X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=02b002e0d3eeb9d64238e407e2aea3efbcec06b0;hp=b0650a996f2bfb6e75d74b2e0f45cab8a2ee8a48;hb=10bb1f0433fe2be39b0c9cdc23b30544020351c2;hpb=1e4a164d8f889ef98d916c14df672405622a7e25 diff --git a/gl_rsurf.c b/gl_rsurf.c index b0650a99..02b002e0 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -20,95 +20,66 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // r_surf.c: surface-related refresh code #include "quakedef.h" +#include "r_shadow.h" #define MAX_LIGHTMAP_SIZE 256 -static signed int blocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting +static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting +static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting -static byte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; +static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; cvar_t r_ambient = {0, "r_ambient", "0"}; cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"}; cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"}; cvar_t r_drawportals = {0, "r_drawportals", "0"}; cvar_t r_testvis = {0, "r_testvis", "0"}; - -static void gl_surf_start(void) -{ -} - -static void gl_surf_shutdown(void) -{ -} - -static void gl_surf_newmap(void) -{ -} - -void GL_Surf_Init(void) -{ - Cvar_RegisterVariable(&r_ambient); - Cvar_RegisterVariable(&r_vertexsurfaces); - Cvar_RegisterVariable(&r_dlightmap); - Cvar_RegisterVariable(&r_drawportals); - Cvar_RegisterVariable(&r_testvis); - - R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); -} +cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"}; +cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; +cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"}; static int dlightdivtable[32768]; -static int R_AddDynamicLights (msurface_t *surf) +static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) { - int sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract; + int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k; unsigned int *bl; - float dist; - vec3_t impact, local; - - // LordHavoc: use 64bit integer... shame it's not very standardized... -#if _MSC_VER || __BORLANDC__ - __int64 k; -#else - long long k; -#endif + float dist, impact[3], local[3]; lit = false; - if (!dlightdivtable[1]) - { - dlightdivtable[0] = 4194304; - for (s = 1; s < 32768; s++) - dlightdivtable[s] = 4194304 / (s << 7); - } - smax = (surf->extents[0] >> 4) + 1; tmax = (surf->extents[1] >> 4) + 1; + smax3 = smax * 3; for (lnum = 0; lnum < r_numdlights; lnum++) { if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) continue; // not lit by this light - softwareuntransform(r_dlight[lnum].origin, local); -// VectorSubtract (r_dlight[lnum].origin, currentrenderentity->origin, local); + Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local); dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; // for comparisons to minimum acceptable light - maxdist = (int) r_dlight[lnum].cullradius2; - - // already clamped, skip this - // clamp radius to avoid exceeding 32768 entry division table - //if (maxdist > 4194304) - // maxdist = 4194304; + // compensate for LIGHTOFFSET + maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET; dist2 = dist * dist; dist2 += LIGHTOFFSET; if (dist2 >= maxdist) continue; - impact[0] = local[0] - surf->plane->normal[0] * dist; - impact[1] = local[1] - surf->plane->normal[1] * dist; - impact[2] = local[2] - surf->plane->normal[2] * dist; + if (surf->plane->type < 3) + { + VectorCopy(local, impact); + impact[surf->plane->type] -= dist; + } + else + { + impact[0] = local[0] - surf->plane->normal[0] * dist; + impact[1] = local[1] - surf->plane->normal[1] * dist; + impact[2] = local[2] - surf->plane->normal[2] * dist; + } impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; @@ -126,12 +97,11 @@ static int R_AddDynamicLights (msurface_t *surf) maxdist3 = maxdist - dist2; // convert to 8.8 blocklights format - red = r_dlight[lnum].light[0]; - green = r_dlight[lnum].light[1]; - blue = r_dlight[lnum].light[2]; - subtract = (int) (r_dlight[lnum].lightsubtract * 4194304.0f); - bl = blocklights; - smax3 = smax * 3; + red = r_dlight[lnum].light[0] * (1.0f / 128.0f); + green = r_dlight[lnum].light[1] * (1.0f / 128.0f); + blue = r_dlight[lnum].light[2] * (1.0f / 128.0f); + subtract = (int) (r_dlight[lnum].subtract * 4194304.0f); + bl = intblocklights; i = impactt; for (t = 0;t < tmax;t++, i -= 16) @@ -148,9 +118,9 @@ static int R_AddDynamicLights (msurface_t *surf) k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract; if (k > 0) { - bl[0] += (red * k) >> 8; - bl[1] += (green * k) >> 8; - bl[2] += (blue * k) >> 8; + bl[0] += (red * k); + bl[1] += (green * k); + bl[2] += (blue * k); lit = true; } } @@ -164,6 +134,96 @@ static int R_AddDynamicLights (msurface_t *surf) return lit; } +static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) +{ + int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt; + float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract; + + lit = false; + + smax = (surf->extents[0] >> 4) + 1; + tmax = (surf->extents[1] >> 4) + 1; + smax3 = smax * 3; + + for (lnum = 0; lnum < r_numdlights; lnum++) + { + if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) + continue; // not lit by this light + + Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local); + dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; + + // for comparisons to minimum acceptable light + // compensate for LIGHTOFFSET + maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET; + + dist2 = dist * dist; + dist2 += LIGHTOFFSET; + if (dist2 >= maxdist) + continue; + + if (surf->plane->type < 3) + { + VectorCopy(local, impact); + impact[surf->plane->type] -= dist; + } + else + { + impact[0] = local[0] - surf->plane->normal[0] * dist; + impact[1] = local[1] - surf->plane->normal[1] * dist; + impact[2] = local[2] - surf->plane->normal[2] * dist; + } + + impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; + impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; + + td = bound(0, impacts, smax * 16) - impacts; + td1 = bound(0, impactt, tmax * 16) - impactt; + td = td * td + td1 * td1 + dist2; + if (td > maxdist) + continue; + + // reduce calculations + for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f) + sdtable[s] = td1 * td1 + dist2; + + maxdist3 = maxdist - dist2; + + // convert to 8.8 blocklights format + red = r_dlight[lnum].light[0]; + green = r_dlight[lnum].light[1]; + blue = r_dlight[lnum].light[2]; + subtract = r_dlight[lnum].subtract * 32768.0f; + bl = floatblocklights; + + td1 = impactt; + for (t = 0;t < tmax;t++, td1 -= 16.0f) + { + td = td1 * td1; + // make sure some part of it is visible on this line + if (td < maxdist3) + { + maxdist2 = maxdist - td; + for (s = 0;s < smax;s++) + { + if (sdtable[s] < maxdist2) + { + k = (32768.0f / (sdtable[s] + td)) - subtract; + bl[0] += red * k; + bl[1] += green * k; + bl[2] += blue * k; + lit = true; + } + bl += 3; + } + } + else // skip line + bl += smax3; + } + } + return lit; +} + /* =============== R_BuildLightMap @@ -171,1856 +231,1756 @@ R_BuildLightMap Combine and scale multiple lightmaps into the 8.8 format in blocklights =============== */ -static void R_BuildLightMap (msurface_t *surf, int dlightchanged) +static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) { - int smax, tmax, i, j, size, size3, shift, scale, maps, *bl, stride, l; - byte *lightmap, *out; - - // update cached lighting info - surf->cached_dlight = 0; - surf->cached_lightscalebit = lightscalebit; - surf->cached_ambient = r_ambient.value; - surf->cached_light[0] = d_lightstylevalue[surf->styles[0]]; - surf->cached_light[1] = d_lightstylevalue[surf->styles[1]]; - surf->cached_light[2] = d_lightstylevalue[surf->styles[2]]; - surf->cached_light[3] = d_lightstylevalue[surf->styles[3]]; - - smax = (surf->extents[0]>>4)+1; - tmax = (surf->extents[1]>>4)+1; - size = smax*tmax; - size3 = size*3; - lightmap = surf->samples; - -// set to full bright if no light data - if ((currentrenderentity->effects & EF_FULLBRIGHT) || !cl.worldmodel->lightdata) - { - bl = blocklights; - for (i = 0;i < size;i++) + if (!r_floatbuildlightmap.integer) + { + int smax, tmax, i, j, size, size3, shift, maps, stride, l; + unsigned int *bl, scale; + qbyte *lightmap, *out, *stain; + + // update cached lighting info + surf->cached_dlight = 0; + + smax = (surf->extents[0]>>4)+1; + tmax = (surf->extents[1]>>4)+1; + size = smax*tmax; + size3 = size*3; + lightmap = surf->samples; + + // set to full bright if no light data + bl = intblocklights; + if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata) + { + for (i = 0;i < size3;i++) + bl[i] = 255*256; + } + else + { + // clear to no light + j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style + if (j) + { + for (i = 0;i < size3;i++) + *bl++ = j; + } + else + memset(bl, 0, size*3*sizeof(unsigned int)); + + if (surf->dlightframe == r_framecount && r_dlightmap.integer) + { + surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf); + if (surf->cached_dlight) + c_light_polys++; + } + + // add all the lightmaps + if (lightmap) + { + bl = intblocklights; + for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) + for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) + bl[i] += lightmap[i] * scale; + } + } + + stain = surf->stainsamples; + bl = intblocklights; + out = templight; + // deal with lightmap brightness scale + shift = 7 + r_lightmapscalebit + 8; + if (ent->model->lightmaprgba) + { + stride = (surf->lightmaptexturestride - smax) * 4; + for (i = 0;i < tmax;i++, out += stride) + { + for (j = 0;j < smax;j++) + { + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + *out++ = 255; + } + } + } + else { - *bl++ = 255*256; - *bl++ = 255*256; - *bl++ = 255*256; + stride = (surf->lightmaptexturestride - smax) * 3; + for (i = 0;i < tmax;i++, out += stride) + { + for (j = 0;j < smax;j++) + { + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + } + } } + + R_UpdateTexture(surf->lightmaptexture, templight); } else { -// clear to no light - j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style + int smax, tmax, i, j, size, size3, maps, stride, l; + float *bl, scale; + qbyte *lightmap, *out, *stain; + + // update cached lighting info + surf->cached_dlight = 0; + + smax = (surf->extents[0]>>4)+1; + tmax = (surf->extents[1]>>4)+1; + size = smax*tmax; + size3 = size*3; + lightmap = surf->samples; + + // set to full bright if no light data + bl = floatblocklights; + if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata) + j = 255*256; + else + j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style + + // clear to no light if (j) { - bl = blocklights; for (i = 0;i < size3;i++) *bl++ = j; } else - memset(&blocklights[0], 0, size*3*sizeof(int)); + memset(bl, 0, size*3*sizeof(float)); if (surf->dlightframe == r_framecount && r_dlightmap.integer) { - surf->cached_dlight = R_AddDynamicLights(surf); + surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf); if (surf->cached_dlight) c_light_polys++; - else if (dlightchanged) - return; // don't upload if only updating dlights and none mattered } -// add all the lightmaps + // add all the lightmaps if (lightmap) - for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++) - for (scale = d_lightstylevalue[surf->styles[maps]], bl = blocklights, i = 0;i < size3;i++) - *bl++ += *lightmap++ * scale; - } + { + bl = floatblocklights; + for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) + for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) + bl[i] += lightmap[i] * scale; + } - bl = blocklights; - out = templight; - // deal with lightmap brightness scale - shift = 7 + lightscalebit; - if (currentrenderentity->model->lightmaprgba) - { - stride = (surf->lightmaptexturestride - smax) * 4; - for (i = 0;i < tmax;i++, out += stride) + stain = surf->stainsamples; + bl = floatblocklights; + out = templight; + // deal with lightmap brightness scale + scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8)); + if (ent->model->lightmaprgba) { - for (j = 0;j < smax;j++) + stride = (surf->lightmaptexturestride - smax) * 4; + for (i = 0;i < tmax;i++, out += stride) { - l = *bl++ >> shift;*out++ = min(l, 255); - l = *bl++ >> shift;*out++ = min(l, 255); - l = *bl++ >> shift;*out++ = min(l, 255); - *out++ = 255; + for (j = 0;j < smax;j++) + { + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + *out++ = 255; + } } } - } - else - { - stride = (surf->lightmaptexturestride - smax) * 3; - for (i = 0;i < tmax;i++, out += stride) + else { - for (j = 0;j < smax;j++) + stride = (surf->lightmaptexturestride - smax) * 3; + for (i = 0;i < tmax;i++, out += stride) { - l = *bl++ >> shift;*out++ = min(l, 255); - l = *bl++ >> shift;*out++ = min(l, 255); - l = *bl++ >> shift;*out++ = min(l, 255); + for (j = 0;j < smax;j++) + { + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + } } } - } - R_UpdateTexture(surf->lightmaptexture, templight); + R_UpdateTexture(surf->lightmaptexture, templight); + } } -/* -=============== -R_TextureAnimation - -Returns the proper texture for a given time and base texture -=============== -*/ -/* -// note: this was manually inlined in R_PrepareSurfaces -static texture_t *R_TextureAnimation (texture_t *base) +void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8]) { - if (currentrenderentity->frame && base->alternate_anims != NULL) - base = base->alternate_anims; - - if (base->anim_total < 2) - return base; - - return base->anim_frames[(int)(cl.time * 5.0f) % base->anim_total]; -} -*/ + float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2; + msurface_t *surf, *endsurf; + int i, s, t, smax, tmax, smax3, impacts, impactt, stained; + qbyte *bl; + vec3_t impact; + maxdist = radius * radius; + invradius = 1.0f / radius; -/* -============================================================= +loc0: + if (node->contents < 0) + return; + ndist = PlaneDiff(origin, node->plane); + if (ndist > radius) + { + node = node->children[0]; + goto loc0; + } + if (ndist < -radius) + { + node = node->children[1]; + goto loc0; + } - BRUSH MODELS + dist2 = ndist * ndist; + maxdist3 = maxdist - dist2; -============================================================= -*/ + if (node->plane->type < 3) + { + VectorCopy(origin, impact); + impact[node->plane->type] -= ndist; + } + else + { + impact[0] = origin[0] - node->plane->normal[0] * ndist; + impact[1] = origin[1] - node->plane->normal[1] * ndist; + impact[2] = origin[2] - node->plane->normal[2] * ndist; + } + for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++) + { + if (surf->stainsamples) + { + smax = (surf->extents[0] >> 4) + 1; + tmax = (surf->extents[1] >> 4) + 1; -static float turbsin[256] = -{ - #include "gl_warp_sin.h" -}; -#define TURBSCALE (256.0 / (2 * M_PI)) + impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; + impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; -#define MAX_SURFVERTS 1024 -typedef struct -{ - float v[4]; - float st[2]; - float uv[2]; - float c[4]; -} -surfvert_t; -static surfvert_t svert[MAX_SURFVERTS]; // used by the following functions + s = bound(0, impacts, smax * 16) - impacts; + t = bound(0, impactt, tmax * 16) - impactt; + i = s * s + t * t + dist2; + if (i > maxdist) + continue; -static int RSurfShader_Sky(int stage, msurface_t *s) -{ - int i; - float number, length, dir[3], speedscale; - surfvertex_t *v; - surfvert_t *sv; - rmeshinfo_t m; + // reduce calculations + for (s = 0, i = impacts; s < smax; s++, i -= 16) + sdtable[s] = i * i + dist2; - // LordHavoc: HalfLife maps have freaky skypolys... - if (currentrenderentity->model->ishlbsp) - return true; + bl = surf->stainsamples; + smax3 = smax * 3; + stained = false; - if (stage == 0) - { - if (skyrendermasked) - { - if (skyrendernow) - { - skyrendernow = false; - R_Sky(); - } - // draw depth-only polys - memset(&m, 0, sizeof(m)); - m.transparent = false; - m.blendfunc1 = GL_ZERO; - m.blendfunc2 = GL_ONE; - m.depthwrite = true; - m.numtriangles = s->mesh.numtriangles; - m.numverts = s->mesh.numverts; - m.index = s->mesh.index; - //m.cr = 0; - //m.cg = 0; - //m.cb = 0; - //m.ca = 0; - if (softwaretransform_complexity) - { - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) - softwaretransform(v->v, sv->v); - } - else + i = impactt; + for (t = 0;t < tmax;t++, i -= 16) { - m.vertex = &s->mesh.vertex[0].v[0]; - m.vertexstep = sizeof(surfvertex_t); + td = i * i; + // make sure some part of it is visible on this line + if (td < maxdist3) + { + maxdist2 = maxdist - td; + for (s = 0;s < smax;s++) + { + if (sdtable[s] < maxdist2) + { + ratio = lhrandom(0.0f, 1.0f); + a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius); + if (a >= (1.0f / 64.0f)) + { + if (a > 1) + a = 1; + bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0])); + bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1])); + bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2])); + stained = true; + } + } + bl += 3; + } + } + else // skip line + bl += smax3; } - R_Mesh_Draw(&m); + // force lightmap upload + if (stained) + surf->cached_dlight = true; } - else if (skyrenderglquake) + } + + if (node->children[0]->contents >= 0) + { + if (node->children[1]->contents >= 0) { - memset(&m, 0, sizeof(m)); - m.transparent = false; - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - m.numtriangles = s->mesh.numtriangles; - m.numverts = s->mesh.numverts; - m.index = s->mesh.index; - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - m.cr = 1; - m.cg = 1; - m.cb = 1; - m.ca = 1; - if (r_mergesky.integer) - m.tex[0] = R_GetTexture(mergeskytexture); - else - m.tex[0] = R_GetTexture(solidskytexture); - m.texcoords[0] = &svert[0].st[0]; - m.texcoordstep[0] = sizeof(surfvert_t); - speedscale = cl.time * (8.0/128.0); - speedscale -= (int)speedscale; - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) - { - softwaretransform(v->v, sv->v); - VectorSubtract (sv->v, r_origin, dir); - // flatten the sphere - dir[2] *= 3; - - number = DotProduct(dir, dir); - #if SLOWMATH - length = 3.0f / sqrt(number); - #else - *((long *)&length) = 0x5f3759df - ((* (long *) &number) >> 1); - length = 3.0f * (length * (1.5f - (number * 0.5f * length * length))); - #endif - - sv->st[0] = speedscale + dir[0] * length; - sv->st[1] = speedscale + dir[1] * length; - } - R_Mesh_Draw(&m); + R_StainNode(node->children[0], model, origin, radius, fcolor); + node = node->children[1]; + goto loc0; } else { - // flat color - memset(&m, 0, sizeof(m)); - m.transparent = false; - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - m.numtriangles = s->mesh.numtriangles; - m.numverts = s->mesh.numverts; - m.index = s->mesh.index; - m.cr = fogcolor[0]; - m.cg = fogcolor[1]; - m.cb = fogcolor[2]; - m.ca = 1; - if (softwaretransform_complexity) - { - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) - softwaretransform(v->v, sv->v); - } - else - { - m.vertex = &s->mesh.vertex[0].v[0]; - m.vertexstep = sizeof(surfvertex_t); - } - R_Mesh_Draw(&m); + node = node->children[0]; + goto loc0; } - return false; } - else if (stage == 1) + else if (node->children[1]->contents >= 0) + { + node = node->children[1]; + goto loc0; + } +} + +void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2) +{ + int n; + float fcolor[8]; + entity_render_t *ent; + model_t *model; + vec3_t org; + if (cl.worldmodel == NULL) + return; + fcolor[0] = cr1; + fcolor[1] = cg1; + fcolor[2] = cb1; + fcolor[3] = ca1 * (1.0f / 64.0f); + fcolor[4] = cr2 - cr1; + fcolor[5] = cg2 - cg1; + fcolor[6] = cb2 - cb1; + fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f); + + R_StainNode(cl.worldmodel->nodes + cl.worldmodel->hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor); + + // look for embedded bmodels + for (n = 0;n < cl_num_brushmodel_entities;n++) { - if (skyrenderglquake && !r_mergesky.integer) + ent = cl_brushmodel_entities[n]; + model = ent->model; + if (model && model->name[0] == '*') { - memset(&m, 0, sizeof(m)); - m.transparent = false; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - m.numtriangles = s->mesh.numtriangles; - m.numverts = s->mesh.numverts; - m.index = s->mesh.index; - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - m.cr = 1; - m.cg = 1; - m.cb = 1; - m.ca = 1; - m.tex[0] = R_GetTexture(alphaskytexture); - m.texcoords[0] = &svert[0].st[0]; - m.texcoordstep[0] = sizeof(surfvert_t); - speedscale = cl.time * (16.0/128.0); - speedscale -= (int)speedscale; - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + Mod_CheckLoaded(model); + if (model->type == mod_brush) { - softwaretransform(v->v, sv->v); - VectorSubtract (sv->v, r_origin, dir); - // flatten the sphere - dir[2] *= 3; - - number = DotProduct(dir, dir); - #if SLOWMATH - length = 3.0f / sqrt(number); - #else - *((long *)&length) = 0x5f3759df - ((* (long *) &number) >> 1); - length = 3.0f * (length * (1.5f - (number * 0.5f * length * length))); - #endif - - sv->st[0] = speedscale + dir[0] * length; - sv->st[1] = speedscale + dir[1] * length; + Matrix4x4_Transform(&ent->inversematrix, origin, org); + R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, fcolor); } - R_Mesh_Draw(&m); - return false; } - return true; } - else - return true; } -static int RSurf_Light(int *dlightbits, int numverts) + +/* +============================================================= + + BRUSH MODELS + +============================================================= +*/ + +static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles) { - float f; - int i, l, lit = false; - rdlight_t *rd; - vec3_t lightorigin; - surfvert_t *sv; - for (l = 0;l < r_numdlights;l++) + int i; + float scale; + const qbyte *lm; + if (styles[0] != 255) { - if (dlightbits[l >> 5] & (1 << (l & 31))) + for (i = 0;i < numverts;i++, c += 4) { - rd = &r_dlight[l]; - // FIXME: support softwareuntransform here and make bmodels use hardware transform? - VectorCopy(rd->origin, lightorigin); - for (i = 0, sv = svert;i < numverts;i++, sv++) + lm = samples + lightmapoffsets[i]; + scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (styles[1] != 255) { - f = VectorDistance2(sv->v, lightorigin) + LIGHTOFFSET; - if (f < rd->cullradius2) + lm += size3; + scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (styles[2] != 255) { - f = (1.0f / f) - rd->lightsubtract; - sv->c[0] += rd->light[0] * f; - sv->c[1] += rd->light[1] * f; - sv->c[2] += rd->light[2] * f; - lit = true; + lm += size3; + scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (styles[3] != 255) + { + lm += size3; + scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + } } } } } - return lit; } -static void RSurfShader_Water_Pass_Base(msurface_t *s) +static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg) { - int i; - float diff[3], alpha, ifog; - surfvertex_t *v; - surfvert_t *sv; - rmeshinfo_t m; - alpha = s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value; - - memset(&m, 0, sizeof(m)); - if (alpha != 1 || s->currenttexture->fogtexture != NULL) - { - m.transparent = true; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - } - else - { - m.transparent = false; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ZERO; - } - m.numtriangles = s->mesh.numtriangles; - m.numverts = s->mesh.numverts; - m.index = s->mesh.index; - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - m.color = &svert[0].c[0]; - m.colorstep = sizeof(surfvert_t); - m.tex[0] = R_GetTexture(s->currenttexture->texture); - m.texcoords[0] = &svert[0].st[0]; - m.texcoordstep[0] = sizeof(surfvert_t); - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) - { - softwaretransform(v->v, sv->v); - if (r_waterripple.value) - sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255]; - if (s->flags & SURF_DRAWFULLBRIGHT) - { - sv->c[0] = 1; - sv->c[1] = 1; - sv->c[2] = 1; - sv->c[3] = alpha; - } - else - { - sv->c[0] = 0.5f; - sv->c[1] = 0.5f; - sv->c[2] = 0.5f; - sv->c[3] = alpha; - } - sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); - sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); - } - if (s->dlightframe == r_framecount && !(s->flags & SURF_DRAWFULLBRIGHT)) - RSurf_Light(s->dlightbits, m.numverts); + int i; + float diff[3], f; if (fogenabled) { - for (i = 0, sv = svert;i < m.numverts;i++, sv++) + for (i = 0;i < numverts;i++, v += 3, c += 4) { - VectorSubtract(sv->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] *= ifog; - sv->c[1] *= ifog; - sv->c[2] *= ifog; + VectorSubtract(v, modelorg, diff); + f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff))); + VectorScale(c, f, c); } } - R_Mesh_Draw(&m); + else if (colorscale != 1) + for (i = 0;i < numverts;i++, c += 4) + VectorScale(c, colorscale, c); } -static void RSurfShader_Water_Pass_Glow(msurface_t *s) +static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg) { - int i; - float diff[3], alpha, ifog; - surfvertex_t *v; - surfvert_t *sv; - rmeshinfo_t m; - alpha = s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value; - - memset(&m, 0, sizeof(m)); - m.transparent = alpha != 1 || s->currenttexture->fogtexture != NULL; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.numtriangles = s->mesh.numtriangles; - m.numverts = s->mesh.numverts; - m.index = s->mesh.index; - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - m.cr = 1; - m.cg = 1; - m.cb = 1; - m.ca = alpha; - m.tex[0] = R_GetTexture(s->currenttexture->glowtexture); - m.texcoords[0] = &svert[0].st[0]; - m.texcoordstep[0] = sizeof(surfvert_t); + int i; + float diff[3], f; + r *= colorscale; + g *= colorscale; + b *= colorscale; if (fogenabled) { - m.color = &svert[0].c[0]; - m.colorstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + for (i = 0;i < numverts;i++, v += 3, c += 4) { - softwaretransform(v->v, sv->v); - if (r_waterripple.value) - sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255]; - sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); - sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); - VectorSubtract(sv->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] = m.cr * ifog; - sv->c[1] = m.cg * ifog; - sv->c[2] = m.cb * ifog; - sv->c[3] = m.ca; + 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; } } else { - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + for (i = 0;i < numverts;i++, c += 4) { - softwaretransform(v->v, sv->v); - if (r_waterripple.value) - sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255]; - sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); - sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = a; } } - R_Mesh_Draw(&m); } -static void RSurfShader_Water_Pass_Fog(msurface_t *s) +static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg) { - int i; - float alpha; - surfvertex_t *v; - surfvert_t *sv; - rmeshinfo_t m; - vec3_t diff; - alpha = s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value; + int i; + float diff[3], f; + r *= colorscale; + g *= colorscale; + b *= colorscale; + for (i = 0;i < numverts;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] = a * f; + } +} - memset(&m, 0, sizeof(m)); - m.transparent = alpha != 1 || s->currenttexture->fogtexture != NULL; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.numtriangles = s->mesh.numtriangles; - m.numverts = s->mesh.numverts; - m.index = s->mesh.index; - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - m.color = &svert[0].c[0]; - m.colorstep = sizeof(surfvert_t); - m.tex[0] = R_GetTexture(s->currenttexture->fogtexture); - m.texcoords[0] = &svert[0].st[0]; - m.texcoordstep[0] = sizeof(surfvert_t); - - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) - { - softwaretransform(v->v, sv->v); - if (r_waterripple.value) - sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255]; - if (m.tex[0]) +static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale) +{ + float f; + const float *v; + float *c; + int i, l, lit = false; + const rdlight_t *rd; + vec3_t lightorigin; + for (l = 0;l < r_numdlights;l++) + { + if (dlightbits[l >> 5] & (1 << (l & 31))) { - sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); - sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); + rd = &r_dlight[l]; + Matrix4x4_Transform(matrix, rd->origin, lightorigin); + for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4) + { + f = VectorDistance2(v, lightorigin) + LIGHTOFFSET; + if (f < rd->cullradius2) + { + f = ((1.0f / f) - rd->subtract) * scale; + VectorMA(c, f, rd->light, c); + lit = true; + } + } } - VectorSubtract(sv->v, r_origin, diff); - sv->c[0] = fogcolor[0]; - sv->c[1] = fogcolor[1]; - sv->c[2] = fogcolor[2]; - sv->c[3] = alpha * exp(fogdensity/DotProduct(diff, diff)); } - R_Mesh_Draw(&m); + return lit; } -static int RSurfShader_Water(int stage, msurface_t *s) +// note: this untransforms lights to do the checking +static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh) { - switch(stage) - { - case 0: - RSurfShader_Water_Pass_Base(s); - return false; - case 1: - if (s->currenttexture->glowtexture) - RSurfShader_Water_Pass_Glow(s); - return false; - case 2: - if (fogenabled) + int i, l; + const rdlight_t *rd; + vec3_t lightorigin; + const float *v; + for (l = 0;l < r_numdlights;l++) + { + if (dlightbits[l >> 5] & (1 << (l & 31))) { - RSurfShader_Water_Pass_Fog(s); - return false; + rd = &r_dlight[l]; + Matrix4x4_Transform(matrix, rd->origin, lightorigin); + for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3) + if (VectorDistance2(v, lightorigin) < rd->cullradius2) + return true; } - else - return true; - default: - return true; } + return false; } -static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *s) +static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - int i; - float diff[3], ifog; - surfvertex_t *v; - surfvert_t *sv; - rmeshinfo_t m; + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; - memset(&m, 0, sizeof(m)); - if (currentrenderentity->effects & EF_ADDITIVE) + // LordHavoc: HalfLife maps have freaky skypolys... + if (ent->model->ishlbsp) + return; + + if (skyrendernow) { - m.transparent = true; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; + skyrendernow = false; + if (skyrendermasked) + R_Sky(); } - else if (currentrenderentity != &cl_entities[0].render && (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)) + + R_Mesh_Matrix(&ent->matrix); + + // draw depth-only polys + memset(&m, 0, sizeof(m)); + if (skyrendermasked) { - m.transparent = true; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + qglColorMask(0,0,0,0); + // just to make sure that braindead drivers don't draw anything + // despite that colormask... + m.blendfunc1 = GL_ZERO; + m.blendfunc2 = GL_ONE; } else { - m.transparent = false; + // fog sky m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; } - m.numtriangles = s->mesh.numtriangles; - m.numverts = s->mesh.numverts; - m.index = s->mesh.index; - m.cr = 1; - if (lighthalf) - m.cr *= 2; - if (gl_combine.integer) - m.cr *= 4; - m.cg = m.cr; - m.cb = m.cr; - m.ca = 1; - m.tex[0] = R_GetTexture(s->currenttexture->texture); - m.tex[1] = R_GetTexture(s->lightmaptexture); - m.texcoords[0] = &s->mesh.vertex->st[0]; - m.texcoords[1] = &s->mesh.vertex->uv[0]; - m.texcoordstep[0] = sizeof(surfvertex_t); - m.texcoordstep[1] = sizeof(surfvertex_t); - if (fogenabled) + m.depthwrite = true; + R_Mesh_State(&m); + while((surf = *surfchain++) != NULL) { - m.color = &svert[0].c[0]; - m.colorstep = sizeof(surfvert_t); - if (softwaretransform_complexity) - { - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) - { - softwaretransform(v->v, sv->v); - VectorSubtract(sv->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] = m.cr * ifog; - sv->c[1] = m.cg * ifog; - sv->c[2] = m.cb * ifog; - sv->c[3] = m.ca; - } - } - else + if (surf->visframe == r_framecount) { - m.vertex = &s->mesh.vertex->v[0]; - m.vertexstep = sizeof(surfvertex_t); - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - VectorSubtract(v->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] = m.cr * ifog; - sv->c[1] = m.cg * ifog; - sv->c[2] = m.cb * ifog; - sv->c[3] = m.ca; + GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1); + R_Mesh_GetSpace(mesh->numverts); + R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } } - else - { - if (softwaretransform_complexity) - { - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) - softwaretransform(v->v, sv->v); - } - else - { - m.vertex = &s->mesh.vertex->v[0]; - m.vertexstep = sizeof(surfvertex_t); - } - } - R_Mesh_Draw(&m); + qglColorMask(1,1,1,1); } -static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *s) +static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) { - int i; - surfvertex_t *v; - surfvert_t *sv; - rmeshinfo_t m; + int i; + const entity_render_t *ent = calldata1; + const msurface_t *surf = ent->model->surfaces + calldata2; + float f, colorscale, scroll[2], *v, *tc; + const surfmesh_t *mesh; + rmeshstate_t m; + float alpha; + float modelorg[3]; + texture_t *texture; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + + R_Mesh_Matrix(&ent->matrix); memset(&m, 0, sizeof(m)); - m.transparent = false; - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - m.numtriangles = s->mesh.numtriangles; - m.numverts = s->mesh.numverts; - m.index = s->mesh.index; - if (lighthalf) + texture = surf->texinfo->texture->currentframe; + alpha = texture->currentalpha; + if (texture->rendertype == SURFRENDER_ADD) { - m.cr = 2; - m.cg = 2; - m.cb = 2; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; } - else + else if (texture->rendertype == SURFRENDER_ALPHA) { - m.cr = 1; - m.cg = 1; - m.cb = 1; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } - m.ca = 1; - m.tex[0] = R_GetTexture(s->currenttexture->texture); - m.texcoords[0] = &s->mesh.vertex->st[0]; - m.texcoordstep[0] = sizeof(surfvertex_t); - if (softwaretransform_complexity) + else { - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) - softwaretransform(v->v, sv->v); + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; } - else + m.tex[0] = R_GetTexture(texture->skin.base); + colorscale = r_colorscale; + if (gl_combine.integer) { - m.vertex = &s->mesh.vertex->v[0]; - m.vertexstep = sizeof(surfvertex_t); + m.texrgbscale[0] = 4; + colorscale *= 0.25f; } - R_Mesh_Draw(&m); -} - -static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *s) -{ - int i; - float diff[3], ifog; - surfvertex_t *v; - surfvert_t *sv; - rmeshinfo_t m; - - memset(&m, 0, sizeof(m)); - m.transparent = false; - m.blendfunc1 = GL_ZERO; - m.blendfunc2 = GL_SRC_COLOR; - m.numtriangles = s->mesh.numtriangles; - m.numverts = s->mesh.numverts; - m.index = s->mesh.index; - m.cr = 1; - if (lighthalf) - m.cr *= 2.0f; - m.cg = m.cr; - m.cb = m.cr; - m.ca = 1; - m.tex[0] = R_GetTexture(s->lightmaptexture); - m.texcoords[0] = &s->mesh.vertex->uv[0]; - m.texcoordstep[0] = sizeof(surfvertex_t); - if (fogenabled) + R_Mesh_State(&m); + GL_UseColorArray(); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - m.color = &svert[0].c[0]; - m.colorstep = sizeof(surfvert_t); - if (softwaretransform_complexity) + R_Mesh_GetSpace(mesh->numverts); + R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + scroll[0] = sin(cl.time) * 0.125f; + scroll[1] = sin(cl.time * 0.8f) * 0.125f; + for (i = 0, v = varray_texcoord2f[0], tc = mesh->texcoordtexture2f;i < mesh->numverts;i++, v += 2, tc += 2) { - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) - { - softwaretransform(v->v, sv->v); - VectorSubtract(sv->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] = m.cr * ifog; - sv->c[1] = m.cg * ifog; - sv->c[2] = m.cb * ifog; - sv->c[3] = m.ca; - } + v[0] = tc[0] + scroll[0]; + v[1] = tc[1] + scroll[1]; } - else + f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f); + R_FillColors(varray_color4f, mesh->numverts, f, f, f, alpha); + if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT)) { - m.vertex = &s->mesh.vertex->v[0]; - m.vertexstep = sizeof(surfvertex_t); - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) - { - VectorSubtract(v->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] = m.cr * ifog; - sv->c[1] = m.cg * ifog; - sv->c[2] = m.cb * ifog; - sv->c[3] = m.ca; - } + if (surf->dlightframe == r_framecount) + RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1); + if (surf->flags & SURF_LIGHTMAP) + RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); } + RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } - else + + if (fogenabled) { - if (softwaretransform_complexity) - { - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) - softwaretransform(v->v, sv->v); - } - else + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = R_GetTexture(texture->skin.fog); + R_Mesh_State(&m); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - m.vertex = &s->mesh.vertex->v[0]; - m.vertexstep = sizeof(surfvertex_t); + R_Mesh_GetSpace(mesh->numverts); + R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + if (m.tex[0]) + R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); + RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } - R_Mesh_Draw(&m); } -static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *s) +static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - int i, size3; - float c[3], base[3], scale, diff[3], ifog; - surfvertex_t *v; - surfvert_t *sv; - rmeshinfo_t m; - byte *lm; - - size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3; - - base[0] = base[1] = base[2] = r_ambient.value * (1.0f / 128.0f); - - memset(&m, 0, sizeof(m)); - if (currentrenderentity->effects & EF_ADDITIVE) - { - m.transparent = true; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - } - else if (currentrenderentity != &cl_entities[0].render && (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)) - { - m.transparent = true; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - } - else + const msurface_t *surf; + msurface_t **chain; + vec3_t center; + if (texture->rendertype != SURFRENDER_OPAQUE) { - m.transparent = false; - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - } - m.numtriangles = s->mesh.numtriangles; - m.numverts = s->mesh.numverts; - m.index = s->mesh.index; - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - m.color = &svert[0].c[0]; - m.colorstep = sizeof(surfvert_t); - m.tex[0] = R_GetTexture(s->currenttexture->texture); - m.texcoords[0] = &s->mesh.vertex->st[0]; - m.texcoordstep[0] = sizeof(surfvertex_t); - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) - { - softwaretransform(v->v, sv->v); - VectorCopy(base, c); - if (s->styles[0] != 255) + for (chain = surfchain;(surf = *chain) != NULL;chain++) { - lm = s->samples + v->lightmapoffset; - scale = d_lightstylevalue[s->styles[0]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (s->styles[1] != 255) + if (surf->visframe == r_framecount) { - lm += size3; - scale = d_lightstylevalue[s->styles[1]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (s->styles[2] != 255) - { - lm += size3; - scale = d_lightstylevalue[s->styles[2]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (s->styles[3] != 255) - { - lm += size3; - scale = d_lightstylevalue[s->styles[3]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - } - } + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces); } } - sv->c[0] = c[0]; - sv->c[1] = c[1]; - sv->c[2] = c[2]; - sv->c[3] = currentrenderentity->alpha; - } - if (s->dlightframe == r_framecount) - RSurf_Light(s->dlightbits, m.numverts); - if (fogenabled) - { - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) - { - VectorSubtract(sv->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] *= ifog; - sv->c[1] *= ifog; - sv->c[2] *= ifog; - } } - R_Mesh_Draw(&m); + else + for (chain = surfchain;(surf = *chain) != NULL;chain++) + if (surf->visframe == r_framecount) + RSurfShader_Water_Callback(ent, surf - ent->model->surfaces); } -static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *s) +static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) { - int i; - float diff[3], ifog; - surfvertex_t *v; - surfvert_t *sv; - rmeshinfo_t m; - + float base, colorscale; + const surfmesh_t *mesh; + rmeshstate_t m; + float modelorg[3]; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); memset(&m, 0, sizeof(m)); - if (currentrenderentity->effects & EF_ADDITIVE) + if (rendertype == SURFRENDER_ADD) { - m.transparent = true; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; } - else if (currentrenderentity != &cl_entities[0].render && (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)) + else if (rendertype == SURFRENDER_ALPHA) { - m.transparent = true; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } else { - m.transparent = false; m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; } - m.numtriangles = s->mesh.numtriangles; - m.numverts = s->mesh.numverts; - m.index = s->mesh.index; - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - m.tex[0] = R_GetTexture(s->currenttexture->texture); - m.texcoords[0] = &s->mesh.vertex->st[0]; - m.texcoordstep[0] = sizeof(surfvertex_t); - if (fogenabled) + m.tex[0] = R_GetTexture(texture->skin.base); + colorscale = r_colorscale; + if (gl_combine.integer) + { + m.texrgbscale[0] = 4; + colorscale *= 0.25f; + } + base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f); + R_Mesh_State(&m); + GL_UseColorArray(); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - m.color = &svert[0].c[0]; - m.colorstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + R_Mesh_GetSpace(mesh->numverts); + R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); + R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha); + if (!(ent->effects & EF_FULLBRIGHT)) { - softwaretransform(v->v, sv->v); - VectorSubtract(sv->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] = ifog; - sv->c[1] = ifog; - sv->c[2] = ifog; - sv->c[3] = currentrenderentity->alpha; + if (surf->dlightframe == r_framecount) + RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1); + if (surf->flags & SURF_LIGHTMAP) + RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); } + RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } - else +} + +static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) +{ + const surfmesh_t *mesh; + rmeshstate_t m; + float modelorg[3]; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = R_GetTexture(texture->skin.glow); + R_Mesh_State(&m); + GL_UseColorArray(); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - m.cr = m.cg = m.cb = 1; - m.ca = currentrenderentity->alpha; - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) - softwaretransform(v->v, sv->v); + R_Mesh_GetSpace(mesh->numverts); + R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); + RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, r_colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } - R_Mesh_Draw(&m); } -static void RSurfShader_Wall_Pass_Light(msurface_t *s) +static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) { - int i; - float diff[3], ifog; - surfvertex_t *v; - surfvert_t *sv; - rmeshinfo_t m; - + const surfmesh_t *mesh; + rmeshstate_t m; + float modelorg[3]; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); memset(&m, 0, sizeof(m)); - if (currentrenderentity->effects & EF_ADDITIVE) - m.transparent = true; - else if (currentrenderentity != &cl_entities[0].render && (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)) - m.transparent = true; - else - m.transparent = false; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; - m.numtriangles = s->mesh.numtriangles; - m.numverts = s->mesh.numverts; - m.index = s->mesh.index; - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - m.color = &svert[0].c[0]; - m.colorstep = sizeof(surfvert_t); - m.tex[0] = R_GetTexture(s->currenttexture->texture); - m.texcoords[0] = &s->mesh.vertex->st[0]; - m.texcoordstep[0] = sizeof(surfvertex_t); - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) - { - softwaretransform(v->v, sv->v); - sv->c[0] = 0; - sv->c[1] = 0; - sv->c[2] = 0; - sv->c[3] = currentrenderentity->alpha; - } - if (RSurf_Light(s->dlightbits, m.numverts)) + m.tex[0] = R_GetTexture(texture->skin.fog); + R_Mesh_State(&m); + GL_UseColorArray(); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - if (fogenabled) + R_Mesh_GetSpace(mesh->numverts); + R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + if (m.tex[0]) + R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); + RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, r_colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); + } +} + +static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +{ + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + int lightmaptexturenum; + float cl; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.tex[0] = R_GetTexture(texture->skin.base); + m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); + m.tex[2] = R_GetTexture(texture->skin.detail); + m.texrgbscale[0] = 1; + m.texrgbscale[1] = 4; + m.texrgbscale[2] = 2; + R_Mesh_State(&m); + cl = (float) (1 << r_lightmapscalebit) * r_colorscale; + GL_Color(cl, cl, cl, 1); + if (!gl_mesh_copyarrays.integer) + R_Mesh_EndBatch(); + + while((surf = *surfchain++) != NULL) + { + if (surf->visframe == r_framecount) { - for (i = 0, sv = svert;i < m.numverts;i++, sv++) + lightmaptexturenum = R_GetTexture(surf->lightmaptexture); + if (m.tex[1] != lightmaptexturenum) { - VectorSubtract(sv->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] *= ifog; - sv->c[1] *= ifog; - sv->c[2] *= ifog; + m.tex[1] = lightmaptexturenum; + if (gl_mesh_copyarrays.integer) + R_Mesh_State(&m); + } + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + if (gl_mesh_copyarrays.integer) + { + m.pointervertexcount = mesh->numverts; + m.pointer_vertex = mesh->vertex3f; + m.pointer_texcoord[0] = mesh->texcoordtexture2f; + m.pointer_texcoord[1] = mesh->texcoordlightmap2f; + m.pointer_texcoord[2] = mesh->texcoorddetail2f; + R_Mesh_State(&m); + } + else + { + R_Mesh_GetSpace(mesh->numverts); + R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); + R_Mesh_CopyTexCoord2f(1, mesh->texcoordlightmap2f, mesh->numverts); + R_Mesh_CopyTexCoord2f(2, mesh->texcoorddetail2f, mesh->numverts); + } + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } - R_Mesh_Draw(&m); } } -static void RSurfShader_Wall_Pass_Glow(msurface_t *s) +static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - int i; - float diff[3], ifog; - surfvertex_t *v; - surfvert_t *sv; - rmeshinfo_t m; - + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + int lightmaptexturenum; memset(&m, 0, sizeof(m)); - if (currentrenderentity->effects & EF_ADDITIVE) - m.transparent = true; - else if (currentrenderentity != &cl_entities[0].render && (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)) - m.transparent = true; - else - m.transparent = false; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.numtriangles = s->mesh.numtriangles; - m.numverts = s->mesh.numverts; - m.index = s->mesh.index; - m.cr = 1; - m.cg = 1; - m.cb = 1; - m.ca = currentrenderentity->alpha; - m.tex[0] = R_GetTexture(s->currenttexture->glowtexture); - m.texcoords[0] = &s->mesh.vertex->st[0]; - m.texcoordstep[0] = sizeof(surfvertex_t); - if (fogenabled) + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.tex[0] = R_GetTexture(texture->skin.base); + m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); + if (gl_combine.integer) + m.texrgbscale[1] = 4; + R_Mesh_State(&m); + GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); + while((surf = *surfchain++) != NULL) { - m.color = &svert[0].c[0]; - m.colorstep = sizeof(surfvert_t); - if (softwaretransform_complexity) + if (surf->visframe == r_framecount) { - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + lightmaptexturenum = R_GetTexture(surf->lightmaptexture); + if (m.tex[1] != lightmaptexturenum) { - softwaretransform(v->v, sv->v); - VectorSubtract(sv->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] = m.cr * ifog; - sv->c[1] = m.cg * ifog; - sv->c[2] = m.cb * ifog; - sv->c[3] = m.ca; + m.tex[1] = lightmaptexturenum; + R_Mesh_State(&m); } - } - else - { - m.vertex = &s->mesh.vertex->v[0]; - m.vertexstep = sizeof(surfvertex_t); - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - VectorSubtract(v->v, r_origin, diff); - ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); - sv->c[0] = m.cr * ifog; - sv->c[1] = m.cg * ifog; - sv->c[2] = m.cb * ifog; - sv->c[3] = m.ca; + R_Mesh_GetSpace(mesh->numverts); + R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); + R_Mesh_CopyTexCoord2f(1, mesh->texcoordlightmap2f, mesh->numverts); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } } - else +} + +static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +{ + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.tex[0] = R_GetTexture(texture->skin.base); + R_Mesh_State(&m); + GL_Color(1, 1, 1, 1); + while((surf = *surfchain++) != NULL) { - if (softwaretransform_complexity) + if (surf->visframe == r_framecount) { - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) - softwaretransform(v->v, sv->v); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_GetSpace(mesh->numverts); + R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); + } } - else + } +} + +static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +{ + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + int lightmaptexturenum; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_ZERO; + m.blendfunc2 = GL_SRC_COLOR; + m.tex[0] = R_GetTexture((**surfchain).lightmaptexture); + if (gl_combine.integer) + m.texrgbscale[0] = 4; + R_Mesh_State(&m); + GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); + while((surf = *surfchain++) != NULL) + { + if (surf->visframe == r_framecount) { - m.vertex = &s->mesh.vertex->v[0]; - m.vertexstep = sizeof(surfvertex_t); + lightmaptexturenum = R_GetTexture(surf->lightmaptexture); + if (m.tex[0] != lightmaptexturenum) + { + m.tex[0] = lightmaptexturenum; + R_Mesh_State(&m); + } + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_GetSpace(mesh->numverts); + R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + R_Mesh_CopyTexCoord2f(0, mesh->texcoordlightmap2f, mesh->numverts); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); + } } } - R_Mesh_Draw(&m); } -static void RSurfShader_Wall_Pass_Fog(msurface_t *s) +static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - int i; - surfvertex_t *v; - surfvert_t *sv; - rmeshinfo_t m; - vec3_t diff; + const msurface_t *surf; + const surfmesh_t *mesh; + float colorscale; + rmeshstate_t m; memset(&m, 0, sizeof(m)); - if (currentrenderentity->effects & EF_ADDITIVE) - m.transparent = true; - else if (currentrenderentity != &cl_entities[0].render && (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)) - m.transparent = true; - else - m.transparent = false; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; - m.numtriangles = s->mesh.numtriangles; - m.numverts = s->mesh.numverts; - m.index = s->mesh.index; - m.color = &svert[0].c[0]; - m.colorstep = sizeof(surfvert_t); - m.tex[0] = R_GetTexture(s->currenttexture->fogtexture); - m.texcoords[0] = &s->mesh.vertex->st[0]; - m.texcoordstep[0] = sizeof(surfvertex_t); - if (softwaretransform_complexity) - { - m.vertex = &svert[0].v[0]; - m.vertexstep = sizeof(surfvert_t); - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) - { - softwaretransform(v->v, sv->v); - VectorSubtract(sv->v, r_origin, diff); - sv->c[0] = fogcolor[0]; - sv->c[1] = fogcolor[1]; - sv->c[2] = fogcolor[2]; - sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff)); - } + m.tex[0] = R_GetTexture(texture->skin.base); + colorscale = r_colorscale; + if (gl_combine.integer) + { + m.texrgbscale[0] = 4; + colorscale *= 0.25f; } - else + R_Mesh_State(&m); + GL_UseColorArray(); + while((surf = *surfchain++) != NULL) { - m.vertex = &s->mesh.vertex->v[0]; - m.vertexstep = sizeof(surfvertex_t); - for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + if (surf->visframe == r_framecount && surf->dlightframe == r_framecount) { - VectorSubtract(v->v, r_origin, diff); - sv->c[0] = fogcolor[0]; - sv->c[1] = fogcolor[1]; - sv->c[2] = fogcolor[2]; - sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff)); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh)) + { + R_Mesh_GetSpace(mesh->numverts); + R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); + R_FillColors(varray_color4f, mesh->numverts, 0, 0, 0, 1); + RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, colorscale); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); + } + } } } - R_Mesh_Draw(&m); } -static int RSurfShader_Wall_Fullbright(int stage, msurface_t *s) +static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - switch(stage) - { - case 0: - RSurfShader_Wall_Pass_BaseFullbright(s); - return false; - case 1: - if (s->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(s); - return false; - default: - return true; + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + float modelorg[3]; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + R_Mesh_State(&m); + GL_UseColorArray(); + while((surf = *surfchain++) != NULL) + { + if (surf->visframe == r_framecount) + { + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_GetSpace(mesh->numverts); + R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + if (m.tex[0]) + R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); + RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); + } + } } } -static int RSurfShader_Wall_Vertex(int stage, msurface_t *s) +static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - switch(stage) - { - case 0: - RSurfShader_Wall_Pass_BaseVertex(s); - return false; - case 1: - if (s->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(s); - return false; - default: - return true; + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_DST_COLOR; + m.blendfunc2 = GL_SRC_COLOR; + m.tex[0] = R_GetTexture(texture->skin.detail); + R_Mesh_State(&m); + GL_Color(1, 1, 1, 1); + while((surf = *surfchain++) != NULL) + { + if (surf->visframe == r_framecount) + { + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_GetSpace(mesh->numverts); + R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + R_Mesh_CopyTexCoord2f(0, mesh->texcoorddetail2f, mesh->numverts); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); + } + } } } -static int RSurfShader_Wall_Lightmap(int stage, msurface_t *s) +static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { - if (r_vertexsurfaces.integer) + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = R_GetTexture(texture->skin.glow); + R_Mesh_State(&m); + GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); + while((surf = *surfchain++) != NULL) { - switch(stage) + if (surf->visframe == r_framecount) { - case 0: - RSurfShader_Wall_Pass_BaseVertex(s); - return false; - case 1: - if (s->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(s); - return false; - default: - return true; + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_GetSpace(mesh->numverts); + R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); + } } } - else if (r_multitexture.integer) +} + +static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +{ + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ZERO; + m.tex[0] = R_GetTexture(texture->skin.glow); + R_Mesh_State(&m); + if (m.tex[0]) + GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); + else + GL_Color(0, 0, 0, 1); + while((surf = *surfchain++) != NULL) { - if (r_dlightmap.integer) + if (surf->visframe == r_framecount) { - switch(stage) + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - case 0: - RSurfShader_Wall_Pass_BaseMTex(s); - return false; - case 1: - if (s->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(s); - return false; - default: - return true; + R_Mesh_GetSpace(mesh->numverts); + R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); } } - else + } +} + +static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2) +{ + const entity_render_t *ent = calldata1; + const msurface_t *surf = ent->model->surfaces + calldata2; + int rendertype; + float currentalpha; + texture_t *texture; + R_Mesh_Matrix(&ent->matrix); + + texture = surf->texinfo->texture; + if (texture->animated) + texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0]; + + currentalpha = ent->alpha; + if (texture->flags & SURF_WATERALPHA) + currentalpha *= r_wateralpha.value; + if (ent->effects & EF_ADDITIVE) + rendertype = SURFRENDER_ADD; + else if (currentalpha < 1 || texture->skin.fog != NULL) + rendertype = SURFRENDER_ALPHA; + else + rendertype = SURFRENDER_OPAQUE; + + RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha); + if (texture->skin.glow) + RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha); + if (fogenabled) + RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha); +} + +static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +{ + const msurface_t *surf; + msurface_t **chain; + vec3_t center; + if (texture->rendertype != SURFRENDER_OPAQUE) + { + // transparent vertex shaded from lightmap + for (chain = surfchain;(surf = *chain) != NULL;chain++) { - switch(stage) + if (surf->visframe == r_framecount) { - case 0: - RSurfShader_Wall_Pass_BaseMTex(s); - return false; - case 1: - if (s->dlightframe == r_framecount) - RSurfShader_Wall_Pass_Light(s); - return false; - case 2: - if (s->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(s); - return false; - default: - return true; + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); } } } - else if (currentrenderentity != &cl_entities[0].render && (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE)) + else if (r_shadow_realtime_world.integer) { - switch(stage) - { - case 0: - RSurfShader_Wall_Pass_BaseVertex(s); - return false; - case 1: - if (s->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(s); - return false; - default: - return true; - } + // opaque base lighting + RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain); + if (fogenabled) + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); + } + else if (r_vertexsurfaces.integer) + { + // opaque vertex shaded from lightmap + for (chain = surfchain;(surf = *chain) != NULL;chain++) + if (surf->visframe == r_framecount) + RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, texture->rendertype, texture->currentalpha); + if (texture->skin.glow) + for (chain = surfchain;(surf = *chain) != NULL;chain++) + if (surf->visframe == r_framecount) + RSurfShader_Wall_Pass_Glow(ent, surf, texture, texture->rendertype, texture->currentalpha); + if (fogenabled) + for (chain = surfchain;(surf = *chain) != NULL;chain++) + if (surf->visframe == r_framecount) + RSurfShader_Wall_Pass_Fog(ent, surf, texture, texture->rendertype, texture->currentalpha); } else { - if (r_dlightmap.integer) + // opaque lightmapped + if (r_textureunits.integer >= 2) { - switch(stage) + if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain); + else { - case 0: - RSurfShader_Wall_Pass_BaseTexture(s); - return false; - case 1: - RSurfShader_Wall_Pass_BaseLightmap(s); - return false; - case 2: - if (s->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(s); - return false; - default: - return true; + RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain); + if (r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); } } else { - switch(stage) - { - case 0: - RSurfShader_Wall_Pass_BaseTexture(s); - return false; - case 1: - RSurfShader_Wall_Pass_BaseLightmap(s); - return false; - case 2: - if (s->dlightframe == r_framecount) - RSurfShader_Wall_Pass_Light(s); - return false; - case 3: - if (s->currenttexture->glowtexture) - RSurfShader_Wall_Pass_Glow(s); - return false; - default: - return true; - } + RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); + RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain); + if (r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); } + if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT)) + RSurfShader_OpaqueWall_Pass_Light(ent, texture, surfchain); + if (texture->skin.glow) + RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); + if (fogenabled) + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); } } -static int RSurfShader_Wall_Fog(int stage, msurface_t *s) -{ - if (stage == 0 && fogenabled) - { - RSurfShader_Wall_Pass_Fog(s); - return false; - } - else - return true; -} +Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP}; +Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0}; +Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0}; -/* -============================================================= +int Cshader_count = 3; +Cshader_t *Cshaders[3] = +{ + &Cshader_wall_lightmap, + &Cshader_water, + &Cshader_sky +}; - WORLD MODEL +void R_UpdateTextureInfo(entity_render_t *ent) +{ + int i, texframe, alttextures; + texture_t *t; -============================================================= -*/ + if (!ent->model) + return; -static void RSurf_Callback(void *data, void *junk) -{ - ((msurface_t *)data)->visframe = r_framecount; + alttextures = ent->frame != 0; + texframe = (int)(cl.time * 5.0f); + for (i = 0;i < ent->model->numtextures;i++) + { + t = ent->model->textures + i; + t->currentalpha = ent->alpha; + if (t->flags & SURF_WATERALPHA) + t->currentalpha *= r_wateralpha.value; + if (ent->effects & EF_ADDITIVE) + t->rendertype = SURFRENDER_ADD; + else if (t->currentalpha < 1 || t->skin.fog != NULL) + t->rendertype = SURFRENDER_ALPHA; + else + t->rendertype = SURFRENDER_OPAQUE; + // 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[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0]; + } } -static void R_SolidWorldNode (void) +void R_PrepareSurfaces(entity_render_t *ent) { - if (r_viewleaf->contents != CONTENTS_SOLID) - { - int portalstack; - mportal_t *p, *pstack[8192]; - msurface_t *surf, **mark, **endmark; - mleaf_t *leaf; - tinyplane_t plane; - // LordHavoc: portal-passage worldnode; follows portals leading - // outward from viewleaf, if a portal leads offscreen it is not - // followed, in indoor maps this can often cull a great deal of - // geometry away when pvs data is not present (useful with pvs as well) - - leaf = r_viewleaf; - leaf->worldnodeframe = r_framecount; - portalstack = 0; - loc0: - c_leafs++; + int i, numsurfaces, *surfacevisframes; + model_t *model; + msurface_t *surf, *surfaces, **surfchain; + vec3_t modelorg; - leaf->visframe = r_framecount; + if (!ent->model) + return; - if (leaf->nummarksurfaces) - { - mark = leaf->firstmarksurface; - endmark = mark + leaf->nummarksurfaces; - if (r_ser.integer) - { - do - { - surf = *mark++; - // make sure surfaces are only processed once - if (surf->worldnodeframe == r_framecount) - continue; - surf->worldnodeframe = r_framecount; - if (PlaneDist(r_origin, surf->plane) < surf->plane->dist) - { - if (surf->flags & SURF_PLANEBACK) - { - VectorNegate(surf->plane->normal, plane.normal); - plane.dist = -surf->plane->dist; - R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane); - } - } - else - { - if (!(surf->flags & SURF_PLANEBACK)) - R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane); - } - } - while (mark < endmark); - } - else - { - do - { - surf = *mark++; - // make sure surfaces are only processed once - if (surf->worldnodeframe == r_framecount) - continue; - surf->worldnodeframe = r_framecount; - if (PlaneDist(r_origin, surf->plane) < surf->plane->dist) - { - if (surf->flags & SURF_PLANEBACK) - surf->visframe = r_framecount; - } - else - { - if (!(surf->flags & SURF_PLANEBACK)) - surf->visframe = r_framecount; - } - } - while (mark < endmark); - } - } + model = ent->model; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + numsurfaces = model->nummodelsurfaces; + surfaces = model->surfaces + model->firstmodelsurface; + surfacevisframes = model->surfacevisframes + model->firstmodelsurface; - // follow portals into other leafs - p = leaf->portals; - for (;p;p = p->next) - { - if (DotProduct(r_origin, p->plane.normal) < p->plane.dist) - { - leaf = p->past; - if (leaf->worldnodeframe != r_framecount) - { - leaf->worldnodeframe = r_framecount; - if (leaf->contents != CONTENTS_SOLID) - { - if (R_NotCulledBox(leaf->mins, leaf->maxs)) - { - p->visframe = r_framecount; - pstack[portalstack++] = p; - goto loc0; + R_UpdateTextureInfo(ent); - loc1: - p = pstack[--portalstack]; - } - } - } - } - } + if (r_dynamic.integer && !r_shadow_realtime_dlight.integer) + R_MarkLights(ent); - if (portalstack) - goto loc1; + if (model->light_ambient != r_ambient.value || model->light_scalebit != r_lightmapscalebit) + { + model->light_ambient = r_ambient.value; + model->light_scalebit = r_lightmapscalebit; + for (i = 0;i < model->nummodelsurfaces;i++) + model->surfaces[i + model->firstmodelsurface].cached_dlight = true; } else { - mnode_t *nodestack[8192], *node = cl.worldmodel->nodes; - int nodestackpos = 0; - // LordHavoc: recursive descending worldnode; if portals are not - // available, this is a good last resort, can cull large amounts of - // geometry, but is more time consuming than portal-passage and renders - // things behind walls - -loc2: - if (R_NotCulledBox(node->mins, node->maxs)) + for (i = 0;i < model->light_styles;i++) { - if (node->numsurfaces) + if (model->light_stylevalue[i] != d_lightstylevalue[model->light_style[i]]) { - if (r_ser.integer) - { - msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces; - tinyplane_t plane; - if (PlaneDiff (r_origin, node->plane) < 0) - { - for (;surf < surfend;surf++) - { - if (surf->flags & SURF_PLANEBACK) - { - VectorNegate(surf->plane->normal, plane.normal); - plane.dist = -surf->plane->dist; - R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, &plane); - } - } - } - else - { - for (;surf < surfend;surf++) - { - if (!(surf->flags & SURF_PLANEBACK)) - R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane); - } - } - } - else - { - msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces; - if (PlaneDiff (r_origin, node->plane) < 0) - { - for (;surf < surfend;surf++) - { - if (surf->flags & SURF_PLANEBACK) - surf->visframe = r_framecount; - } - } - else - { - for (;surf < surfend;surf++) - { - if (!(surf->flags & SURF_PLANEBACK)) - surf->visframe = r_framecount; - } - } - } + model->light_stylevalue[i] = d_lightstylevalue[model->light_style[i]]; + for (surfchain = model->light_styleupdatechains[i];*surfchain;surfchain++) + (**surfchain).cached_dlight = true; } + } + } - // recurse down the children - if (node->children[0]->contents >= 0) + for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++) + { + if (surfacevisframes[i] == r_framecount) + { +#if !WORLDNODECULLBACKFACES + // mark any backface surfaces as not visible + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) { - if (node->children[1]->contents >= 0) - { - if (nodestackpos < 8192) - nodestack[nodestackpos++] = node->children[1]; - node = node->children[0]; - goto loc2; - } - else - ((mleaf_t *)node->children[1])->visframe = r_framecount; - node = node->children[0]; - goto loc2; + if (!(surf->flags & SURF_PLANEBACK)) + surfacevisframes[i] = -1; } else { - ((mleaf_t *)node->children[0])->visframe = r_framecount; - if (node->children[1]->contents >= 0) - { - node = node->children[1]; - goto loc2; - } - else if (nodestackpos > 0) - { - ((mleaf_t *)node->children[1])->visframe = r_framecount; - node = nodestack[--nodestackpos]; - goto loc2; - } + if ((surf->flags & SURF_PLANEBACK)) + surfacevisframes[i] = -1; + } + if (surfacevisframes[i] == r_framecount) +#endif + { + c_faces++; + surf->visframe = r_framecount; + if (surf->cached_dlight && surf->lightmaptexture != NULL && !r_vertexsurfaces.integer) + R_BuildLightMap(ent, surf); } } - else if (nodestackpos > 0) + } +} + +void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains) +{ + int i; + texture_t *t; + if (ent->model == NULL) + return; + R_Mesh_Matrix(&ent->matrix); + for (i = 0, t = ent->model->textures;i < ent->model->numtextures;i++, t++) + if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL) + t->shader->shaderfunc[type](ent, t->currentframe, chains[i]); +} + +static void R_DrawPortal_Callback(const void *calldata1, int calldata2) +{ + int i; + float *v; + rmeshstate_t m; + const entity_render_t *ent = calldata1; + const mportal_t *portal = ent->model->portals + calldata2; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + R_Mesh_Matrix(&ent->matrix); + R_Mesh_State(&m); + R_Mesh_GetSpace(portal->numpoints); + i = portal - ent->model->portals; + GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale, + ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale, + ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale, + 0.125f); + if (PlaneDiff(r_origin, (&portal->plane)) > 0) + { + for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3) + VectorCopy(portal->points[i].position, v); + } + else + for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3) + VectorCopy(portal->points[i].position, v); + R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements); +} + +static void R_DrawPortals(entity_render_t *ent) +{ + int i; + mportal_t *portal, *endportal; + float temp[3], center[3], f; + if (ent->model == NULL) + return; + for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++) + { + if ((portal->here->pvsframe == ent->model->pvsframecount || portal->past->pvsframe == ent->model->pvsframecount) && portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) { - node = nodestack[--nodestackpos]; - goto loc2; + VectorClear(temp); + for (i = 0;i < portal->numpoints;i++) + VectorAdd(temp, portal->points[i].position, temp); + f = ixtable[portal->numpoints]; + VectorScale(temp, f, temp); + Matrix4x4_Transform(&ent->matrix, temp, center); + R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->portals); } } } -static int r_portalframecount = 0; +void R_PrepareBrushModel(entity_render_t *ent) +{ + int i, numsurfaces, *surfacevisframes, *surfacepvsframes; + msurface_t *surf; + model_t *model; +#if WORLDNODECULLBACKFACES + vec3_t modelorg; +#endif -static void R_PVSWorldNode() + // because bmodels can be reused, we have to decide which things to render + // from scratch every time + model = ent->model; + if (model == NULL) + return; +#if WORLDNODECULLBACKFACES + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); +#endif + numsurfaces = model->nummodelsurfaces; + surf = model->surfaces + model->firstmodelsurface; + surfacevisframes = model->surfacevisframes + model->firstmodelsurface; + surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface; + for (i = 0;i < numsurfaces;i++, surf++) + { +#if WORLDNODECULLBACKFACES + // mark any backface surfaces as not visible + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) + { + if ((surf->flags & SURF_PLANEBACK)) + surfacevisframes[i] = r_framecount; + } + else if (!(surf->flags & SURF_PLANEBACK)) + surfacevisframes[i] = r_framecount; +#else + surfacevisframes[i] = r_framecount; +#endif + surf->dlightframe = -1; + } + R_PrepareSurfaces(ent); +} + +void R_SurfaceWorldNode (entity_render_t *ent) { - int portalstack, i; - mportal_t *p, *pstack[8192]; - msurface_t *surf, **mark, **endmark; + int i, *surfacevisframes, *surfacepvsframes, surfnum; + msurface_t *surf; mleaf_t *leaf; - tinyplane_t plane; - byte *worldvis; + model_t *model; + vec3_t modelorg; - worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel); + // equivilant to quake's RecursiveWorldNode but faster and more effective + model = ent->model; + if (model == NULL) + return; + surfacevisframes = model->surfacevisframes + model->firstmodelsurface; + surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - leaf = r_viewleaf; - leaf->worldnodeframe = r_framecount; - portalstack = 0; -loc0: - c_leafs++; + for (leaf = model->pvsleafchain;leaf;leaf = leaf->pvschain) + { + if (!R_CullBox (leaf->mins, leaf->maxs)) + { + c_leafs++; + leaf->visframe = r_framecount; + } + } - leaf->visframe = r_framecount; + for (i = 0;i < model->pvssurflistlength;i++) + { + surfnum = model->pvssurflist[i]; + surf = model->surfaces + surfnum; +#if WORLDNODECULLBACKFACES + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) + { + if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs)) + surfacevisframes[surfnum] = r_framecount; + } + else + { + if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs)) + surfacevisframes[surfnum] = r_framecount; + } +#else + if (!R_CullBox (surf->poly_mins, surf->poly_maxs)) + surfacevisframes[surfnum] = r_framecount; +#endif + } +} - if (leaf->nummarksurfaces) +static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) +{ + int c, leafstackpos, *mark, *surfacevisframes; +#if WORLDNODECULLBACKFACES + int n; + msurface_t *surf; +#endif + mleaf_t *leaf, *leafstack[8192]; + mportal_t *p; + vec3_t modelorg; + msurface_t *surfaces; + if (ent->model == NULL) + return; + // LordHavoc: portal-passage worldnode with PVS; + // follows portals leading outward from viewleaf, does not venture + // offscreen or into leafs that are not visible, faster than Quake's + // RecursiveWorldNode + surfaces = ent->model->surfaces; + surfacevisframes = ent->model->surfacevisframes; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + viewleaf->worldnodeframe = r_framecount; + leafstack[0] = viewleaf; + leafstackpos = 1; + while (leafstackpos) { - mark = leaf->firstmarksurface; - endmark = mark + leaf->nummarksurfaces; - if (r_ser.integer) + c_leafs++; + leaf = leafstack[--leafstackpos]; + leaf->visframe = r_framecount; + // draw any surfaces bounding this leaf + if (leaf->nummarksurfaces) { - do + for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) { - surf = *mark++; - // make sure surfaces are only processed once - if (surf->worldnodeframe == r_framecount) - continue; - surf->worldnodeframe = r_framecount; - if (PlaneDist(r_origin, surf->plane) < surf->plane->dist) +#if WORLDNODECULLBACKFACES + n = *mark++; + if (surfacevisframes[n] != r_framecount) { - if (surf->flags & SURF_PLANEBACK) + surf = surfaces + n; + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) { - VectorNegate(surf->plane->normal, plane.normal); - plane.dist = -surf->plane->dist; - R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane); + if ((surf->flags & SURF_PLANEBACK)) + surfacevisframes[n] = r_framecount; + } + else + { + if (!(surf->flags & SURF_PLANEBACK)) + surfacevisframes[n] = r_framecount; } } - else - { - if (!(surf->flags & SURF_PLANEBACK)) - R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane); - } +#else + surfacevisframes[*mark++] = r_framecount; +#endif } - while (mark < endmark); } - else + // follow portals into other leafs + for (p = leaf->portals;p;p = p->next) { - do + // LordHavoc: this DotProduct hurts less than a cache miss + // (which is more likely to happen if backflowing through leafs) + if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1)) { - surf = *mark++; - // make sure surfaces are only processed once - if (surf->worldnodeframe == r_framecount) - continue; - surf->worldnodeframe = r_framecount; - if (PlaneDist(r_origin, surf->plane) < surf->plane->dist) - { - if (surf->flags & SURF_PLANEBACK) - surf->visframe = r_framecount; - } - else + leaf = p->past; + if (leaf->worldnodeframe != r_framecount) { - if (!(surf->flags & SURF_PLANEBACK)) - surf->visframe = r_framecount; + leaf->worldnodeframe = r_framecount; + // FIXME: R_CullBox is absolute, should be done relative + if (leaf->pvsframe == ent->model->pvsframecount && !R_CullBox(leaf->mins, leaf->maxs)) + leafstack[leafstackpos++] = leaf; } } - while (mark < endmark); } } +} - // follow portals into other leafs - for (p = leaf->portals;p;p = p->next) +void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf) +{ + int i, j, l, c, bits, *surfacepvsframes, *mark; + mleaf_t *leaf; + qbyte *vis; + model_t *model; + + model = ent->model; + if (model && (model->pvsviewleaf != viewleaf || model->pvsviewleafnovis != r_novis.integer)) { - if (DotProduct(r_origin, p->plane.normal) < p->plane.dist) + model->pvsframecount++; + model->pvsviewleaf = viewleaf; + model->pvsviewleafnovis = r_novis.integer; + model->pvsleafchain = NULL; + model->pvssurflistlength = 0; + if (viewleaf) { - leaf = p->past; - if (leaf->worldnodeframe != r_framecount) + surfacepvsframes = model->surfacepvsframes; + vis = Mod_LeafPVS (viewleaf, model); + for (j = 0;j < model->numleafs;j += 8) { - leaf->worldnodeframe = r_framecount; - if (leaf->contents != CONTENTS_SOLID) + bits = *vis++; + if (bits) { - i = (leaf - cl.worldmodel->leafs) - 1; - if (worldvis[i>>3] & (1<<(i&7))) + l = model->numleafs - j; + if (l > 8) + l = 8; + for (i = 0;i < l;i++) { - if (R_NotCulledBox(leaf->mins, leaf->maxs)) + if (bits & (1 << i)) { - pstack[portalstack++] = p; - goto loc0; - -loc1: - p = pstack[--portalstack]; + leaf = &model->leafs[j + i + 1]; + leaf->pvschain = model->pvsleafchain; + model->pvsleafchain = leaf; + leaf->pvsframe = model->pvsframecount; + // mark surfaces bounding this leaf as visible + for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++) + surfacepvsframes[*mark] = model->pvsframecount; } } } } + Mod_BuildPVSTextureChains(model); } } - - if (portalstack) - goto loc1; } -Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex, RSurfShader_Wall_Fog}, NULL}; -Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap, RSurfShader_Wall_Fog}, NULL}; -Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright, RSurfShader_Wall_Fog}, NULL}; -Cshader_t Cshader_water = {{NULL, RSurfShader_Water, NULL}, NULL}; -Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL, NULL}, NULL}; - -int Cshader_count = 5; -Cshader_t *Cshaders[5] = -{ - &Cshader_wall_vertex, - &Cshader_wall_lightmap, - &Cshader_wall_fullbright, - &Cshader_water, - &Cshader_sky -}; - -void R_PrepareSurfaces(void) +void R_WorldVisibility (entity_render_t *ent) { - int i; - texture_t *t; - model_t *model; - msurface_t *surf; - - for (i = 0;i < Cshader_count;i++) - Cshaders[i]->chain = NULL; + vec3_t modelorg; + mleaf_t *viewleaf; - model = currentrenderentity->model; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + viewleaf = Mod_PointInLeaf (modelorg, ent->model); + R_PVSUpdate(ent, viewleaf); - for (i = 0;i < model->nummodelsurfaces;i++) - { - surf = model->modelsortedsurfaces[i]; - if (surf->visframe == r_framecount) - { - if (surf->insertframe != r_framecount) - { - surf->insertframe = r_framecount; - c_faces++; - // manually inlined R_TextureAnimation - //t = R_TextureAnimation(surf->texinfo->texture); - t = surf->texinfo->texture; - if (t->alternate_anims != NULL && currentrenderentity->frame) - t = t->alternate_anims; - if (t->anim_total >= 2) - t = t->anim_frames[(int)(cl.time * 5.0f) % t->anim_total]; - surf->currenttexture = t; - } + if (!viewleaf) + return; - surf->chain = surf->shader->chain; - surf->shader->chain = surf; - } - } + if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID) + R_SurfaceWorldNode (ent); + else + R_PortalWorldNode (ent, viewleaf); } -void R_DrawSurfaces (int type) +void R_DrawWorld (entity_render_t *ent) { - int i, stage; - msurface_t *surf; - Cshader_t *shader; - - for (i = 0;i < Cshader_count;i++) - { - shader = Cshaders[i]; - if (shader->chain && shader->shaderfunc[type]) - for (stage = 0;stage < 1000;stage++) - for (surf = shader->chain;surf;surf = surf->chain) - if (shader->shaderfunc[type](stage, surf)) - goto done; -done:; - } + if (ent->model == NULL) + return; + R_PrepareSurfaces(ent); + R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->pvstexturechains); + R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->pvstexturechains); + if (r_drawportals.integer) + R_DrawPortals(ent); } -void R_DrawSurfacesAll (void) +void R_Model_Brush_DrawSky (entity_render_t *ent) { - R_DrawSurfaces(SHADERSTAGE_SKY); - R_DrawSurfaces(SHADERSTAGE_NORMAL); - R_DrawSurfaces(SHADERSTAGE_FOG); + if (ent->model == NULL) + return; + if (ent != &cl_entities[0].render) + R_PrepareBrushModel(ent); + R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->pvstexturechains); } -static float portalpointbuffer[256][3]; +void R_Model_Brush_Draw (entity_render_t *ent) +{ + if (ent->model == NULL) + return; + c_bmodels++; + if (ent != &cl_entities[0].render) + R_PrepareBrushModel(ent); + R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->pvstexturechains); +} -void R_DrawPortals(void) +void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius) { - int drawportals, i; -// mleaf_t *leaf, *endleaf; - mportal_t *portal, *endportal; - mvertex_t *point/*, *endpoint*/; - rmeshinfo_t m; - drawportals = r_drawportals.integer; - if (drawportals < 1) + int i; + msurface_t *surf; + float projectdistance, f, temp[3], lightradius2; + surfmesh_t *mesh; + if (ent->model == NULL) return; - /* - leaf = cl.worldmodel->leafs; - endleaf = leaf + cl.worldmodel->numleafs; - for (;leaf < endleaf;leaf++) + R_Mesh_Matrix(&ent->matrix); + lightradius2 = lightradius * lightradius; + R_UpdateTextureInfo(ent); + projectdistance = 1000000000.0f;//lightradius + ent->model->radius; + for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++) { - if (leaf->visframe == r_framecount && leaf->portals) + if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST) { - i = leaf - cl.worldmodel->leafs; - r = (i & 0x0007) << 5; - g = (i & 0x0038) << 2; - b = (i & 0x01C0) >> 1; - portal = leaf->portals; - while (portal) + f = PlaneDiff(relativelightorigin, surf->plane); + if (surf->flags & SURF_PLANEBACK) + f = -f; + // draw shadows only for frontfaces and only if they are close + if (f >= 0.1 && f < lightradius) { - transpolybegin(0, 0, 0, TPOLYTYPE_ALPHA); - point = portal->points + portal->numpoints - 1; - endpoint = portal->points; - for (;point >= endpoint;point--) - transpolyvertub(point->position[0], point->position[1], point->position[2], 0, 0, r, g, b, 32); - transpolyend(); - portal = portal->next; + temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0]; + temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1]; + temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2]; + if (DotProduct(temp, temp) < lightradius2) + { + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_GetSpace(mesh->numverts); + R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts); + R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance); + } + } } } } - */ - memset(&m, 0, sizeof(m)); - m.transparent = true; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - m.vertex = &portalpointbuffer[0][0]; - m.vertexstep = sizeof(float[3]); - m.ca = 0.125; - for (portal = cl.worldmodel->portals, endportal = portal + cl.worldmodel->numportals;portal < endportal;portal++) +} + +void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) +{ + int surfnum; + msurface_t *surf; + texture_t *t; + surfmesh_t *mesh; + if (ent->model == NULL) + return; + R_Mesh_Matrix(&ent->matrix); + R_UpdateTextureInfo(ent); + for (surfnum = 0;surfnum < numsurfaces;surfnum++) { - if (portal->visframe == r_portalframecount) + surf = surflist[surfnum]; + if (surf->visframe == r_framecount) { - if (portal->numpoints <= 256) + t = surf->texinfo->texture->currentframe; + if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT) { - i = portal - cl.worldmodel->portals; - m.cr = ((i & 0x0007) >> 0) * (1.0f / 7.0f); - m.cg = ((i & 0x0038) >> 3) * (1.0f / 7.0f); - m.cb = ((i & 0x01C0) >> 6) * (1.0f / 7.0f); - point = portal->points; - if (PlaneDiff(r_origin, (&portal->plane)) > 0) + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - for (i = portal->numpoints - 1;i >= 0;i--) - VectorCopy(point[i].position, portalpointbuffer[i]); + R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL); + R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL); } - else - { - for (i = 0;i < portal->numpoints;i++) - VectorCopy(point[i].position, portalpointbuffer[i]); - } - R_Mesh_DrawPolygon(&m, portal->numpoints); } } } } -void R_SetupForBModelRendering(void) +void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) { - int i; - msurface_t *s; - model_t *model; - vec3_t modelorg; - - // because bmodels can be reused, we have to decide which things to render - // from scratch every time - - model = currentrenderentity->model; - - softwaretransformforentity (currentrenderentity); - softwareuntransform(r_origin, modelorg); - - for (i = 0;i < model->nummodelsurfaces;i++) + int surfnum; + msurface_t *surf; + texture_t *t; + float f, lightmins[3], lightmaxs[3]; + surfmesh_t *mesh; + if (ent->model == NULL) + return; + R_Mesh_Matrix(&ent->matrix); + lightmins[0] = relativelightorigin[0] - lightradius; + lightmins[1] = relativelightorigin[1] - lightradius; + lightmins[2] = relativelightorigin[2] - lightradius; + lightmaxs[0] = relativelightorigin[0] + lightradius; + lightmaxs[1] = relativelightorigin[1] + lightradius; + lightmaxs[2] = relativelightorigin[2] + lightradius; + R_UpdateTextureInfo(ent); + if (ent != &cl_entities[0].render) { - s = model->modelsortedsurfaces[i]; - if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0)) - s->visframe = r_framecount; - else - s->visframe = -1; - s->worldnodeframe = -1; - s->lightframe = -1; - s->dlightframe = -1; - s->insertframe = -1; + // bmodel, cull crudely to view and light + for (surfnum = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;surfnum < ent->model->nummodelsurfaces;surfnum++, surf++) + { + if (BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs)) + { + f = PlaneDiff(relativelightorigin, surf->plane); + if (surf->flags & SURF_PLANEBACK) + f = -f; + if (f >= -0.1 && f < lightradius) + { + f = PlaneDiff(relativeeyeorigin, surf->plane); + if (surf->flags & SURF_PLANEBACK) + f = -f; + if (f > 0) + { + t = surf->texinfo->texture->currentframe; + if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT) + { + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL); + R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL); + } + } + } + } + } + } } -} - -void R_SetupForWorldRendering(void) -{ - // there is only one instance of the world, but it can be rendered in - // multiple stages - - currentrenderentity = &cl_entities[0].render; - softwaretransformidentity(); -} - -static void R_SurfMarkLights (void) -{ - int i; - msurface_t *s; - - if (r_dynamic.integer) - R_MarkLights(); - - if (!r_vertexsurfaces.integer) + else { - for (i = 0;i < currentrenderentity->model->nummodelsurfaces;i++) + // world, already culled to view, just cull to light + for (surfnum = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;surfnum < ent->model->nummodelsurfaces;surfnum++, surf++) { - s = currentrenderentity->model->modelsortedsurfaces[i]; - if (s->visframe == r_framecount && s->lightmaptexture != NULL) + if (surf->visframe == r_framecount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs)) { - if (s->cached_dlight - || s->cached_ambient != r_ambient.value - || s->cached_lightscalebit != lightscalebit) - R_BuildLightMap(s, false); // base lighting changed - else if (r_dynamic.integer) + f = PlaneDiff(relativelightorigin, surf->plane); + if (surf->flags & SURF_PLANEBACK) + f = -f; + if (f >= -0.1 && f < lightradius) { - if (s->styles[0] != 255 && (d_lightstylevalue[s->styles[0]] != s->cached_light[0] - || (s->styles[1] != 255 && (d_lightstylevalue[s->styles[1]] != s->cached_light[1] - || (s->styles[2] != 255 && (d_lightstylevalue[s->styles[2]] != s->cached_light[2] - || (s->styles[3] != 255 && (d_lightstylevalue[s->styles[3]] != s->cached_light[3])))))))) - //if (s->cached_light[0] != d_lightstylevalue[s->styles[0]] - // || s->cached_light[1] != d_lightstylevalue[s->styles[1]] - // || s->cached_light[2] != d_lightstylevalue[s->styles[2]] - // || s->cached_light[3] != d_lightstylevalue[s->styles[3]]) - R_BuildLightMap(s, false); // base lighting changed - else if (s->dlightframe == r_framecount && r_dlightmap.integer) - R_BuildLightMap(s, true); // only dlights + t = surf->texinfo->texture->currentframe; + if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT) + { + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL); + R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL); + } + } } } } } } -void R_MarkWorldLights(void) +static void gl_surf_start(void) { - R_SetupForWorldRendering(); - R_SurfMarkLights(); } -/* -============= -R_DrawWorld -============= -*/ -void R_DrawWorld (void) +static void gl_surf_shutdown(void) { - R_SetupForWorldRendering(); - - if (r_viewleaf->contents == CONTENTS_SOLID || r_novis.integer || r_viewleaf->compressed_vis == NULL) - R_SolidWorldNode (); - else - R_PVSWorldNode (); } -/* -================= -R_DrawBrushModel -================= -*/ -void R_DrawBrushModelSky (void) +static void gl_surf_newmap(void) { - R_SetupForBModelRendering(); - - R_PrepareSurfaces(); - R_DrawSurfaces(SHADERSTAGE_SKY); } -void R_DrawBrushModelNormal (void) +void GL_Surf_Init(void) { - c_bmodels++; - - // have to flush queue because of possible lightmap reuse - R_Mesh_Render(); - - R_SetupForBModelRendering(); - - R_SurfMarkLights(); + int i; + dlightdivtable[0] = 4194304; + for (i = 1;i < 32768;i++) + dlightdivtable[i] = 4194304 / (i << 7); - R_PrepareSurfaces(); + Cvar_RegisterVariable(&r_ambient); + Cvar_RegisterVariable(&r_vertexsurfaces); + Cvar_RegisterVariable(&r_dlightmap); + Cvar_RegisterVariable(&r_drawportals); + Cvar_RegisterVariable(&r_testvis); + Cvar_RegisterVariable(&r_floatbuildlightmap); + Cvar_RegisterVariable(&r_detailtextures); + Cvar_RegisterVariable(&r_surfaceworldnode); - if (!skyrendermasked) - R_DrawSurfaces(SHADERSTAGE_SKY); - R_DrawSurfaces(SHADERSTAGE_NORMAL); - R_DrawSurfaces(SHADERSTAGE_FOG); + R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); } +