3;
-                                               v[2] = vertex3f + e[2] * 3;
-                                               if (PointInfrontOfTriangle(r_shadow_compilingrtlight->shadoworigin, 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])))
-                                                       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->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, 1, e);
-                                       }
-#else
-                                       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->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-#endif
-                               }
+                               v[0] = vertex3f + e[0] * 3;
+                               v[1] = vertex3f + e[1] * 3;
+                               v[2] = vertex3f + e[2] * 3;
+                               if (PointInfrontOfTriangle(r_shadow_compilingrtlight->shadoworigin, 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])))
+                                       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->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, 1, e);
+                       }
+               }
+       }
+       else
+       {
+               R_UpdateAllTextureInfo(ent);
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               {
+                       if (ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]])
+                               continue;
+                       surface = model->data_surfaces + surfacelist[surfacelistindex];
+                       texture = surface->texture->currentframe;
+                       // FIXME: transparent surfaces need to be lit later
+                       if ((texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL || !surface->num_triangles)
+                               continue;
+                       if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                               qglDisable(GL_CULL_FACE);
+                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                       if (!rsurface_svector3f)
+                       {
+                               rsurface_svector3f = varray_svector3f;
+                               rsurface_tvector3f = varray_tvector3f;
+                               rsurface_normal3f = varray_normal3f;
+                               Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
                        }
-                       else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]])
+                       if (ent->colormap >= 0)
                        {
-                               t = surface->texture->currentframe;
-                               // FIXME: transparent surfaces need to be lit later
-                               if ((t->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
+                               vec3_t lightcolorpants, lightcolorshirt;
+                               // 128-224 are backwards ranges
+                               int b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12;
+                               if (texture->skin.pants && b < 224)
+                               {
+                                       qbyte *bcolor = (qbyte *) (&palette_complete[b]);
+                                       lightcolorpants[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
+                                       lightcolorpants[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f);
+                                       lightcolorpants[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f);
+                               }
+                               else
+                                       VectorClear(lightcolorpants);
+                               // 128-224 are backwards ranges
+                               b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12;
+                               if (texture->skin.shirt && b < 224)
                                {
-                                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-                                               qglDisable(GL_CULL_FACE);
-                                       R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolor, vec3_origin, vec3_origin, t->skin.base, NULL, NULL, t->skin.nmap, t->skin.gloss);
-                                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-                                               qglEnable(GL_CULL_FACE);
+                                       qbyte *bcolor = (qbyte *) (&palette_complete[b]);
+                                       lightcolorshirt[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
+                                       lightcolorshirt[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f);
+                                       lightcolorshirt[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f);
                                }
+                               else
+                                       VectorClear(lightcolorshirt);
+                               R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), rsurface_vertex3f, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolor, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->skin.gloss);
                        }
+                       else
+                               R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), rsurface_vertex3f, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolor, vec3_origin, vec3_origin, texture->skin.merged ? texture->skin.merged : texture->skin.base, NULL, NULL, texture->skin.nmap, texture->skin.gloss);
+                       if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                               qglEnable(GL_CULL_FACE);
                }
        }
 }