X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=834017cae8af6736bd08af3ec35b7cd4ac091089;hp=6e24c18335e2cdde148ee909d8989ffa4a4bf493;hb=902f14e9a4773dd27a338562511f418763b903f7;hpb=fabdca42b48cc4acf214c06adda9814e5cce8577 diff --git a/gl_rmain.c b/gl_rmain.c index 6e24c183..834017ca 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -20,26 +20,51 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // r_main.c #include "quakedef.h" +#include "r_shadow.h" +#include "polygon.h" // used for dlight push checking and other things int r_framecount; -mplane_t frustum[4]; +mplane_t frustum[5]; matrix4x4_t r_identitymatrix; -int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights; +int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights, c_meshs, c_meshelements, c_rt_lights, c_rt_clears, c_rt_scissored, c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris, c_rtcached_shadowmeshes, c_rtcached_shadowtris, c_bloom, c_bloomcopies, c_bloomcopypixels, c_bloomdraws, c_bloomdrawpixels; // true during envmap command capture qboolean envmap; +// maximum visible distance (recalculated from world box each frame) float r_farclip; +// brightness of world lightmaps and related lighting +// (often reduced when world rtlights are enabled) +float r_lightmapintensity; +// whether to draw world lights realtime, dlights realtime, and their shadows +qboolean r_rtworld; +qboolean r_rtworldshadows; +qboolean r_rtdlight; +qboolean r_rtdlightshadows; + + +// forces all rendering to draw triangle outlines +int r_showtrispass; // view origin -vec3_t r_origin; -vec3_t vpn; -vec3_t vright; -vec3_t vup; +vec3_t r_vieworigin; +vec3_t r_viewforward; +vec3_t r_viewleft; +vec3_t r_viewright; +vec3_t r_viewup; +int r_view_x; +int r_view_y; +int r_view_z; +int r_view_width; +int r_view_height; +int r_view_depth; +float r_view_fov_x; +float r_view_fov_y; +matrix4x4_t r_view_matrix; // // screen size info @@ -49,15 +74,15 @@ refdef_t r_refdef; // 8.8 fraction of base light value unsigned short d_lightstylevalue[256]; +cvar_t r_showtris = {0, "r_showtris", "0"}; cvar_t r_drawentities = {0, "r_drawentities","1"}; cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"}; -cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "1"}; -cvar_t r_staticworldlights = {0, "r_staticworldlights", "0"}; cvar_t r_speeds = {0, "r_speeds","0"}; cvar_t r_fullbright = {0, "r_fullbright","0"}; cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"}; cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"}; cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"}; +cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"}; cvar_t gl_fogenable = {0, "gl_fogenable", "0"}; cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"}; @@ -69,6 +94,33 @@ cvar_t gl_fogend = {0, "gl_fogend","0"}; cvar_t r_textureunits = {0, "r_textureunits", "32"}; +cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"}; +cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"}; +cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"}; +cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"}; + +cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0"}; +cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "2"}; +cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"}; +cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"}; +cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"}; + +cvar_t developer_texturelogging = {0, "developer_texturelogging", "1"}; + +cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"}; + +rtexturepool_t *r_main_texturepool; +rtexture_t *r_bloom_texture_screen; +rtexture_t *r_bloom_texture_bloom; +rtexture_t *r_texture_blanknormalmap; +rtexture_t *r_texture_white; +rtexture_t *r_texture_black; +rtexture_t *r_texture_notexture; +rtexture_t *r_texture_whitecube; +rtexture_t *r_texture_normalizationcube; +rtexture_t *r_texture_detailtextures[NUM_DETAILTEXTURES]; +rtexture_t *r_texture_distorttexture[64]; + void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) { int i; @@ -96,41 +148,12 @@ void R_FillColors(float *out, int verts, float r, float g, float b, float a) } } -/* -==================== -R_TimeRefresh_f - -For program optimization -==================== -*/ -qboolean intimerefresh = 0; -static void R_TimeRefresh_f (void) -{ - int i; - float start, stop, time; - - intimerefresh = 1; - start = Sys_DoubleTime (); - for (i = 0;i < 128;i++) - { - r_refdef.viewangles[0] = 0; - r_refdef.viewangles[1] = i/128.0*360.0; - r_refdef.viewangles[2] = 0; - CL_UpdateScreen(); - } - - stop = Sys_DoubleTime (); - intimerefresh = 0; - time = stop-start; - Con_Printf ("%f seconds (%f fps)\n", time, 128/time); -} - vec3_t fogcolor; vec_t fogdensity; float fog_density, fog_red, fog_green, fog_blue; qboolean fogenabled; qboolean oldgl_fogenable; -void R_SetupFog(void) +void R_UpdateFog(void) { if (gamemode == GAME_NEHAHRA) { @@ -196,20 +219,274 @@ void FOG_registercvars(void) } } +static void R_BuildDetailTextures (void) +{ + int i, x, y, light; + float vc[3], vx[3], vy[3], vn[3], lightdir[3]; +#define DETAILRESOLUTION 256 + qbyte (*data)[DETAILRESOLUTION][4]; + qbyte (*noise)[DETAILRESOLUTION]; + + // Allocate the buffers dynamically to avoid having such big guys on the stack + data = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*data)); + noise = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*noise)); + + lightdir[0] = 0.5; + lightdir[1] = 1; + lightdir[2] = -0.25; + VectorNormalize(lightdir); + for (i = 0;i < NUM_DETAILTEXTURES;i++) + { + fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4); + for (y = 0;y < DETAILRESOLUTION;y++) + { + for (x = 0;x < DETAILRESOLUTION;x++) + { + vc[0] = x; + vc[1] = y; + vc[2] = noise[y][x] * (1.0f / 32.0f); + vx[0] = x + 1; + vx[1] = y; + vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f); + vy[0] = x; + vy[1] = y + 1; + vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f); + VectorSubtract(vx, vc, vx); + VectorSubtract(vy, vc, vy); + CrossProduct(vx, vy, vn); + VectorNormalize(vn); + light = 128 - DotProduct(vn, lightdir) * 128; + light = bound(0, light, 255); + data[y][x][0] = data[y][x][1] = data[y][x][2] = light; + data[y][x][3] = 255; + } + } + r_texture_detailtextures[i] = R_LoadTexture2D(r_main_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL); + } + + Mem_Free(noise); + Mem_Free(data); +} + +static qbyte R_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph) +{ + int m = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) + + ((2 * (y0 - y1) + y2 - y3) * morph * morph) + + ((y2 - y0) * morph) + + (y1)); + return (qbyte)bound(0, m, 255); +} + +static void R_BuildDistortTexture (void) +{ + int x, y, i, j; +#define DISTORTRESOLUTION 32 + qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2]; + + for (i=0; i<4; i++) + { + for (y=0; yentities) - CL_ParseEntityLump(cl.worldmodel->entities); + // FIXME: move this code to client + int l; + char *entities, entname[MAX_QPATH]; r_framecount = 1; + if (cl.worldmodel) + { + strlcpy(entname, cl.worldmodel->name, sizeof(entname)); + l = strlen(entname) - 4; + if (l >= 0 && !strcmp(entname + l, ".bsp")) + { + strcpy(entname + l, ".ent"); + if ((entities = FS_LoadFile(entname, tempmempool, true))) + { + CL_ParseEntityLump(entities); + Mem_Free(entities); + return; + } + } + if (cl.worldmodel->brush.entities) + CL_ParseEntityLump(cl.worldmodel->brush.entities); + } } void GL_Main_Init(void) @@ -217,44 +494,42 @@ void GL_Main_Init(void) Matrix4x4_CreateIdentity(&r_identitymatrix); // FIXME: move this to client? FOG_registercvars(); - Cmd_AddCommand ("timerefresh", R_TimeRefresh_f); - Cvar_RegisterVariable (&r_drawentities); - Cvar_RegisterVariable (&r_drawviewmodel); - Cvar_RegisterVariable (&r_shadows); - Cvar_RegisterVariable (&r_staticworldlights); - Cvar_RegisterVariable (&r_speeds); - Cvar_RegisterVariable (&r_fullbrights); - Cvar_RegisterVariable (&r_wateralpha); - Cvar_RegisterVariable (&r_dynamic); - Cvar_RegisterVariable (&r_fullbright); - Cvar_RegisterVariable (&r_textureunits); - if (gamemode == GAME_NEHAHRA) + Cvar_RegisterVariable(&r_showtris); + Cvar_RegisterVariable(&r_drawentities); + Cvar_RegisterVariable(&r_drawviewmodel); + Cvar_RegisterVariable(&r_speeds); + Cvar_RegisterVariable(&r_fullbrights); + Cvar_RegisterVariable(&r_wateralpha); + Cvar_RegisterVariable(&r_dynamic); + Cvar_RegisterVariable(&r_fullbright); + Cvar_RegisterVariable(&r_textureunits); + Cvar_RegisterVariable(&r_lerpsprites); + Cvar_RegisterVariable(&r_lerpmodels); + Cvar_RegisterVariable(&r_waterscroll); + Cvar_RegisterVariable(&r_watershader); + Cvar_RegisterVariable(&r_drawcollisionbrushes); + Cvar_RegisterVariable(&r_bloom); + Cvar_RegisterVariable(&r_bloom_intensity); + Cvar_RegisterVariable(&r_bloom_blur); + Cvar_RegisterVariable(&r_bloom_resolution); + Cvar_RegisterVariable(&r_bloom_power); + Cvar_RegisterVariable(&developer_texturelogging); + Cvar_RegisterVariable(&gl_lightmaps); + if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); } -vec3_t r_farclip_origin; -vec3_t r_farclip_direction; -vec_t r_farclip_directiondist; -vec_t r_farclip_meshfarclip; -int r_farclip_directionbit0; -int r_farclip_directionbit1; -int r_farclip_directionbit2; - -// start a farclip measuring session -void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip) -{ - VectorCopy(origin, r_farclip_origin); - VectorCopy(direction, r_farclip_direction); - r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction); - r_farclip_directionbit0 = r_farclip_direction[0] < 0; - r_farclip_directionbit1 = r_farclip_direction[1] < 0; - r_farclip_directionbit2 = r_farclip_direction[2] < 0; - r_farclip_meshfarclip = r_farclip_directiondist + startfarclip; -} +static vec3_t r_farclip_origin; +static vec3_t r_farclip_direction; +static vec_t r_farclip_directiondist; +static vec_t r_farclip_meshfarclip; +static int r_farclip_directionbit0; +static int r_farclip_directionbit1; +static int r_farclip_directionbit2; // enlarge farclip to accomodate box -void R_FarClip_Box(vec3_t mins, vec3_t maxs) +static void R_FarClip_Box(vec3_t mins, vec3_t maxs) { float d; d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0] @@ -265,55 +540,59 @@ void R_FarClip_Box(vec3_t mins, vec3_t maxs) } // return farclip value -float R_FarClip_Finish(void) +static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip) { - return r_farclip_meshfarclip - r_farclip_directiondist; -} + int i; -/* -=============== -R_NewMap -=============== -*/ -void R_NewMap (void) -{ - R_Modules_NewMap(); + VectorCopy(origin, r_farclip_origin); + VectorCopy(direction, r_farclip_direction); + r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction); + r_farclip_directionbit0 = r_farclip_direction[0] < 0; + r_farclip_directionbit1 = r_farclip_direction[1] < 0; + r_farclip_directionbit2 = r_farclip_direction[2] < 0; + r_farclip_meshfarclip = r_farclip_directiondist + startfarclip; + + if (r_refdef.worldmodel) + R_FarClip_Box(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs); + for (i = 0;i < r_refdef.numentities;i++) + R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs); + + return r_farclip_meshfarclip - r_farclip_directiondist; } extern void R_Textures_Init(void); -extern void Mod_RenderInit(void); extern void GL_Draw_Init(void); extern void GL_Main_Init(void); extern void R_Shadow_Init(void); -extern void GL_Models_Init(void); extern void R_Sky_Init(void); extern void GL_Surf_Init(void); extern void R_Crosshairs_Init(void); extern void R_Light_Init(void); extern void R_Particles_Init(void); extern void R_Explosion_Init(void); -extern void ui_init(void); extern void gl_backend_init(void); extern void Sbar_Init(void); +extern void R_LightningBeams_Init(void); +extern void Mod_RenderInit(void); void Render_Init(void) { + gl_backend_init(); R_Textures_Init(); Mod_RenderInit(); - gl_backend_init(); R_MeshQueue_Init(); - GL_Draw_Init(); GL_Main_Init(); + GL_Draw_Init(); R_Shadow_Init(); - GL_Models_Init(); R_Sky_Init(); GL_Surf_Init(); R_Crosshairs_Init(); R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); - ui_init(); + UI_Init(); Sbar_Init(); + R_LightningBeams_Init(); } /* @@ -327,7 +606,11 @@ void GL_Init (void) VID_CheckExtensions(); // LordHavoc: report supported extensions - Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS); + Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS); + + // clear to black (loading plaque will be seen over this) + qglClearColor(0,0,0,1); + qglClear(GL_COLOR_BUFFER_BIT); } int R_CullBox(const vec3_t mins, const vec3_t maxs) @@ -377,119 +660,52 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs) return false; } -int PVS_CullBox(const vec3_t mins, const vec3_t maxs) -{ - int stackpos, sides; - mnode_t *node, *stack[4096]; - stackpos = 0; - stack[stackpos++] = cl.worldmodel->nodes; - while (stackpos) - { - node = stack[--stackpos]; - if (node->contents < 0) - { - if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount) - return false; - } - else - { - sides = BoxOnPlaneSide(mins, maxs, node->plane); - if (sides & 2 && stackpos < 4096) - stack[stackpos++] = node->children[1]; - if (sides & 1 && stackpos < 4096) - stack[stackpos++] = node->children[0]; - } - } - return true; -} - -int R_CullSphere(const vec3_t origin, vec_t radius) -{ - return (DotProduct(frustum[0].normal, origin) + radius < frustum[0].dist - || DotProduct(frustum[1].normal, origin) + radius < frustum[1].dist - || DotProduct(frustum[2].normal, origin) + radius < frustum[2].dist - || DotProduct(frustum[3].normal, origin) + radius < frustum[3].dist); -} - -int PVS_CullSphere(const vec3_t origin, vec_t radius) -{ - int stackpos; - mnode_t *node, *stack[4096]; - float dist; - stackpos = 0; - stack[stackpos++] = cl.worldmodel->nodes; - while (stackpos) - { - node = stack[--stackpos]; - if (node->contents < 0) - { - if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount) - return false; - } - else - { - dist = PlaneDiff(origin, node->plane); - if (dist <= radius) - stack[stackpos++] = node->children[1]; - if (dist >= -radius) - stack[stackpos++] = node->children[0]; - } - } - return true; -} - - //================================================================================== static void R_MarkEntities (void) { - int i; - vec3_t v; + int i, renderimask; entity_render_t *ent; - ent = &cl_entities[0].render; - Matrix4x4_CreateIdentity(&ent->matrix); - Matrix4x4_CreateIdentity(&ent->inversematrix); - - if (cl.worldmodel) - R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs); - if (!r_drawentities.integer) return; - for (i = 0;i < r_refdef.numentities;i++) + r_refdef.worldentity->visframe = r_framecount; + renderimask = envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL); + if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs) { - ent = r_refdef.entities[i]; - Mod_CheckLoaded(ent->model); - - // move view-relative models to where they should be - if (ent->flags & RENDER_VIEWMODEL) + // worldmodel can check visibility + for (i = 0;i < r_refdef.numentities;i++) { - // remove flag so it will not be repeated incase RelinkEntities is not called again for a while - ent->flags -= RENDER_VIEWMODEL; - // transform origin - VectorCopy(ent->origin, v); - ent->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0]; - ent->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1]; - ent->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2]; - // adjust angles - VectorAdd(ent->angles, r_refdef.viewangles, ent->angles); + ent = r_refdef.entities[i]; + Mod_CheckLoaded(ent->model); + // some of the renderer still relies on origin... + Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin); + // some of the renderer still relies on scale... + ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix); + if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_worldleafvisible, ent->mins, ent->maxs))) + { + R_UpdateEntLights(ent); + ent->visframe = r_framecount; + } } - - VectorCopy(ent->angles, v); - if (!ent->model || ent->model->type != mod_brush) - v[0] = -v[0]; - Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], v[0], v[1], v[2], ent->scale); - Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix); - R_LerpAnimation(ent); - R_UpdateEntLights(ent); - if (!R_CullSphere(ent->origin, ent->model->radius * ent->scale) - && !PVS_CullSphere(ent->origin, ent->model->radius * ent->scale) - && !R_CullBox(ent->mins, ent->maxs) - && !PVS_CullBox(ent->mins, ent->maxs)) + } + else + { + // no worldmodel or it can't check visibility + for (i = 0;i < r_refdef.numentities;i++) { - ent->visframe = r_framecount; - R_FarClip_Box(ent->mins, ent->maxs); + ent = r_refdef.entities[i]; + Mod_CheckLoaded(ent->model); + // some of the renderer still relies on origin... + Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin); + // some of the renderer still relies on scale... + ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix); + if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST)) + { + R_UpdateEntLights(ent); + ent->visframe = r_framecount; + } } } } @@ -516,30 +732,8 @@ int R_DrawBrushModelsSky (void) return sky; } -/* -============= -R_DrawViewModel -============= -*/ -void R_DrawViewModel (void) -{ - entity_render_t *ent; - - // FIXME: move these checks to client - if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model) - return; - - ent = &cl.viewent.render; - Mod_CheckLoaded(ent->model); - R_LerpAnimation(ent); - Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], -ent->angles[0], ent->angles[1], ent->angles[2], ent->scale); - Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix); - R_UpdateEntLights(ent); - ent->model->Draw(ent); -} - void R_DrawNoModel(entity_render_t *ent); -void R_DrawModels () +void R_DrawModels(void) { int i; entity_render_t *ent; @@ -547,7 +741,6 @@ void R_DrawModels () if (!r_drawentities.integer) return; - R_DrawViewModel(); for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; @@ -561,504 +754,398 @@ void R_DrawModels () } } -void R_DrawFakeShadows (void) +static void R_SetFrustum(void) { - int i; - entity_render_t *ent; + // break apart the view matrix into vectors for various purposes + Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin); + VectorNegate(r_viewleft, r_viewright); - ent = &cl_entities[0].render; - if (ent->model && ent->model->DrawFakeShadow) - ent->model->DrawFakeShadow(ent); + // LordHavoc: note to all quake engine coders, the special case for 90 + // degrees assumed a square view (wrong), so I removed it, Quake2 has it + // disabled as well. - if (!r_drawentities.integer) - return; - for (i = 0;i < r_refdef.numentities;i++) - { - ent = r_refdef.entities[i]; - if (ent->model && ent->model->DrawFakeShadow) - ent->model->DrawFakeShadow(ent); - } + // rotate R_VIEWFORWARD right by FOV_X/2 degrees + RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2)); + frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal); + PlaneClassify(&frustum[0]); + + // rotate R_VIEWFORWARD left by FOV_X/2 degrees + RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_view_fov_x / 2)); + frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal); + PlaneClassify(&frustum[1]); + + // rotate R_VIEWFORWARD up by FOV_X/2 degrees + RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_view_fov_y / 2)); + frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal); + PlaneClassify(&frustum[2]); + + // rotate R_VIEWFORWARD down by FOV_X/2 degrees + RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2)); + frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); + PlaneClassify(&frustum[3]); + + // nearclip plane + VectorCopy(r_viewforward, frustum[4].normal); + frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f; + PlaneClassify(&frustum[4]); } -#include "r_shadow.h" - -void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float lightradius) +static void R_BlendView(void) { - int i; - vec3_t p, p2, temp, relativelightorigin; - float dist, projectdistance; - // rough checks - if (ent->model && ent->model->DrawShadowVolume) + rmeshstate_t m; + + if (r_refdef.viewblend[3] < 0.01f && !r_bloom.integer) + return; + + GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100); + GL_DepthMask(true); + GL_DepthTest(false); + R_Mesh_Matrix(&r_identitymatrix); + // vertex coordinates for a quad that covers the screen exactly + varray_vertex3f[0] = 0;varray_vertex3f[1] = 0;varray_vertex3f[2] = 0; + varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0; + varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0; + varray_vertex3f[9] = 0;varray_vertex3f[10] = 1;varray_vertex3f[11] = 0; + if (r_bloom.integer && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512) { - temp[0] = bound(ent->mins[0], lightorigin[0], ent->maxs[0]) - lightorigin[0]; - temp[1] = bound(ent->mins[1], lightorigin[1], ent->maxs[1]) - lightorigin[1]; - temp[2] = bound(ent->mins[2], lightorigin[2], ent->maxs[2]) - lightorigin[2]; - dist = DotProduct(temp, temp); - if (dist < lightradius * lightradius) + int screenwidth, screenheight, bloomwidth, bloomheight, x, dobloomblend, range; + float xoffset, yoffset, r; + c_bloom++; + // set the (poorly named) screenwidth and screenheight variables to + // a power of 2 at least as large as the screen, these will define the + // size of the texture to allocate + for (screenwidth = 1;screenwidth < vid.realwidth;screenwidth *= 2); + for (screenheight = 1;screenheight < vid.realheight;screenheight *= 2); + // allocate textures as needed + if (!r_bloom_texture_screen) + r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + if (!r_bloom_texture_bloom) + r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + // set bloomwidth and bloomheight to the bloom resolution that will be + // used (often less than the screen resolution for faster rendering) + bloomwidth = min(r_view_width, r_bloom_resolution.integer); + bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width); + // set up a texcoord array for the full resolution screen image + // (we have to keep this around to copy back during final render) + varray_texcoord2f[0][0] = 0; + varray_texcoord2f[0][1] = (float)r_view_height / (float)screenheight; + varray_texcoord2f[0][2] = (float)r_view_width / (float)screenwidth; + varray_texcoord2f[0][3] = (float)r_view_height / (float)screenheight; + varray_texcoord2f[0][4] = (float)r_view_width / (float)screenwidth; + varray_texcoord2f[0][5] = 0; + varray_texcoord2f[0][6] = 0; + varray_texcoord2f[0][7] = 0; + // set up a texcoord array for the reduced resolution bloom image + // (which will be additive blended over the screen image) + varray_texcoord2f[1][0] = 0; + varray_texcoord2f[1][1] = (float)bloomheight / (float)screenheight; + varray_texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth; + varray_texcoord2f[1][3] = (float)bloomheight / (float)screenheight; + varray_texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth; + varray_texcoord2f[1][5] = 0; + varray_texcoord2f[1][6] = 0; + varray_texcoord2f[1][7] = 0; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = varray_vertex3f; + m.pointer_texcoord[0] = varray_texcoord2f[0]; + m.tex[0] = R_GetTexture(r_bloom_texture_screen); + R_Mesh_State(&m); + // copy view into the full resolution screen image texture + GL_ActiveTexture(0); + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height); + c_bloomcopies++; + c_bloomcopypixels += r_view_width * r_view_height; + // now scale it down to the bloom size and raise to a power of itself + // to darken it (this leaves the really bright stuff bright, and + // everything else becomes very dark) + // TODO: optimize with multitexture or GLSL + qglViewport(r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_Color(1, 1, 1, 1); + R_Mesh_Draw(0, 4, 2, polygonelements); + c_bloomdraws++; + c_bloomdrawpixels += bloomwidth * bloomheight; + // render multiple times with a multiply blendfunc to raise to a power + GL_BlendFunc(GL_DST_COLOR, GL_ZERO); + for (x = 1;x < r_bloom_power.integer;x++) { - projectdistance = lightradius - sqrt(dist); - { + R_Mesh_Draw(0, 4, 2, polygonelements); + c_bloomdraws++; + c_bloomdrawpixels += bloomwidth * bloomheight; + } + // we now have a darkened bloom image in the framebuffer, copy it into + // the bloom image texture for more processing + memset(&m, 0, sizeof(m)); + m.pointer_vertex = varray_vertex3f; + m.tex[0] = R_GetTexture(r_bloom_texture_bloom); + m.pointer_texcoord[0] = varray_texcoord2f[2]; + R_Mesh_State(&m); + GL_ActiveTexture(0); + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight); + c_bloomcopies++; + c_bloomcopypixels += bloomwidth * bloomheight; + // blend on at multiple vertical offsets to achieve a vertical blur + // TODO: do offset blends using GLSL + range = r_bloom_blur.integer * bloomwidth / 320; + GL_BlendFunc(GL_ONE, GL_ZERO); + for (x = -range;x <= range;x++) + { + xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth; + yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight; + // compute a texcoord array with the specified x and y offset + varray_texcoord2f[2][0] = xoffset+0; + varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight; + varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth; + varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight; + varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth; + varray_texcoord2f[2][5] = yoffset+0; + varray_texcoord2f[2][6] = xoffset+0; + varray_texcoord2f[2][7] = yoffset+0; + // this r value looks like a 'dot' particle, fading sharply to + // black at the edges + // (probably not realistic but looks good enough) + r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range)); + if (r < 0.01f) + continue; + GL_Color(r, r, r, 1); + R_Mesh_Draw(0, 4, 2, polygonelements); + c_bloomdraws++; + c_bloomdrawpixels += bloomwidth * bloomheight; + GL_BlendFunc(GL_ONE, GL_ONE); + } + // copy the vertically blurred bloom view to a texture + GL_ActiveTexture(0); + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight); + c_bloomcopies++; + c_bloomcopypixels += bloomwidth * bloomheight; + // blend the vertically blurred image at multiple offsets horizontally + // to finish the blur effect + // TODO: do offset blends using GLSL + range = r_bloom_blur.integer * bloomwidth / 320; + GL_BlendFunc(GL_ONE, GL_ZERO); + for (x = -range;x <= range;x++) + { + xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth; + yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight; + // compute a texcoord array with the specified x and y offset + varray_texcoord2f[2][0] = xoffset+0; + varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight; + varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth; + varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight; + varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth; + varray_texcoord2f[2][5] = yoffset+0; + varray_texcoord2f[2][6] = xoffset+0; + varray_texcoord2f[2][7] = yoffset+0; + // this r value looks like a 'dot' particle, fading sharply to + // black at the edges + // (probably not realistic but looks good enough) + r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range)); + if (r < 0.01f) + continue; + GL_Color(r, r, r, 1); + R_Mesh_Draw(0, 4, 2, polygonelements); + c_bloomdraws++; + c_bloomdrawpixels += bloomwidth * bloomheight; + GL_BlendFunc(GL_ONE, GL_ONE); + } + // copy the blurred bloom view to a texture + GL_ActiveTexture(0); + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight); + c_bloomcopies++; + c_bloomcopypixels += bloomwidth * bloomheight; + // go back to full view area + qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height); + // put the original screen image back in place and blend the bloom + // texture on it + memset(&m, 0, sizeof(m)); + m.pointer_vertex = varray_vertex3f; + m.tex[0] = R_GetTexture(r_bloom_texture_screen); + m.pointer_texcoord[0] = varray_texcoord2f[0]; #if 0 - int d0, d1, d2, d3; - // calculate projected bounding box and decide if it is on-screen - d0 = false; - d1 = false; - d2 = false; - d3 = false; - for (i = 0;i < 8;i++) - { - p[0] = i & 1 ? ent->maxs[0] : ent->mins[0]; - p[1] = i & 2 ? ent->maxs[1] : ent->mins[1]; - p[2] = i & 4 ? ent->maxs[2] : ent->mins[2]; - VectorSubtract(p, lightorigin, temp); - dist = projectdistance / sqrt(DotProduct(temp, temp)); - VectorMA(p, dist, temp, p2); - if (!d0 && (DotProduct(p , frustum[0].normal) < frustum[0].dist || DotProduct(p2, frustum[0].normal) < frustum[0].dist)) - d0 = true; - if (!d1 && (DotProduct(p , frustum[1].normal) < frustum[1].dist || DotProduct(p2, frustum[1].normal) < frustum[1].dist)) - d1 = true; - if (!d2 && (DotProduct(p , frustum[2].normal) < frustum[2].dist || DotProduct(p2, frustum[2].normal) < frustum[2].dist)) - d2 = true; - if (!d3 && (DotProduct(p , frustum[3].normal) < frustum[3].dist || DotProduct(p2, frustum[3].normal) < frustum[3].dist)) - d3 = true; - } - if (d0 && d1 && d2 && d3) + dobloomblend = false; #else - vec3_t mins, maxs; - // calculate projected bounding box and decide if it is on-screen - VectorCopy(ent->mins, mins); - VectorCopy(ent->maxs, maxs); - for (i = 0;i < 8;i++) - { - p[0] = i & 1 ? ent->maxs[0] : ent->mins[0]; - p[1] = i & 2 ? ent->maxs[1] : ent->mins[1]; - p[2] = i & 4 ? ent->maxs[2] : ent->mins[2]; - VectorSubtract(p, lightorigin, temp); - dist = projectdistance / sqrt(DotProduct(temp, temp)); - VectorMA(p, dist, temp, p2); - if (mins[0] > p2[0]) mins[0] = p2[0];if (maxs[0] < p2[0]) maxs[0] = p2[0]; - if (mins[1] > p2[1]) mins[1] = p2[1];if (maxs[1] < p2[1]) maxs[1] = p2[1]; - if (mins[2] > p2[2]) mins[2] = p2[2];if (maxs[2] < p2[2]) maxs[2] = p2[2]; - } - if (!R_CullBox(mins, maxs)) + // do both in one pass if possible + if (r_textureunits.integer >= 2 && gl_combine.integer) + { + dobloomblend = false; + m.texcombinergb[1] = GL_ADD; + m.tex[1] = R_GetTexture(r_bloom_texture_bloom); + m.pointer_texcoord[1] = varray_texcoord2f[1]; + } + else + dobloomblend = true; #endif - { - Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin); - ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius); - } - } + R_Mesh_State(&m); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_Color(1,1,1,1); + R_Mesh_Draw(0, 4, 2, polygonelements); + c_bloomdraws++; + c_bloomdrawpixels += r_view_width * r_view_height; + // now blend on the bloom texture if multipass + if (dobloomblend) + { + memset(&m, 0, sizeof(m)); + m.pointer_vertex = varray_vertex3f; + m.tex[0] = R_GetTexture(r_bloom_texture_bloom); + m.pointer_texcoord[0] = varray_texcoord2f[1]; + R_Mesh_State(&m); + GL_BlendFunc(GL_ONE, GL_ONE); + GL_Color(1,1,1,1); + R_Mesh_Draw(0, 4, 2, polygonelements); + c_bloomdraws++; + c_bloomdrawpixels += r_view_width * r_view_height; } } -} - -void R_DrawWorldLightShadowVolume(mlight_t *sl) -{ - shadowmesh_t *mesh; - R_Mesh_Matrix(&cl_entities[0].render.matrix); - for (mesh = sl->shadowvolume;mesh;mesh = mesh->next) + if (r_refdef.viewblend[3] >= 0.01f) { - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - R_Shadow_RenderVolume(mesh->numverts, mesh->numtriangles, mesh->elements); + // apply a color tint to the whole view + memset(&m, 0, sizeof(m)); + m.pointer_vertex = varray_vertex3f; + R_Mesh_State(&m); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); + R_Mesh_Draw(0, 4, 2, polygonelements); } } -#define SHADOWSPHERE_SEGMENTS 16 +void R_RenderScene(void); -shadowmesh_t *shadowsphere; -void R_CreateShadowSphere(void) +matrix4x4_t r_waterscrollmatrix; + +/* +================ +R_RenderView +================ +*/ +void R_RenderView(void) { - int i, j; - vec3_t angles, angles2, angles3, angles4; - float verts[12]; - shadowsphere = Mod_ShadowMesh_Begin(zonemempool); - for (i = 0;i < SHADOWSPHERE_SEGMENTS / 2;i++) - { - for (j = 0;j < SHADOWSPHERE_SEGMENTS;j++) - { - angles[0] = (i * 360.0f / SHADOWSPHERE_SEGMENTS) + 90.0f; - angles[1] = j * 360.0f / SHADOWSPHERE_SEGMENTS; - angles[2] = 0; - VectorCopy(angles, angles2); - VectorCopy(angles, angles3); - VectorCopy(angles, angles4); - angles2[1] += 360.0f / SHADOWSPHERE_SEGMENTS; - angles3[0] += 360.0f / SHADOWSPHERE_SEGMENTS; - angles3[1] += 360.0f / SHADOWSPHERE_SEGMENTS; - angles4[0] += 360.0f / SHADOWSPHERE_SEGMENTS; - AngleVectorsFLU(angles, verts, NULL, NULL); - AngleVectorsFLU(angles2, verts + 9, NULL, NULL); - AngleVectorsFLU(angles3, verts + 6, NULL, NULL); - AngleVectorsFLU(angles4, verts + 3, NULL, NULL); - VectorScale(&verts[0], 1.0f, &verts[0]); - VectorScale(&verts[3], 1.0f, &verts[3]); - VectorScale(&verts[6], 1.0f, &verts[6]); - VectorScale(&verts[9], 1.0f, &verts[9]); - Mod_ShadowMesh_AddPolygon(zonemempool, shadowsphere, 4, verts); - } - } - shadowsphere = Mod_ShadowMesh_Finish(zonemempool, shadowsphere); -} + if (!r_refdef.entities/* || !r_refdef.worldmodel*/) + return; //Host_Error ("R_RenderView: NULL worldmodel"); + r_view_width = bound(0, r_refdef.width, vid.realwidth); + r_view_height = bound(0, r_refdef.height, vid.realheight); + r_view_depth = 1; + r_view_x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width); + r_view_y = bound(0, r_refdef.y, vid.realheight - r_refdef.height); + r_view_z = 0; + r_view_fov_x = bound(1, r_refdef.fov_x, 170); + r_view_fov_y = bound(1, r_refdef.fov_y, 170); + r_view_matrix = r_refdef.viewentitymatrix; + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); + r_rtworld = r_shadow_realtime_world.integer; + r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil; + r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer; + r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil; + r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1; + + // GL is weird because it's bottom to top, r_view_y is top to bottom + qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height); + GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); + GL_ScissorTest(true); + GL_DepthMask(true); + R_ClearScreen(); + R_Textures_Frame(); + R_UpdateFog(); + R_UpdateLights(); + R_TimeReport("setup"); -void R_DrawShadowSphere(vec3_t origin, float cullradius, float lightradius) -{ - shadowmesh_t *mesh; - matrix4x4_t matrix; - if (!shadowsphere) - R_CreateShadowSphere(); - Matrix4x4_CreateScale(&matrix, lightradius); - Matrix4x4_ConcatTranslate(&matrix, origin[0], origin[1], origin[2]); - R_Mesh_Matrix(&matrix); - for (mesh = shadowsphere;mesh;mesh = mesh->next) - { - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - R_Shadow_RenderVolume(mesh->numverts, mesh->numtriangles, mesh->elements); - } - Matrix4x4_CreateScale(&matrix, -cullradius); - Matrix4x4_ConcatTranslate(&matrix, origin[0], origin[1], origin[2]); - R_Mesh_Matrix(&matrix); - for (mesh = shadowsphere;mesh;mesh = mesh->next) - { - memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); - R_Shadow_RenderVolume(mesh->numverts, mesh->numtriangles, mesh->elements); - } + qglDepthFunc(GL_LEQUAL); + qglPolygonOffset(0, 0); + qglEnable(GL_POLYGON_OFFSET_FILL); + + R_RenderScene(); + + qglPolygonOffset(0, 0); + qglDisable(GL_POLYGON_OFFSET_FILL); + + R_BlendView(); + R_TimeReport("blendview"); + + GL_Scissor(0, 0, vid.realwidth, vid.realheight); + GL_ScissorTest(false); } -void R_ShadowVolumeLighting (int visiblevolumes) +extern void R_DrawLightningBeams (void); +void R_RenderScene(void) { - int i; - entity_render_t *ent; - int lnum; - float f, lightradius, cullradius; - vec3_t relativelightorigin, relativeeyeorigin, lightcolor; - mlight_t *sl; - rdlight_t *rd; - rmeshstate_t m; - - if (visiblevolumes) - { - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ONE; - R_Mesh_State(&m); - GL_Color(0.0 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1); - } - else - R_Shadow_Stage_Begin(); - for (lnum = 0, sl = cl.worldmodel->lights;lnum < cl.worldmodel->numlights;lnum++, sl++) - { - if (d_lightstylevalue[sl->style] <= 0) - continue; - if (r_light_debuglight.integer >= 0 && lnum != r_light_debuglight.integer) - continue; - cullradius = sl->cullradius; - lightradius = sl->lightradius; - if (R_CullBox(sl->mins, sl->maxs) || PVS_CullBox(sl->mins, sl->maxs) || R_CullSphere(sl->origin, cullradius) || PVS_CullSphere(sl->origin, cullradius)) - continue; - - f = d_lightstylevalue[sl->style] * (1.0f / 32768.0f); - VectorScale(sl->light, f, lightcolor); - - if (!visiblevolumes) - R_Shadow_Stage_ShadowVolumes(); - R_DrawShadowSphere(sl->origin, cullradius, lightradius * 2); - if (sl->shadowvolume && r_staticworldlights.integer) - R_DrawWorldLightShadowVolume(sl); - else - R_TestAndDrawShadowVolume(&cl_entities[0].render, sl->origin, cullradius); - if (r_drawentities.integer) - { - for (i = 0;i < r_refdef.numentities;i++) - { - ent = r_refdef.entities[i]; - if (ent->maxs[0] >= sl->mins[0] && ent->mins[0] <= sl->maxs[0] - && ent->maxs[1] >= sl->mins[1] && ent->mins[1] <= sl->maxs[1] - && ent->maxs[2] >= sl->mins[2] && ent->mins[2] <= sl->maxs[2]) - R_TestAndDrawShadowVolume(r_refdef.entities[i], sl->origin, cullradius); - } - } - - if (!visiblevolumes) - { - R_Shadow_Stage_Light(); - ent = &cl_entities[0].render; - if (ent->model && ent->model->DrawLight) - { - Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, sl->distbias, sl->subtract, lightcolor); - } - if (r_drawentities.integer) - { - for (i = 0;i < r_refdef.numentities;i++) - { - ent = r_refdef.entities[i]; - if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight - && ent->maxs[0] >= sl->mins[0] && ent->mins[0] <= sl->maxs[0] - && ent->maxs[1] >= sl->mins[1] && ent->mins[1] <= sl->maxs[1] - && ent->maxs[2] >= sl->mins[2] && ent->mins[2] <= sl->maxs[2]) - { - Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, sl->distbias, sl->subtract, lightcolor); - } - } - } - - R_Shadow_Stage_EraseShadowVolumes(); - R_DrawShadowSphere(sl->origin, cullradius, lightradius * 2); - if (sl->shadowvolume && r_staticworldlights.integer) - R_DrawWorldLightShadowVolume(sl); - else - R_TestAndDrawShadowVolume(&cl_entities[0].render, sl->origin, cullradius); - if (r_drawentities.integer) - { - for (i = 0;i < r_refdef.numentities;i++) - { - ent = r_refdef.entities[i]; - if (ent->maxs[0] >= sl->mins[0] && ent->mins[0] <= sl->maxs[0] - && ent->maxs[1] >= sl->mins[1] && ent->mins[1] <= sl->maxs[1] - && ent->maxs[2] >= sl->mins[2] && ent->mins[2] <= sl->maxs[2]) - R_TestAndDrawShadowVolume(r_refdef.entities[i], sl->origin, cullradius); - } - } - } - } - for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++) - { - cullradius = rd->cullradius; - lightradius = rd->cullradius; - if (R_CullSphere(rd->origin, cullradius) || PVS_CullSphere(rd->origin, cullradius)) - continue; - - VectorScale(rd->light, 4.0f, lightcolor); - - if (!visiblevolumes) - R_Shadow_Stage_ShadowVolumes(); - R_TestAndDrawShadowVolume(&cl_entities[0].render, rd->origin, cullradius); - if (r_drawentities.integer) - { - for (i = 0;i < r_refdef.numentities;i++) - { - ent = r_refdef.entities[i]; - if (ent != rd->ent) - R_TestAndDrawShadowVolume(ent, rd->origin, cullradius); - } - } - - if (!visiblevolumes) - { - R_Shadow_Stage_Light(); - ent = &cl_entities[0].render; - if (ent->model && ent->model->DrawLight) - { - Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, cullradius, LIGHTOFFSET, rd->subtract, lightcolor); - } - if (r_drawentities.integer) - { - for (i = 0;i < r_refdef.numentities;i++) - { - ent = r_refdef.entities[i]; - if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight) - { - Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, cullradius, LIGHTOFFSET, rd->subtract, lightcolor); - } - } - } - - R_Shadow_Stage_EraseShadowVolumes(); - R_TestAndDrawShadowVolume(&cl_entities[0].render, rd->origin, cullradius); - if (r_drawentities.integer) - { - for (i = 0;i < r_refdef.numentities;i++) - { - ent = r_refdef.entities[i]; - if (ent != rd->ent) - R_TestAndDrawShadowVolume(ent, rd->origin, cullradius); - } - } - } - } - - if (!visiblevolumes) - R_Shadow_Stage_End(); -} - -static void R_SetFrustum (void) -{ - int i; - - // LordHavoc: note to all quake engine coders, the special case for 90 - // degrees assumed a square view (wrong), so I removed it, Quake2 has it - // disabled as well. - // rotate VPN right by FOV_X/2 degrees - RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) ); - // rotate VPN left by FOV_X/2 degrees - RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 ); - // rotate VPN up by FOV_X/2 degrees - RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 ); - // rotate VPN down by FOV_X/2 degrees - RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) ); - - for (i = 0;i < 4;i++) - { - frustum[i].type = PLANE_ANYZ; - frustum[i].dist = DotProduct (r_origin, frustum[i].normal); - PlaneClassify(&frustum[i]); - } -} - -/* -=============== -R_SetupFrame -=============== -*/ -static void R_SetupFrame (void) -{ -// don't allow cheats in multiplayer - if (cl.maxclients > 1) - { - if (r_fullbright.integer != 0) - Cvar_Set ("r_fullbright", "0"); - if (r_ambient.value != 0) - Cvar_Set ("r_ambient", "0"); - } + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); r_framecount++; -// build the transformation matrix for the given view angles - VectorCopy (r_refdef.vieworg, r_origin); - - AngleVectors (r_refdef.viewangles, vpn, vright, vup); - - R_AnimateLight (); -} - - -static void R_BlendView(void) -{ - rmeshstate_t m; - float r; - - if (r_refdef.viewblend[3] < 0.01f) - return; - - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - m.depthdisable = true; // magic - R_Mesh_Matrix(&r_identitymatrix); - R_Mesh_State(&m); + R_MeshQueue_BeginScene(); - r = 64000; - varray_vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r; - varray_vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r; - varray_vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r; - r *= 3; - varray_vertex[4] = varray_vertex[0] + vup[0] * r; - varray_vertex[5] = varray_vertex[1] + vup[1] * r; - varray_vertex[6] = varray_vertex[2] + vup[2] * r; - varray_vertex[8] = varray_vertex[0] + vright[0] * r; - varray_vertex[9] = varray_vertex[1] + vright[1] * r; - varray_vertex[10] = varray_vertex[2] + vright[2] * r; - GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - R_Mesh_Draw(3, 1, polygonelements); -} + GL_ShowTrisColor(0.05, 0.05, 0.05, 1); -/* -================ -R_RenderView + R_SetFrustum(); -r_refdef must be set before the first call -================ -*/ -void R_RenderView (void) -{ - entity_render_t *world; - if (!r_refdef.entities/* || !cl.worldmodel*/) - return; //Host_Error ("R_RenderView: NULL worldmodel"); + r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f; + if (r_rtworldshadows || r_rtdlightshadows) + GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f); + else + GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip); - world = &cl_entities[0].render; + GL_SetupView_Orientation_FromEntity(&r_view_matrix); - // FIXME: move to client - R_MoveExplosions(); - R_TimeReport("mexplosion"); + Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - R_Textures_Frame(); - R_SetupFrame(); - R_SetFrustum(); - R_SetupFog(); R_SkyStartFrame(); - R_BuildLightList(); - R_TimeReport("setup"); - R_FarClip_Start(r_origin, vpn, 768.0f); + R_WorldVisibility(); + R_TimeReport("worldvis"); + R_MarkEntities(); - r_farclip = R_FarClip_Finish() + 16384.0f;//256.0f; R_TimeReport("markentity"); - GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height); - //GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip); - GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f); - GL_SetupView_Orientation_FromEntity (r_refdef.vieworg, r_refdef.viewangles); - qglDepthFunc(GL_LEQUAL); + R_Shadow_UpdateWorldLightSelection(); - R_Mesh_Start(); - R_MeshQueue_BeginScene(); + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); - if (r_shadows.integer == 3) + GL_ShowTrisColor(0.025, 0.025, 0, 1); + if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky) { - if (!gl_texturecubemap) - { - Con_Printf("Cubemap texture support not detected, turning off r_shadows 3\n"); - Cvar_SetValueQuick(&r_shadows, 0); - } - else if (!gl_dot3arb) - { - Con_Printf("Bumpmapping support not detected, turning off r_shadows 3\n"); - Cvar_SetValueQuick(&r_shadows, 0); - } - else if (!gl_stencil) - { - Con_Printf("Stencil not enabled, turning off r_shadows 3, please type vid_stencil 1;vid_restart and try again\n"); - Cvar_SetValueQuick(&r_shadows, 0); - } - else if (!gl_combine.integer) - { - Con_Printf("Combine disabled, please turn on gl_combine, turning off r_shadows 3\n"); - Cvar_SetValueQuick(&r_shadows, 0); - } + r_refdef.worldmodel->DrawSky(r_refdef.worldentity); + R_TimeReport("worldsky"); } if (R_DrawBrushModelsSky()) R_TimeReport("bmodelsky"); - // must occur early because it can draw sky - R_DrawWorld(world); - R_TimeReport("world"); + GL_ShowTrisColor(0.05, 0.05, 0.05, 1); + if (r_refdef.worldmodel && r_refdef.worldmodel->Draw) + { + r_refdef.worldmodel->Draw(r_refdef.worldentity); + R_TimeReport("world"); + } // don't let sound skip if going slow - if (!intimerefresh && !r_speeds.integer) + if (r_refdef.extraupdate) S_ExtraUpdate (); - R_DrawModels(r_shadows.integer == 3); + GL_ShowTrisColor(0, 0.015, 0, 1); + + R_DrawModels(); R_TimeReport("models"); - if (r_shadows.integer == 1) - { - R_DrawFakeShadows(); - R_TimeReport("fakeshadow"); - } + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); - if (r_shadows.integer == 3) - { - R_ShadowVolumeLighting(false); - R_TimeReport("dynlight"); - } + GL_ShowTrisColor(0, 0, 0.033, 1); + R_ShadowVolumeLighting(false); + R_TimeReport("rtlights"); + + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); + + GL_ShowTrisColor(0.1, 0, 0, 1); + + R_DrawLightningBeams(); + R_TimeReport("lightning"); R_DrawParticles(); R_TimeReport("particles"); @@ -1075,163 +1162,1482 @@ void R_RenderView (void) R_DrawWorldCrosshair(); R_TimeReport("crosshair"); - R_BlendView(); - R_TimeReport("blendview"); - R_MeshQueue_Render(); R_MeshQueue_EndScene(); - if (r_shadows.integer == 2) + + if ((r_shadow_visiblelighting.integer || r_shadow_visiblevolumes.integer) && !r_showtrispass) { R_ShadowVolumeLighting(true); - R_TimeReport("shadowvolume"); + R_TimeReport("visiblevolume"); } - R_Mesh_Finish(); - R_TimeReport("meshfinish"); + + GL_ShowTrisColor(0.05, 0.05, 0.05, 1); + + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); } /* void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca) { int i; - float *v, *c, f1, f2, diff[3]; + float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4]; rmeshstate_t m; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); R_Mesh_Matrix(&r_identitymatrix); - R_Mesh_State(&m); - varray_vertex[ 0] = mins[0];varray_vertex[ 1] = mins[1];varray_vertex[ 2] = mins[2]; - varray_vertex[ 4] = maxs[0];varray_vertex[ 5] = mins[1];varray_vertex[ 6] = mins[2]; - varray_vertex[ 8] = mins[0];varray_vertex[ 9] = maxs[1];varray_vertex[10] = mins[2]; - varray_vertex[12] = maxs[0];varray_vertex[13] = maxs[1];varray_vertex[14] = mins[2]; - varray_vertex[16] = mins[0];varray_vertex[17] = mins[1];varray_vertex[18] = maxs[2]; - varray_vertex[20] = maxs[0];varray_vertex[21] = mins[1];varray_vertex[22] = maxs[2]; - varray_vertex[24] = mins[0];varray_vertex[25] = maxs[1];varray_vertex[26] = maxs[2]; - varray_vertex[28] = maxs[0];varray_vertex[29] = maxs[1];varray_vertex[30] = maxs[2]; - R_FillColors(varray_color, 8, cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca); + vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; + vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2]; + vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2]; + vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2]; + vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2]; + vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2]; + vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2]; + vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2]; + R_FillColors(color, 8, cr, cg, cb, ca); if (fogenabled) { - for (i = 0, v = varray_vertex, c = varray_color;i < 8;i++, v += 4, c += 4) + for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4) { - VectorSubtract(v, r_origin, diff); + VectorSubtract(v, r_vieworigin, diff); f2 = exp(fogdensity/DotProduct(diff, diff)); f1 = 1 - f2; - f2 *= r_colorscale; c[0] = c[0] * f1 + fogcolor[0] * f2; c[1] = c[1] * f1 + fogcolor[1] * f2; c[2] = c[2] * f1 + fogcolor[2] * f2; } } - GL_UseColorArray(); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.pointer_color = color; + R_Mesh_State(&m); R_Mesh_Draw(8, 12); } */ +int nomodelelements[24] = +{ + 5, 2, 0, + 5, 1, 2, + 5, 0, 3, + 5, 3, 1, + 0, 2, 4, + 2, 1, 4, + 3, 0, 4, + 1, 3, 4 +}; + +float nomodelvertex3f[6*3] = +{ + -16, 0, 0, + 16, 0, 0, + 0, -16, 0, + 0, 16, 0, + 0, 0, -16, + 0, 0, 16 +}; + +float nomodelcolor4f[6*4] = +{ + 0.0f, 0.0f, 0.5f, 1.0f, + 0.0f, 0.0f, 0.5f, 1.0f, + 0.0f, 0.5f, 0.0f, 1.0f, + 0.0f, 0.5f, 0.0f, 1.0f, + 0.5f, 0.0f, 0.0f, 1.0f, + 0.5f, 0.0f, 0.0f, 1.0f +}; + void R_DrawNoModelCallback(const void *calldata1, int calldata2) { const entity_render_t *ent = calldata1; - int i, element[24]; + int i; float f1, f2, *c, diff[3]; + float color4f[6*4]; rmeshstate_t m; + R_Mesh_Matrix(&ent->matrix); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = nomodelvertex3f; + if (ent->flags & EF_ADDITIVE) { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); } else if (ent->alpha < 1) { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); } else { - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); } - R_Mesh_Matrix(&ent->matrix); - R_Mesh_State(&m); - - element[ 0] = 5;element[ 1] = 2;element[ 2] = 0; - element[ 3] = 5;element[ 4] = 1;element[ 5] = 2; - element[ 6] = 5;element[ 7] = 0;element[ 8] = 3; - element[ 9] = 5;element[10] = 3;element[11] = 1; - element[12] = 0;element[13] = 2;element[14] = 4; - element[15] = 2;element[16] = 1;element[17] = 4; - element[18] = 3;element[19] = 0;element[20] = 4; - element[21] = 1;element[22] = 3;element[23] = 4; - varray_vertex[ 0] = -16;varray_vertex[ 1] = 0;varray_vertex[ 2] = 0; - varray_vertex[ 4] = 16;varray_vertex[ 5] = 0;varray_vertex[ 6] = 0; - varray_vertex[ 8] = 0;varray_vertex[ 9] = -16;varray_vertex[10] = 0; - varray_vertex[12] = 0;varray_vertex[13] = 16;varray_vertex[14] = 0; - varray_vertex[16] = 0;varray_vertex[17] = 0;varray_vertex[18] = -16; - varray_vertex[20] = 0;varray_vertex[21] = 0;varray_vertex[22] = 16; - varray_color[ 0] = 0.00f * r_colorscale;varray_color[ 1] = 0.00f * r_colorscale;varray_color[ 2] = 0.50f * r_colorscale;varray_color[ 3] = ent->alpha; - varray_color[ 4] = 0.00f * r_colorscale;varray_color[ 5] = 0.00f * r_colorscale;varray_color[ 6] = 0.50f * r_colorscale;varray_color[ 7] = ent->alpha; - varray_color[ 8] = 0.00f * r_colorscale;varray_color[ 9] = 0.50f * r_colorscale;varray_color[10] = 0.00f * r_colorscale;varray_color[11] = ent->alpha; - varray_color[12] = 0.00f * r_colorscale;varray_color[13] = 0.50f * r_colorscale;varray_color[14] = 0.00f * r_colorscale;varray_color[15] = ent->alpha; - varray_color[16] = 0.50f * r_colorscale;varray_color[17] = 0.00f * r_colorscale;varray_color[18] = 0.00f * r_colorscale;varray_color[19] = ent->alpha; - varray_color[20] = 0.50f * r_colorscale;varray_color[21] = 0.00f * r_colorscale;varray_color[22] = 0.00f * r_colorscale;varray_color[23] = ent->alpha; + GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); if (fogenabled) { - VectorSubtract(ent->origin, r_origin, diff); + memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); + m.pointer_color = color4f; + VectorSubtract(ent->origin, r_vieworigin, diff); f2 = exp(fogdensity/DotProduct(diff, diff)); f1 = 1 - f2; - for (i = 0, c = varray_color;i < 6;i++, c += 4) + for (i = 0, c = color4f;i < 6;i++, c += 4) { - c[0] = (c[0] * f1 + fogcolor[0] * f2) * r_colorscale; - c[1] = (c[1] * f1 + fogcolor[1] * f2) * r_colorscale; - c[2] = (c[2] * f1 + fogcolor[2] * f2) * r_colorscale; + c[0] = (c[0] * f1 + fogcolor[0] * f2); + c[1] = (c[1] * f1 + fogcolor[1] * f2); + c[2] = (c[2] * f1 + fogcolor[2] * f2); + c[3] *= ent->alpha; } } - else + else if (ent->alpha != 1) { - for (i = 0, c = varray_color;i < 6;i++, c += 4) - { - c[0] *= r_colorscale; - c[1] *= r_colorscale; - c[2] *= r_colorscale; - } + memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); + m.pointer_color = color4f; + for (i = 0, c = color4f;i < 6;i++, c += 4) + c[3] *= ent->alpha; } - GL_UseColorArray(); - R_Mesh_Draw(6, 8, element); + else + m.pointer_color = nomodelcolor4f; + R_Mesh_State(&m); + R_Mesh_Draw(0, 6, 8, nomodelelements); } void R_DrawNoModel(entity_render_t *ent) { //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1)) - R_MeshQueue_AddTransparent(ent->origin, R_DrawNoModelCallback, ent, 0); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModelCallback, ent, 0); //else // R_DrawNoModelCallback(ent, 0); } -void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width) +void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width) { vec3_t right1, right2, diff, normal; VectorSubtract (org2, org1, normal); - VectorNormalizeFast (normal); // calculate 'right' vector for start - VectorSubtract (r_origin, org1, diff); - VectorNormalizeFast (diff); + VectorSubtract (r_vieworigin, org1, diff); CrossProduct (normal, diff, right1); + VectorNormalize (right1); // calculate 'right' vector for end - VectorSubtract (r_origin, org2, diff); - VectorNormalizeFast (diff); + VectorSubtract (r_vieworigin, org2, diff); CrossProduct (normal, diff, right2); + VectorNormalize (right2); vert[ 0] = org1[0] + width * right1[0]; vert[ 1] = org1[1] + width * right1[1]; vert[ 2] = org1[2] + width * right1[2]; - vert[ 4] = org1[0] - width * right1[0]; - vert[ 5] = org1[1] - width * right1[1]; - vert[ 6] = org1[2] - width * right1[2]; - vert[ 8] = org2[0] - width * right2[0]; - vert[ 9] = org2[1] - width * right2[1]; - vert[10] = org2[2] - width * right2[2]; - vert[12] = org2[0] + width * right2[0]; - vert[13] = org2[1] + width * right2[1]; - vert[14] = org2[2] + width * right2[2]; + vert[ 3] = org1[0] - width * right1[0]; + vert[ 4] = org1[1] - width * right1[1]; + vert[ 5] = org1[2] - width * right1[2]; + vert[ 6] = org2[0] - width * right2[0]; + vert[ 7] = org2[1] - width * right2[1]; + vert[ 8] = org2[2] - width * right2[2]; + vert[ 9] = org2[0] + width * right2[0]; + vert[10] = org2[1] + width * right2[1]; + vert[11] = org2[2] + width * right2[2]; +} + +float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1}; + +void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca) +{ + float diff[3]; + rmeshstate_t m; + + if (fogenabled) + { + VectorSubtract(origin, r_vieworigin, diff); + ca *= 1 - exp(fogdensity/DotProduct(diff,diff)); + } + + R_Mesh_Matrix(&r_identitymatrix); + GL_BlendFunc(blendfunc1, blendfunc2); + GL_DepthMask(false); + GL_DepthTest(!depthdisable); + + varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1; + varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1; + varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1; + varray_vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2; + varray_vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2; + varray_vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2; + varray_vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2; + varray_vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2; + varray_vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2; + varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1; + varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1; + varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1; + + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture); + m.pointer_texcoord[0] = spritetexcoord2f; + m.pointer_vertex = varray_vertex3f; + R_Mesh_State(&m); + GL_Color(cr, cg, cb, ca); + R_Mesh_Draw(0, 4, 2, polygonelements); +} + +int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v) +{ + int i; + float *vertex3f; + for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3) + if (VectorDistance2(v, vertex3f) < mesh->epsilon2) + break; + if (i == mesh->numvertices) + { + if (mesh->numvertices < mesh->maxvertices) + { + VectorCopy(v, vertex3f); + mesh->numvertices++; + } + return mesh->numvertices; + } + else + return i; +} + +void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f) +{ + int i; + int *e, element[3]; + element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3; + element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3; + e = mesh->element3i + mesh->numtriangles * 3; + for (i = 0;i < numvertices - 2;i++, vertex3f += 3) + { + element[2] = R_Mesh_AddVertex3f(mesh, vertex3f); + if (mesh->numtriangles < mesh->maxtriangles) + { + *e++ = element[0]; + *e++ = element[1]; + *e++ = element[2]; + mesh->numtriangles++; + } + element[1] = element[2]; + } +} + +void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes) +{ + int planenum, planenum2; + int w; + int tempnumpoints; + mplane_t *plane, *plane2; + float temppoints[2][256*3]; + for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++) + { + w = 0; + tempnumpoints = 4; + PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0); + for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++) + { + if (planenum2 == planenum) + continue; + PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints); + w = !w; + } + if (tempnumpoints < 3) + continue; + // generate elements forming a triangle fan for this polygon + R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]); + } +} + +void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) +{ + // we don't need to set currentframe if t->animated is false because + // it was already set up by the texture loader for non-animating + if (t->animated) + { + t->currentframe = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0]; + t = t->currentframe; + } + t->currentmaterialflags = t->basematerialflags; + t->currentalpha = ent->alpha; + if (t->basematerialflags & MATERIALFLAG_WATERALPHA) + t->currentalpha *= r_wateralpha.value; + if (!(ent->flags & RENDER_LIGHT)) + t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; + if (ent->effects & EF_ADDITIVE) + t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT; + else if (t->currentalpha < 1) + t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT; +} + +void R_UpdateAllTextureInfo(entity_render_t *ent) +{ + int i; + if (ent->model) + for (i = 0;i < ent->model->num_textures;i++) + R_UpdateTextureInfo(ent, ent->model->data_textures + i); +} + +static void RSurf_DeformVertices(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg) +{ + int i, j; + float center[3], forward[3], right[3], up[3], v[4][3]; + matrix4x4_t matrix1, imatrix1; + if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) + { + // a single autosprite surface can contain multiple sprites... + VectorClear(forward); + VectorClear(right); + VectorSet(up, 0, 0, 1); + for (j = 0;j < surface->num_vertices - 3;j += 4) + { + VectorClear(center); + for (i = 0;i < 4;i++) + VectorAdd(center, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); + VectorScale(center, 0.25f, center); + // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? + Matrix4x4_FromVectors(&matrix1, (surface->groupmesh->data_normal3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_svector3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_tvector3f + 3 * surface->num_firstvertex) + j*3, center); + Matrix4x4_Invert_Simple(&imatrix1, &matrix1); + for (i = 0;i < 4;i++) + Matrix4x4_Transform(&imatrix1, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); + forward[0] = modelorg[0] - center[0]; + forward[1] = modelorg[1] - center[1]; + VectorNormalize(forward); + right[0] = forward[1]; + right[1] = -forward[0]; + for (i = 0;i < 4;i++) + VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3); + } + } + else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE) + { + Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward); + Matrix4x4_Transform(&ent->inversematrix, r_viewright, right); + Matrix4x4_Transform(&ent->inversematrix, r_viewup, up); + // a single autosprite surface can contain multiple sprites... + for (j = 0;j < surface->num_vertices - 3;j += 4) + { + VectorClear(center); + for (i = 0;i < 4;i++) + VectorAdd(center, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); + VectorScale(center, 0.25f, center); + // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? + Matrix4x4_FromVectors(&matrix1, (surface->groupmesh->data_normal3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_svector3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_tvector3f + 3 * surface->num_firstvertex) + j*3, center); + Matrix4x4_Invert_Simple(&imatrix1, &matrix1); + for (i = 0;i < 4;i++) + Matrix4x4_Transform(&imatrix1, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); + for (i = 0;i < 4;i++) + VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3); + } + } + else + memcpy((varray_vertex3f + 3 * surface->num_firstvertex), (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), sizeof(float[3]) * surface->num_vertices); } + +// any sort of deformvertices call is *VERY* rare, so this must be optimized +// to skip deformvertices quickly! +#if 1 +#define RSurf_GetVertexPointer(ent, texture, surface, modelorg) ((texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) ? (RSurf_DeformVertices(ent, texture, surface, modelorg), varray_vertex3f) : surface->groupmesh->data_vertex3f) +#else +static float *RSurf_GetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg) +{ + if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + { + RSurf_DeformVertices(ent, texture, surface, modelorg); + return varray_vertex3f; + } + else + return surface->groupmesh->data_vertex3f; +} +#endif + +static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) +{ + int i; + int texturesurfaceindex; + const float *v, *vertex3f; + float *c; + float diff[3]; + float f, r, g, b, a, base, colorscale; + const msurface_t *surface; + qboolean dolightmap; + qboolean dobase; + qboolean doambient; + qboolean dodetail; + qboolean doglow; + qboolean dofogpass; + qboolean fogallpasses; + qboolean waterscrolling; + surfmesh_t *groupmesh; + rtexture_t *lightmaptexture; + rmeshstate_t m; + texture = texture->currentframe; + if (texture->currentmaterialflags & MATERIALFLAG_NODRAW) + return; + c_faces += texturenumsurfaces; + // gl_lightmaps debugging mode skips normal texturing + if (gl_lightmaps.integer) + { + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + qglDisable(GL_CULL_FACE); + GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); + R_Mesh_ColorPointer(surface->lightmaptexture ? NULL : surface->groupmesh->data_lightmapcolor4f); + R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + qglEnable(GL_CULL_FACE); + return; + } + GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); + GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)); + if (texture->currentmaterialflags & MATERIALFLAG_ADD) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + else + GL_BlendFunc(GL_ONE, GL_ZERO); + // water waterscrolling in texture matrix + waterscrolling = (texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0; + if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); + if (texture->currentmaterialflags & MATERIALFLAG_SKY) + { + if (skyrendernow) + { + skyrendernow = false; + if (skyrendermasked) + R_Sky(); + } + // LordHavoc: HalfLife maps have freaky skypolys... + //if (!ent->model->brush.ishlbsp) + { + R_Mesh_Matrix(&ent->matrix); + GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); + if (skyrendermasked) + { + // depth-only (masking) + GL_ColorMask(0,0,0,0); + // just to make sure that braindead drivers don't draw anything + // despite that colormask... + GL_BlendFunc(GL_ZERO, GL_ONE); + } + else + { + // fog sky + GL_BlendFunc(GL_ONE, GL_ZERO); + } + GL_DepthMask(true); + GL_DepthTest(true); + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); + } + } + else if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1) + { + // NVIDIA Geforce3 distortion texture shader on water + float args[4] = {0.05f,0,0,0.04f}; + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(r_texture_distorttexture[(int)(r_refdef.time * 16)&63]); + m.tex[1] = R_GetTexture(texture->skin.base); + m.texcombinergb[0] = GL_REPLACE; + m.texcombinergb[1] = GL_REPLACE; + Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value); + m.texmatrix[1] = r_waterscrollmatrix; + R_Mesh_State(&m); + + GL_Color(1, 1, 1, texture->currentalpha); + GL_ActiveTexture(0); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); + GL_ActiveTexture(1); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB); + qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]); + qglEnable(GL_TEXTURE_SHADER_NV); + + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg)); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + + qglDisable(GL_TEXTURE_SHADER_NV); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); + GL_ActiveTexture(0); + } + else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) + { + // normal surface (wall or water) + dobase = true; + dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT); + doambient = r_ambient.value >= (1/64.0f); + dodetail = r_detailtextures.integer && texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT); + doglow = texture->skin.glow != NULL; + dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD); + fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT); + if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) + { + if (dobase && dolightmap && gl_combine.integer) + { + dobase = false; + memset(&m, 0, sizeof(m)); + m.tex[1] = R_GetTexture(texture->skin.base); + if (waterscrolling) + m.texmatrix[1] = r_waterscrollmatrix; + m.texrgbscale[1] = 2; + m.pointer_color = varray_color4f; + R_Mesh_State(&m); + colorscale = 1; + r = ent->colormod[0] * colorscale; + g = ent->colormod[1] * colorscale; + b = ent->colormod[2] * colorscale; + a = texture->currentalpha; + base = r_ambient.value * (1.0f / 64.0f); + // q3bsp has no lightmap updates, so the lightstylevalue that + // would normally be baked into the lightmaptexture must be + // applied to the color + if (ent->model->brushq1.lightdata) + { + float scale = d_lightstylevalue[0] * (1.0f / 128.0f); + r *= scale; + g *= scale; + b *= scale; + } + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); + R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); + if (surface->lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + if (fogallpasses) + { + R_Mesh_ColorPointer(varray_color4f); + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c[0] = f * r; + c[1] = f * g; + c[2] = f * b; + c[3] = a; + } + } + else + { + R_Mesh_ColorPointer(NULL); + GL_Color(r, g, b, a); + } + } + else + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_Mesh_ColorPointer(varray_color4f); + if (!surface->lightmaptexture) + { + for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4) + { + c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r; + c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g; + c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b; + c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a; + } + if (fogallpasses) + { + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + VectorScale(c, f, c); + } + } + } + else + { + R_Mesh_ColorPointer(NULL); + GL_Color(0, 0, 0, a); + } + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + if (dobase) + { + dobase = false; + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.base); + if (waterscrolling) + m.texmatrix[0] = r_waterscrollmatrix; + m.pointer_color = varray_color4f; + colorscale = 1; + if (gl_combine.integer) + { + m.texrgbscale[0] = 4; + colorscale *= 0.25f; + } + R_Mesh_State(&m); + r = ent->colormod[0] * colorscale; + g = ent->colormod[1] * colorscale; + b = ent->colormod[2] * colorscale; + a = texture->currentalpha; + if (dolightmap) + { + // q3bsp has no lightmap updates, so the lightstylevalue that + // would normally be baked into the lightmaptexture must be + // applied to the color + if (!ent->model->brushq1.lightdata) + { + float scale = d_lightstylevalue[0] * (1.0f / 128.0f); + r *= scale; + g *= scale; + b *= scale; + } + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + c[0] = 0; + c[1] = 0; + c[2] = 0; + if (!surface->lightmapinfo) + VectorCopy((surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex) + i*4, c); + else //if (surface->lightmapinfo) + { + const qbyte *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i]; + float scale = d_lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (surface->lightmapinfo->styles[1] != 255) + { + int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3; + lm += size3; + scale = d_lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (surface->lightmapinfo->styles[2] != 255) + { + lm += size3; + scale = d_lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (surface->lightmapinfo->styles[3] != 255) + { + lm += size3; + scale = d_lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + } + } + } + } + c[0] *= r; + c[1] *= g; + c[2] *= b; + if (fogallpasses) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + VectorScale(c, f, c); + } + if (!surface->lightmapinfo && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a; + else + c[3] = a; + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + else + { + if (fogallpasses) + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + if (!surface->lightmapinfo && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + { + R_Mesh_ColorPointer(varray_color4f); + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c[0] = r * f; + c[1] = g * f; + c[2] = b * f; + c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a; + } + } + else + { + R_Mesh_ColorPointer(varray_color4f); + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c[0] = r * f; + c[1] = g * f; + c[2] = b * f; + c[3] = a; + } + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + else + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + if (!surface->lightmaptexture && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + { + R_Mesh_ColorPointer(varray_color4f); + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a; + } + } + else + { + R_Mesh_ColorPointer(NULL); + GL_Color(r, g, b, a); + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + } + } + } + else + { + if (!dolightmap && dobase) + { + dolightmap = false; + dobase = false; + GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.base); + if (waterscrolling) + m.texmatrix[0] = r_waterscrollmatrix; + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg)); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + if (r_lightmapintensity <= 0 && dolightmap && dobase) + { + dolightmap = false; + dobase = false; + GL_Color(0, 0, 0, 1); + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg)); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase) + { + // dualtexture combine + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + dolightmap = false; + dobase = false; + memset(&m, 0, sizeof(m)); + m.tex[1] = R_GetTexture(texture->skin.base); + if (waterscrolling) + m.texmatrix[1] = r_waterscrollmatrix; + m.texrgbscale[1] = 2; + R_Mesh_State(&m); + r = ent->colormod[0] * r_lightmapintensity; + g = ent->colormod[1] * r_lightmapintensity; + b = ent->colormod[2] * r_lightmapintensity; + GL_Color(r, g, b, 1); + if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + { + R_Mesh_VertexPointer(varray_vertex3f); + if (r == 1 && g == 1 && b == 1) + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_DeformVertices(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); + R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); + if (surface->lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + R_Mesh_ColorPointer(NULL); + } + else //if (r == 1 && g == 1 && b == 1) + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f); + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + else + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_DeformVertices(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); + R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); + if (surface->lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + R_Mesh_ColorPointer(NULL); + } + else + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_Mesh_ColorPointer(varray_color4f); + for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4) + { + c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r; + c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g; + c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b; + c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3]; + } + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + } + else + { + if (r == 1 && g == 1 && b == 1) + { +#if 0 + // experimental direct state calls for measuring + // R_Mesh_ call overhead, do not use! + R_Mesh_VertexPointer(varray_vertex3f); + R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]); + R_Mesh_TexCoordPointer(1, 2, varray_texcoord2f[1]); + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_Mesh_ColorPointer(varray_color4f); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), surface->groupmesh->data_vertex3f); + qglClientActiveTexture(GL_TEXTURE0_ARB); + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), surface->groupmesh->data_texcoordlightmap2f); + qglClientActiveTexture(GL_TEXTURE1_ARB); + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), surface->groupmesh->data_texcoordtexture2f); + if (surface->lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + qglDisableClientState(GL_COLOR_ARRAY); + qglColor4f(r, g, b, 1); + } + else //if (r == 1 && g == 1 && b == 1) + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + qglEnableClientState(GL_COLOR_ARRAY); + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), surface->groupmesh->data_lightmapcolor4f); + } + qglLockArraysEXT(0, surface->num_vertices); + qglDrawRangeElements(GL_TRIANGLES, surface->num_firstvertex, surface->num_firstvertex + surface->num_vertices, surface->num_triangles * 3, GL_UNSIGNED_INT, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + qglUnlockArraysEXT(); + } +#else + groupmesh = NULL; + lightmaptexture = NULL; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + if (groupmesh != surface->groupmesh) + { + groupmesh = surface->groupmesh; + R_Mesh_VertexPointer(groupmesh->data_vertex3f); + R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordlightmap2f); + R_Mesh_TexCoordPointer(1, 2, groupmesh->data_texcoordtexture2f); + if (!lightmaptexture) + R_Mesh_ColorPointer(groupmesh->data_lightmapcolor4f); + } + if (lightmaptexture != surface->lightmaptexture) + { + lightmaptexture = surface->lightmaptexture; + if (lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(lightmaptexture)); + R_Mesh_ColorPointer(NULL); + } + else //if (r == 1 && g == 1 && b == 1) + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f); + } + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } +#endif + } + else + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); + R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); + if (surface->lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + R_Mesh_ColorPointer(NULL); + } + else + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_Mesh_ColorPointer(varray_color4f); + for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4) + { + c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r; + c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g; + c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b; + c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3]; + } + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + } + } + // single texture + if (dolightmap) + { + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); + if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + { + R_Mesh_VertexPointer(varray_vertex3f); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_DeformVertices(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); + if (surface->lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + R_Mesh_ColorPointer(NULL); + } + else //if (r == 1 && g == 1 && b == 1) + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f); + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + else + { + groupmesh = NULL; + lightmaptexture = NULL; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + if (groupmesh != surface->groupmesh) + { + groupmesh = surface->groupmesh; + R_Mesh_VertexPointer(groupmesh->data_vertex3f); + R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordlightmap2f); + if (!lightmaptexture) + R_Mesh_ColorPointer(groupmesh->data_lightmapcolor4f); + } + if (lightmaptexture != surface->lightmaptexture) + { + lightmaptexture = surface->lightmaptexture; + if (lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(lightmaptexture)); + R_Mesh_ColorPointer(NULL); + } + else //if (r == 1 && g == 1 && b == 1) + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f); + } + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + } + if (dobase) + { + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_DepthMask(false); + GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.base); + if (waterscrolling) + m.texmatrix[0] = r_waterscrollmatrix; + R_Mesh_State(&m); + if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + { + R_Mesh_VertexPointer(varray_vertex3f); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_DeformVertices(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + else + { + groupmesh = NULL; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + if (groupmesh != surface->groupmesh) + { + groupmesh = surface->groupmesh; + R_Mesh_VertexPointer(groupmesh->data_vertex3f); + R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordtexture2f); + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + } + } + if (doambient) + { + doambient = false; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.base); + if (waterscrolling) + m.texmatrix[0] = r_waterscrollmatrix; + m.pointer_color = varray_color4f; + colorscale = 1; + if (gl_combine.integer) + { + m.texrgbscale[0] = 4; + colorscale *= 0.25f; + } + R_Mesh_State(&m); + base = r_ambient.value * (1.0f / 64.0f); + r = ent->colormod[0] * colorscale * base; + g = ent->colormod[1] * colorscale * base; + b = ent->colormod[2] * colorscale * base; + a = texture->currentalpha; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + c[0] = r; + c[1] = g; + c[2] = b; + if (fogallpasses) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + VectorScale(c, f, c); + } + if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a; + else + c[3] = a; + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + if (dodetail) + { + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_DepthMask(false); + GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.detail); + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg)); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoorddetail2f); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + if (doglow) + { + // if glow was not already done using multitexture, do it now. + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.glow); + if (waterscrolling) + m.texmatrix[0] = r_waterscrollmatrix; + m.pointer_color = varray_color4f; + R_Mesh_State(&m); + colorscale = 1; + r = ent->colormod[0] * colorscale; + g = ent->colormod[1] * colorscale; + b = ent->colormod[2] * colorscale; + a = texture->currentalpha; + if (fogallpasses) + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + R_Mesh_ColorPointer(varray_color4f); + if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + { + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c[0] = f * r; + c[1] = f * g; + c[2] = f * b; + c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a; + } + } + else + { + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c[0] = f * r; + c[1] = f * g; + c[2] = f * b; + c[3] = a; + } + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + else + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + { + R_Mesh_ColorPointer(varray_color4f); + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a; + } + } + else + { + R_Mesh_ColorPointer(NULL); + GL_Color(r, g, b, a); + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + } + if (dofogpass) + { + // if this is opaque use alpha blend which will darken the earlier + // passes cheaply. + // + // if this is an alpha blended material, all the earlier passes + // were darkened by fog already, so we only need to add the fog + // color ontop through the fog mask texture + // + // if this is an additive blended material, all the earlier passes + // were darkened by fog already, and we should not add fog color + // (because the background was not darkened, there is no fog color + // that was lost behind it). + if (!fogallpasses) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + else + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.fog); + if (waterscrolling) + m.texmatrix[0] = r_waterscrollmatrix; + R_Mesh_State(&m); + r = fogcolor[0]; + g = fogcolor[1]; + b = fogcolor[2]; + a = texture->currentalpha; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + R_Mesh_ColorPointer(varray_color4f); + //RSurf_FogPassColors_Vertex3f_Color4f((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->num_vertices, modelorg); + if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + { + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = exp(fogdensity/DotProduct(diff, diff)); + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * f * a; + } + } + else + { + for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = exp(fogdensity/DotProduct(diff, diff)); + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = f * a; + } + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + } + if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglEnable(GL_CULL_FACE); +} + +static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2) +{ + const entity_render_t *ent = calldata1; + const msurface_t *surface = ent->model->data_surfaces + calldata2; + vec3_t modelorg; + texture_t *texture; + + texture = surface->texture; + if (texture->basematerialflags & MATERIALFLAG_SKY) + return; // transparent sky is too difficult + R_UpdateTextureInfo(ent, texture); + + R_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + R_DrawTextureSurfaceList(ent, texture->currentframe, 1, &surface, modelorg); +} + +void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) +{ + int texturesurfaceindex; + const msurface_t *surface; + vec3_t tempcenter, center; + if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) + { + // drawing sky transparently would be too difficult + if (!(texture->currentmaterialflags & MATERIALFLAG_SKY)) + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; + tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; + tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; + Matrix4x4_Transform(&ent->matrix, tempcenter, center); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->data_surfaces); + } + } + } + else + R_DrawTextureSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg); +} + +extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); +void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) +{ + int i, j, f, flagsmask; + msurface_t *surface, **surfacechain; + texture_t *t, *texture; + model_t *model = ent->model; + vec3_t modelorg; + const int maxsurfacelist = 1024; + int numsurfacelist = 0; + const msurface_t *surfacelist[1024]; + if (model == NULL) + return; + R_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + + // update light styles + if (!skysurfaces && model->brushq1.light_styleupdatechains) + { + for (i = 0;i < model->brushq1.light_styles;i++) + { + if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]]) + { + model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]]; + if ((surfacechain = model->brushq1.light_styleupdatechains[i])) + for (;(surface = *surfacechain);surfacechain++) + surface->cached_dlight = true; + } + } + } + + R_UpdateAllTextureInfo(ent); + flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); + f = 0; + t = NULL; + texture = NULL; + numsurfacelist = 0; + if (ent == r_refdef.worldentity) + { + for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) + { + if (!r_worldsurfacevisible[j]) + continue; + if (t != surface->texture) + { + if (numsurfacelist) + { + R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + numsurfacelist = 0; + } + t = surface->texture; + f = t->currentmaterialflags & flagsmask; + texture = t->currentframe; + } + if (f && surface->num_triangles) + { + // if lightmap parameters changed, rebuild lightmap texture + if (surface->cached_dlight && surface->lightmapinfo->samples) + R_BuildLightMap(ent, surface); + // add face to draw list + surfacelist[numsurfacelist++] = surface; + if (numsurfacelist >= maxsurfacelist) + { + R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + numsurfacelist = 0; + } + } + } + } + else + { + for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) + { + if (t != surface->texture) + { + if (numsurfacelist) + { + R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + numsurfacelist = 0; + } + t = surface->texture; + f = t->currentmaterialflags & flagsmask; + texture = t->currentframe; + } + if (f && surface->num_triangles) + { + // if lightmap parameters changed, rebuild lightmap texture + if (surface->cached_dlight && surface->lightmapinfo->samples) + R_BuildLightMap(ent, surface); + // add face to draw list + surfacelist[numsurfacelist++] = surface; + if (numsurfacelist >= maxsurfacelist) + { + R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + numsurfacelist = 0; + } + } + } + } + if (numsurfacelist) + R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); +} +