X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=e050153b780b06992218849947fd7733d575e5e4;hp=80ee95849f3ec5db7d7d8251664d544e5c18ddc6;hb=6e5e2170b2b4746be89fb3d736a2d23bad682717;hpb=3115d92b3091da8c16ea103a018c971059105e00 diff --git a/gl_rmain.c b/gl_rmain.c index 80ee9584..e050153b 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -21,18 +21,16 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" #include "r_shadow.h" +#include "polygon.h" // used for dlight push checking and other things int r_framecount; -// used for visibility checking -qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3]; - -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; @@ -101,6 +99,29 @@ 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 r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1"}; + +cvar_t developer_texturelogging = {0, "developer_texturelogging", "0"}; + +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) { @@ -129,36 +150,6 @@ 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 timestart, timedelta, oldangles[3]; - - intimerefresh = 1; - VectorCopy(cl.viewangles, oldangles); - VectorClear(cl.viewangles); - - timestart = Sys_DoubleTime(); - for (i = 0;i < 128;i++) - { - Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1); - CL_UpdateScreen(); - } - timedelta = Sys_DoubleTime() - timestart; - - VectorCopy(oldangles, cl.viewangles); - intimerefresh = 0; - Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta); -} - vec3_t fogcolor; vec_t fogdensity; float fog_density, fog_red, fog_green, fog_blue; @@ -230,24 +221,261 @@ 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; yname); - l = strlen(entname) - 4; + strlcpy(entname, cl.worldmodel->name, sizeof(entname)); + l = (int)strlen(entname) - 4; if (l >= 0 && !strcmp(entname + l, ".bsp")) { strcpy(entname + l, ".ent"); @@ -268,7 +496,6 @@ 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_showtris); Cvar_RegisterVariable(&r_drawentities); Cvar_RegisterVariable(&r_drawviewmodel); @@ -283,6 +510,14 @@ void GL_Main_Init(void) 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(&r_smoothnormals_areaweighting); + 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); @@ -320,51 +555,47 @@ static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip) r_farclip_directionbit2 = r_farclip_direction[2] < 0; r_farclip_meshfarclip = r_farclip_directiondist + startfarclip; - if (cl.worldmodel) - R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs); + 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) { - R_Textures_Init(); - Mod_RenderInit(); gl_backend_init(); + R_Textures_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(); + Mod_RenderInit(); } /* @@ -378,7 +609,7 @@ void GL_Init (void) VID_CheckExtensions(); // LordHavoc: report supported extensions - Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS); + Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions ); // clear to black (loading plaque will be seen over this) qglClearColor(0,0,0,1); @@ -436,29 +667,49 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs) static void R_MarkEntities (void) { - int i; + int i, renderimask; entity_render_t *ent; - ent = &cl_entities[0].render; - Matrix4x4_CreateIdentity(&ent->matrix); - Matrix4x4_CreateIdentity(&ent->inversematrix); - 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); - // 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); - R_UpdateEntLights(ent); - if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL)) - && (!VIS_CullBox(ent->mins, ent->maxs) || (ent->effects & EF_NODEPTHTEST)) - && (!envmap || !(ent->flags & (RENDER_VIEWMODEL | RENDER_EXTERIORMODEL)))) - ent->visframe = r_framecount; + // worldmodel can check visibility + for (i = 0;i < r_refdef.numentities;i++) + { + 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; + } + } + } + else + { + // no worldmodel or it can't check visibility + for (i = 0;i < r_refdef.numentities;i++) + { + 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; + } + } } } @@ -535,42 +786,235 @@ static void R_SetFrustum(void) 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]); } static void R_BlendView(void) { rmeshstate_t m; - float r; - float vertex3f[3*3]; - if (r_refdef.viewblend[3] < 0.01f) + if (r_refdef.viewblend[3] < 0.01f && !r_bloom.integer) return; - R_Mesh_Matrix(&r_identitymatrix); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = vertex3f; - R_Mesh_State(&m); - - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100); GL_DepthMask(true); - GL_DepthTest(false); // magic - GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - r = 64; - vertex3f[0] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r - r_viewup[0] * r; - vertex3f[1] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r - r_viewup[1] * r; - vertex3f[2] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r - r_viewup[2] * r; - vertex3f[3] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r + r_viewup[0] * r * 3; - vertex3f[4] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r + r_viewup[1] * r * 3; - vertex3f[5] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r + r_viewup[2] * r * 3; - vertex3f[6] = r_vieworigin[0] + r_viewforward[0] * 1.5 - r_viewleft[0] * r * 3 - r_viewup[0] * r; - vertex3f[7] = r_vieworigin[1] + r_viewforward[1] * 1.5 - r_viewleft[1] * r * 3 - r_viewup[1] * r; - vertex3f[8] = r_vieworigin[2] + r_viewforward[2] * 1.5 - r_viewleft[2] * r * 3 - r_viewup[2] * r; - R_Mesh_Draw(3, 1, polygonelements); + 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) + { + 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.width;screenwidth *= 2); + for (screenheight = 1;screenheight < vid.height;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.height - (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.height - (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++) + { + 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.height - (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.height - (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.height - (r_view_y + bloomheight), bloomwidth, bloomheight); + c_bloomcopies++; + c_bloomcopypixels += bloomwidth * bloomheight; + // go back to full view area + qglViewport(r_view_x, vid.height - (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 + dobloomblend = false; +#else + // 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 + 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; + } + } + if (r_refdef.viewblend[3] >= 0.01f) + { + // 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); + } } void R_RenderScene(void); +matrix4x4_t r_waterscrollmatrix; + /* ================ R_RenderView @@ -578,14 +1022,14 @@ R_RenderView */ void R_RenderView(void) { - if (!r_refdef.entities/* || !cl.worldmodel*/) + 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_width = bound(0, r_refdef.width, vid.width); + r_view_height = bound(0, r_refdef.height, vid.height); 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_x = bound(0, r_refdef.x, vid.width - r_refdef.width); + r_view_y = bound(0, r_refdef.y, vid.height - 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); @@ -593,12 +1037,12 @@ void R_RenderView(void) 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; + 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); + qglViewport(r_view_x, vid.height - (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); @@ -619,18 +1063,16 @@ void R_RenderView(void) R_BlendView(); R_TimeReport("blendview"); - - GL_Scissor(0, 0, vid.realwidth, vid.realheight); + + GL_Scissor(0, 0, vid.width, vid.height); GL_ScissorTest(false); } extern void R_DrawLightningBeams (void); void R_RenderScene(void) { - entity_render_t *world; - // don't let sound skip if going slow - if (!intimerefresh && !r_speeds.integer) + if (r_refdef.extraupdate) S_ExtraUpdate (); r_framecount++; @@ -649,12 +1091,11 @@ void R_RenderScene(void) GL_SetupView_Orientation_FromEntity(&r_view_matrix); + 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_SkyStartFrame(); - if (cl.worldmodel && cl.worldmodel->brush.FatPVS) - cl.worldmodel->brush.FatPVS(cl.worldmodel, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits)); - world = &cl_entities[0].render; - R_WorldVisibility(world); + R_WorldVisibility(); R_TimeReport("worldvis"); R_MarkEntities(); @@ -663,13 +1104,13 @@ void R_RenderScene(void) R_Shadow_UpdateWorldLightSelection(); // don't let sound skip if going slow - if (!intimerefresh && !r_speeds.integer) + if (r_refdef.extraupdate) S_ExtraUpdate (); GL_ShowTrisColor(0.025, 0.025, 0, 1); - if (world->model && world->model->DrawSky) + if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky) { - world->model->DrawSky(world); + r_refdef.worldmodel->DrawSky(r_refdef.worldentity); R_TimeReport("worldsky"); } @@ -677,14 +1118,14 @@ void R_RenderScene(void) R_TimeReport("bmodelsky"); GL_ShowTrisColor(0.05, 0.05, 0.05, 1); - if (world->model && world->model->Draw) + if (r_refdef.worldmodel && r_refdef.worldmodel->Draw) { - world->model->Draw(world); + 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 (); GL_ShowTrisColor(0, 0.015, 0, 1); @@ -693,7 +1134,7 @@ void R_RenderScene(void) R_TimeReport("models"); // don't let sound skip if going slow - if (!intimerefresh && !r_speeds.integer) + if (r_refdef.extraupdate) S_ExtraUpdate (); GL_ShowTrisColor(0, 0, 0.033, 1); @@ -701,7 +1142,7 @@ void R_RenderScene(void) R_TimeReport("rtlights"); // don't let sound skip if going slow - if (!intimerefresh && !r_speeds.integer) + if (r_refdef.extraupdate) S_ExtraUpdate (); GL_ShowTrisColor(0.1, 0, 0, 1); @@ -727,16 +1168,16 @@ void R_RenderScene(void) R_MeshQueue_Render(); R_MeshQueue_EndScene(); - if (r_shadow_visiblevolumes.integer && !r_showtrispass) + if ((r_shadow_visiblelighting.integer || r_shadow_visiblevolumes.integer) && !r_showtrispass) { R_ShadowVolumeLighting(true); - R_TimeReport("shadowvolume"); + R_TimeReport("visiblevolume"); } GL_ShowTrisColor(0.05, 0.05, 0.05, 1); // don't let sound skip if going slow - if (!intimerefresh && !r_speeds.integer) + if (r_refdef.extraupdate) S_ExtraUpdate (); } @@ -865,7 +1306,7 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2) else m.pointer_color = nomodelcolor4f; R_Mesh_State(&m); - R_Mesh_Draw(6, 8, nomodelelements); + R_Mesh_Draw(0, 6, 8, nomodelelements); } void R_DrawNoModel(entity_render_t *ent) @@ -881,17 +1322,16 @@ void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, flo vec3_t right1, right2, diff, normal; VectorSubtract (org2, org1, normal); - VectorNormalizeFast (normal); // calculate 'right' vector for start VectorSubtract (r_vieworigin, org1, diff); - VectorNormalizeFast (diff); CrossProduct (normal, diff, right1); + VectorNormalize (right1); // calculate 'right' vector for end VectorSubtract (r_vieworigin, org2, diff); - VectorNormalizeFast (diff); CrossProduct (normal, diff, right2); + VectorNormalize (right2); vert[ 0] = org1[0] + width * right1[0]; vert[ 1] = org1[1] + width * right1[1]; @@ -944,6 +1384,1073 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depth m.pointer_vertex = varray_vertex3f; R_Mesh_State(&m); GL_Color(cr, cg, cb, ca); - R_Mesh_Draw(4, 2, polygonelements); + 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) +{ + texture_t *texture = t; + model_t *model = ent->model; + int s = ent->skinnum; + if ((unsigned int)s >= (unsigned int)model->numskins) + s = 0; + if (s >= 1) + c_models++; + if (model->skinscenes) + { + if (model->skinscenes[s].framecount > 1) + s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; + else + s = model->skinscenes[s].firstframe; + } + if (s > 0) + t = t + s * model->num_surfaces; + if (t->animated) + t = 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]; + texture->currentframe = t; + 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; + if (ent->effects & EF_NODEPTHTEST) + t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST; +} + +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); +} + +float *rsurface_vertex3f; +float *rsurface_svector3f; +float *rsurface_tvector3f; +float *rsurface_normal3f; +float *rsurface_lightmapcolor4f; + +void RSurf_SetVertexPointer(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 ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights)) + { + rsurface_vertex3f = varray_vertex3f; + rsurface_svector3f = NULL; + rsurface_tvector3f = NULL; + rsurface_normal3f = NULL; + Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f); + } + else + { + rsurface_vertex3f = surface->groupmesh->data_vertex3f; + rsurface_svector3f = surface->groupmesh->data_svector3f; + rsurface_tvector3f = surface->groupmesh->data_tvector3f; + rsurface_normal3f = surface->groupmesh->data_normal3f; + } + if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) + { + if (!rsurface_svector3f) + { + rsurface_svector3f = varray_svector3f; + rsurface_tvector3f = varray_tvector3f; + rsurface_normal3f = varray_normal3f; + Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); + } + // 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, (rsurface_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, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center); + Matrix4x4_Invert_Simple(&imatrix1, &matrix1); + for (i = 0;i < 4;i++) + Matrix4x4_Transform(&imatrix1, (rsurface_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); + } + rsurface_vertex3f = varray_vertex3f; + rsurface_svector3f = NULL; + rsurface_tvector3f = NULL; + rsurface_normal3f = NULL; + } + else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE) + { + if (!rsurface_svector3f) + { + rsurface_svector3f = varray_svector3f; + rsurface_tvector3f = varray_tvector3f; + rsurface_normal3f = varray_normal3f; + Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); + } + 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, (rsurface_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, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center); + Matrix4x4_Invert_Simple(&imatrix1, &matrix1); + for (i = 0;i < 4;i++) + Matrix4x4_Transform(&imatrix1, (rsurface_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); + } + rsurface_vertex3f = varray_vertex3f; + rsurface_svector3f = NULL; + rsurface_tvector3f = NULL; + rsurface_normal3f = NULL; + } + R_Mesh_VertexPointer(rsurface_vertex3f); +} + +void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, qboolean lightmodel, qboolean vertexlight, qboolean applycolor, qboolean applyfog) +{ + int i; + float f; + float *v, *c, *c2; + vec3_t diff; + if (lightmodel) + { + vec4_t ambientcolor4f; + vec3_t diffusecolor; + vec3_t diffusenormal; + if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r*0.5f, g*0.5f, b*0.5f, a, false)) + { + rsurface_lightmapcolor4f = varray_color4f; + if (rsurface_normal3f == NULL) + { + rsurface_normal3f = varray_normal3f; + Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer); + } + R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, surface->groupmesh->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, rsurface_lightmapcolor4f + 4 * surface->num_firstvertex); + r = 1; + g = 1; + b = 1; + a = 1; + applycolor = false; + } + else + { + r = ambientcolor4f[0]; + g = ambientcolor4f[1]; + b = ambientcolor4f[2]; + a = ambientcolor4f[3]; + rsurface_lightmapcolor4f = NULL; + } + } + else if (vertexlight) + { + if (surface->lightmapinfo) + { + rsurface_lightmapcolor4f = varray_color4f; + for (i = 0, c = rsurface_lightmapcolor4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) + { + 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); + VectorScale(lm, scale, 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); + } + } + } + } + } + else + rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f; + } + else + rsurface_lightmapcolor4f = NULL; + if (applyfog) + { + if (rsurface_lightmapcolor4f) + { + for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c2[0] = c[0] * f; + c2[1] = c[1] * f; + c2[2] = c[2] * f; + c2[3] = c[3]; + } + } + else + { + for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c2[0] = f; + c2[1] = f; + c2[2] = f; + c2[3] = 1; + } + } + rsurface_lightmapcolor4f = varray_color4f; + } + if (applycolor && rsurface_lightmapcolor4f) + { + for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4) + { + c2[0] = c[0] * r; + c2[1] = c[1] * g; + c2[2] = c[2] * b; + c2[3] = c[3] * a; + } + } + R_Mesh_ColorPointer(rsurface_lightmapcolor4f); + GL_Color(r, g, b, a); +} + + +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; + float *c; + float diff[3]; + float colorpants[3], colorshirt[3]; + float f, r, g, b, a, colorscale; + const msurface_t *surface; + qboolean dolightmap; + qboolean doambient; + qboolean dodetail; + qboolean doglow; + qboolean dofogpass; + qboolean fogallpasses; + qboolean waterscrolling; + qboolean dopants; + qboolean doshirt; + qboolean dofullbrightpants; + qboolean dofullbrightshirt; + qboolean applycolor; + qboolean lightmodel = false; + rtexture_t *basetexture; + rmeshstate_t m; + if (texture->currentmaterialflags & MATERIALFLAG_NODRAW) + return; + c_faces += texturenumsurfaces; + // FIXME: identify models using a better check than ent->model->shadowmesh + if (!(ent->effects & EF_FULLBRIGHT) && !ent->model->brush.shadowmesh) + lightmodel = true; + // 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); + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, lightmodel, !surface->lightmaptexture, false, false); + 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]; + RSurf_SetVertexPointer(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); + } + 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]; + RSurf_SetVertexPointer(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) + 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 (ent->colormap >= 0) + { + int b; + qbyte *bcolor; + basetexture = texture->skin.base; + dopants = texture->skin.pants != NULL; + doshirt = texture->skin.shirt != NULL; + // 128-224 are backwards ranges + b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12; + dofullbrightpants = b >= 224; + bcolor = (qbyte *) (&palette_complete[b]); + VectorScale(bcolor, (1.0f / 255.0f), colorpants); + // 128-224 are backwards ranges + b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12; + dofullbrightshirt = b >= 224; + bcolor = (qbyte *) (&palette_complete[b]); + VectorScale(bcolor, (1.0f / 255.0f), colorshirt); + } + else + { + basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base; + dopants = false; + doshirt = false; + dofullbrightshirt = false; + dofullbrightpants = false; + } + if (dolightmap && r_textureunits.integer >= 2 && gl_combine.integer) + { + memset(&m, 0, sizeof(m)); + m.tex[1] = R_GetTexture(basetexture); + if (waterscrolling) + m.texmatrix[1] = r_waterscrollmatrix; + m.texrgbscale[1] = 2; + m.pointer_color = varray_color4f; + R_Mesh_State(&m); + // transparent is not affected by r_lightmapintensity + if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + colorscale = r_lightmapintensity; + else + colorscale = 1; + r = ent->colormod[0] * colorscale; + g = ent->colormod[1] * colorscale; + b = ent->colormod[2] * colorscale; + a = texture->currentalpha; + // 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->brushq3.data_lightmaps) + { + float scale = d_lightstylevalue[0] * (1.0f / 128.0f); + r *= scale; + g *= scale; + b *= scale; + } + applycolor = r != 1 || g != 1 || b != 1 || a != 1; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(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)); + else + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, !surface->lightmaptexture, applycolor, fogallpasses); + 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 && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) && !lightmodel) + { + // single texture + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(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 + { + 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); + } + 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(basetexture); + if (waterscrolling) + m.texmatrix[0] = r_waterscrollmatrix; + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(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 + { + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(basetexture); + if (waterscrolling) + m.texmatrix[0] = r_waterscrollmatrix; + m.pointer_color = varray_color4f; + colorscale = 2; + if (gl_combine.integer) + { + m.texrgbscale[0] = 2; + colorscale = 1; + } + // transparent is not affected by r_lightmapintensity + if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + colorscale *= r_lightmapintensity; + 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->brushq3.data_lightmaps) + { + float scale = d_lightstylevalue[0] * (1.0f / 128.0f); + r *= scale; + g *= scale; + b *= scale; + } + applycolor = r != 1 || g != 1 || b != 1 || a != 1; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses); + 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 + { + applycolor = r != 1 || g != 1 || b != 1 || a != 1; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses); + 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 (dopants) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.pants); + if (waterscrolling) + m.texmatrix[0] = r_waterscrollmatrix; + m.pointer_color = varray_color4f; + colorscale = 2; + if (gl_combine.integer) + { + m.texrgbscale[0] = 2; + colorscale = 1; + } + // transparent is not affected by r_lightmapintensity + if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + colorscale *= r_lightmapintensity; + R_Mesh_State(&m); + r = ent->colormod[0] * colorpants[0] * colorscale; + g = ent->colormod[1] * colorpants[1] * colorscale; + b = ent->colormod[2] * colorpants[2] * colorscale; + a = texture->currentalpha; + if (dolightmap && !dofullbrightpants) + { + // 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->brushq3.data_lightmaps) + { + float scale = d_lightstylevalue[0] * (1.0f / 128.0f); + r *= scale; + g *= scale; + b *= scale; + } + applycolor = r != 1 || g != 1 || b != 1 || a != 1; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses); + 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 + { + applycolor = r != 1 || g != 1 || b != 1 || a != 1; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses); + 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 (doshirt) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.shirt); + if (waterscrolling) + m.texmatrix[0] = r_waterscrollmatrix; + m.pointer_color = varray_color4f; + colorscale = 2; + if (gl_combine.integer) + { + m.texrgbscale[0] = 2; + colorscale *= 1; + } + // transparent is not affected by r_lightmapintensity + if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + colorscale *= r_lightmapintensity; + R_Mesh_State(&m); + r = ent->colormod[0] * colorshirt[0] * colorscale; + g = ent->colormod[1] * colorshirt[1] * colorscale; + b = ent->colormod[2] * colorshirt[2] * colorscale; + a = texture->currentalpha; + if (dolightmap && !dofullbrightshirt) + { + // 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->brushq3.data_lightmaps) + { + float scale = d_lightstylevalue[0] * (1.0f / 128.0f); + r *= scale; + g *= scale; + b *= scale; + } + applycolor = r != 1 || g != 1 || b != 1 || a != 1; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses); + 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 + { + applycolor = r != 1 || g != 1 || b != 1 || a != 1; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses); + 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 && (ent->colormod[0] > 1 || ent->colormod[1] > 1 || ent->colormod[2] > 1)) + { + m.texrgbscale[0] = 4; + colorscale = 0.25f; + } + R_Mesh_State(&m); + colorscale *= r_ambient.value * (1.0f / 64.0f); + r = ent->colormod[0] * colorscale; + g = ent->colormod[1] * colorscale; + b = ent->colormod[2] * colorscale; + a = texture->currentalpha; + applycolor = r != 1 || g != 1 || b != 1 || a != 1; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses); + 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]; + RSurf_SetVertexPointer(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); + r = 1; + g = 1; + b = 1; + a = texture->currentalpha; + applycolor = r != 1 || g != 1 || b != 1 || a != 1; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses); + 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; + applycolor = r != 1 || g != 1 || b != 1 || a != 1; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + 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 = (rsurface_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 = (rsurface_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(texture->currentmaterialflags & MATERIALFLAG_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; + texture = t->currentframe; + f = texture->currentmaterialflags & flagsmask; + } + 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; + texture = t->currentframe; + f = texture->currentmaterialflags & flagsmask; + } + 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); }