X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=0312e8ad6cee127cfcedce37ac295543471db97a;hp=57f23523c075a5d43688cb1e0ab9c3a93f383b9a;hb=2c9a5ab6c19379d987f0ac0a284e86833fc33770;hpb=a6921ceb0abd7125dace5eb2b418ff1770504a44 diff --git a/gl_rsurf.c b/gl_rsurf.c index 57f23523..0312e8ad 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -21,24 +21,18 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" #include "r_shadow.h" +#include "portals.h" #define MAX_LIGHTMAP_SIZE 256 -static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting -static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting - -static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; - cvar_t r_ambient = {0, "r_ambient", "0"}; cvar_t r_drawportals = {0, "r_drawportals", "0"}; cvar_t r_testvis = {0, "r_testvis", "0"}; -cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"}; cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"}; cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"}; cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"}; cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"}; -cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"}; // flag arrays used for visibility checking on world model // (all other entities have no per-surface/per-leaf visibility checks) @@ -46,181 +40,9 @@ cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"}; qbyte r_pvsbits[(32768+7)>>3]; // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs qbyte r_worldleafvisible[32768]; -// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_surfaces +// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces qbyte r_worldsurfacevisible[262144]; -static int dlightdivtable[32768]; - -static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface) -{ - 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, impact[3], local[3], planenormal[3], planedist; - dlight_t *light; - - lit = false; - - smax = (surface->extents[0] >> 4) + 1; - tmax = (surface->extents[1] >> 4) + 1; - smax3 = smax * 3; - - for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) - { - if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) - continue; // not lit by this light - - Matrix4x4_Transform(matrix, light->origin, local); - VectorCopy(surface->mesh.data_normal3f, planenormal); - planedist = DotProduct(surface->mesh.data_vertex3f, planenormal); - dist = DotProduct(local, planenormal) - planedist; - - // for comparisons to minimum acceptable light - // compensate for LIGHTOFFSET - maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET; - - dist2 = dist * dist; - dist2 += LIGHTOFFSET; - if (dist2 >= maxdist) - continue; - - VectorMA(local, -dist, planenormal, impact); - - impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0]; - impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1]; - - s = bound(0, impacts, smax * 16) - impacts; - t = bound(0, impactt, tmax * 16) - impactt; - i = s * s + t * t + dist2; - if (i > maxdist) - continue; - - // reduce calculations - for (s = 0, i = impacts; s < smax; s++, i -= 16) - sdtable[s] = i * i + dist2; - - maxdist3 = maxdist - dist2; - - // convert to 8.8 blocklights format - red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f); - green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f); - blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f); - subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f); - bl = intblocklights; - - i = impactt; - for (t = 0;t < tmax;t++, i -= 16) - { - 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) - { - k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract; - if (k > 0) - { - bl[0] += (red * k); - bl[1] += (green * k); - bl[2] += (blue * k); - lit = true; - } - } - bl += 3; - } - } - else // skip line - bl += smax3; - } - } - return lit; -} - -static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface) -{ - 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, planenormal[3], planedist; - dlight_t *light; - - lit = false; - - smax = (surface->extents[0] >> 4) + 1; - tmax = (surface->extents[1] >> 4) + 1; - smax3 = smax * 3; - - for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) - { - if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) - continue; // not lit by this light - - Matrix4x4_Transform(matrix, light->origin, local); - VectorCopy(surface->mesh.data_normal3f, planenormal); - planedist = DotProduct(surface->mesh.data_vertex3f, planenormal); - dist = DotProduct(local, planenormal) - planedist; - - // for comparisons to minimum acceptable light - // compensate for LIGHTOFFSET - maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET; - - dist2 = dist * dist; - dist2 += LIGHTOFFSET; - if (dist2 >= maxdist) - continue; - - VectorMA(local, -dist, planenormal, impact); - - impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0]; - impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->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 = light->rtlight.lightmap_light[0]; - green = light->rtlight.lightmap_light[1]; - blue = light->rtlight.lightmap_light[2]; - subtract = light->rtlight.lightmap_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 @@ -228,170 +50,81 @@ R_BuildLightMap Combine and scale multiple lightmaps into the 8.8 format in blocklights =============== */ -static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) +void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) { - if (!r_floatbuildlightmap.integer) - { - int smax, tmax, i, j, size, size3, maps, stride, l; - unsigned int *bl, scale; - qbyte *lightmap, *out, *stain; - - // update cached lighting info - surface->cached_dlight = 0; - - smax = (surface->extents[0]>>4)+1; - tmax = (surface->extents[1]>>4)+1; - size = smax*tmax; - size3 = size*3; - lightmap = surface->samples; - - // set to full bright if no light data - bl = intblocklights; - if (!ent->model->brushq1.lightdata) - { - for (i = 0;i < size3;i++) - bl[i] = 255*256; - } - else - { - // clear to no light - memset(bl, 0, size*3*sizeof(unsigned int)); - - if (surface->dlightframe == r_framecount) - { - surface->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surface); - if (surface->cached_dlight) - c_light_polys++; - } + int smax, tmax, i, j, size, size3, maps, stride, l; + unsigned int *bl, scale; + qbyte *lightmap, *out, *stain; + static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting + static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; - // add all the lightmaps - if (lightmap) - { - bl = intblocklights; - for (maps = 0;maps < MAXLIGHTMAPS && surface->styles[maps] != 255;maps++, lightmap += size3) - for (scale = d_lightstylevalue[surface->styles[maps]], i = 0;i < size3;i++) - bl[i] += lightmap[i] * scale; - } - } + // update cached lighting info + surface->cached_dlight = 0; - stain = surface->stainsamples; - bl = intblocklights; - out = templight; - // the >> 16 shift adjusts down 8 bits to account for the stainmap - // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will - // be doubled during rendering to achieve 2x overbright - // (0 = 0.0, 128 = 1.0, 256 = 2.0) - if (ent->model->brushq1.lightmaprgba) - { - stride = (surface->lightmaptexturestride - smax) * 4; - for (i = 0;i < tmax;i++, out += stride) - { - for (j = 0;j < smax;j++) - { - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - *out++ = 255; - } - } - } - else - { - stride = (surface->lightmaptexturestride - smax) * 3; - for (i = 0;i < tmax;i++, out += stride) - { - for (j = 0;j < smax;j++) - { - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - } - } - } + smax = (surface->lightmapinfo->extents[0]>>4)+1; + tmax = (surface->lightmapinfo->extents[1]>>4)+1; + size = smax*tmax; + size3 = size*3; + lightmap = surface->lightmapinfo->samples; - R_UpdateTexture(surface->lightmaptexture, templight); +// set to full bright if no light data + bl = intblocklights; + if (!ent->model->brushq1.lightdata) + { + for (i = 0;i < size3;i++) + bl[i] = 255*256; } else { - int smax, tmax, i, j, size, size3, maps, stride, l; - float *bl, scale; - qbyte *lightmap, *out, *stain; - - // update cached lighting info - surface->cached_dlight = 0; - - smax = (surface->extents[0]>>4)+1; - tmax = (surface->extents[1]>>4)+1; - size = smax*tmax; - size3 = size*3; - lightmap = surface->samples; - - // set to full bright if no light data - bl = floatblocklights; - if (!ent->model->brushq1.lightdata) - { - for (i = 0;i < size3;i++) - bl[i] = 255*256; - } - else - { - memset(bl, 0, size*3*sizeof(float)); - - if (surface->dlightframe == r_framecount) - { - surface->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surface); - if (surface->cached_dlight) - c_light_polys++; - } +// clear to no light + memset(bl, 0, size*3*sizeof(unsigned int)); - // add all the lightmaps - if (lightmap) - { - bl = floatblocklights; - for (maps = 0;maps < MAXLIGHTMAPS && surface->styles[maps] != 255;maps++, lightmap += size3) - for (scale = d_lightstylevalue[surface->styles[maps]], i = 0;i < size3;i++) - bl[i] += lightmap[i] * scale; - } +// add all the lightmaps + if (lightmap) + { + bl = intblocklights; + for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3) + for (scale = d_lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++) + bl[i] += lightmap[i] * scale; } + } - stain = surface->stainsamples; - bl = floatblocklights; - out = templight; - // this scaling adjusts down 8 bits to account for the stainmap - // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will - // be doubled during rendering to achieve 2x overbright - // (0 = 0.0, 128 = 1.0, 256 = 2.0) - scale = 1.0f / (1 << 16); - if (ent->model->brushq1.lightmaprgba) + stain = surface->lightmapinfo->stainsamples; + bl = intblocklights; + out = templight; + // the >> 16 shift adjusts down 8 bits to account for the stainmap + // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will + // be doubled during rendering to achieve 2x overbright + // (0 = 0.0, 128 = 1.0, 256 = 2.0) + if (ent->model->brushq1.lightmaprgba) + { + stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 4; + for (i = 0;i < tmax;i++, out += stride) { - stride = (surface->lightmaptexturestride - smax) * 4; - for (i = 0;i < tmax;i++, out += stride) + for (j = 0;j < smax;j++) { - 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; - } + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + *out++ = 255; } } - else + } + else + { + stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 3; + for (i = 0;i < tmax;i++, out += stride) { - stride = (surface->lightmaptexturestride - smax) * 3; - for (i = 0;i < tmax;i++, out += stride) + for (j = 0;j < smax;j++) { - 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); - } + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); } } - - R_UpdateTexture(surface->lightmaptexture, templight); } + + R_UpdateTexture(surface->lightmaptexture, templight); } void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8]) @@ -435,15 +168,15 @@ loc0: impact[2] = origin[2] - node->plane->normal[2] * ndist; } - for (surface = model->brush.data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++) + for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++) { - if (surface->stainsamples) + if (surface->lightmapinfo->stainsamples) { - smax = (surface->extents[0] >> 4) + 1; - tmax = (surface->extents[1] >> 4) + 1; + smax = (surface->lightmapinfo->extents[0] >> 4) + 1; + tmax = (surface->lightmapinfo->extents[1] >> 4) + 1; - impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0]; - impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1]; + impacts = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]; + impactt = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]; s = bound(0, impacts, smax * 16) - impacts; t = bound(0, impactt, tmax * 16) - impactt; @@ -455,7 +188,7 @@ loc0: for (s = 0, i = impacts; s < smax; s++, i -= 16) sdtable[s] = i * i + dist2; - bl = surface->stainsamples; + bl = surface->lightmapinfo->stainsamples; smax3 = smax * 3; stained = false; @@ -523,7 +256,7 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int entity_render_t *ent; model_t *model; vec3_t org; - if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes) + if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata) return; fcolor[0] = cr1; fcolor[1] = cg1; @@ -539,7 +272,7 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int // look for embedded bmodels for (n = 0;n < cl_num_brushmodel_entities;n++) { - ent = cl_brushmodel_entities[n]; + ent = &cl_entities[cl_brushmodel_entities[n]].render; model = ent->model; if (model && model->name[0] == '*') { @@ -562,816 +295,142 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ============================================================= */ -static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles) +static void R_DrawPortal_Callback(const void *calldata1, int calldata2) { int i; - float scale; - const qbyte *lm; - if (styles[0] != 255) - { - for (i = 0;i < numverts;i++, c += 4) - { - lm = samples + lightmapoffsets[i]; - scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (styles[1] != 255) - { - lm += size3; - scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (styles[2] != 255) - { - 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); - } - } - } - } - } -} + float *v; + rmeshstate_t m; + const mportal_t *portal = calldata1; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); + R_Mesh_Matrix(&r_identitymatrix); -static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg) -{ - int i; - float diff[3], f; - if (fogenabled) - { - for (i = 0;i < numverts;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff))); - VectorScale(c, f, c); - } - } - else if (colorscale != 1) - for (i = 0;i < numverts;i++, c += 4) - VectorScale(c, colorscale, c); -} + memset(&m, 0, sizeof(m)); + m.pointer_vertex = varray_vertex3f; + R_Mesh_State(&m); -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], f; - r *= colorscale; - g *= colorscale; - b *= colorscale; - if (fogenabled) + i = calldata2; + GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f), + ((i & 0x0038) >> 3) * (1.0f / 7.0f), + ((i & 0x01C0) >> 6) * (1.0f / 7.0f), + 0.125f); + if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0) { - for (i = 0;i < numverts;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - c[0] = r * f; - c[1] = g * f; - c[2] = b * f; - c[3] = a; - } + for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3) + VectorCopy(portal->points[i].position, v); } else - { - for (i = 0;i < numverts;i++, c += 4) - { - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = a; - } - } -} - -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 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; - } + for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3) + VectorCopy(portal->points[i].position, v); + GL_LockArrays(0, portal->numpoints); + R_Mesh_Draw(0, portal->numpoints, portal->numpoints - 2, polygonelements); + GL_LockArrays(0, 0); } -static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale) +// LordHavoc: this is just a nice debugging tool, very slow +static void R_DrawPortals(void) { - float f; - const float *v; - float *c; - int i, l, lit = false; - const dlight_t *light; - vec3_t lightorigin; - for (l = 0;l < r_numdlights;l++) + int i, leafnum;//, portalnum; + mportal_t *portal; + float center[3], f; + model_t *model = r_refdef.worldmodel; + if (model == NULL) + return; + for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++) { - if (dlightbits[l >> 5] & (1 << (l & 31))) + if (r_worldleafvisible[leafnum]) { - light = &r_dlight[l]; - Matrix4x4_Transform(matrix, light->origin, lightorigin); - for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4) + //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++) + for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next) { - f = VectorDistance2(v, lightorigin) + LIGHTOFFSET; - if (f < light->rtlight.lightmap_cullradius2) + if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) + if (!R_CullBox(portal->mins, portal->maxs)) { - f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale; - VectorMA(c, f, light->rtlight.lightmap_light, c); - lit = true; + VectorClear(center); + for (i = 0;i < portal->numpoints;i++) + VectorAdd(center, portal->points[i].position, center); + f = ixtable[portal->numpoints]; + VectorScale(center, f, center); + //R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum); + R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, leafnum); } } } } - return lit; } -void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) +static void R_DrawCollisionBrush(colbrushf_t *brush) { - t->currentmaterialflags = t->basematerialflags; - t->currentalpha = ent->alpha; - if (t->basematerialflags & MATERIALFLAG_WATERALPHA) - t->currentalpha *= r_wateralpha.value; - if (ent->effects & EF_ADDITIVE) - t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT; - if (t->currentalpha < 1 || t->skin.fog != NULL) - t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT; - // we don't need to set currentframe if t->animated is false because - // it was already set up by the texture loader for non-animating - if (t->animated) - t->currentframe = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0]; + int i; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = brush->points->v; + R_Mesh_State(&m); + i = (int)(((size_t)brush) / sizeof(colbrushf_t)); + GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); + GL_LockArrays(0, brush->numpoints); + R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements); + GL_LockArrays(0, 0); } -void R_UpdateAllTextureInfo(entity_render_t *ent) +static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface) { int i; - if (ent->model) - for (i = 0;i < ent->model->brush.num_textures;i++) - R_UpdateTextureInfo(ent, ent->model->brush.data_textures + i); + rmeshstate_t m; + if (!surface->num_collisiontriangles) + return; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = surface->data_collisionvertex3f; + R_Mesh_State(&m); + i = (int)(((size_t)surface) / sizeof(msurface_t)); + GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); + GL_LockArrays(0, surface->num_collisionvertices); + R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i); + GL_LockArrays(0, 0); } -static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2) +void R_WorldVisibility(void) { - const entity_render_t *ent = calldata1; - const msurface_t *surface = ent->model->brush.data_surfaces + calldata2; - rmeshstate_t m; - float base, colorscale; - vec3_t modelorg; - texture_t *texture; - float args[4] = {0.05f,0,0,0.04f}; - int turb, fullbright; + int i, j, *mark; + mleaf_t *leaf; + mleaf_t *viewleaf; + model_t *model = r_refdef.worldmodel; - texture = surface->texture; - R_UpdateTextureInfo(ent, texture); - if (texture->currentmaterialflags & MATERIALFLAG_SKY) - return; // transparent sky is too difficult + if (!model) + return; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + // if possible find the leaf the view origin is in + viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL; + // if possible fetch the visible cluster bits + if (model->brush.FatPVS) + model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits)); - GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)); - if (texture->currentmaterialflags & MATERIALFLAG_ADD) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - else - GL_BlendFunc(GL_ONE, GL_ZERO); - - turb = texture->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value; - fullbright = !(ent->flags & RENDER_LIGHT) || (texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !surface->samples; - base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f); - if (texture->currentmaterialflags & MATERIALFLAG_WATER) - base *= 0.5f; - if (texture->currentmaterialflags & MATERIALFLAG_WATER && gl_textureshader && r_watershader.value && !fogenabled && fullbright && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1) - { - // NVIDIA Geforce3 distortion texture shader on water - GL_Color(1, 1, 1, texture->currentalpha); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = surface->mesh.data_vertex3f; - m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]); - m.tex[1] = R_GetTexture(texture->skin.base); - m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_REPLACE; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f; - Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value); - Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - R_Mesh_State(&m); - - GL_ActiveTexture(0); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); - GL_ActiveTexture(1); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB); - qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]); - qglEnable(GL_TEXTURE_SHADER_NV); - - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - - qglDisable(GL_TEXTURE_SHADER_NV); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); - GL_ActiveTexture(0); - } - else - { - memset(&m, 0, sizeof(m)); - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_color = varray_color4f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.tex[0] = R_GetTexture(texture->skin.base); - if (turb) - { - // scrolling in texture matrix - Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - } - colorscale = 1; - if (gl_combine.integer) - { - m.texrgbscale[0] = 4; - colorscale *= 0.25f; - } - R_FillColors(varray_color4f, surface->mesh.num_vertices, base * ent->colormod[0], base * ent->colormod[1], base * ent->colormod[2], texture->currentalpha); - if (!fullbright) - { - if (surface->dlightframe == r_framecount) - RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surface->dlightbits, surface->mesh.num_vertices, surface->mesh.data_vertex3f, varray_color4f, 1); - if (surface->samples) - RSurf_AddLightmapToVertexColors_Color4f(surface->mesh.data_lightmapoffsets, varray_color4f,surface->mesh.num_vertices, surface->samples, ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3, surface->styles); - } - RSurf_FogColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, colorscale, surface->mesh.num_vertices, modelorg); - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - if (texture->skin.glow) - { - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - m.pointer_color = varray_color4f; - m.tex[0] = R_GetTexture(texture->skin.glow); - m.pointer_vertex = surface->mesh.data_vertex3f; - if (m.tex[0]) - { - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - if (turb) - { - // scrolling in texture matrix - Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - } - } - R_Mesh_State(&m); - RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, 1, 1, 1, texture->currentalpha, 1, surface->mesh.num_vertices, modelorg); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - if (fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD)) - { - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - m.pointer_color = varray_color4f; - m.tex[0] = R_GetTexture(texture->skin.fog); - m.pointer_vertex = surface->mesh.data_vertex3f; - if (m.tex[0]) - { - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - if (turb) - { - // scrolling in texture matrix - Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - } - } - R_Mesh_State(&m); - RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } -} + // clear the visible surface and leaf flags arrays + memset(r_worldsurfacevisible, 0, model->num_surfaces); + memset(r_worldleafvisible, 0, model->brush.num_leafs); -void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist) -{ - int texturesurfaceindex; - vec3_t tempcenter, center, modelorg; - msurface_t *surface; - qboolean dolightmap; - qboolean dobase; - qboolean doambient; - qboolean dodetail; - qboolean doglow; - qboolean dofog; - rmeshstate_t m; - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - c_faces += texturenumsurfaces; - // gl_lightmaps debugging mode skips normal texturing - if (gl_lightmaps.integer) + // if the user prefers surfaceworldnode (testing?) or the viewleaf could + // not be found, or the viewleaf is not part of the visible world + // (floating around in the void), use the pvs method + if (r_surfaceworldnode.integer || !viewleaf || viewleaf->clusterindex < 0) { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - qglDisable(GL_CULL_FACE); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + // pvs method: + // similar to quake's RecursiveWorldNode but without cache misses + for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[0] = R_GetTexture(surface->lightmaptexture); - m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; - if (surface->lightmaptexture) + // if leaf is in current pvs and on the screen, mark its surfaces + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) { - GL_Color(1, 1, 1, 1); - m.pointer_color = NULL; + c_leafs++; + r_worldleafvisible[j] = true; + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_worldsurfacevisible[*mark] = true; } - else - m.pointer_color = surface->mesh.data_lightmapcolor4f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - qglEnable(GL_CULL_FACE); - return; - } - // transparent surfaces get sorted for later drawing - if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; - tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; - tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; - Matrix4x4_Transform(&ent->matrix, tempcenter, center); - R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces); } - return; } - if (texture->currentmaterialflags & MATERIALFLAG_WALL) - { - dolightmap = (ent->flags & RENDER_LIGHT); - dobase = true; - doambient = r_ambient.value > 0; - dodetail = texture->skin.detail != NULL && r_detailtextures.integer != 0; - doglow = texture->skin.glow != NULL; - dofog = fogenabled; - // multitexture cases - if (r_textureunits.integer >= 2 && gl_combine.integer && dobase && dolightmap) - { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); - dobase = false; - m.texrgbscale[1] = 2; - dolightmap = false; - if (r_textureunits.integer >= 4 && !doambient && dodetail && doglow) - { - m.tex[2] = R_GetTexture(texture->skin.detail); - m.texrgbscale[2] = 2; - dodetail = false; - m.tex[3] = R_GetTexture(texture->skin.glow); - m.texcombinergb[3] = GL_ADD; - doglow = false; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f; - m.pointer_texcoord[3] = surface->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - else if (r_textureunits.integer >= 3 && !doambient && dodetail) - { - m.tex[2] = R_GetTexture(texture->skin.detail); - m.texrgbscale[2] = 2; - dodetail = false; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - else if (r_textureunits.integer >= 3 && !doambient && !dodetail && doglow) - { - m.tex[2] = R_GetTexture(texture->skin.glow); - m.texcombinergb[2] = GL_ADD; - doglow = false; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - m.pointer_texcoord[2] = surface->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - } - // anything not handled above - if (dobase) - { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - if (ent->flags & RENDER_LIGHT) - GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); - else - GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - GL_DepthMask(false); - if (dolightmap) - { - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[0] = R_GetTexture(surface->lightmaptexture); - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (doambient) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - memset(&m, 0, sizeof(m)); - GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1); - m.tex[0] = R_GetTexture(texture->skin.base); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (dodetail) - { - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.detail); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoorddetail2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (doglow) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.glow); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (dofog) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - GL_DepthTest(true); - memset(&m, 0, sizeof(m)); - m.pointer_color = varray_color4f; - m.tex[0] = R_GetTexture(texture->skin.glow); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - if (m.tex[0]) - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surface->mesh.num_vertices, modelorg); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - return; - } - if (texture->currentmaterialflags & MATERIALFLAG_WATER) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurfShader_Transparent_Callback(ent, surface - ent->model->brush.data_surfaces); - } - return; - } - if (texture->currentmaterialflags & MATERIALFLAG_SKY) - { - if (skyrendernow) - { - skyrendernow = false; - if (skyrendermasked) - R_Sky(); - } - // LordHavoc: HalfLife maps have freaky skypolys... - if (!ent->model->brush.ishlbsp) - { - R_Mesh_Matrix(&ent->matrix); - GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); - if (skyrendermasked) - { - // depth-only (masking) - GL_ColorMask(0,0,0,0); - // just to make sure that braindead drivers don't draw anything - // despite that colormask... - GL_BlendFunc(GL_ZERO, GL_ONE); - } - else - { - // fog sky - GL_BlendFunc(GL_ONE, GL_ZERO); - } - GL_DepthMask(true); - GL_DepthTest(true); - memset(&m, 0, sizeof(m)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - } - return; - } -} - -void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) -{ - int i, j, f, flagsmask; - msurface_t *surface, **surfacechain; - texture_t *t, *texture; - model_t *model = ent->model; - vec3_t modelorg; - const int maxsurfacelist = 1024; - int numsurfacelist = 0; - msurface_t *surfacelist[1024]; - if (model == NULL) - return; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - - if (ent != r_refdef.worldentity) - { - // because bmodels can be reused, we have to clear dlightframe every time - surface = model->brush.data_surfaces + model->firstmodelsurface; - for (i = 0;i < model->nummodelsurfaces;i++, surface++) - surface->dlightframe = -1; - } - - // update light styles - if (!skysurfaces) - { - if (r_dynamic.integer && !r_rtdlight) - R_MarkLights(ent); - for (i = 0;i < model->brushq1.light_styles;i++) - { - if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]]) - { - model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]]; - if ((surfacechain = model->brushq1.light_styleupdatechains[i])) - for (;(surface = *surfacechain);surfacechain++) - surface->cached_dlight = true; - } - } - } - - R_UpdateAllTextureInfo(ent); - flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); - f = 0; - t = NULL; - numsurfacelist = 0; - for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++) - { - if (ent != r_refdef.worldentity || r_worldsurfacevisible[j]) - { - surface = model->brush.data_surfaces + j; - if (t != surface->texture) - { - if (numsurfacelist) - { - R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist); - numsurfacelist = 0; - } - t = surface->texture; - f = t->currentmaterialflags & flagsmask; - texture = t->currentframe; - } - if (f) - { - // add face to draw list and update lightmap if necessary - if (surface->cached_dlight && surface->lightmaptexture != NULL) - R_BuildLightMap(ent, surface); - surfacelist[numsurfacelist++] = surface; - if (numsurfacelist >= maxsurfacelist) - { - R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist); - numsurfacelist = 0; - } - } - } - } - if (numsurfacelist) - R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist); -} - -static void R_DrawPortal_Callback(const void *calldata1, int calldata2) -{ - int i; - float *v; - rmeshstate_t m; - const mportal_t *portal = calldata1; - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - GL_DepthTest(true); - R_Mesh_Matrix(&r_identitymatrix); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = varray_vertex3f; - R_Mesh_State(&m); - - i = calldata2; - GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f), - ((i & 0x0038) >> 3) * (1.0f / 7.0f), - ((i & 0x01C0) >> 6) * (1.0f / 7.0f), - 0.125f); - if (PlaneDiff(r_vieworigin, (&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); - GL_LockArrays(0, portal->numpoints); - R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements); - GL_LockArrays(0, 0); -} - -// LordHavoc: this is just a nice debugging tool, very slow -static void R_DrawPortals(void) -{ - int i, portalnum; - mportal_t *portal; - float center[3], f; - model_t *model = r_refdef.worldmodel; - if (model == NULL) - return; - for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++) - { - if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) - if (!R_CullBox(portal->mins, portal->maxs)) - { - VectorClear(center); - for (i = 0;i < portal->numpoints;i++) - VectorAdd(center, portal->points[i].position, center); - f = ixtable[portal->numpoints]; - VectorScale(center, f, center); - R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum); - } - } -} - -void R_WorldVisibility(void) -{ - int i, j, *mark; - mleaf_t *leaf; - mleaf_t *viewleaf; - model_t *model = r_refdef.worldmodel; - - if (!model) - return; - - // if possible find the leaf the view origin is in - viewleaf = model->brushq1.PointInLeaf ? model->brushq1.PointInLeaf(model, r_vieworigin) : NULL; - // if possible fetch the visible cluster bits - if (model->brush.FatPVS) - model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits)); - - // clear the visible surface and leaf flags arrays - memset(r_worldsurfacevisible, 0, model->brush.num_surfaces); - memset(r_worldleafvisible, 0, model->brush.num_leafs); - - // if the user prefers surfaceworldnode (testing?) or the viewleaf could - // not be found, or the viewleaf is not part of the visible world - // (floating around in the void), use the pvs method - if (r_surfaceworldnode.integer || !viewleaf || viewleaf->clusterindex < 0) - { - // pvs method: - // similar to quake's RecursiveWorldNode but without cache misses - for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) - { - // if leaf is in current pvs and on the screen, mark its surfaces - if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) - { - c_leafs++; - r_worldleafvisible[j] = true; - if (leaf->numleafsurfaces) - for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_worldsurfacevisible[*mark] = true; - } - } - } - else + else { int leafstackpos; mportal_t *p; @@ -1424,81 +483,108 @@ void R_Q1BSP_Draw(entity_render_t *ent) c_bmodels++; if (r_drawcollisionbrushes.integer < 2) R_DrawSurfaces(ent, false); + if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes) + { + int i; + model_t *model = ent->model; + msurface_t *surface; + q3mbrush_t *brush; + R_Mesh_Matrix(&ent->matrix); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value); + for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) + if (brush->colbrushf && brush->colbrushf->numtriangles) + R_DrawCollisionBrush(brush->colbrushf); + for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) + if (surface->num_collisiontriangles) + R_DrawCollisionSurface(ent, surface); + qglPolygonOffset(0, 0); + } } -void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) +typedef struct r_q1bsp_getlightinfo_s { - model_t *model = ent->model; - vec3_t lightmins, lightmaxs; - int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; - const int *e; - const float *v[3]; - msurface_t *surface; - mleaf_t *leaf; + model_t *model; + vec3_t relativelightorigin; + float lightradius; + int *outleaflist; + qbyte *outleafpvs; + int outnumleafs; + int *outsurfacelist; + qbyte *outsurfacepvs; + int outnumsurfaces; + vec3_t outmins; + vec3_t outmaxs; + vec3_t lightmins; + vec3_t lightmaxs; const qbyte *pvs; - 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; - *outnumclusterspointer = 0; - *outnumsurfacespointer = 0; - memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes); - memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3); - if (model == NULL) +} +r_q1bsp_getlightinfo_t; + +void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node) +{ + int sides; + mleaf_t *leaf; + for (;;) { - VectorCopy(lightmins, outmins); - VectorCopy(lightmaxs, outmaxs); - return; + if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs)) + return; + if (!node->plane) + break; + sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, node->plane) - 1; + if (sides == 2) + { + R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]); + node = node->children[1]; + } + else + node = node->children[sides]; } - VectorCopy(relativelightorigin, outmins); - VectorCopy(relativelightorigin, outmaxs); - if (model->brush.GetPVS) - pvs = model->brush.GetPVS(model, relativelightorigin); - else - pvs = NULL; - R_UpdateAllTextureInfo(ent); - // FIXME: use BSP recursion as lights are often small - for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++) + leaf = (mleaf_t *)node; + if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex)) { - if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) + info->outmins[0] = min(info->outmins[0], leaf->mins[0]); + info->outmins[1] = min(info->outmins[1], leaf->mins[1]); + info->outmins[2] = min(info->outmins[2], leaf->mins[2]); + info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]); + info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]); + info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]); + if (info->outleafpvs) { - outmins[0] = min(outmins[0], leaf->mins[0]); - outmins[1] = min(outmins[1], leaf->mins[1]); - outmins[2] = min(outmins[2], leaf->mins[2]); - outmaxs[0] = max(outmaxs[0], leaf->maxs[0]); - outmaxs[1] = max(outmaxs[1], leaf->maxs[1]); - outmaxs[2] = max(outmaxs[2], leaf->maxs[2]); - if (outclusterpvs) + int leafindex = leaf - info->model->brush.data_leafs; + if (!CHECKPVSBIT(info->outleafpvs, leafindex)) { - if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) - { - SETPVSBIT(outclusterpvs, leaf->clusterindex); - outclusterlist[outnumclusters++] = leaf->clusterindex; - } + SETPVSBIT(info->outleafpvs, leafindex); + info->outleaflist[info->outnumleafs++] = leafindex; } - if (outsurfacepvs) + } + if (info->outsurfacepvs) + { + int leafsurfaceindex; + for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++) { - for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++) + int surfaceindex = leaf->firstleafsurface[leafsurfaceindex]; + if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex)) { - surfaceindex = leaf->firstleafsurface[leafsurfaceindex]; - if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) + msurface_t *surface = info->model->data_surfaces + surfaceindex; + if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)) + if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) { - surface = model->brush.data_surfaces + surfaceindex; - if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) && !surface->texture->skin.fog) + int triangleindex, t; + const int *e; + const vec_t *v[3]; + for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3) { - for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3) + v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3; + v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3; + v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3; + if (PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) { - v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - { - SETPVSBIT(outsurfacepvs, surfaceindex); - outsurfacelist[outnumsurfaces++] = surfaceindex; - break; - } + SETPVSBIT(info->outsurfacepvs, surfaceindex); + info->outsurfacelist[info->outnumsurfaces++] = surfaceindex; + break; } } } @@ -1506,791 +592,240 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa } } } - - // limit combined leaf box to light boundaries - outmins[0] = max(outmins[0], lightmins[0]); - outmins[1] = max(outmins[1], lightmins[1]); - outmins[2] = max(outmins[2], lightmins[2]); - outmaxs[0] = min(outmaxs[0], lightmaxs[0]); - outmaxs[1] = min(outmaxs[1], lightmaxs[1]); - outmaxs[2] = min(outmaxs[2], lightmaxs[2]); - - *outnumclusterspointer = outnumclusters; - *outnumsurfacespointer = outnumsurfaces; } -void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs) +void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) { - model_t *model = ent->model; - msurface_t *surface; - int surfacelistindex; - if (r_drawcollisionbrushes.integer < 2) - { - R_Mesh_Matrix(&ent->matrix); - R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; - R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); - } - R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); - } -} - -void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist) -{ - model_t *model = ent->model; - msurface_t *surface; - texture_t *t; - int surfacelistindex; - if (r_drawcollisionbrushes.integer < 2) + r_q1bsp_getlightinfo_t info; + VectorCopy(relativelightorigin, info.relativelightorigin); + info.lightradius = lightradius; + info.lightmins[0] = info.relativelightorigin[0] - info.lightradius; + info.lightmins[1] = info.relativelightorigin[1] - info.lightradius; + info.lightmins[2] = info.relativelightorigin[2] - info.lightradius; + info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius; + info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius; + info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius; + if (ent->model == NULL) { - R_Mesh_Matrix(&ent->matrix); - if (!r_shadow_compilingrtlight) - R_UpdateAllTextureInfo(ent); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; - if (r_shadow_compilingrtlight) - { - // if compiling an rtlight, capture the mesh - t = surface->texture; - if ((t->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i); - } - else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]]) - { - t = surface->texture->currentframe; - // FIXME: transparent surfaces need to be lit later - if ((t->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) - R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale); - } - } - } -} - -void R_DrawCollisionBrush(colbrushf_t *brush) -{ - int i; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = brush->points->v; - R_Mesh_State(&m); - i = (int)(((size_t)brush) / sizeof(colbrushf_t)); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); - GL_LockArrays(0, brush->numpoints); - R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements); - GL_LockArrays(0, 0); -} - -void R_Q3BSP_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface) -{ - int i; - rmeshstate_t m; - if (!surface->mesh.num_collisiontriangles) + VectorCopy(info.lightmins, outmins); + VectorCopy(info.lightmaxs, outmaxs); + *outnumleafspointer = 0; + *outnumsurfacespointer = 0; return; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = surface->mesh.data_collisionvertex3f; - R_Mesh_State(&m); - i = (int)(((size_t)surface) / sizeof(msurface_t)); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); - GL_LockArrays(0, surface->mesh.num_collisionvertices); - R_Mesh_Draw(surface->mesh.num_collisionvertices, surface->mesh.num_collisiontriangles, surface->mesh.data_collisionelement3i); - GL_LockArrays(0, 0); -} - -void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int surfacenumber) -{ - const entity_render_t *ent = voident; - msurface_t *surface = ent->model->brush.data_surfaces + surfacenumber; - rmeshstate_t m; - R_Mesh_Matrix(&ent->matrix); - memset(&m, 0, sizeof(m)); - if ((ent->effects & EF_ADDITIVE) || (surface->texture->textureflags & Q3TEXTUREFLAG_ADDITIVE)) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - else - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); - m.tex[0] = R_GetTexture(surface->texture->skin.base); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - // LordHavoc: quake3 was not able to do this; lit transparent surfaces - if (gl_combine.integer) - { - m.texrgbscale[0] = 2; - if (r_textureunits.integer >= 2) - { - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha); - } - else - { - if (ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1 && ent->alpha == 1) - m.pointer_color = surface->mesh.data_lightmapcolor4f; - else - { - int i; - for (i = 0;i < surface->mesh.num_vertices;i++) - { - varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0]; - varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1]; - varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2]; - varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha; - } - m.pointer_color = varray_color4f; - } - } } + info.model = ent->model; + info.outleaflist = outleaflist; + info.outleafpvs = outleafpvs; + info.outnumleafs = 0; + info.outsurfacelist = outsurfacelist; + info.outsurfacepvs = outsurfacepvs; + info.outnumsurfaces = 0; + VectorCopy(info.relativelightorigin, info.outmins); + VectorCopy(info.relativelightorigin, info.outmaxs); + memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3); + memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3); + if (info.model->brush.GetPVS) + info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin); else + info.pvs = NULL; + R_UpdateAllTextureInfo(ent); + if (r_shadow_compilingrtlight) { - int i; - for (i = 0;i < surface->mesh.num_vertices;i++) - { - varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * 2.0f; - varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * 2.0f; - varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * 2.0f; - varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha; - } - m.pointer_color = varray_color4f; + // use portal recursion for exact light volume culling, and exact surface checking + Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs); } - if (surface->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + else if (r_shadow_realtime_dlight_portalculling.integer) { - int i, j; - float center[3], center2[3], forward[3], right[3], up[3], v[4][3]; - matrix4x4_t matrix1, imatrix1; - R_Mesh_Matrix(&r_identitymatrix); - // a single autosprite surface can contain multiple sprites... - for (j = 0;j < surface->mesh.num_vertices - 3;j += 4) - { - VectorClear(center); - for (i = 0;i < 4;i++) - VectorAdd(center, surface->mesh.data_vertex3f + (j+i) * 3, center); - VectorScale(center, 0.25f, center); - Matrix4x4_Transform(&ent->matrix, center, center2); - // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? - Matrix4x4_FromVectors(&matrix1, surface->mesh.data_normal3f + j*3, surface->mesh.data_svector3f + j*3, surface->mesh.data_tvector3f + j*3, center); - Matrix4x4_Invert_Simple(&imatrix1, &matrix1); - for (i = 0;i < 4;i++) - Matrix4x4_Transform(&imatrix1, surface->mesh.data_vertex3f + (j+i)*3, v[i]); - if (surface->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) - { - forward[0] = r_vieworigin[0] - center2[0]; - forward[1] = r_vieworigin[1] - center2[1]; - forward[2] = 0; - VectorNormalize(forward); - right[0] = forward[1]; - right[1] = -forward[0]; - right[2] = 0; - up[0] = 0; - up[1] = 0; - up[2] = 1; - } - else - { - VectorCopy(r_viewforward, forward); - VectorCopy(r_viewright, right); - VectorCopy(r_viewup, up); - } - for (i = 0;i < 4;i++) - VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3); - } - m.pointer_vertex = varray_vertex3f; + // use portal recursion for exact light volume culling, but not the expensive exact surface checking + Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs); } else - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglDisable(GL_CULL_FACE); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglEnable(GL_CULL_FACE); -} - -void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumsurfaces, msurface_t **texturesurfacelist) -{ - int i, texturesurfaceindex; - vec3_t modelorg; - msurface_t *surface; - qboolean dolightmap; - qboolean dobase; - qboolean doambient; - qboolean dodetail; - qboolean doglow; - qboolean dofog; - rmeshstate_t m; - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - c_faces += texturenumsurfaces; - // gl_lightmaps debugging mode skips normal texturing - if (gl_lightmaps.integer) - { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - qglDisable(GL_CULL_FACE); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[0] = R_GetTexture(surface->lightmaptexture); - m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; - if (surface->lightmaptexture) - { - GL_Color(1, 1, 1, 1); - m.pointer_color = NULL; - } - else - m.pointer_color = surface->mesh.data_lightmapcolor4f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - qglEnable(GL_CULL_FACE); - return; - } - // transparent surfaces get sorted for later drawing - if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE)) { - vec3_t facecenter, center; - // drawing sky transparently would be too difficult - if (t->surfaceparms & Q3SURFACEPARM_SKY) - return; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - facecenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; - facecenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; - facecenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; - Matrix4x4_Transform(&ent->matrix, facecenter, center); - R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, surface - ent->model->brush.data_surfaces); - } - return; + // use BSP recursion as lights are often small + R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes); } - // sky surfaces draw sky if needed and render themselves as a depth mask - if (t->surfaceparms & Q3SURFACEPARM_SKY) - { - if (skyrendernow) - { - skyrendernow = false; - if (skyrendermasked) - R_Sky(); - } - if (!r_q3bsp_renderskydepth.integer) - return; - R_Mesh_Matrix(&ent->matrix); + // limit combined leaf box to light boundaries + outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]); + outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]); + outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]); + outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]); + outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]); + outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]); - GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); - if (skyrendermasked) - { - // depth-only (masking) - GL_ColorMask(0,0,0,0); - // just to make sure that braindead drivers don't draw anything - // despite that colormask... - GL_BlendFunc(GL_ZERO, GL_ONE); - } - else - { - // fog sky - GL_BlendFunc(GL_ONE, GL_ZERO); - } - GL_DepthMask(true); - GL_DepthTest(true); + *outnumleafspointer = info.outnumleafs; + *outnumsurfacespointer = info.outnumsurfaces; +} - memset(&m, 0, sizeof(m)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); +extern float *rsurface_vertex3f; +extern float *rsurface_svector3f; +extern float *rsurface_tvector3f; +extern float *rsurface_normal3f; +extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg); + +void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs) +{ + model_t *model = ent->model; + msurface_t *surface; + int surfacelistindex; + float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value; + vec3_t modelorg; + texture_t *texture; + // check the box in modelspace, it was already checked in worldspace + if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs)) return; - } - // anything else is a typical wall, lightmap * texture + glow - dolightmap = (ent->flags & RENDER_LIGHT); - dobase = true; - doambient = r_ambient.value > 0; - dodetail = t->skin.detail != NULL && r_detailtextures.integer; - doglow = t->skin.glow != NULL; - dofog = fogenabled; - if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglDisable(GL_CULL_FACE); - if (!dolightmap && dobase) - { - dolightmap = false; - dobase = false; - GL_DepthMask(true); - GL_DepthTest(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1); - if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglDisable(GL_CULL_FACE); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.base); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (r_lightmapintensity <= 0 && dolightmap && dobase) - { - dolightmap = false; - dobase = false; - GL_DepthMask(true); - GL_DepthTest(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_Color(0, 0, 0, 1); - memset(&m, 0, sizeof(m)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase) + if (r_drawcollisionbrushes.integer >= 2) + return; + if (!r_shadow_compilingrtlight) + R_UpdateAllTextureInfo(ent); + if (model->brush.shadowmesh) { - // dualtexture combine - dolightmap = false; - dobase = false; - GL_DepthMask(true); - GL_DepthTest(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.base); - GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); - m.pointer_color = NULL; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - if (!surface->lightmaptexture) - continue; - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - m.texrgbscale[1] = 2; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - if (r_lightmapintensity == 1 && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1) + R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + if (r_shadow_compilingrtlight) { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - surface = texturesurfacelist[texturesurfaceindex]; - if (surface->lightmaptexture) + surface = model->data_surfaces + surfacelist[surfacelistindex]; + texture = surface->texture; + if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) + continue; + if (texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) continue; - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - m.texrgbscale[1] = 2; - m.pointer_color = surface->mesh.data_lightmapcolor4f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); + R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); } } else { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - surface = texturesurfacelist[texturesurfaceindex]; - if (surface->lightmaptexture) + surface = model->data_surfaces + surfacelist[surfacelistindex]; + texture = surface->texture->currentframe; + if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) continue; - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - m.texrgbscale[1] = 2; - m.pointer_color = varray_color4f; - for (i = 0;i < surface->mesh.num_vertices;i++) - { - varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * r_lightmapintensity; - varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * r_lightmapintensity; - varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * r_lightmapintensity; - varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3]; - } - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); + if (texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + continue; + R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); } } + R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist); } - // single texture - if (dolightmap) - { - GL_DepthMask(true); - GL_DepthTest(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - memset(&m, 0, sizeof(m)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[0] = R_GetTexture(surface->lightmaptexture); - m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; - if (surface->lightmaptexture) - m.pointer_color = NULL; - else - m.pointer_color = surface->mesh.data_lightmapcolor4f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (dobase) - { - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_DepthTest(true); - GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.base); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (doambient) - { - GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.base); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (doglow) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.glow); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (dofog) + else { - float modelorg[3]; + projectdistance = lightradius + ent->model->radius*2; Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.fog); - m.pointer_color = varray_color4f; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - surface = texturesurfacelist[texturesurfaceindex]; - if (m.tex[0]) - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surface->mesh.num_vertices, modelorg); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); + surface = model->data_surfaces + surfacelist[surfacelistindex]; + // FIXME: get current skin + texture = surface->texture;//R_FetchAliasSkin(ent, surface->groupmesh); + if (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT) || !surface->num_triangles) + continue; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + // identify lit faces within the bounding box + R_Shadow_PrepareShadowMark(surface->groupmesh->num_triangles); + R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); + R_Shadow_VolumeFromList(surface->groupmesh->num_vertices, surface->groupmesh->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, surface->groupmesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist); } } - if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglEnable(GL_CULL_FACE); } -void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces) +void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolorbase, int numsurfaces, const int *surfacelist) { - int i, j, f, flagsmask, flags; - msurface_t *surface; model_t *model = ent->model; - texture_t *t; - const int maxfaces = 1024; - int numsurfaces = 0; - msurface_t *surfacelist[1024]; - R_Mesh_Matrix(&ent->matrix); - flagsmask = Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY; - if (skyfaces) - flags = Q3SURFACEFLAG_SKY; - else - flags = 0; - t = NULL; - f = 0; - numsurfaces = 0; - for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++) + msurface_t *surface; + texture_t *texture; + int surfacelistindex; + vec3_t modelorg; + texture_t *tex; + vec3_t lightcolorpants, lightcolorshirt; + rtexture_t *basetexture = NULL; + rtexture_t *glosstexture = NULL; + float specularscale = 0; + qboolean skip; + if (r_drawcollisionbrushes.integer >= 2) + return; + R_UpdateAllTextureInfo(ent); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + tex = NULL; + texture = NULL; + skip = false; + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - if (ent != r_refdef.worldentity || r_worldsurfacevisible[j]) - { - surface = model->brush.data_surfaces + j; - if (t != surface->texture) + if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]])) + continue; + surface = model->data_surfaces + surfacelist[surfacelistindex]; + if (tex != surface->texture) + { + tex = surface->texture; + texture = surface->texture->currentframe; + // FIXME: transparent surfaces need to be lit later + skip = (texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL; + if (skip) + continue; + if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); + else + qglEnable(GL_CULL_FACE); + glosstexture = r_texture_black; + specularscale = 0; + if (texture->skin.gloss) { - if (numsurfaces) + if (r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0) { - R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist); - numsurfaces = 0; + glosstexture = texture->skin.gloss; + specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value; } - t = surface->texture; - f = t->surfaceflags & flagsmask; } - if (f == flags) + else { - if (!surface->mesh.num_triangles) - continue; - surfacelist[numsurfaces++] = surface; - if (numsurfaces >= maxfaces) + if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0) { - R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist); - numsurfaces = 0; + glosstexture = r_texture_white; + specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value; } } - } - } - if (numsurfaces) - R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist); -} - -void R_Q3BSP_DrawSky(entity_render_t *ent) -{ - if (r_drawcollisionbrushes.integer < 2) - R_Q3BSP_DrawFaces(ent, true); -} - -void R_Q3BSP_Draw(entity_render_t *ent) -{ - if (r_drawcollisionbrushes.integer < 2) - R_Q3BSP_DrawFaces(ent, false); - if (r_drawcollisionbrushes.integer >= 1) - { - int i; - model_t *model = ent->model; - msurface_t *surface; - q3mbrush_t *brush; - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value); - for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) - if (brush->colbrushf && brush->colbrushf->numtriangles) - R_DrawCollisionBrush(brush->colbrushf); - for (i = 0, surface = model->brush.data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) - if (surface->mesh.num_collisiontriangles) - R_Q3BSP_DrawCollisionSurface(ent, surface); - qglPolygonOffset(0, 0); - } -} - -void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) -{ - model_t *model = ent->model; - vec3_t lightmins, lightmaxs; - int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; - const int *e; - const float *v[3]; - msurface_t *surface; - mleaf_t *leaf; - const qbyte *pvs; - 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; - *outnumclusterspointer = 0; - *outnumsurfacespointer = 0; - memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes); - memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3); - if (model == NULL) - { - VectorCopy(lightmins, outmins); - VectorCopy(lightmaxs, outmaxs); - return; - } - VectorCopy(relativelightorigin, outmins); - VectorCopy(relativelightorigin, outmaxs); - if (model->brush.GetPVS) - pvs = model->brush.GetPVS(model, relativelightorigin); - else - pvs = NULL; - // FIXME: use BSP recursion as lights are often small - for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++) - { - if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) - { - outmins[0] = min(outmins[0], leaf->mins[0]); - outmins[1] = min(outmins[1], leaf->mins[1]); - outmins[2] = min(outmins[2], leaf->mins[2]); - outmaxs[0] = max(outmaxs[0], leaf->maxs[0]); - outmaxs[1] = max(outmaxs[1], leaf->maxs[1]); - outmaxs[2] = max(outmaxs[2], leaf->maxs[2]); - if (outclusterpvs) + VectorClear(lightcolorpants); + VectorClear(lightcolorshirt); + if (ent->colormap >= 0) { - if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) + // 128-224 are backwards ranges + int b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12; + if (texture->skin.pants && b < 224) { - SETPVSBIT(outclusterpvs, leaf->clusterindex); - outclusterlist[outnumclusters++] = leaf->clusterindex; + qbyte *bcolor = (qbyte *) (&palette_complete[b]); + lightcolorpants[0] = lightcolorbase[0] * bcolor[0] * (1.0f / 255.0f); + lightcolorpants[1] = lightcolorbase[1] * bcolor[1] * (1.0f / 255.0f); + lightcolorpants[2] = lightcolorbase[2] * bcolor[2] * (1.0f / 255.0f); } - } - if (outsurfacepvs) - { - for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++) + // 128-224 are backwards ranges + b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12; + if (texture->skin.shirt && b < 224) { - surfaceindex = leaf->firstleafsurface[leafsurfaceindex]; - surface = model->brush.data_surfaces + surfaceindex; - if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) - { - if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) && surface->mesh.num_triangles) - { - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - { - for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3) - { - v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; - if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - { - SETPVSBIT(outsurfacepvs, surfaceindex); - outsurfacelist[outnumsurfaces++] = surfaceindex; - break; - } - } - } - else - { - for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3) - { - v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - { - SETPVSBIT(outsurfacepvs, surfaceindex); - outsurfacelist[outnumsurfaces++] = surfaceindex; - break; - } - } - } - } - } + qbyte *bcolor = (qbyte *) (&palette_complete[b]); + lightcolorshirt[0] = lightcolorbase[0] * bcolor[0] * (1.0f / 255.0f); + lightcolorshirt[1] = lightcolorbase[1] * bcolor[1] * (1.0f / 255.0f); + lightcolorshirt[2] = lightcolorbase[2] * bcolor[2] * (1.0f / 255.0f); } + basetexture = texture->skin.base; } + else + basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base; + if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) + skip = true; } - } - - // limit combined leaf box to light boundaries - outmins[0] = max(outmins[0], lightmins[0]); - outmins[1] = max(outmins[1], lightmins[1]); - outmins[2] = max(outmins[2], lightmins[2]); - outmaxs[0] = min(outmaxs[0], lightmaxs[0]); - outmaxs[1] = min(outmaxs[1], lightmaxs[1]); - outmaxs[2] = min(outmaxs[2], lightmaxs[2]); - - *outnumclusterspointer = outnumclusters; - *outnumsurfacespointer = outnumsurfaces; -} - -void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs) -{ - model_t *model = ent->model; - msurface_t *surface; - int surfacelistindex; - if (r_drawcollisionbrushes.integer < 2) - { - R_Mesh_Matrix(&ent->matrix); - R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; - // FIXME: check some manner of surface->rendermode here? - if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && !(surface->texture->surfaceparms & (Q3SURFACEPARM_SKY | Q3SURFACEPARM_TRANS)) && !(surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)) - R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); - } - R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); - } -} - -void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist) -{ - model_t *model = ent->model; - vec3_t lightmins, lightmaxs, modelorg; - msurface_t *surface; - int surfacelistindex; - if (r_drawcollisionbrushes.integer < 2) - { - 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_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + if (skip || !surface->num_triangles) + continue; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + if (!rsurface_svector3f) { - surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; - if (r_shadow_compilingrtlight) - { - // if compiling an rtlight, capture the mesh - Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i); - } - else if ((ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]]) && !(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->mesh.num_triangles) - { - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglDisable(GL_CULL_FACE); - R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale); - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglEnable(GL_CULL_FACE); - } + rsurface_svector3f = varray_svector3f; + rsurface_tvector3f = varray_tvector3f; + rsurface_normal3f = varray_normal3f; + Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); } + R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), rsurface_vertex3f, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->skin.gloss); } + qglEnable(GL_CULL_FACE); } #if 0 @@ -2309,21 +844,15 @@ static void gl_surf_newmap(void) void GL_Surf_Init(void) { - int i; - dlightdivtable[0] = 4194304; - for (i = 1;i < 32768;i++) - dlightdivtable[i] = 4194304 / (i << 7); Cvar_RegisterVariable(&r_ambient); Cvar_RegisterVariable(&r_drawportals); Cvar_RegisterVariable(&r_testvis); - Cvar_RegisterVariable(&r_floatbuildlightmap); Cvar_RegisterVariable(&r_detailtextures); Cvar_RegisterVariable(&r_surfaceworldnode); Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor); Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset); Cvar_RegisterVariable(&r_q3bsp_renderskydepth); - Cvar_RegisterVariable(&gl_lightmaps); //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }