X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=1ca9202178d9a796683b63993e015017dc6e0308;hp=6ab30c4de943d417877350be801a8829a0a82413;hb=fabdca42b48cc4acf214c06adda9814e5cce8577;hpb=6a384398c93b7e2bc1936427797909eb60094160 diff --git a/gl_rsurf.c b/gl_rsurf.c index 6ab30c4d..1ca92021 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -20,77 +20,208 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // r_surf.c: surface-related refresh code #include "quakedef.h" +#include "r_shadow.h" -int lightmap_textures; +#define MAX_LIGHTMAP_SIZE 256 -signed blocklights[18*18*3]; // LordHavoc: *3 for colored lighting +static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting +static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting -// LordHavoc: skinny but tall lightmaps for quicker subimage uploads -#define BLOCK_WIDTH 128 -#define BLOCK_HEIGHT 128 -// LordHavoc: increased lightmap limit from 64 to 1024 -#define MAX_LIGHTMAPS 1024 -#define LIGHTMAPSIZE (BLOCK_WIDTH*BLOCK_HEIGHT*4) +static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; -int active_lightmaps; +cvar_t r_ambient = {0, "r_ambient", "0"}; +cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"}; +cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"}; +cvar_t r_drawportals = {0, "r_drawportals", "0"}; +cvar_t r_testvis = {0, "r_testvis", "0"}; +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"}; -short allocated[MAX_LIGHTMAPS][BLOCK_WIDTH]; +static int dlightdivtable[32768]; -byte *lightmaps[MAX_LIGHTMAPS]; -short lightmapupdate[MAX_LIGHTMAPS][2]; +static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) +{ + 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]; -int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes -cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"}; -cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "0"}; -cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"}; -cvar_t gl_nosubimage = {"gl_nosubimage", "0"}; -cvar_t r_ambient = {"r_ambient", "0"}; -cvar_t gl_vertex = {"gl_vertex", "0"}; -cvar_t gl_texsort = {"gl_texsort", "1"}; -//cvar_t gl_funnywalls = {"gl_funnywalls", "0"}; // LordHavoc: see BuildSurfaceDisplayList -cvar_t r_newworldnode = {"r_newworldnode", "0"}; -cvar_t r_oldclip = {"r_oldclip", "1"}; + lit = false; -qboolean lightmaprgba, nosubimagefragments, nosubimage, skyisvisible; -int lightmapbytes; + smax = (surf->extents[0] >> 4) + 1; + tmax = (surf->extents[1] >> 4) + 1; + smax3 = smax * 3; -extern qboolean gl_arrays; + for (lnum = 0; lnum < r_numdlights; lnum++) + { + if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) + continue; // not lit by this light -extern int r_dlightframecount; + Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local); + dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; -void gl_surf_start() -{ -} + // for comparisons to minimum acceptable light + // compensate for LIGHTOFFSET + maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET; -void gl_surf_shutdown() -{ + dist2 = dist * dist; + dist2 += LIGHTOFFSET; + if (dist2 >= maxdist) + continue; + + if (surf->plane->type < 3) + { + VectorCopy(local, impact); + impact[surf->plane->type] -= dist; + } + else + { + impact[0] = local[0] - surf->plane->normal[0] * dist; + impact[1] = local[1] - surf->plane->normal[1] * dist; + impact[2] = local[2] - surf->plane->normal[2] * dist; + } + + impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; + impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; + + 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 = r_dlight[lnum].light[0] * (1.0f / 128.0f); + green = r_dlight[lnum].light[1] * (1.0f / 128.0f); + blue = r_dlight[lnum].light[2] * (1.0f / 128.0f); + subtract = (int) (r_dlight[lnum].subtract * 4194304.0f); + bl = intblocklights; + + i = impactt; + for (t = 0;t < tmax;t++, i -= 16) + { + 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; } -void GL_Surf_Init() +static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) { - int i; - for (i = 0;i < MAX_LIGHTMAPS;i++) - lightmaps[i] = NULL; - Cvar_RegisterVariable(&gl_lightmapalign); - Cvar_RegisterVariable(&gl_lightmaprgba); - Cvar_RegisterVariable(&gl_nosubimagefragments); - Cvar_RegisterVariable(&gl_nosubimage); - Cvar_RegisterVariable(&r_ambient); -// Cvar_RegisterVariable(&gl_funnywalls); - Cvar_RegisterVariable(&gl_vertex); - Cvar_RegisterVariable(&gl_texsort); - Cvar_RegisterVariable(&r_newworldnode); - Cvar_RegisterVariable(&r_oldclip); - // check if it's the glquake minigl driver - if (strncasecmp(gl_vendor,"3Dfx",4)==0) - if (!gl_arrays) + int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt; + float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract; + + lit = false; + + smax = (surf->extents[0] >> 4) + 1; + tmax = (surf->extents[1] >> 4) + 1; + smax3 = smax * 3; + + for (lnum = 0; lnum < r_numdlights; lnum++) { -// Cvar_SetValue("gl_nosubimagefragments", 1); -// Cvar_SetValue("gl_nosubimage", 1); - Cvar_SetValue("gl_lightmode", 0); - } + if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) + continue; // not lit by this light + + Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local); + dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; + + // for comparisons to minimum acceptable light + // compensate for LIGHTOFFSET + maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET; + + dist2 = dist * dist; + dist2 += LIGHTOFFSET; + if (dist2 >= maxdist) + continue; + + if (surf->plane->type < 3) + { + VectorCopy(local, impact); + impact[surf->plane->type] -= dist; + } + else + { + impact[0] = local[0] - surf->plane->normal[0] * dist; + impact[1] = local[1] - surf->plane->normal[1] * dist; + impact[2] = local[2] - surf->plane->normal[2] * dist; + } + + impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; + impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; - R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown); + td = bound(0, impacts, smax * 16) - impacts; + td1 = bound(0, impactt, tmax * 16) - impactt; + td = td * td + td1 * td1 + dist2; + if (td > maxdist) + continue; + + // reduce calculations + for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f) + sdtable[s] = td1 * td1 + dist2; + + maxdist3 = maxdist - dist2; + + // convert to 8.8 blocklights format + red = r_dlight[lnum].light[0]; + green = r_dlight[lnum].light[1]; + blue = r_dlight[lnum].light[2]; + subtract = r_dlight[lnum].subtract * 32768.0f; + bl = floatblocklights; + + td1 = impactt; + for (t = 0;t < tmax;t++, td1 -= 16.0f) + { + td = td1 * td1; + // make sure some part of it is visible on this line + if (td < maxdist3) + { + maxdist2 = maxdist - td; + for (s = 0;s < smax;s++) + { + if (sdtable[s] < maxdist2) + { + k = (32768.0f / (sdtable[s] + td)) - subtract; + bl[0] += red * k; + bl[1] += green * k; + bl[2] += blue * k; + lit = true; + } + bl += 3; + } + } + else // skip line + bl += smax3; + } + } + return lit; } /* @@ -100,207 +231,351 @@ R_BuildLightMap Combine and scale multiple lightmaps into the 8.8 format in blocklights =============== */ -void R_BuildLightMap (msurface_t *surf, byte *dest, int stride) +static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int dlightchanged) { - int smax, tmax; - int i, j, size; - byte *lightmap; - int scale; - int maps; - int *bl; - - surf->cached_lighthalf = lighthalf; - surf->cached_ambient = r_ambient.value; - - smax = (surf->extents[0]>>4)+1; - tmax = (surf->extents[1]>>4)+1; - size = smax*tmax; - lightmap = surf->samples; - -// set to full bright if no light data - if (currententity->effects & EF_FULLBRIGHT || !cl.worldmodel->lightdata) - { - bl = blocklights; - for (i=0 ; icached_dlight = 0; + surf->cached_lightmapscalebit = r_lightmapscalebit; + surf->cached_ambient = r_ambient.value; + surf->cached_light[0] = d_lightstylevalue[surf->styles[0]]; + surf->cached_light[1] = d_lightstylevalue[surf->styles[1]]; + surf->cached_light[2] = d_lightstylevalue[surf->styles[2]]; + surf->cached_light[3] = d_lightstylevalue[surf->styles[3]]; + + smax = (surf->extents[0]>>4)+1; + tmax = (surf->extents[1]>>4)+1; + size = smax*tmax; + size3 = size*3; + lightmap = surf->samples; + + // set to full bright if no light data + bl = intblocklights; + if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata) { - *bl++ = j; - *bl++ = j; - *bl++ = j; + for (i = 0;i < size3;i++) + bl[i] = 255*256; } - -// add all the lightmaps - if (lightmap) + else { - for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++) + // clear to no light + j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style + if (j) { - scale = d_lightstylevalue[surf->styles[maps]]; - surf->cached_light[maps] = scale; // 8.8 fraction - bl = blocklights; - for (i=0 ; idlightframe == r_framecount && r_dlightmap.integer) + { + surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf); + if (surf->cached_dlight) + c_light_polys++; + else if (dlightchanged) + return; // don't upload if only updating dlights and none mattered + } + + // add all the lightmaps + if (lightmap) + { + bl = intblocklights; + for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) + for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) + bl[i] += lightmap[i] * scale; } } - } - stride -= (smax*lightmapbytes); - bl = blocklights; - if (lighthalf) - { - // LordHavoc: I shift down by 8 unlike GLQuake's 7, - // the image is brightened as a processing pass - if (lightmaprgba) + + stain = surf->stainsamples; + bl = intblocklights; + out = templight; + // deal with lightmap brightness scale + shift = 7 + r_lightmapscalebit + 8; + if (ent->model->lightmaprgba) { - for (i = 0;i < tmax;i++, dest += stride) + stride = (surf->lightmaptexturestride - smax) * 4; + for (i = 0;i < tmax;i++, out += stride) { - for (j = 0;j < smax;j++, bl += 3, dest += 4) + for (j = 0;j < smax;j++) { - dest[0] = min(bl[0] >> 8, 255); - dest[1] = min(bl[1] >> 8, 255); - dest[2] = min(bl[2] >> 8, 255); - dest[3] = 255; + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + *out++ = 255; } } } else { - for (i = 0;i < tmax;i++, dest += stride) + stride = (surf->lightmaptexturestride - smax) * 3; + for (i = 0;i < tmax;i++, out += stride) { - for (j = 0;j < smax;j++, bl += 3, dest += 3) + for (j = 0;j < smax;j++) { - dest[0] = min(bl[0] >> 8, 255); - dest[1] = min(bl[1] >> 8, 255); - dest[2] = min(bl[2] >> 8, 255); + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); } } } + + R_UpdateTexture(surf->lightmaptexture, templight); } else { - if (lightmaprgba) + int smax, tmax, i, j, size, size3, maps, stride, l; + float *bl, scale; + qbyte *lightmap, *out, *stain; + + // update cached lighting info + surf->cached_dlight = 0; + surf->cached_lightmapscalebit = r_lightmapscalebit; + surf->cached_ambient = r_ambient.value; + surf->cached_light[0] = d_lightstylevalue[surf->styles[0]]; + surf->cached_light[1] = d_lightstylevalue[surf->styles[1]]; + surf->cached_light[2] = d_lightstylevalue[surf->styles[2]]; + surf->cached_light[3] = d_lightstylevalue[surf->styles[3]]; + + smax = (surf->extents[0]>>4)+1; + tmax = (surf->extents[1]>>4)+1; + size = smax*tmax; + size3 = size*3; + lightmap = surf->samples; + + // set to full bright if no light data + bl = floatblocklights; + if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata) + j = 255*256; + else + j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style + + // clear to no light + if (j) + { + for (i = 0;i < size3;i++) + *bl++ = j; + } + else + memset(bl, 0, size*3*sizeof(float)); + + if (surf->dlightframe == r_framecount && r_dlightmap.integer) + { + surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf); + if (surf->cached_dlight) + c_light_polys++; + else if (dlightchanged) + return; // don't upload if only updating dlights and none mattered + } + + // add all the lightmaps + if (lightmap) + { + bl = floatblocklights; + for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) + for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) + bl[i] += lightmap[i] * scale; + } + + stain = surf->stainsamples; + bl = floatblocklights; + out = templight; + // deal with lightmap brightness scale + scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8)); + if (ent->model->lightmaprgba) { - for (i = 0;i < tmax;i++, dest += stride) + stride = (surf->lightmaptexturestride - smax) * 4; + for (i = 0;i < tmax;i++, out += stride) { - for (j = 0;j < smax;j++, bl += 3, dest += 4) + for (j = 0;j < smax;j++) { - dest[0] = min(bl[0] >> 7, 255); - dest[1] = min(bl[1] >> 7, 255); - dest[2] = min(bl[2] >> 7, 255); - dest[3] = 255; + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + *out++ = 255; } } } else { - for (i = 0;i < tmax;i++, dest += stride) + stride = (surf->lightmaptexturestride - smax) * 3; + for (i = 0;i < tmax;i++, out += stride) { - for (j = 0;j < smax;j++, bl += 3, dest += 3) + for (j = 0;j < smax;j++) { - dest[0] = min(bl[0] >> 7, 255); - dest[1] = min(bl[1] >> 7, 255); - dest[2] = min(bl[2] >> 7, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); } } } + + R_UpdateTexture(surf->lightmaptexture, templight); } } -byte templight[32*32*4]; - -void R_UpdateLightmap(msurface_t *s, int lnum) +void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, float fcolor[8]) { - int smax, tmax; - // upload the new lightmap texture fragment - if(r_upload.value) - glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum); - if (nosubimage || nosubimagefragments) - { - if (lightmapupdate[lnum][0] > s->light_t) - lightmapupdate[lnum][0] = s->light_t; - if (lightmapupdate[lnum][1] < (s->light_t + ((s->extents[1]>>4)+1))) - lightmapupdate[lnum][1] = (s->light_t + ((s->extents[1]>>4)+1)); - if (lightmaprgba) - R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 4, BLOCK_WIDTH * 4); - else - R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 3, BLOCK_WIDTH * 3); + float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2; + msurface_t *surf, *endsurf; + int i, s, t, smax, tmax, smax3, impacts, impactt, stained; + qbyte *bl; + vec3_t impact; + + maxdist = radius * radius; + invradius = 1.0f / radius; + +loc0: + if (node->contents < 0) + return; + ndist = PlaneDiff(origin, node->plane); + if (ndist > radius) + { + node = node->children[0]; + goto loc0; + } + if (ndist < -radius) + { + node = node->children[1]; + goto loc0; + } + + dist2 = ndist * ndist; + maxdist3 = maxdist - dist2; + + if (node->plane->type < 3) + { + VectorCopy(origin, impact); + impact[node->plane->type] -= ndist; } else { - smax = ((s->extents[0]>>4)+lightmapalign) & lightmapalignmask; - tmax = (s->extents[1]>>4)+1; - if (lightmaprgba) - { - R_BuildLightMap (s, templight, smax * 4); - if(r_upload.value) - glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight); - } - else - { - R_BuildLightMap (s, templight, smax * 3); - if(r_upload.value) - glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight); - } + impact[0] = origin[0] - node->plane->normal[0] * ndist; + impact[1] = origin[1] - node->plane->normal[1] * ndist; + impact[2] = origin[2] - node->plane->normal[2] * ndist; } -} + for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++) + { + if (surf->stainsamples) + { + smax = (surf->extents[0] >> 4) + 1; + tmax = (surf->extents[1] >> 4) + 1; -/* -=============== -R_TextureAnimation + impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; + impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; -Returns the proper texture for a given time and base texture -=============== -*/ -texture_t *R_TextureAnimation (texture_t *base) -{ - texture_t *original; - int relative; - int count; + s = bound(0, impacts, smax * 16) - impacts; + t = bound(0, impactt, tmax * 16) - impactt; + i = s * s + t * t + dist2; + if (i > maxdist) + continue; - if (currententity->frame) - { - if (base->alternate_anims) - base = base->alternate_anims; - } - - if (!base->anim_total) - return base; + // reduce calculations + for (s = 0, i = impacts; s < smax; s++, i -= 16) + sdtable[s] = i * i + dist2; - original = base; + bl = surf->stainsamples; + smax3 = smax * 3; + stained = false; - relative = (int)(cl.time*10) % base->anim_total; + 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) + { + ratio = lhrandom(0.0f, 1.0f); + a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius); + if (a >= (1.0f / 64.0f)) + { + if (a > 1) + a = 1; + bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0])); + bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1])); + bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2])); + stained = true; + } + } + bl += 3; + } + } + else // skip line + bl += smax3; + } + // force lightmap upload + if (stained) + surf->cached_dlight = true; + } + } - count = 0; - while (base->anim_min > relative || base->anim_max <= relative) + if (node->children[0]->contents >= 0) { - base = base->anim_next; - if (!base) + if (node->children[1]->contents >= 0) { - Con_Printf("R_TextureAnimation: broken cycle"); - return original; + R_StainNode(node->children[0], model, origin, radius, fcolor); + node = node->children[1]; + goto loc0; } - if (++count > 100) + else { - Con_Printf("R_TextureAnimation: infinite cycle"); - return original; + node = node->children[0]; + goto loc0; } } + else if (node->children[1]->contents >= 0) + { + node = node->children[1]; + goto loc0; + } +} - return base; +void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2) +{ + int n; + float fcolor[8]; + entity_render_t *ent; + model_t *model; + vec3_t org; + fcolor[0] = cr1; + fcolor[1] = cg1; + fcolor[2] = cb1; + fcolor[3] = ca1 * (1.0f / 64.0f); + fcolor[4] = cr2 - cr1; + fcolor[5] = cg2 - cg1; + fcolor[6] = cb2 - cb1; + fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f); + + model = cl.worldmodel; + if (model) + R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, fcolor); + + // look for embedded bmodels + for (n = 0;n < cl_num_brushmodel_entities;n++) + { + ent = cl_brushmodel_entities[n]; + model = ent->model; + if (model && model->name[0] == '*') + { + Mod_CheckLoaded(model); + if (model->type == mod_brush) + { + Matrix4x4_Transform(&ent->inversematrix, origin, org); + R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, fcolor); + } + } + } } @@ -312,1191 +587,1371 @@ texture_t *R_TextureAnimation (texture_t *base) ============================================================= */ - -extern int solidskytexture; -extern int alphaskytexture; -extern float speedscale; // for top sky and bottom sky - -extern char skyname[]; - -void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits); -float turbsin[256] = -{ - #include "gl_warp_sin.h" -}; -#define TURBSCALE (256.0 / (2 * M_PI)) - - -void UploadLightmaps() +static void RSurf_AddLightmapToVertexColors(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles) { int i; - if (nosubimage || nosubimagefragments) + float scale; + const qbyte *lm; + if (styles[0] != 255) { - for (i = 0;i < MAX_LIGHTMAPS;i++) + for (i = 0;i < numverts;i++, c += 4) { - if (lightmapupdate[i][0] < lightmapupdate[i][1]) + lm = samples + lightmapoffsets[i]; + scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (styles[1] != 255) { - if(r_upload.value) + lm += size3; + scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (styles[2] != 255) { - glBindTexture(GL_TEXTURE_2D, lightmap_textures + i); - if (nosubimage) - { - if (lightmaprgba) - glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]); - else - glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]); - } - else + lm += size3; + scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (styles[3] != 255) { - if (lightmaprgba) - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0])); - else - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0])); + lm += size3; + scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); } } } - lightmapupdate[i][0] = BLOCK_HEIGHT; - lightmapupdate[i][1] = 0; } } } -float wvert[1024*6]; // used by the following functions - -void RSurf_DrawSky(msurface_t *s, int transform) +static void RSurf_FogColors(const float *v, float *c, float colorscale, int numverts, const float *modelorg) { - glpoly_t *p; int i; - float *v; - for (p=s->polys ; p ; p=p->next) + float diff[3], f; + if (fogenabled) { - if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS) + for (i = 0;i < numverts;i++, v += 4, c += 4) { - skypoly[currentskypoly].firstvert = currentskyvert; - skypoly[currentskypoly++].verts = p->numverts; - if (transform) - { - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - softwaretransform(v, skyvert[currentskyvert].v); - currentskyvert++; - } - } - else - { - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - skyvert[currentskyvert].v[0] = v[0]; - skyvert[currentskyvert].v[1] = v[1]; - skyvert[currentskyvert++].v[2] = v[2]; - } - } + 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); } -int RSurf_Light(int *dlightbits, glpoly_t *polys) +static void RSurf_FoggedColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg) { - float cr, cg, cb, radius, radius2, f, *v, *wv; - int i, a, b, lit = false; - unsigned int c, d; - dlight_t *light; - vec_t *lightorigin; - glpoly_t *p; - for (a = 0;a < 8;a++) - { - if ((c = dlightbits[a])) + int i; + float diff[3], f; + r *= colorscale; + g *= colorscale; + b *= colorscale; + if (fogenabled) + { + for (i = 0;i < numverts;i++, v += 4, c += 4) { - for (b = 0, d = 1;c;b++, d <<= 1) - { - if (c & d) - { - c -= d; - light = &cl_dlights[a * 32 + b]; - lightorigin = light->origin; - cr = light->color[0]; - cg = light->color[1]; - cb = light->color[2]; - radius = light->radius*light->radius*LIGHTSCALE; - radius2 = radius * (256.0f / LIGHTSCALE2); - wv = wvert; - for (p = polys;p;p = p->next) - { - for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - f = VectorDistance2(wv, lightorigin); - if (f < radius) - { - f = radius2 / (f + LIGHTOFFSET); - wv[3] += cr * f; - wv[4] += cg * f; - wv[5] += cb * f; - lit = true; - } - wv += 6; - } - } - } - } + 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; } } - return lit; -} - -void RSurf_DrawWater(msurface_t *s, texture_t *t, int transform, int alpha) -{ - int i; - float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(cl.time * TURBSCALE + 96.0) & 255]; - glpoly_t *p; - float *wv, *v; - wv = wvert; - for (p = s->polys;p;p = p->next) - { - for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) + else + { + for (i = 0;i < numverts;i++, c += 4) { - if (transform) - softwaretransform(v, wv); - else - VectorCopy(v, wv); - if (r_waterripple.value) - wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f); - wv[3] = wv[4] = wv[5] = 128.0f; - wv += 6; + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = a; } } - if (s->dlightframe == r_dlightframecount && r_dynamic.value) - RSurf_Light(s->dlightbits, s->polys); - wv = wvert; - // FIXME: make fog texture if water texture is transparent? - for (p=s->polys ; p ; p=p->next) +} + +static void RSurf_FogPassColors(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 += 4, c += 4) { - transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6) - transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), wv[3], wv[4], wv[5], alpha); - transpolyend(); + VectorSubtract(v, modelorg, diff); + f = exp(fogdensity/DotProduct(diff, diff)); + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = a * f; } } -void RSurf_DrawWall(msurface_t *s, texture_t *t, int transform) +static void RSurf_ScaleColors(float *c, float scale, int numverts) { - int i, lit = false, polys = 0, verts = 0; - float *v, *wv; - glpoly_t *p; - wallpoly_t *wp; - wallvert_t *out; - // check for lightmap modification - if (r_dynamic.value) - { - if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf - || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0]) - || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1]) - || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2]) - || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3])) - R_UpdateLightmap(s, s->lightmaptexturenum); - } - wv = wvert; - for (p = s->polys;p;p = p->next) - { - for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - if (transform) - softwaretransform(v, wv); - else - VectorCopy(v, wv); - wv[3] = wv[4] = wv[5] = 0.0f; - wv += 6; - } - verts += p->numverts; - polys++; - } - if ((currentwallpoly + polys > MAX_WALLPOLYS) || (currentwallvert+verts > MAX_WALLVERTS)) - return; - if (s->dlightframe == r_dlightframecount && r_dynamic.value) - lit = RSurf_Light(s->dlightbits, s->polys); - wv = wvert; - wp = &wallpoly[currentwallpoly]; - out = &wallvert[currentwallvert]; - currentwallpoly += polys; - for (p = s->polys;p;p = p->next) - { - v = p->verts[0]; - wp->texnum = (unsigned short) t->gl_texturenum; - wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum); - wp->glowtexnum = (unsigned short) t->gl_glowtexturenum; - wp->firstvert = currentwallvert; - wp->numverts = p->numverts; - wp->lit = lit; - wp++; - currentwallvert += p->numverts; - for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, wv += 6, out++) + int i; + if (scale != 1) + for (i = 0;i < numverts;i++, c += 4) + VectorScale(c, scale, c); +} + +static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color) +{ + float f; + const float *v; + float *c; + int i, l, lit = false; + const rdlight_t *rd; + vec3_t lightorigin; + for (l = 0;l < r_numdlights;l++) + { + if (dlightbits[l >> 5] & (1 << (l & 31))) { - if (lit) + rd = &r_dlight[l]; + Matrix4x4_Transform(matrix, rd->origin, lightorigin); + for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4) { - if (lighthalf) + f = VectorDistance2(v, lightorigin) + LIGHTOFFSET; + if (f < rd->cullradius2) { - out->r = (byte) (bound(0, (int) wv[3] >> 1, 255)); - out->g = (byte) (bound(0, (int) wv[4] >> 1, 255)); - out->b = (byte) (bound(0, (int) wv[5] >> 1, 255)); - out->a = 255; - } - else - { - out->r = (byte) (bound(0, (int) wv[3], 255)); - out->g = (byte) (bound(0, (int) wv[4], 255)); - out->b = (byte) (bound(0, (int) wv[5], 255)); - out->a = 255; + f = (1.0f / f) - rd->subtract; + VectorMA(c, f, rd->light, c); + lit = true; } } - out->vert[0] = wv[0]; - out->vert[1] = wv[1]; - out->vert[2] = wv[2]; - out->s = v[3]; - out->t = v[4]; - out->u = v[5]; - out->v = v[6]; } } + return lit; } -// LordHavoc: transparent brush models -extern int r_dlightframecount; -extern float modelalpha; - -void RSurf_DrawWallVertex(msurface_t *s, texture_t *t, int transform, int isbmodel) +// note: this untransforms lights to do the checking, +// and takes surf->mesh->verts data +static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh) { - int i, alpha, size3; - float *v, *wv, scale; - glpoly_t *p; - byte *lm; - alpha = (int) (modelalpha * 255.0f); - size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3; // *3 for colored lighting - wv = wvert; - for (p = s->polys;p;p = p->next) - { - for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) + int i, l; + const rdlight_t *rd; + vec3_t lightorigin; + const float *v; + for (l = 0;l < r_numdlights;l++) + { + if (dlightbits[l >> 5] & (1 << (l & 31))) { - if (transform) - softwaretransform(v, wv); - else - VectorCopy(v, wv); - wv[3] = wv[4] = wv[5] = r_ambient.value * 2.0f; - if (s->styles[0] != 255) - { - lm = (byte *)((long) s->samples + (int) v[7]); - scale = d_lightstylevalue[s->styles[0]] * (1.0f / 128.0f);wv[3] += lm[size3*0+0] * scale;wv[4] += lm[size3*0+1] * scale;wv[5] += lm[size3*0+2] * scale; - if (s->styles[1] != 255) - { - scale = d_lightstylevalue[s->styles[1]] * (1.0f / 128.0f);wv[3] += lm[size3*1+0] * scale;wv[4] += lm[size3*1+1] * scale;wv[5] += lm[size3*1+2] * scale; - if (s->styles[2] != 255) - { - scale = d_lightstylevalue[s->styles[2]] * (1.0f / 128.0f);wv[3] += lm[size3*2+0] * scale;wv[4] += lm[size3*2+1] * scale;wv[5] += lm[size3*2+2] * scale; - if (s->styles[3] != 255) - { - scale = d_lightstylevalue[s->styles[3]] * (1.0f / 128.0f);wv[3] += lm[size3*3+0] * scale;wv[4] += lm[size3*3+1] * scale;wv[5] += lm[size3*3+2] * scale; - } - } - } - } - wv += 6; + rd = &r_dlight[l]; + Matrix4x4_Transform(matrix, rd->origin, lightorigin); + for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4) + if (VectorDistance2(v, lightorigin) < rd->cullradius2) + return true; } } - if (s->dlightframe == r_dlightframecount && r_dynamic.value) - RSurf_Light(s->dlightbits, s->polys); - wv = wvert; - if (isbmodel && (currententity->colormod[0] != 1 || currententity->colormod[1] != 1 || currententity->colormod[2] != 1)) + return false; +} + +static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) +{ + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + + // LordHavoc: HalfLife maps have freaky skypolys... + if (ent->model->ishlbsp) + return; + + if (skyrendernow) + { + skyrendernow = false; + if (skyrendermasked) + R_Sky(); + } + + R_Mesh_Matrix(&ent->matrix); + + // draw depth-only polys + memset(&m, 0, sizeof(m)); + if (skyrendermasked) { - for (p = s->polys;p;p = p->next) - { - v = p->verts[0]; - transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6) - transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3] * currententity->colormod[0], wv[4] * currententity->colormod[1], wv[5] * currententity->colormod[2], alpha); - transpolyend(); - } + qglColorMask(0,0,0,0); + // just to make sure that braindead drivers don't draw anything + // despite that colormask... + m.blendfunc1 = GL_ZERO; + m.blendfunc2 = GL_ONE; } else { - for (p = s->polys;p;p = p->next) + // fog sky + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + } + m.depthwrite = true; + R_Mesh_State(&m); + for (surf = firstsurf;surf;surf = surf->texturechain) + { + if (surf->visframe == r_framecount) { - v = p->verts[0]; - transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6) - transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3], wv[4], wv[5], alpha); - transpolyend(); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + } } } + qglColorMask(1,1,1,1); } -/* -================ -DrawTextureChains -================ -*/ -extern qboolean hlbsp; -extern char skyname[]; -void R_DrawSurf(msurface_t *s, int isbmodel, int vertexlit) +static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) { - texture_t *t; - if (s->flags & SURF_DRAWSKY) + const entity_render_t *ent = calldata1; + const msurface_t *surf = ent->model->surfaces + calldata2; + float f, colorscale; + const surfmesh_t *mesh; + rmeshstate_t m; + float alpha = ent->alpha * (surf->flags & SURF_WATERALPHA ? r_wateralpha.value : 1); + float modelorg[3]; + texture_t *texture; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + + R_Mesh_Matrix(&ent->matrix); + + memset(&m, 0, sizeof(m)); + texture = surf->texinfo->texture->currentframe[ent->frame != 0]; + if (texture->rendertype == SURFRENDER_ADD) { - skyisvisible = true; - if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys... - RSurf_DrawSky(s, false); - return; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; } - t = R_TextureAnimation (s->texinfo->texture); - if (s->flags & SURF_DRAWTURB) + else if (texture->rendertype == SURFRENDER_ALPHA) { - RSurf_DrawWater(s, t, false, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f); - return; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } - if (vertexlit) - RSurf_DrawWallVertex(s, t, false, false); else - RSurf_DrawWall(s, t, false); -} - -void DrawTextureChains (void) -{ - int n; - msurface_t *s; - texture_t *t; - - for (n = 0;n < cl.worldmodel->numtextures;n++) { - if (!cl.worldmodel->textures[n] || !(s = cl.worldmodel->textures[n]->texturechain)) - continue; - cl.worldmodel->textures[n]->texturechain = NULL; -// for (;s;s = s->texturechain) -// R_DrawSurf(s, false, gl_vertex.value); - // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway - // sky - if (s->flags & SURF_DRAWSKY) + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + } + m.tex[0] = R_GetTexture(texture->texture); + colorscale = r_colorscale; + if (gl_combine.integer) + { + m.texrgbscale[0] = 4; + colorscale *= 0.25f; + } + R_Mesh_State(&m); + GL_UseColorArray(); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f); + R_FillColors(varray_color, mesh->numverts, f, f, f, alpha); + if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT)) { - skyisvisible = true; - if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys... - for (;s;s = s->texturechain) - RSurf_DrawSky(s, false); - continue; + if (surf->dlightframe == r_framecount) + RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color); + if (surf->flags & SURF_LIGHTMAP) + RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); } - t = R_TextureAnimation (cl.worldmodel->textures[n]); - // subdivided water surface warp - if (s->flags & SURF_DRAWTURB) - { - int alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f; - for (;s;s = s->texturechain) - RSurf_DrawWater(s, t, false, alpha); - continue; + RSurf_FogColors(varray_vertex, varray_color, colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + } + + if (fogenabled) + { + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = R_GetTexture(texture->fogtexture); + R_Mesh_State(&m); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + if (m.tex[0]) + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); } - if (gl_vertex.value) - for (;s;s = s->texturechain) - RSurf_DrawWallVertex(s, t, false, false); - else - for (;s;s = s->texturechain) - RSurf_DrawWall(s, t, false); } } -void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model); - -/* -================= -R_DrawBrushModel -================= -*/ -void R_DrawBrushModel (entity_t *e) +static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) { - int i; - vec3_t mins, maxs; - msurface_t *s; - model_t *clmodel; - int rotated, vertexlit = false; - texture_t *t; - vec3_t org; - - currententity = e; - - clmodel = e->model; - - if (e->angles[0] || e->angles[1] || e->angles[2]) + const msurface_t *surf; + vec3_t center; + if (texture->rendertype != SURFRENDER_OPAQUE) { - rotated = true; - for (i=0 ; i<3 ; i++) + for (surf = firstsurf;surf;surf = surf->texturechain) { - mins[i] = e->origin[i] - clmodel->radius; - maxs[i] = e->origin[i] + clmodel->radius; + if (surf->visframe == r_framecount) + { + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces); + } } } else + for (surf = firstsurf;surf;surf = surf->texturechain) + if (surf->visframe == r_framecount) + RSurfShader_Water_Callback(ent, surf - ent->model->surfaces); +} + +static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf) +{ + float base, colorscale; + const surfmesh_t *mesh; + rmeshstate_t m; + float modelorg[3]; + texture_t *texture; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + memset(&m, 0, sizeof(m)); + texture = surf->texinfo->texture->currentframe[ent->frame != 0]; + if (texture->rendertype == SURFRENDER_ADD) { - rotated = false; - VectorAdd (e->origin, clmodel->mins, mins); - VectorAdd (e->origin, clmodel->maxs, maxs); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; } - - if (R_CullBox (mins, maxs)) - return; - - c_bmodels++; - - VectorSubtract (r_refdef.vieworg, e->origin, modelorg); - if (rotated) + else if (texture->rendertype == SURFRENDER_ALPHA) { - vec3_t temp; - vec3_t forward, right, up; - - VectorCopy (modelorg, temp); - AngleVectors (e->angles, forward, right, up); - modelorg[0] = DotProduct (temp, forward); - modelorg[1] = -DotProduct (temp, right); - modelorg[2] = DotProduct (temp, up); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } - - s = &clmodel->surfaces[clmodel->firstmodelsurface]; - -// calculate dynamic lighting for bmodel if it's not an -// instanced model - for (i = 0;i < MAX_DLIGHTS;i++) + else { - if ((cl_dlights[i].die < cl.time) || (!cl_dlights[i].radius)) - continue; + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + } + m.tex[0] = R_GetTexture(texture->texture); + colorscale = r_colorscale; + if (gl_combine.integer) + { + m.texrgbscale[0] = 4; + colorscale *= 0.25f; + } + base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f); + R_Mesh_State(&m); + GL_UseColorArray(); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + R_FillColors(varray_color, mesh->numverts, base, base, base, ent->alpha); + if (!(ent->effects & EF_FULLBRIGHT)) + { + if (surf->dlightframe == r_framecount) + RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color); + if (surf->flags & SURF_LIGHTMAP) + RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); + } + RSurf_FogColors(varray_vertex, varray_color, colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + } +} - VectorSubtract(cl_dlights[i].origin, currententity->origin, org); - R_NoVisMarkLights (org, &cl_dlights[i], 1<<(i&31), i >> 5, clmodel); +static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf) +{ + const surfmesh_t *mesh; + rmeshstate_t m; + float modelorg[3]; + texture_t *texture; + texture = surf->texinfo->texture->currentframe[ent->frame != 0]; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = R_GetTexture(texture->glowtexture); + R_Mesh_State(&m); + GL_UseColorArray(); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, ent->alpha, r_colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); } - vertexlit = modelalpha != 1 || clmodel->firstmodelsurface == 0 || (currententity->effects & EF_FULLBRIGHT) || currententity->colormod[0] != 1 || currententity->colormod[2] != 1 || currententity->colormod[2] != 1; +} -e->angles[0] = -e->angles[0]; // stupid quake bug - softwaretransformforentity (e); -e->angles[0] = -e->angles[0]; // stupid quake bug +static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf) +{ + const surfmesh_t *mesh; + rmeshstate_t m; + float modelorg[3]; + texture_t *texture; + texture = surf->texinfo->texture->currentframe[ent->frame != 0]; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = R_GetTexture(texture->fogtexture); + R_Mesh_State(&m); + GL_UseColorArray(); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + if (m.tex[0]) + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha, r_colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + } +} - // draw texture - for (i = 0;i < clmodel->nummodelsurfaces;i++, s++) +static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) +{ + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + int lightmaptexturenum; + float cl; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.tex[0] = R_GetTexture(texture->texture); + m.tex[1] = R_GetTexture(firstsurf->lightmaptexture); + m.tex[2] = R_GetTexture(texture->detailtexture); + m.texrgbscale[0] = 1; + m.texrgbscale[1] = 4; + m.texrgbscale[2] = 2; + R_Mesh_State(&m); + cl = (float) (1 << r_lightmapscalebit) * r_colorscale; + GL_Color(cl, cl, cl, 1); + for (surf = firstsurf;surf;surf = surf->texturechain) { - if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0)) + if (surf->visframe == r_framecount) { -// R_DrawSurf(s, true, vertexlit || s->texinfo->texture->transparent); - if (s->flags & SURF_DRAWSKY) + lightmaptexturenum = R_GetTexture(surf->lightmaptexture); + if (m.tex[1] != lightmaptexturenum) { - RSurf_DrawSky(s, true); - continue; + m.tex[1] = lightmaptexturenum; + R_Mesh_State(&m); } - t = R_TextureAnimation (s->texinfo->texture); - if (s->flags & SURF_DRAWTURB) + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - RSurf_DrawWater(s, t, true, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f); - continue; + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[1], mesh->uvw, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[2], mesh->abc, mesh->numverts * sizeof(float[4])); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); } - if (vertexlit || s->texinfo->texture->transparent) - RSurf_DrawWallVertex(s, t, true, true); - else - RSurf_DrawWall(s, t, true); } } - UploadLightmaps(); } -/* -============================================================= - - WORLD MODEL - -============================================================= -*/ - -void R_StoreEfrags (efrag_t **ppefrag); - -void R_NewWorldNode () +static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) { - int l, texsort = gl_texsort.value, vertex = gl_vertex.value; - mleaf_t *leaf; - msurface_t *surf, **mark, **endmark; - - for (l = 0, leaf = cl.worldmodel->leafs;l < cl.worldmodel->numleafs;l++, leaf++) + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + int lightmaptexturenum; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.tex[0] = R_GetTexture(texture->texture); + m.tex[1] = R_GetTexture(firstsurf->lightmaptexture); + if (gl_combine.integer) + m.texrgbscale[1] = 4; + R_Mesh_State(&m); + GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); + for (surf = firstsurf;surf;surf = surf->texturechain) { - if ((leaf->visframe == r_visframecount) && (leaf->efrags || leaf->nummarksurfaces)) + if (surf->visframe == r_framecount) { - if (R_CullBox(leaf->minmaxs, leaf->minmaxs+3)) - continue; + lightmaptexturenum = R_GetTexture(surf->lightmaptexture); + if (m.tex[1] != lightmaptexturenum) + { + m.tex[1] = lightmaptexturenum; + R_Mesh_State(&m); + } + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[1], mesh->uvw, mesh->numverts * sizeof(float[4])); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + } + } + } +} - c_leafs++; +static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) +{ + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.tex[0] = R_GetTexture(texture->texture); + R_Mesh_State(&m); + GL_Color(1, 1, 1, 1); + for (surf = firstsurf;surf;surf = surf->texturechain) + { + if (surf->visframe == r_framecount) + { + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + } + } + } +} - // deal with model fragments in this leaf - if (leaf->efrags) - R_StoreEfrags (&leaf->efrags); +static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) +{ + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + int lightmaptexturenum; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_ZERO; + m.blendfunc2 = GL_SRC_COLOR; + m.tex[0] = R_GetTexture(firstsurf->lightmaptexture); + if (gl_combine.integer) + m.texrgbscale[0] = 4; + R_Mesh_State(&m); + GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); + for (surf = firstsurf;surf;surf = surf->texturechain) + { + if (surf->visframe == r_framecount) + { + lightmaptexturenum = R_GetTexture(surf->lightmaptexture); + if (m.tex[0] != lightmaptexturenum) + { + m.tex[0] = lightmaptexturenum; + R_Mesh_State(&m); + } + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->uvw, mesh->numverts * sizeof(float[4])); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + } + } + } +} - if (leaf->nummarksurfaces) +static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) +{ + const msurface_t *surf; + const surfmesh_t *mesh; + float colorscale; + rmeshstate_t m; + + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = R_GetTexture(texture->texture); + colorscale = r_colorscale; + if (gl_combine.integer) + { + m.texrgbscale[0] = 4; + colorscale *= 0.25f; + } + R_Mesh_State(&m); + GL_UseColorArray(); + for (surf = firstsurf;surf;surf = surf->texturechain) + { + if (surf->visframe == r_framecount && surf->dlightframe == r_framecount) + { + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - mark = leaf->firstmarksurface; - endmark = mark + leaf->nummarksurfaces; - do + if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh)) { - surf = *mark++; - // make sure surfaces are only processed once - if (surf->worldnodeframe == r_framecount) - continue; - surf->worldnodeframe = r_framecount; - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) - { - if ( (surf->flags & SURF_PLANEBACK)) - { - surf->visframe = r_framecount; - c_faces++; - if (texsort) - { - surf->texturechain = surf->texinfo->texture->texturechain; - surf->texinfo->texture->texturechain = surf; - } - else - R_DrawSurf(surf, false, vertex); - } - } - else - { - if (!(surf->flags & SURF_PLANEBACK)) - { - surf->visframe = r_framecount; - c_faces++; - if (texsort) - { - surf->texturechain = surf->texinfo->texture->texturechain; - surf->texinfo->texture->texturechain = surf; - } - else - R_DrawSurf(surf, false, vertex); - } - } + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + R_FillColors(varray_color, mesh->numverts, 0, 0, 0, 1); + RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color); + RSurf_ScaleColors(varray_color, colorscale, mesh->numverts); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); } - while (mark < endmark); } } } } -struct nodestack_s +static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) { - int side; - mnode_t *node; - int noclipping; -} nodestack[8192]; + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + float modelorg[3]; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + R_Mesh_State(&m); + GL_UseColorArray(); + for (surf = firstsurf;surf;surf = surf->texturechain) + { + if (surf->visframe == r_framecount) + { + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + if (m.tex[0]) + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + } + } + } +} -/* -================ -R_WorldNode -================ -*/ -void R_WorldNode () +static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) { - int side, texsort = gl_texsort.value, vertex = gl_vertex.value, ca, cb, cc, cd, noclipping = false, oldclip = r_oldclip.value; - struct nodestack_s *nstack; - mnode_t *node; - mleaf_t *pleaf; - msurface_t *surf, *endsurf, **mark, **endmark; - nstack = nodestack; - - if (!(node = cl.worldmodel->nodes)) - return; - - while(1) + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_DST_COLOR; + m.blendfunc2 = GL_SRC_COLOR; + m.tex[0] = R_GetTexture(texture->detailtexture); + R_Mesh_State(&m); + GL_Color(1, 1, 1, 1); + for (surf = firstsurf;surf;surf = surf->texturechain) { - if (oldclip) + if (surf->visframe == r_framecount) { - if (R_CullBox(node->minmaxs, node->minmaxs+3)) + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { -backupstack: - if (nstack <= nodestack) - break; - nstack--; - node = nstack->node; - side = nstack->side; - noclipping = nstack->noclipping; - goto loc0; + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->abc, mesh->numverts * sizeof(float[4])); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); } } - else - if (!noclipping) + } +} + +static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) +{ + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = R_GetTexture(texture->glowtexture); + R_Mesh_State(&m); + GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); + for (surf = firstsurf;surf;surf = surf->texturechain) + { + if (surf->visframe == r_framecount) { - ca = frustum[0].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[0]);if (ca == 2) goto backupstack; // completely clipped away - cb = frustum[1].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[1]);if (cb == 2) goto backupstack; // completely clipped away - cc = frustum[2].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[2]);if (cc == 2) goto backupstack; // completely clipped away - cd = frustum[3].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[3]);if (cd == 2) goto backupstack; // completely clipped away - if (ca == 0 && cb == 0 && cc == 0 && cd == 0) - noclipping = true; // not clipped at all, no need to clip any children of this node - // partially clipped node + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + } } - // if a leaf node, draw stuff - if (node->contents < 0) + } +} + +static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) +{ + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ZERO; + m.tex[0] = R_GetTexture(texture->glowtexture); + R_Mesh_State(&m); + if (m.tex[0]) + GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); + else + GL_Color(0, 0, 0, 1); + for (surf = firstsurf;surf;surf = surf->texturechain) + { + if (surf->visframe == r_framecount) { - if (node->contents != CONTENTS_SOLID) + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - pleaf = (mleaf_t *)node; + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + } + } + } +} - c_leafs++; - if (pleaf->nummarksurfaces) - { - mark = pleaf->firstmarksurface; - endmark = mark + pleaf->nummarksurfaces; - do - { - (*mark)->visframe = r_framecount; - mark++; - } - while (mark < endmark); - } +static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2) +{ + const entity_render_t *ent = calldata1; + const msurface_t *surf = ent->model->surfaces + calldata2; + texture_t *texture; + texture = surf->texinfo->texture->currentframe[ent->frame != 0]; + R_Mesh_Matrix(&ent->matrix); + RSurfShader_Wall_Pass_BaseVertex(ent, surf); + if (texture->glowtexture) + RSurfShader_Wall_Pass_Glow(ent, surf); + if (fogenabled) + RSurfShader_Wall_Pass_Fog(ent, surf); +} - // deal with model fragments in this leaf - if (pleaf->efrags) - R_StoreEfrags (&pleaf->efrags); +extern cvar_t r_shadows; +static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) +{ + const msurface_t *surf; + vec3_t center; + if (texture->rendertype != SURFRENDER_OPAQUE) + { + // transparent vertex shaded from lightmap + for (surf = firstsurf;surf;surf = surf->texturechain) + { + if (surf->visframe == r_framecount) + { + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); } - - if (nstack <= nodestack) - break; - nstack--; - node = nstack->node; - side = nstack->side; - noclipping = nstack->noclipping; - goto loc0; } + } + else if (r_shadows.integer == 3 && cl.worldmodel->numlights) + { + // opaque base lighting + RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, firstsurf); + if (fogenabled) + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, firstsurf); + } + else if (r_vertexsurfaces.integer) + { + // opaque vertex shaded from lightmap + for (surf = firstsurf;surf;surf = surf->texturechain) + if (surf->visframe == r_framecount) + RSurfShader_Wall_Pass_BaseVertex(ent, surf); + if (texture->glowtexture) + for (surf = firstsurf;surf;surf = surf->texturechain) + if (surf->visframe == r_framecount) + RSurfShader_Wall_Pass_Glow(ent, surf); + if (fogenabled) + for (surf = firstsurf;surf;surf = surf->texturechain) + if (surf->visframe == r_framecount) + RSurfShader_Wall_Pass_Fog(ent, surf); + } + else + { + // opaque lightmapped + if (r_textureunits.integer >= 2) + { + if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, firstsurf); + else + { + RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, firstsurf); + if (r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, firstsurf); + } + } + else + { + RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, firstsurf); + RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, firstsurf); + if (r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, firstsurf); + } + if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT)) + RSurfShader_OpaqueWall_Pass_Light(ent, texture, firstsurf); + if (texture->glowtexture) + RSurfShader_OpaqueWall_Pass_Glow(ent, texture, firstsurf); + if (fogenabled) + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, firstsurf); + } +} - c_nodes++; +Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP}; +Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0}; +Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0}; - // node is just a decision point, so go down the apropriate sides +int Cshader_count = 3; +Cshader_t *Cshaders[3] = +{ + &Cshader_wall_lightmap, + &Cshader_water, + &Cshader_sky +}; - // find which side of the node we are on - side = PlaneDist(modelorg, node->plane) < node->plane->dist; +extern cvar_t r_shadows; +void R_PrepareSurfaces(entity_render_t *ent) +{ + int i, texframe, numsurfaces, *surfacevisframes; + model_t *model; + msurface_t *surf, *surfaces; + texture_t *t; + vec3_t modelorg; - // recurse down the children, front side first - if (node->children[side]->visframe == r_visframecount) + if (!ent->model) + return; + + model = ent->model; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + numsurfaces = model->nummodelsurfaces; + surfaces = model->surfaces + model->firstmodelsurface; + surfacevisframes = model->surfacevisframes + model->firstmodelsurface; + + texframe = (int)(cl.time * 5.0f); + for (i = 0;i < model->numtextures;i++) + { + t = model->textures + i; + if (ent->effects & EF_ADDITIVE) + t->rendertype = SURFRENDER_ADD; + else if (ent->alpha < 1 || (t->flags & SURF_WATERALPHA && r_wateralpha.value < 1) || t->fogtexture != NULL) + t->rendertype = SURFRENDER_ALPHA; + else + t->rendertype = SURFRENDER_OPAQUE; + if (t->animated) { - nstack->node = node; - nstack->side = !side; // go down back side when we come back up - nstack->noclipping = noclipping; - nstack++; - node = node->children[side]; - continue; + t->currentframe[0] = t->anim_frames[0][(t->anim_total[0] >= 2) ? (texframe % t->anim_total[0]) : 0]; + t->currentframe[1] = t->anim_frames[1][(t->anim_total[1] >= 2) ? (texframe % t->anim_total[1]) : 0]; } - side = !side; -loc0: + } - // draw stuff - if (node->numsurfaces) - { - surf = cl.worldmodel->surfaces + node->firstsurface; - endsurf = surf + node->numsurfaces; + if (r_dynamic.integer && r_shadows.integer != 3) + R_MarkLights(ent); - if (texsort) + for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++) + { + if (surfacevisframes[i] == r_framecount) + { +#if !WORLDNODECULLBACKFACES + // mark any backface surfaces as not visible + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) { - if (side) - { - do - { - if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK)) - { - c_faces++; - surf->texturechain = surf->texinfo->texture->texturechain; - surf->texinfo->texture->texturechain = surf; - } - else - surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it - surf++; - } - while (surf < endsurf); - } - else - { - do - { - if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK)) - { - c_faces++; - surf->texturechain = surf->texinfo->texture->texturechain; - surf->texinfo->texture->texturechain = surf; - } - else - surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it - surf++; - } - while (surf < endsurf); - } + if (!(surf->flags & SURF_PLANEBACK)) + surfacevisframes[i] = -1; } else { - if (side) - { - do - { - if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK)) - { - c_faces++; - R_DrawSurf(surf, false, vertex); - } - else - surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it - surf++; - } - while (surf < endsurf); - } - else + if ((surf->flags & SURF_PLANEBACK)) + surfacevisframes[i] = -1; + } + if (surfacevisframes[i] == r_framecount) +#endif + { + c_faces++; + surf->visframe = r_framecount; + if (!r_vertexsurfaces.integer && surf->lightmaptexture != NULL) { - do + if (surf->cached_dlight + || surf->cached_ambient != r_ambient.value + || surf->cached_lightmapscalebit != r_lightmapscalebit) + R_BuildLightMap(ent, surf, false); // base lighting changed + else if (r_dynamic.integer) { - if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK)) - { - c_faces++; - R_DrawSurf(surf, false, vertex); - } - else - surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it - surf++; + if (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0] + || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1] + || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2] + || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3])))))))) + R_BuildLightMap(ent, surf, false); // base lighting changed + else if (surf->dlightframe == r_framecount && r_dlightmap.integer) + R_BuildLightMap(ent, surf, true); // only dlights } - while (surf < endsurf); } } } - - // recurse down the back side - if (node->children[side]->visframe == r_visframecount) - { - node = node->children[side]; - continue; - } - - if (nstack <= nodestack) - break; - nstack--; - node = nstack->node; - side = nstack->side; - noclipping = nstack->noclipping; - goto loc0; } } - -/* -============= -R_DrawWorld -============= -*/ -void R_DrawWorld (void) +void R_DrawSurfaces(entity_render_t *ent, int type) { - entity_t ent; - - memset (&ent, 0, sizeof(ent)); - ent.model = cl.worldmodel; - ent.colormod[0] = ent.colormod[1] = ent.colormod[2] = 1; - modelalpha = ent.alpha = 1; - ent.scale = 1; - - VectorCopy (r_refdef.vieworg, modelorg); - - currententity = &ent; - - softwaretransformidentity(); // LordHavoc: clear transform + int i; + texture_t *t; + R_Mesh_Matrix(&ent->matrix); + for (i = 0, t = ent->model->textures;i < ent->model->numtextures;i++, t++) + if (t->shader->shaderfunc[type] && ent->model->texturesurfacechains[i]) + t->shader->shaderfunc[type](ent, t, ent->model->texturesurfacechains[i]); +} - if (cl.worldmodel) +static void R_DrawPortal_Callback(const void *calldata1, int calldata2) +{ + int i; + float *v; + rmeshstate_t m; + const entity_render_t *ent = calldata1; + const mportal_t *portal = ent->model->portals + calldata2; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + R_Mesh_Matrix(&ent->matrix); + R_Mesh_State(&m); + R_Mesh_ResizeCheck(portal->numpoints); + i = portal - ent->model->portals; + GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale, + ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale, + ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale, + 0.125f); + if (PlaneDiff(r_origin, (&portal->plane)) > 0) { - if (r_newworldnode.value) - R_NewWorldNode (); - else - R_WorldNode (); + for (i = portal->numpoints - 1, v = varray_vertex;i >= 0;i--, v += 4) + VectorCopy(portal->points[i].position, v); } - - R_PushDlights (); // now mark the lit surfaces - - DrawTextureChains (); + else + for (i = 0, v = varray_vertex;i < portal->numpoints;i++, v += 4) + VectorCopy(portal->points[i].position, v); + R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements); } - -/* -=============== -R_MarkLeaves -=============== -*/ -void R_MarkLeaves (void) +static void R_DrawPortals(entity_render_t *ent) { - byte *vis; - mnode_t *node; - int i; + int i; + mportal_t *portal, *endportal; + float temp[3], center[3], f; - if (r_oldviewleaf == r_viewleaf && !r_novis.value) + if (r_drawportals.integer < 1) return; - - r_visframecount++; - r_oldviewleaf = r_viewleaf; - if (r_novis.value) + for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++) { - for (i=0 ; inumleafs ; i++) + if (portal->here->pvsframe == ent->model->pvsframecount || portal->past->pvsframe == ent->model->pvsframecount) { - node = (mnode_t *)&cl.worldmodel->leafs[i+1]; - do + if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) { - if (node->visframe == r_visframecount) - break; - node->visframe = r_visframecount; - node = node->parent; - } while (node); + VectorClear(temp); + for (i = 0;i < portal->numpoints;i++) + VectorAdd(temp, portal->points[i].position, temp); + f = ixtable[portal->numpoints]; + VectorScale(temp, f, temp); + Matrix4x4_Transform(&ent->matrix, temp, center); + R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->portals); + } } } - else +} + +void R_PrepareBrushModel(entity_render_t *ent) +{ + int i, numsurfaces, *surfacevisframes, *surfacepvsframes; + msurface_t *surf; + model_t *model; +#if WORLDNODECULLBACKFACES + vec3_t modelorg; +#endif + + // because bmodels can be reused, we have to decide which things to render + // from scratch every time + model = ent->model; +#if WORLDNODECULLBACKFACES + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); +#endif + numsurfaces = model->nummodelsurfaces; + surf = model->surfaces + model->firstmodelsurface; + surfacevisframes = model->surfacevisframes + model->firstmodelsurface; + surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface; + for (i = 0;i < numsurfaces;i++, surf++) { - vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel); - - for (i=0 ; inumleafs ; i++) +#if WORLDNODECULLBACKFACES + // mark any backface surfaces as not visible + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) { - if (vis[i>>3] & (1<<(i&7))) + if ((surf->flags & SURF_PLANEBACK)) { - node = (mnode_t *)&cl.worldmodel->leafs[i+1]; - do - { - if (node->visframe == r_visframecount) - break; - node->visframe = r_visframecount; - node = node->parent; - } while (node); + surfacevisframes[i] = r_framecount; + surfacepvsframes[i] = model->pvsframecount; + } + } + else + { + if (!(surf->flags & SURF_PLANEBACK)) + { + surfacevisframes[i] = r_framecount; + surfacepvsframes[i] = model->pvsframecount; } } +#else + surfacevisframes[i] = r_framecount; + surfacepvsframes[i] = model->pvsframecount; +#endif + surf->dlightframe = -1; } + R_PrepareSurfaces(ent); } - - -/* -============================================================================= - - LIGHTMAP ALLOCATION - -============================================================================= -*/ - -// returns a texture number and the position inside it -int AllocBlock (int w, int h, short *x, short *y) +void R_SurfaceWorldNode (entity_render_t *ent) { - int i, j; - int best, best2; - int texnum; - - for (texnum=0 ; texnummodel; + numsurfaces = model->nummodelsurfaces; + surfaces = model->surfaces + model->firstmodelsurface; + surfacevisframes = model->surfacevisframes + model->firstmodelsurface; + surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + + for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++) { - best = BLOCK_HEIGHT; - - for (i=0 ; ipvsframecount) { - best2 = 0; - - for (j=0 ; jplane) < surf->plane->dist) { - if (allocated[texnum][i+j] >= best) - break; - if (allocated[texnum][i+j] > best2) - best2 = allocated[texnum][i+j]; + if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs)) + surfacevisframes[i] = r_framecount; } - if (j == w) - { // this is a valid spot - *x = i; - *y = best = best2; + else + { + if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs)) + surfacevisframes[i] = r_framecount; } +#else + if (!R_CullBox (surf->poly_mins, surf->poly_maxs)) + surfacevisframes[i] = r_framecount; +#endif } + } +} - if (best + h > BLOCK_HEIGHT) - continue; - - if (nosubimagefragments || nosubimage) +/* +static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) +{ + int portalstack, i; + mportal_t *p, *pstack[8192]; + msurface_t *surf, **mark, **endmark; + mleaf_t *leaf; + // LordHavoc: portal-passage worldnode with PVS; + // follows portals leading outward from viewleaf, does not venture + // offscreen or into leafs that are not visible, faster than Quake's + // RecursiveWorldNode + leaf = viewleaf; + leaf->worldnodeframe = r_framecount; + portalstack = 0; +loc0: + c_leafs++; + if (leaf->nummarksurfaces) + { + for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) { - if (!lightmaps[texnum]) + surf = *mark++; + // make sure surfaces are only processed once + if (surf->worldnodeframe != r_framecount) { - lightmaps[texnum] = qmalloc(BLOCK_WIDTH*BLOCK_HEIGHT*4); - memset(lightmaps[texnum], 0, BLOCK_WIDTH*BLOCK_HEIGHT*4); + surf->worldnodeframe = r_framecount; + if (PlaneDist(r_origin, surf->plane) < surf->plane->dist) + { + if (surf->flags & SURF_PLANEBACK) + surf->visframe = r_framecount; + } + else + { + if (!(surf->flags & SURF_PLANEBACK)) + surf->visframe = r_framecount; + } } } - // LordHavoc: clear texture to blank image, fragments are uploaded using subimage - else if (!allocated[texnum][0]) + } + // follow portals into other leafs + for (p = leaf->portals;p;p = p->next) + { + leaf = p->past; + if (leaf->worldnodeframe != r_framecount) { - byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*3]; - memset(blank, 0, sizeof(blank)); - if(r_upload.value) + leaf->worldnodeframe = r_framecount; + // FIXME: R_CullBox is absolute, should be done relative + if (leaf->pvsframe == ent->model->pvsframecount && !R_CullBox(leaf->mins, leaf->maxs)) { - glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - if (lightmaprgba) - glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank); - else - glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank); + p->visframe = r_framecount; + pstack[portalstack++] = p; + goto loc0; +loc1: + p = pstack[--portalstack]; } } - - for (i=0 ; iedges; - lnumverts = fa->numedges; - vertpage = 0; - - // - // draw texture - // - poly = Hunk_AllocName (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float), "surfaces"); - poly->next = fa->polys; - poly->flags = fa->flags; - fa->polys = poly; - poly->numverts = lnumverts; - - for (i=0 ; isurfedges[fa->firstedge + i]; - - if (lindex > 0) - { - r_pedge = &pedges[lindex]; - vec = r_pcurrentvertbase[r_pedge->v[0]].position; - } - else + int c, leafstackpos, *mark, *surfacevisframes; +#if WORLDNODECULLBACKFACES + int n; + msurface_t *surf; +#endif + mleaf_t *leaf, *leafstack[8192]; + mportal_t *p; + vec3_t modelorg; + msurface_t *surfaces; + // LordHavoc: portal-passage worldnode with PVS; + // follows portals leading outward from viewleaf, does not venture + // offscreen or into leafs that are not visible, faster than Quake's + // RecursiveWorldNode + surfaces = ent->model->surfaces; + surfacevisframes = ent->model->surfacevisframes; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + viewleaf->worldnodeframe = r_framecount; + leafstack[0] = viewleaf; + leafstackpos = 1; + while (leafstackpos) + { + c_leafs++; + leaf = leafstack[--leafstackpos]; + // draw any surfaces bounding this leaf + if (leaf->nummarksurfaces) { - r_pedge = &pedges[-lindex]; - vec = r_pcurrentvertbase[r_pedge->v[1]].position; + for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) + { +#if WORLDNODECULLBACKFACES + n = *mark++; + if (surfacevisframes[n] != r_framecount) + { + surf = surfaces + n; + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) + { + if ((surf->flags & SURF_PLANEBACK)) + surfacevisframes[n] = r_framecount; + } + else + { + if (!(surf->flags & SURF_PLANEBACK)) + surfacevisframes[n] = r_framecount; + } + } +#else + surfacevisframes[*mark++] = r_framecount; +#endif + } } - s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3]; - t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3]; - - VectorCopy (vec, poly->verts[i]); - poly->verts[i][3] = s / fa->texinfo->texture->width; - poly->verts[i][4] = t / fa->texinfo->texture->height; - - // - // lightmap texture coordinates - // - s -= fa->texturemins[0]; - t -= fa->texturemins[1]; - s += 8; - t += 8; - // LordHavoc: calc lightmap data offset - j = (bound(0l, (int)t>>4, fa->extents[1]>>4) * ((fa->extents[0]>>4)+1) + bound(0l, (int)s>>4, fa->extents[0]>>4)) * 3; - poly->verts[i][7] = j; - s += fa->light_s*16; - s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width; - - t += fa->light_t*16; - t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height; - - poly->verts[i][5] = s; - poly->verts[i][6] = t; - } - - // - // remove co-linear points - Ed - // - /* - if (!gl_keeptjunctions.value) - { - for (i = 0 ; i < lnumverts ; ++i) + // follow portals into other leafs + for (p = leaf->portals;p;p = p->next) { - vec3_t v1, v2; - float *prev, *this, *next; - - prev = poly->verts[(i + lnumverts - 1) % lnumverts]; - this = poly->verts[i]; - next = poly->verts[(i + 1) % lnumverts]; - - VectorSubtract( this, prev, v1 ); - VectorNormalize( v1 ); - VectorSubtract( next, prev, v2 ); - VectorNormalize( v2 ); - - // skip co-linear points - #define COLINEAR_EPSILON 0.001 - if ((fabs( v1[0] - v2[0] ) <= COLINEAR_EPSILON) && - (fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) && - (fabs( v1[2] - v2[2] ) <= COLINEAR_EPSILON)) + // LordHavoc: this DotProduct hurts less than a cache miss + // (which is more likely to happen if backflowing through leafs) + if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1)) { - int j; - for (j = i + 1; j < lnumverts; ++j) + leaf = p->past; + if (leaf->worldnodeframe != r_framecount) { - int k; - for (k = 0; k < VERTEXSIZE; ++k) - poly->verts[j - 1][k] = poly->verts[j][k]; + leaf->worldnodeframe = r_framecount; + // FIXME: R_CullBox is absolute, should be done relative + if (leaf->pvsframe == ent->model->pvsframecount && !R_CullBox(leaf->mins, leaf->maxs)) + leafstack[leafstackpos++] = leaf; } - --lnumverts; - ++nColinElim; - // retry next vertex next time, which is now current vertex - --i; } } } - */ - poly->numverts = lnumverts; + if (r_drawportals.integer) + R_DrawPortals(ent); } -/* -======================== -GL_CreateSurfaceLightmap -======================== -*/ -void GL_CreateSurfaceLightmap (msurface_t *surf) +void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf) { - int smax, tmax; - - if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB)) - return; - - smax = (surf->extents[0]>>4)+1; - tmax = (surf->extents[1]>>4)+1; + int i, j, l, c, bits, *surfacepvsframes, *mark; + mleaf_t *leaf; + qbyte *vis; + model_t *model; - surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t); - if (nosubimage || nosubimagefragments) - return; - glBindTexture(GL_TEXTURE_2D, lightmap_textures + surf->lightmaptexturenum); - smax = ((surf->extents[0]>>4)+lightmapalign) & lightmapalignmask; - if (lightmaprgba) - { - R_BuildLightMap (surf, templight, smax * 4); - if(r_upload.value) - glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight); - } - else + model = ent->model; + if (model && (model->pvsviewleaf != viewleaf || model->pvsviewleafnovis != r_novis.integer)) { - R_BuildLightMap (surf, templight, smax * 3); - if(r_upload.value) - glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight); + model->pvsframecount++; + model->pvsviewleaf = viewleaf; + model->pvsviewleafnovis = r_novis.integer; + if (viewleaf) + { + surfacepvsframes = model->surfacepvsframes; + vis = Mod_LeafPVS (viewleaf, model); + for (j = 0;j < model->numleafs;j += 8) + { + bits = *vis++; + if (bits) + { + l = model->numleafs - j; + if (l > 8) + l = 8; + for (i = 0;i < l;i++) + { + if (bits & (1 << i)) + { + leaf = &model->leafs[j + i + 1]; + leaf->pvsframe = model->pvsframecount; + // mark surfaces bounding this leaf as visible + for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) + surfacepvsframes[*mark++] = model->pvsframecount; + } + } + } + } + } } } - /* -================== -GL_BuildLightmaps - -Builds the lightmap texture -with all the surfaces from all brush models -================== +============= +R_DrawWorld +============= */ -void GL_BuildLightmaps (void) +void R_DrawWorld (entity_render_t *ent) { - int i, j; - model_t *m; + vec3_t modelorg; + mleaf_t *viewleaf; - memset (allocated, 0, sizeof(allocated)); + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + viewleaf = Mod_PointInLeaf (modelorg, ent->model); + R_PVSUpdate(ent, viewleaf); - r_framecount = 1; // no dlightcache - - if (gl_nosubimagefragments.value) - nosubimagefragments = 1; - else - nosubimagefragments = 0; + if (!viewleaf) + return; - if (gl_nosubimage.value) - nosubimage = 1; + if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID) + R_SurfaceWorldNode (ent); else - nosubimage = 0; + R_PortalWorldNode (ent, viewleaf); + R_PrepareSurfaces(ent); + R_DrawSurfaces(ent, SHADERSTAGE_SKY); + R_DrawSurfaces(ent, SHADERSTAGE_NORMAL); +} - if (gl_lightmaprgba.value) - { - lightmaprgba = true; - lightmapbytes = 4; - } - else - { - lightmaprgba = false; - lightmapbytes = 3; - } +void R_Model_Brush_DrawSky (entity_render_t *ent) +{ + if (ent != &cl_entities[0].render) + R_PrepareBrushModel(ent); + R_DrawSurfaces(ent, SHADERSTAGE_SKY); +} - // LordHavoc: NVIDIA seems to have a broken glTexSubImage2D, - // it needs to be aligned on 4 pixel boundaries... - // so I implemented an adjustable lightmap alignment - if (gl_lightmapalign.value < 1) - gl_lightmapalign.value = 1; - if (gl_lightmapalign.value > 16) - gl_lightmapalign.value = 16; - lightmapalign = 1; - while (lightmapalign < gl_lightmapalign.value) - lightmapalign <<= 1; - gl_lightmapalign.value = lightmapalign; - lightmapalignmask = ~(lightmapalign - 1); - if (nosubimagefragments || nosubimage) - { - lightmapalign = 1; - lightmapalignmask = ~0; - } +void R_Model_Brush_Draw (entity_render_t *ent) +{ + c_bmodels++; + if (ent != &cl_entities[0].render) + R_PrepareBrushModel(ent); + R_DrawSurfaces(ent, SHADERSTAGE_NORMAL); +} - if (!lightmap_textures) +void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius) +{ +#if 1 + float projectdistance, temp[3]; + shadowmesh_t *mesh; + VectorSubtract(relativelightorigin, ent->model->shadowmesh_center, temp); + projectdistance = lightradius + ent->model->shadowmesh_radius - sqrt(DotProduct(temp, temp)); + if (projectdistance >= 0.1) { - lightmap_textures = texture_extension_number; - texture_extension_number += MAX_LIGHTMAPS; + R_Mesh_Matrix(&ent->matrix); + for (mesh = ent->model->shadowmesh;mesh;mesh = mesh->next) + { + R_Mesh_ResizeCheck(mesh->numverts * 2); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + R_Shadow_Volume(mesh->numverts, mesh->numtriangles, varray_vertex, mesh->elements, mesh->neighbors, relativelightorigin, lightradius, projectdistance); + } } - - for (j=1 ; jmatrix); + lightradius2 = lightradius * lightradius; + for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++) { - m = cl.model_precache[j]; - if (!m) - break; - if (m->name[0] == '*') - continue; - r_pcurrentvertbase = m->vertexes; - currentmodel = m; - for (i=0 ; inumsurfaces ; i++) + if (surf->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST) { - if ( m->surfaces[i].flags & SURF_DRAWTURB ) - continue; - if ( m->surfaces[i].flags & SURF_DRAWSKY ) - continue; - GL_CreateSurfaceLightmap (m->surfaces + i); - BuildSurfaceDisplayList (m->surfaces + i); + f = PlaneDiff(relativelightorigin, surf->plane); + if (surf->flags & SURF_PLANEBACK) + f = -f; + // draw shadows only for backfaces + projectdistance = lightradius + f; + if (projectdistance >= 0.1 && projectdistance < lightradius) + { + VectorSubtract(relativelightorigin, surf->poly_center, temp); + if (DotProduct(temp, temp) < (surf->poly_radius2 + lightradius2)) + { + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts * 2); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + R_Shadow_Volume(mesh->numverts, mesh->numtriangles, varray_vertex, mesh->index, mesh->triangleneighbors, relativelightorigin, lightradius, projectdistance); + } + } + } } } +#endif +} - if (nosubimage || nosubimagefragments) +void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float lightdistbias, float lightsubtract, float *lightcolor) +{ + int tnum; + msurface_t *surf; + texture_t *t; + float f, lightradius2; + surfmesh_t *mesh; + R_Mesh_Matrix(&ent->matrix); + if (ent != &cl_entities[0].render) + R_PrepareBrushModel(ent); + lightradius2 = lightradius * lightradius; + for (tnum = 0;tnum < ent->model->numtextures;tnum++) { - if(r_upload.value) - if (gl_mtexable) - qglSelectTexture(gl_mtex_enum+1); - for (i = 0;i < MAX_LIGHTMAPS;i++) + t = ent->model->textures + tnum; + if (ent->model->texturesurfacechains[tnum] && t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT) { - if (!allocated[i][0]) - break; - lightmapupdate[i][0] = BLOCK_HEIGHT; - lightmapupdate[i][1] = 0; - if(r_upload.value) + t = t->currentframe[ent->frame != 0]; + for (surf = ent->model->texturesurfacechains[tnum];surf;surf = surf->texturechain) { - glBindTexture(GL_TEXTURE_2D, lightmap_textures + i); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - if (lightmaprgba) - glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]); - else - glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]); + if (surf->visframe == r_framecount) + { + f = PlaneDiff(relativelightorigin, surf->plane); + if (surf->flags & SURF_PLANEBACK) + f = -f; + if (f >= -0.1 && f < lightradius) + { + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->texture, t->glosstexture, t->nmaptexture, NULL); + } + } + } } } - if(r_upload.value) - if (gl_mtexable) - qglSelectTexture(gl_mtex_enum+0); } } +static void gl_surf_start(void) +{ +} + +static void gl_surf_shutdown(void) +{ +} + +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_vertexsurfaces); + Cvar_RegisterVariable(&r_dlightmap); + Cvar_RegisterVariable(&r_drawportals); + Cvar_RegisterVariable(&r_testvis); + Cvar_RegisterVariable(&r_floatbuildlightmap); + Cvar_RegisterVariable(&r_detailtextures); + Cvar_RegisterVariable(&r_surfaceworldnode); + + R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); +} +