X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=48440d944328f0eef8205eb12f3dffeb44e9ff67;hp=060a0ef72e69eaca9b4eae6ac75e68a8e78e0b1f;hb=f7412a0c49465d916da5920d1132eeda9c3a4a3d;hpb=cecffffdd5310e387e8b910735ff77aa329cdb43 diff --git a/gl_rsurf.c b/gl_rsurf.c index 060a0ef7..48440d94 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. @@ -21,154 +21,222 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" -extern int skytexturenum; +#define MAX_LIGHTMAP_SIZE 256 -int lightmap_textures; +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 -signed blocklights[18*18*3]; // LordHavoc: *3 for colored lighting +static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; -// 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*3) +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"}; +cvar_t r_cullsurface = {0, "r_cullsurface", "0"}; -int active_lightmaps; +static int dlightdivtable[32768]; -short allocated[MAX_LIGHTMAPS][BLOCK_WIDTH]; +// variables used by R_PVSUpdate +int r_pvsframecount = 0; +mleaf_t *r_pvsviewleaf = NULL; +int r_pvsviewleafnovis = 0; +msurface_t *r_pvsfirstsurface = NULL; -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; + unsigned int *bl; + float dist, impact[3], local[3]; + + // LordHavoc: use 64bit integer... shame it's not very standardized... +#if _MSC_VER || __BORLANDC__ + __int64 k; +#else + long long k; +#endif -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", "1"}; -cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"}; -cvar_t gl_nosubimage = {"gl_nosubimage", "0"}; + lit = false; -qboolean lightmaprgba, nosubimagefragments, nosubimage; -int lightmapbytes; + smax = (surf->extents[0] >> 4) + 1; + tmax = (surf->extents[1] >> 4) + 1; + smax3 = smax * 3; -qboolean skyisvisible; -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 -void glrsurf_init() -{ - 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); - // check if it's the glquake minigl driver - if (strncasecmp(gl_vendor,"3Dfx",4)==0) - if (!gl_arrays) - { - Cvar_SetValue("gl_nosubimagefragments", 1); -// Cvar_SetValue("gl_nosubimage", 1); - Cvar_SetValue("gl_lightmode", 0); + 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]; + + 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]; + green = r_dlight[lnum].light[1]; + blue = r_dlight[lnum].light[2]; + 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) >> 7; + bl[1] += (green * k) >> 7; + bl[2] += (blue * k) >> 7; + lit = true; + } + } + bl += 3; + } + } + else // skip line + bl += smax3; + } } + return lit; } -int dlightdivtable[8192]; -int dlightdivtableinitialized = 0; - -/* -=============== -R_AddDynamicLights -=============== -*/ -void R_AddDynamicLights (msurface_t *surf) +static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) { - int sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, j; - unsigned *bl; - float dist, f; - vec3_t impact, local; - // use 64bit integer... shame it's not very standardized... -#if _MSC_VER || __BORLANDC__ - __int64 k; // MSVC -#else - long long k; // GCC -#endif + 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; - if (!dlightdivtableinitialized) - { - dlightdivtable[0] = 1048576 >> 7; - for (s = 1;s < 8192;s++) - dlightdivtable[s] = 1048576 / (s << 7); - dlightdivtableinitialized = 1; - } + lit = false; - smax = (surf->extents[0]>>4)+1; - tmax = (surf->extents[1]>>4)+1; + smax = (surf->extents[0] >> 4) + 1; + tmax = (surf->extents[1] >> 4) + 1; + smax3 = smax * 3; - for (lnum=0 ; lnumdlightbits[lnum >> 5] & (1<<(lnum&31)) ) ) - continue; // not lit by this light + if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) + continue; // not lit by this light - VectorSubtract(cl_dlights[lnum].origin, currententity->origin, local); + Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local); dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; - for (i=0 ; i<3 ; i++) - impact[i] = cl_dlights[lnum].origin[i] - surf->plane->normal[i]*dist; - f = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; - i = f; + // for comparisons to minimum acceptable light + // compensate for LIGHTOFFSET + maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET; - // reduce calculations - t = dist*dist; - for (s = 0;s < smax;s++, i -= 16) - sdtable[s] = i*i + t; - - f = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; - i = f; - - maxdist = (int) (cl_dlights[lnum].radius*cl_dlights[lnum].radius); // for comparisons to minimum acceptable light - // clamp radius to avoid exceeding 8192 entry division table - if (maxdist > 1048576) - maxdist = 1048576; - maxdist3 = maxdist - (int) (dist*dist); - // convert to 8.8 blocklights format - if (!cl_dlights[lnum].dark) + dist2 = dist * dist; + dist2 += LIGHTOFFSET; + if (dist2 >= maxdist) + continue; + + if (surf->plane->type < 3) { - f = cl_dlights[lnum].color[0] * maxdist;red = f; - f = cl_dlights[lnum].color[1] * maxdist;green = f; - f = cl_dlights[lnum].color[2] * maxdist;blue = f; + VectorCopy(local, impact); + impact[surf->plane->type] -= dist; } - else // negate for darklight + else { - f = cl_dlights[lnum].color[0] * -maxdist;red = f; - f = cl_dlights[lnum].color[1] * -maxdist;green = f; - f = cl_dlights[lnum].color[2] * -maxdist;blue = f; + 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; } - bl = blocklights; - for (t = 0;t < tmax;t++,i -= 16) + + impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; + impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; + + td = bound(0, impacts, smax * 16) - impacts; + td1 = bound(0, impactt, tmax * 16) - impactt; + td = td * td + td1 * td1 + dist2; + if (td > maxdist) + continue; + + // reduce calculations + for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f) + sdtable[s] = td1 * td1 + dist2; + + maxdist3 = maxdist - dist2; + + // convert to 8.8 blocklights format + red = r_dlight[lnum].light[0]; + green = r_dlight[lnum].light[1]; + blue = r_dlight[lnum].light[2]; + subtract = r_dlight[lnum].subtract * 32768.0f; + bl = floatblocklights; + + td1 = impactt; + for (t = 0;t < tmax;t++, td1 -= 16.0f) { - td = i*i; - if (td < maxdist3) // make sure some part of it is visible on this line + 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) { - j = dlightdivtable[(sdtable[s]+td) >> 7]; - k = (red * j) >> 8;bl[0] += k; - k = (green * j) >> 8;bl[1] += k; - k = (blue * j) >> 8;bl[2] += k; + k = (32768.0f / (sdtable[s] + td)) - subtract; + bl[0] += red * k; + bl[1] += green * k; + bl[2] += blue * k; + lit = true; } bl += 3; } } - else - bl+=smax*3; // skip line + else // skip line + bl += smax3; } } + return lit; } -extern qboolean lighthalf; /* =============== R_BuildLightMap @@ -176,206 +244,375 @@ 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 t; - int i, j, size; - byte *lightmap; - int scale; - int maps; - int *bl; - - surf->cached_dlight = (surf->dlightframe == r_framecount); - surf->cached_lighthalf = lighthalf; - - 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_lightscalebit = lightscalebit; + surf->cached_ambient = r_ambient.value; + surf->cached_light[0] = d_lightstylevalue[surf->styles[0]]; + surf->cached_light[1] = d_lightstylevalue[surf->styles[1]]; + surf->cached_light[2] = d_lightstylevalue[surf->styles[2]]; + surf->cached_light[3] = d_lightstylevalue[surf->styles[3]]; + + smax = (surf->extents[0]>>4)+1; + tmax = (surf->extents[1]>>4)+1; + size = smax*tmax; + size3 = size*3; + lightmap = surf->samples; + + // set to full bright if no light data + bl = intblocklights; + if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata) { - *bl++ = 0; - *bl++ = 0; - *bl++ = 0; + for (i = 0;i < size3;i++) + bl[i] = 255*256; } + else + { + // clear to no light + j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style + if (j) + { + for (i = 0;i < size3;i++) + *bl++ = j; + } + else + memset(bl, 0, size*3*sizeof(unsigned int)); -// add all the lightmaps - if (lightmap) - for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++) + if (surf->dlightframe == r_framecount && r_dlightmap.integer) { - scale = d_lightstylevalue[surf->styles[maps]]; - surf->cached_light[maps] = scale; // 8.8 fraction - bl = blocklights; - for (i=0 ; icached_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 dynamic lights - if (surf->dlightframe == r_framecount) - R_AddDynamicLights (surf); - } - 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) + // add all the lightmaps + if (lightmap) + { + bl = intblocklights; + for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) + for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) + bl[i] += lightmap[i] * scale; + } + } + + stain = surf->stainsamples; + bl = intblocklights; + out = templight; + // deal with lightmap brightness scale + shift = 7 + lightscalebit + 8; + if (ent->model->lightmaprgba) { - for (i=0 ; ilightmaptexturestride - smax) * 4; + for (i = 0;i < tmax;i++, out += stride) { - for (j=0 ; j> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - *dest++ = 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 ; ilightmaptexturestride - smax) * 3; + for (i = 0;i < tmax;i++, out += stride) { - for (j=0 ; j> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; + 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_lightscalebit = lightscalebit; + surf->cached_ambient = r_ambient.value; + surf->cached_light[0] = d_lightstylevalue[surf->styles[0]]; + surf->cached_light[1] = d_lightstylevalue[surf->styles[1]]; + surf->cached_light[2] = d_lightstylevalue[surf->styles[2]]; + surf->cached_light[3] = d_lightstylevalue[surf->styles[3]]; + + smax = (surf->extents[0]>>4)+1; + tmax = (surf->extents[1]>>4)+1; + size = smax*tmax; + size3 = size*3; + lightmap = surf->samples; + + // set to full bright if no light data + 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 + lightscalebit + 8)); + if (ent->model->lightmaprgba) { - for (i=0 ; ilightmaptexturestride - smax) * 4; + for (i = 0;i < tmax;i++, out += stride) { - for (j=0 ; j> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - *dest++ = 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 ; ilightmaptexturestride - smax) * 3; + for (i = 0;i < tmax;i++, out += stride) { - for (j=0 ; j> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; + 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, int icolor[8]) { - int smax, tmax; - // upload the new lightmap texture fragment - 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; + msurface_t *surf, *endsurf; + int sdtable[256], td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, dist2, impacts, impactt, subtract, a, stained, cr, cg, cb, ca, ratio; + qbyte *bl; + vec3_t impact; + // LordHavoc: use 64bit integer... shame it's not very standardized... +#if _MSC_VER || __BORLANDC__ + __int64 k; +#else + long long k; +#endif + + + // for comparisons to minimum acceptable light + // compensate for 256 offset + maxdist = radius * radius + 256.0f; + + // clamp radius to avoid exceeding 32768 entry division table + if (maxdist > 4194304) + maxdist = 4194304; + + subtract = (int) ((1.0f / maxdist) * 4194304.0f); + +loc0: + if (node->contents < 0) + return; + ndist = PlaneDiff(origin, node->plane); + if (ndist > radius) + { + node = node->children[0]; + goto loc0; } - else + if (ndist < -radius) + { + node = node->children[1]; + goto loc0; + } + + dist2 = ndist * ndist + 256.0f; + if (dist2 < maxdist) { - smax = ((s->extents[0]>>4)+lightmapalign) & lightmapalignmask; - tmax = (s->extents[1]>>4)+1; - if (lightmaprgba) + maxdist3 = maxdist - dist2; + + if (node->plane->type < 3) { - R_BuildLightMap (s, templight, smax * 4); - glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight); + VectorCopy(origin, impact); + impact[node->plane->type] -= ndist; } else { - R_BuildLightMap (s, templight, smax * 3); - 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; + // convert to 8.8 blocklights format + 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) + { + k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract; + if (k > 0) + { + ratio = rand() & 255; + ca = (((icolor[7] - icolor[3]) * ratio) >> 8) + icolor[3]; + a = (ca * k) >> 8; + if (a > 0) + { + a = bound(0, a, 256); + cr = (((icolor[4] - icolor[0]) * ratio) >> 8) + icolor[0]; + cg = (((icolor[5] - icolor[1]) * ratio) >> 8) + icolor[1]; + cb = (((icolor[6] - icolor[2]) * ratio) >> 8) + icolor[2]; + bl[0] = (qbyte) ((((cr - (int) bl[0]) * a) >> 8) + (int) bl[0]); + bl[1] = (qbyte) ((((cg - (int) bl[1]) * a) >> 8) + (int) bl[1]); + bl[2] = (qbyte) ((((cb - (int) bl[2]) * a) >> 8) + (int) 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, icolor); + 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, icolor[8]; + entity_render_t *ent; + model_t *model; + vec3_t org; + icolor[0] = cr1; + icolor[1] = cg1; + icolor[2] = cb1; + icolor[3] = ca1; + icolor[4] = cr2; + icolor[5] = cg2; + icolor[6] = cb2; + icolor[7] = ca2; + + model = cl.worldmodel; + if (model) + R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor); + + // 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, icolor); + } + } + } } @@ -387,1272 +624,1356 @@ texture_t *R_TextureAnimation (texture_t *base) ============================================================= */ +static void RSurf_CopyXYZ(const surfvertex_t *in, float *out, int numverts) +{ + int i; + for (i = 0;i < numverts;i++, in++, out += 4) + { + VectorCopy(in->v, out); + out[3] = 1; + } +} -extern int solidskytexture; -extern int alphaskytexture; -extern float speedscale; // for top sky and bottom sky - -qboolean mtexenabled = false; - -extern char skyname[]; +static void RSurf_CopyST(const surfvertex_t *in, float *out, int numverts) +{ + int i; + for (i = 0;i < numverts;i++, in++, out += 2) + { + out[0] = in->st[0]; + out[1] = in->st[1]; + } +} -void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits); -//extern cvar_t r_dynamicwater; -extern int r_dlightframecount; -float turbsin[256] = +static void RSurf_CopyUV(const surfvertex_t *in, float *out, int numverts) { - #include "gl_warp_sin.h" -}; -#define TURBSCALE (256.0 / (2 * M_PI)) + int i; + for (i = 0;i < numverts;i++, in++, out += 2) + { + out[0] = in->uv[0]; + out[1] = in->uv[1]; + } +} +static void RSurf_CopyAB(const surfvertex_t *in, float *out, int numverts) +{ + int i; + for (i = 0;i < numverts;i++, in++, out += 2) + { + out[0] = in->ab[0]; + out[1] = in->ab[1]; + } +} -void UploadLightmaps() +static void RSurf_AddLightmapToVertexColors(const surfvertex_t *in, 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++, in++, c += 4) { - if (lightmapupdate[i][0] < lightmapupdate[i][1]) + lm = samples + in->lightmapoffset; + scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (styles[1] != 255) { - glBindTexture(GL_TEXTURE_2D, lightmap_textures + i); - if (nosubimage) - { - if (lightmaprgba) - glTexImage2D(GL_TEXTURE_2D, 0, 4, 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[1]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (styles[2] != 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[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); + } } } - lightmapupdate[i][0] = BLOCK_HEIGHT; - lightmapupdate[i][1] = 0; } } } -/* -================ -DrawTextureChains -================ -*/ -extern qboolean hlbsp; -extern void R_Sky(); -extern char skyname[]; -void DrawTextureChains (void) +static void RSurf_FogColors(const float *v, float *c, float colorscale, int numverts, const float *modelorg) { - int i, j, maps; - msurface_t *s; - texture_t *t; - glpoly_t *p; - float *v; - float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255]; - - // first the sky - skypolyclear(); - for (j = 0;j < cl.worldmodel->numtextures;j++) - { - if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain)) - continue; - // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway - // subdivided water surface warp - if (s->flags & SURF_DRAWSKY) + int i; + float diff[3], f; + if (fogenabled) + { + for (i = 0;i < numverts;i++, v += 4, c += 4) { - cl.worldmodel->textures[j]->texturechain = NULL; - t = R_TextureAnimation (cl.worldmodel->textures[j]); - skyisvisible = true; - if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys... - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS) - { - skypoly[currentskypoly].firstvert = currentskyvert; - skypoly[currentskypoly++].verts = p->numverts; - 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); } } - skypolyrender(); // fogged sky polys, affects depth + else if (colorscale != 1) + for (i = 0;i < numverts;i++, c += 4) + VectorScale(c, colorscale, c); +} - if (skyname[0] && skyisvisible && !fogenabled) - R_Sky(); // does not affect depth, draws over the sky 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) +{ + int i; + float diff[3], f; + r *= colorscale; + g *= colorscale; + b *= colorscale; + if (fogenabled) + { + for (i = 0;i < numverts;i++, v += 4, 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; + } + } + else + { + for (i = 0;i < numverts;i++, c += 4) + { + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = a; + } + } +} - // then walls - wallpolyclear(); - for (j = 0;j < cl.worldmodel->numtextures;j++) +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) { - if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain)) - continue; - if (!(s->flags & SURF_DRAWTURB)) + VectorSubtract(v, modelorg, diff); + f = exp(fogdensity/DotProduct(diff, diff)); + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = a * f; + } +} + +static void RSurf_ScaleColors(float *c, float scale, int numverts) +{ + 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; + rdlight_t *rd; + vec3_t lightorigin; + for (l = 0;l < r_numdlights;l++) + { + if (dlightbits[l >> 5] & (1 << (l & 31))) { - cl.worldmodel->textures[j]->texturechain = NULL; - t = R_TextureAnimation (cl.worldmodel->textures[j]); - c_brush_polys++; - for (;s;s = s->texturechain) + 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 (currentwallpoly < MAX_WALLPOLYS && currentwallvert < MAX_WALLVERTS && (currentwallvert + s->polys->numverts) <= MAX_WALLVERTS) + f = VectorDistance2(v, lightorigin) + LIGHTOFFSET; + if (f < rd->cullradius2) { - // check for lightmap modification -// if (r_dynamic.value) -// { - if (s->dlightframe == r_framecount || s->cached_dlight || lighthalf != s->cached_lighthalf) // dynamic this frame or previously, or lighthalf changed - R_UpdateLightmap(s, s->lightmaptexturenum); - else - for (maps = 0 ; maps < MAXLIGHTMAPS && s->styles[maps] != 255 ; maps++) - if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps]) - { - R_UpdateLightmap(s, s->lightmaptexturenum); - break; - } -// } - wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum; - wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum; - wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum; - wallpoly[currentwallpoly].firstvert = currentwallvert; - wallpoly[currentwallpoly++].verts = s->polys->numverts; - for (i = 0,v = s->polys->verts[0];ipolys->numverts;i++, v += VERTEXSIZE) - { - wallvert[currentwallvert].vert[0] = v[0]; - wallvert[currentwallvert].vert[1] = v[1]; - wallvert[currentwallvert].vert[2] = v[2]; - wallvert[currentwallvert].s = v[3]; - wallvert[currentwallvert].t = v[4]; - wallvert[currentwallvert].u = v[5]; - wallvert[currentwallvert++].v = v[6]; - } + f = (1.0f / f) - rd->subtract; + VectorMA(c, f, rd->light, c); + lit = true; } } } } - UploadLightmaps(); - wallpolyrender(); + return lit; +} - // then water (water gets diverted to transpoly list) - for (j = 0;j < cl.worldmodel->numtextures;j++) +// note: this untransforms lights to do the checking, +// and takes surf->mesh->vertex data +static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, surfmesh_t *mesh) +{ + int i, l; + rdlight_t *rd; + vec3_t lightorigin; + surfvertex_t *sv; + for (l = 0;l < r_numdlights;l++) { - if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain)) - continue; - cl.worldmodel->textures[j]->texturechain = NULL; - t = R_TextureAnimation (cl.worldmodel->textures[j]); - // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway - // subdivided water surface warp - if (s->flags & SURF_DRAWTURB) + if (dlightbits[l >> 5] & (1 << (l & 31))) { - int light, alpha, r = 0, g = 0, b = 0; - vec3_t nv, shadecolor; - alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f; - light = false; - if (s->flags & SURF_DRAWFULLBRIGHT) - r = g = b = lighthalf ? 128 : 255; - else if (s->dlightframe == r_dlightframecount/* && r_dynamicwater.value*/) - light = true; - else - r = g = b = lighthalf ? 64 : 128; - if (r_waterripple.value) + rd = &r_dlight[l]; + Matrix4x4_Transform(matrix, rd->origin, lightorigin); + for (i = 0, sv = mesh->vertex;i < mesh->numverts;i++, sv++) + if (VectorDistance2(sv->v, lightorigin) < rd->cullradius2) + return true; + } + } + return false; +} + +static void RSurfShader_Sky(const entity_render_t *ent, const msurface_t *firstsurf) +{ + const msurface_t *surf; + surfmesh_t *mesh; + rmeshbufferinfo_t m; + + // LordHavoc: HalfLife maps have freaky skypolys... + if (ent->model->ishlbsp) + return; + + if (skyrendernow) + { + skyrendernow = false; + if (skyrendermasked) + R_Sky(); + } + + // draw depth-only polys + memset(&m, 0, sizeof(m)); + if (skyrendermasked) + { + m.blendfunc1 = GL_ZERO; + m.blendfunc2 = GL_ONE; + } + else + { + // fog sky + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + } + m.depthwrite = true; + m.matrix = ent->matrix; + for (surf = firstsurf;surf;surf = surf->chain) + { + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + if (R_Mesh_Draw_GetBuffer(&m, false)) { - if (lighthalf) - { - if (light) - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - nv[0] = v[0]; - nv[1] = v[1]; - nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f); - shadecolor[0] = shadecolor[1] = shadecolor[2] = 128; - R_DynamicLightPoint(shadecolor, nv, s->dlightbits); - transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha); - } - transpolyend(); - } - } - } - else - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - nv[0] = v[0]; - nv[1] = v[1]; - nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f); - transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha); - } - transpolyend(); - } - } - } - } + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); + if (skyrendermasked) + memset(m.color, 0, m.numverts * sizeof(float[4])); else - { - if (light) - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - nv[0] = v[0]; - nv[1] = v[1]; - nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f); - shadecolor[0] = shadecolor[1] = shadecolor[2] = 128; - R_DynamicLightPoint(shadecolor, nv, s->dlightbits); - transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha); - } - transpolyend(); - } - } - } - else - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - nv[0] = v[0]; - nv[1] = v[1]; - nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f); - transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha); - } - transpolyend(); - } - } - } - } + R_FillColors(m.color, m.numverts, fogcolor[0] * m.colorscale, fogcolor[1] * m.colorscale, fogcolor[2] * m.colorscale, 1); + R_Mesh_Render(); } - else + } + } +} + +static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) +{ + const entity_render_t *ent = calldata1; + msurface_t *surf = ent->model->surfaces + calldata2; + float f; + surfmesh_t *mesh; + rmeshbufferinfo_t m; + float alpha = ent->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value); + float modelorg[3]; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + + memset(&m, 0, sizeof(m)); + if (ent->effects & EF_ADDITIVE) + { + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + } + else if (surf->currenttexture->fogtexture != NULL || alpha < 1) + { + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + } + else + { + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + } + m.tex[0] = R_GetTexture(surf->currenttexture->texture); + m.matrix = ent->matrix; + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + if (R_Mesh_Draw_GetBuffer(&m, true)) + { + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); + RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); + f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f); + R_FillColors(m.color, m.numverts, f, f, f, alpha); + if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT)) { - if (lighthalf) - { - if (light) - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - shadecolor[0] = shadecolor[1] = shadecolor[2] = 128; - R_DynamicLightPoint(shadecolor, v, s->dlightbits); - transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha); - } - transpolyend(); - } - } - } - else - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha); - } - transpolyend(); - } - } - } - } - else - { - if (light) - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - shadecolor[0] = shadecolor[1] = shadecolor[2] = 128; - R_DynamicLightPoint(shadecolor, v, s->dlightbits); - transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha); - } - transpolyend(); - } - } - } - else - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha); - } - transpolyend(); - } - } - } - } + if (surf->dlightframe == r_framecount) + RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, m.numverts, m.vertex, m.color); + if (surf->flags & SURF_LIGHTMAP) + RSurf_AddLightmapToVertexColors(mesh->vertex, m.color, m.numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); + } + RSurf_FogColors(m.vertex, m.color, m.colorscale, m.numverts, modelorg); + R_Mesh_Render(); + } + } + + if (fogenabled) + { + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture); + m.matrix = ent->matrix; + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + if (R_Mesh_Draw_GetBuffer(&m, false)) + { + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); + if (m.tex[0]) + RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); + RSurf_FogPassColors(m.vertex, m.color, fogcolor[0], fogcolor[1], fogcolor[2], alpha, m.colorscale, m.numverts, modelorg); + R_Mesh_Render(); } } } } -// LordHavoc: transparent brush models -extern int r_dlightframecount; -extern float modelalpha; -extern vec3_t shadecolor; -//qboolean R_CullBox (vec3_t mins, vec3_t maxs); -void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits); -void R_DynamicLightPointNoMask(vec3_t color, vec3_t org); -void EmitWaterPolys (msurface_t *fa); -void R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node); +static void RSurfShader_Water(const entity_render_t *ent, const msurface_t *firstsurf) +{ + const msurface_t *surf; + vec3_t center; + for (surf = firstsurf;surf;surf = surf->chain) + { + if ((r_wateralpha.value < 1 && !(surf->flags & SURF_DRAWNOALPHA)) || ent->effects & EF_ADDITIVE || surf->currenttexture->fogtexture) + { + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces); + } + else + R_MeshQueue_Add(RSurfShader_Water_Callback, ent, surf - ent->model->surfaces); + } +} -/* -================= -R_DrawBrushModel -================= -*/ -void R_DrawBrushModel (entity_t *e) +static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf) { - int i, j, k, smax, tmax, size3, maps; - vec3_t mins, maxs, nv; - msurface_t *s; - mplane_t *pplane; - model_t *clmodel; - qboolean rotated, vertexlit = false; - float dot, *v, scale; - texture_t *t; - byte *lm; - float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255]; + float base; + surfmesh_t *mesh; + rmeshbufferinfo_t m; + float modelorg[3]; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + memset(&m, 0, sizeof(m)); + if (ent->effects & EF_ADDITIVE) + { + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + } + else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1) + { + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + } + else + { + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + } + m.tex[0] = R_GetTexture(surf->currenttexture->texture); + base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f); + m.matrix = ent->matrix; + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + if (R_Mesh_Draw_GetBuffer(&m, true)) + { + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); + RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); + R_FillColors(m.color, m.numverts, base, base, base, ent->alpha); + if (!(ent->effects & EF_FULLBRIGHT)) + { + if (surf->dlightframe == r_framecount) + RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, m.numverts, m.vertex, m.color); + if (surf->flags & SURF_LIGHTMAP) + RSurf_AddLightmapToVertexColors(mesh->vertex, m.color, m.numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); + } + RSurf_FogColors(m.vertex, m.color, m.colorscale, m.numverts, modelorg); + R_Mesh_Render(); + } + } +} - currententity = e; +static void RSurfShader_Wall_Pass_BaseFullbright(const entity_render_t *ent, const msurface_t *surf) +{ + surfmesh_t *mesh; + rmeshbufferinfo_t m; + float modelorg[3]; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + memset(&m, 0, sizeof(m)); + if (ent->effects & EF_ADDITIVE) + { + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + } + else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1) + { + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + } + else + { + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + } + m.tex[0] = R_GetTexture(surf->currenttexture->texture); + m.matrix = ent->matrix; + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + if (R_Mesh_Draw_GetBuffer(&m, false)) + { + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); + RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); + RSurf_FoggedColors(m.vertex, m.color, 1, 1, 1, ent->alpha, m.colorscale, m.numverts, modelorg); + R_Mesh_Render(); + } + } +} - clmodel = e->model; +static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf) +{ + surfmesh_t *mesh; + rmeshbufferinfo_t m; + float modelorg[3]; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture); + m.matrix = ent->matrix; + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + if (R_Mesh_Draw_GetBuffer(&m, false)) + { + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); + RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); + RSurf_FoggedColors(m.vertex, m.color, 1, 1, 1, ent->alpha, m.colorscale, m.numverts, modelorg); + R_Mesh_Render(); + } + } +} - if (e->angles[0] || e->angles[1] || e->angles[2]) +static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf) +{ + surfmesh_t *mesh; + rmeshbufferinfo_t m; + float modelorg[3]; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.matrix = ent->matrix; + m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - rotated = true; - for (i=0 ; i<3 ; i++) + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + if (R_Mesh_Draw_GetBuffer(&m, false)) { - mins[i] = e->origin[i] - clmodel->radius; - maxs[i] = e->origin[i] + clmodel->radius; + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); + if (m.tex[0]) + RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); + RSurf_FogPassColors(m.vertex, m.color, fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha, m.colorscale, m.numverts, modelorg); + R_Mesh_Render(); } } - else +} + +static void RSurfShader_OpaqueWall_Pass_TripleTexCombine(const entity_render_t *ent, const msurface_t *surf) +{ + surfmesh_t *mesh; + rmeshbufferinfo_t m; + float cl; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.tex[0] = R_GetTexture(surf->currenttexture->texture); + m.texrgbscale[0] = 1.0f; + m.tex[1] = R_GetTexture(surf->lightmaptexture); + m.texrgbscale[1] = 4.0f; + m.tex[2] = R_GetTexture(surf->currenttexture->detailtexture); + m.texrgbscale[2] = 2.0f; + m.matrix = ent->matrix; + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - rotated = false; - VectorAdd (e->origin, clmodel->mins, mins); - VectorAdd (e->origin, clmodel->maxs, maxs); + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + if (R_Mesh_Draw_GetBuffer(&m, false)) + { + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); + cl = (float) (1 << lightscalebit) * m.colorscale; + R_FillColors(m.color, m.numverts, cl, cl, cl, 1); + RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); + RSurf_CopyUV(mesh->vertex, m.texcoords[1], m.numverts); + RSurf_CopyAB(mesh->vertex, m.texcoords[2], m.numverts); + R_Mesh_Render(); + } } +} - if (R_CullBox (mins, maxs)) - return; +static void RSurfShader_OpaqueWall_Pass_BaseMTex(const entity_render_t *ent, const msurface_t *surf) +{ + surfmesh_t *mesh; + rmeshbufferinfo_t m; + float cl; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.tex[0] = R_GetTexture(surf->currenttexture->texture); + m.tex[1] = R_GetTexture(surf->lightmaptexture); + m.matrix = ent->matrix; + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + if (R_Mesh_Draw_GetBuffer(&m, true)) + { + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); + cl = (float) (1 << lightscalebit) * m.colorscale; + R_FillColors(m.color, m.numverts, cl, cl, cl, 1); + RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); + RSurf_CopyUV(mesh->vertex, m.texcoords[1], m.numverts); + R_Mesh_Render(); + } + } +} - VectorSubtract (r_refdef.vieworg, e->origin, modelorg); - if (rotated) +static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const msurface_t *surf) +{ + surfmesh_t *mesh; + rmeshbufferinfo_t m; + float cl; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.tex[0] = R_GetTexture(surf->currenttexture->texture); + m.matrix = ent->matrix; + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - vec3_t temp; - vec3_t forward, right, up; + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + if (R_Mesh_Draw_GetBuffer(&m, false)) + { + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); + cl = m.colorscale; + R_FillColors(m.color, m.numverts, cl, cl, cl, 1); + RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); + R_Mesh_Render(); + } + } +} - VectorCopy (modelorg, temp); - AngleVectors (e->angles, forward, right, up); - modelorg[0] = DotProduct (temp, forward); - modelorg[1] = -DotProduct (temp, right); - modelorg[2] = DotProduct (temp, up); +static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const msurface_t *surf) +{ + surfmesh_t *mesh; + rmeshbufferinfo_t m; + float cl; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_ZERO; + m.blendfunc2 = GL_SRC_COLOR; + m.tex[0] = R_GetTexture(surf->lightmaptexture); + m.matrix = ent->matrix; + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + if (R_Mesh_Draw_GetBuffer(&m, true)) + { + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); + cl = (float) (1 << lightscalebit) * m.colorscale; + R_FillColors(m.color, m.numverts, cl, cl, cl, 1); + RSurf_CopyUV(mesh->vertex, m.texcoords[0], m.numverts); + R_Mesh_Render(); + } } +} + +static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const msurface_t *surf) +{ + surfmesh_t *mesh; + rmeshbufferinfo_t m; - s = &clmodel->surfaces[clmodel->firstmodelsurface]; + if (surf->dlightframe != r_framecount) + return; + if (ent->effects & EF_FULLBRIGHT) + return; -// calculate dynamic lighting for bmodel if it's not an -// instanced model - if (modelalpha == 1 && clmodel->firstmodelsurface != 0 && !(currententity->effects & EF_FULLBRIGHT) && currententity->colormod[0] == 1 && currententity->colormod[2] == 1 && currententity->colormod[2] == 1) + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = R_GetTexture(surf->currenttexture->texture); + m.matrix = ent->matrix; + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { -// if (!gl_flashblend.value) -// { - vec3_t org; - for (k=0 ; kinversematrix, surf->dlightbits, mesh)) + { + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + if (R_Mesh_Draw_GetBuffer(&m, true)) { - if ((cl_dlights[k].die < cl.time) || (!cl_dlights[k].radius)) - continue; - - VectorSubtract(cl_dlights[k].origin, currententity->origin, org); - R_MarkLights (org, &cl_dlights[k], 1<<(k&31), k >> 5, clmodel->nodes + clmodel->hulls[0].firstclipnode); + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); + RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); + R_FillColors(m.color, m.numverts, 0, 0, 0, 1); + RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, m.numverts, m.vertex, m.color); + RSurf_ScaleColors(m.color, m.colorscale, m.numverts); + R_Mesh_Render(); } -// } + } } - else - vertexlit = true; - -e->angles[0] = -e->angles[0]; // stupid quake bug - softwaretransformforentity (e); -e->angles[0] = -e->angles[0]; // stupid quake bug +} - // draw texture - for (j = 0;j < clmodel->nummodelsurfaces;j++, s++) +static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf) +{ + surfmesh_t *mesh; + rmeshbufferinfo_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; + m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture); + m.matrix = ent->matrix; + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - // find which side of the node we are on - pplane = s->plane; + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + if (R_Mesh_Draw_GetBuffer(&m, false)) + { + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); + if (m.tex[0]) + RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); + RSurf_FogPassColors(m.vertex, m.color, fogcolor[0], fogcolor[1], fogcolor[2], 1, m.colorscale, m.numverts, modelorg); + R_Mesh_Render(); + } + } +} - dot = DotProduct (modelorg, pplane->normal) - pplane->dist; +static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const msurface_t *surf) +{ + surfmesh_t *mesh; + rmeshbufferinfo_t m; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_DST_COLOR; + m.blendfunc2 = GL_SRC_COLOR; + m.tex[0] = R_GetTexture(surf->currenttexture->detailtexture); + m.matrix = ent->matrix; + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + if (R_Mesh_Draw_GetBuffer(&m, false)) + { + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); + R_FillColors(m.color, m.numverts, 1, 1, 1, 1); + RSurf_CopyAB(mesh->vertex, m.texcoords[0], m.numverts); + R_Mesh_Render(); + } + } +} - // draw the polygon - if (((s->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) || - (!(s->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) +static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf) +{ + surfmesh_t *mesh; + rmeshbufferinfo_t m; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture); + m.matrix = ent->matrix; + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + if (R_Mesh_Draw_GetBuffer(&m, false)) { - if (s->flags & SURF_DRAWSKY) - continue; - if (s->flags & SURF_DRAWTURB) - { - glpoly_t *p; - int light, alpha, r = 0, g = 0, b = 0; - vec3_t shadecolor; + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts); + R_FillColors(m.color, m.numverts, m.colorscale, m.colorscale, m.colorscale, 1); + RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts); + R_Mesh_Render(); + } + } +} - if (s->flags & SURF_DRAWNOALPHA) - alpha = modelalpha*255.0f; - else - alpha = r_wateralpha.value*modelalpha*255.0f; - light = false; - if (s->flags & SURF_DRAWFULLBRIGHT || currententity->effects & EF_FULLBRIGHT) - { - if (lighthalf) - { - r = 128.0f * currententity->colormod[0]; - g = 128.0f * currententity->colormod[1]; - b = 128.0f * currententity->colormod[2]; - } - else - { - r = 255.0f * currententity->colormod[0]; - g = 255.0f * currententity->colormod[1]; - b = 255.0f * currententity->colormod[2]; - } - } - else if (s->dlightframe == r_dlightframecount/* && r_dynamicwater.value*/) - light = true; - else - { - if (lighthalf) - { - r = 64.0f * currententity->colormod[0]; - g = 64.0f * currententity->colormod[1]; - b = 64.0f * currententity->colormod[2]; - } - else - { - r = 128.0f * currententity->colormod[0]; - g = 128.0f * currententity->colormod[1]; - b = 128.0f * currententity->colormod[2]; - } - } - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - softwaretransform(v, nv); - if (r_waterripple.value) - nv[2] += r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f); - if (light) - { - shadecolor[0] = shadecolor[1] = shadecolor[2] = 128; - R_DynamicLightPoint(shadecolor, nv, s->dlightbits); - if (lighthalf) - { - r = (int) ((float) (shadecolor[0] * currententity->colormod[0])) >> 1; - g = (int) ((float) (shadecolor[1] * currententity->colormod[1])) >> 1; - b = (int) ((float) (shadecolor[2] * currententity->colormod[2])) >> 1; - } - else - { - r = (int) ((float) (shadecolor[0] * currententity->colormod[0])); - g = (int) ((float) (shadecolor[1] * currententity->colormod[1])); - b = (int) ((float) (shadecolor[2] * currententity->colormod[2])); - } - } - transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha); - } - transpolyend(); - } - continue; - } - c_brush_polys++; - t = R_TextureAnimation (s->texinfo->texture); - v = s->polys->verts[0]; - if (vertexlit || s->texinfo->texture->transparent) +static void RSurfShader_Wall_Fullbright_Callback(const void *calldata1, int calldata2) +{ + const entity_render_t *ent = calldata1; + const msurface_t *surf = ent->model->surfaces + calldata2; + RSurfShader_Wall_Pass_BaseFullbright(ent, surf); + if (surf->currenttexture->glowtexture) + RSurfShader_Wall_Pass_Glow(ent, surf); + if (fogenabled) + RSurfShader_Wall_Pass_Fog(ent, surf); +} + +static void RSurfShader_Wall_Fullbright(const entity_render_t *ent, const msurface_t *firstsurf) +{ + const msurface_t *surf; + vec3_t center; + if (ent->effects & EF_ADDITIVE || ent->alpha < 1) + { + for (surf = firstsurf;surf;surf = surf->chain) + { + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces); + } + } + else + { + for (surf = firstsurf;surf;surf = surf->chain) + { + if (surf->currenttexture->fogtexture != NULL) { - // FIXME: could be a transparent water texture - transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - if ((currententity->effects & EF_FULLBRIGHT) || !s->samples) - { - for (i = 0;i < s->polys->numverts;i++, v += VERTEXSIZE) - { - softwaretransform(v, nv); - transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], 255,255,255,modelalpha*255.0f); - } - } - else - { - smax = (s->extents[0]>>4)+1; - tmax = (s->extents[1]>>4)+1; - size3 = smax*tmax*3; // *3 for colored lighting - for (i = 0;i < s->polys->numverts;i++, v += VERTEXSIZE) - { - shadecolor[0] = shadecolor[1] = shadecolor[2] = 0; - lm = (byte *)((long) s->samples + ((int) v[8] * smax + (int) v[7]) * 3); // LordHavoc: *3 for colored lighting - for (maps = 0;maps < MAXLIGHTMAPS && s->styles[maps] != 255;maps++) - { - scale = d_lightstylevalue[s->styles[maps]] * (1.0 / 128.0); - shadecolor[0] += lm[0] * scale; - shadecolor[1] += lm[1] * scale; - shadecolor[2] += lm[2] * scale; - lm += size3; // LordHavoc: *3 for colored lighting - } - softwaretransform(v, nv); - R_DynamicLightPointNoMask(shadecolor, nv); // LordHavoc: dynamic lighting - if (lighthalf) - { - transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], (int) shadecolor[0] >> 1, (int) shadecolor[1] >> 1, (int) shadecolor[2] >> 1, modelalpha*255.0f); - } - else - { - transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], shadecolor[0], shadecolor[1], shadecolor[2], modelalpha*255.0f); - } - } - } - transpolyend(); + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces); } else - { - // check for lightmap modification -// if (r_dynamic.value) -// { - if (s->dlightframe == r_framecount || s->cached_dlight || lighthalf != s->cached_lighthalf) // dynamic this frame or previously, or lighthalf changed - R_UpdateLightmap(s, s->lightmaptexturenum); - else - for (maps = 0 ; maps < MAXLIGHTMAPS && s->styles[maps] != 255 ; maps++) - if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps]) - { - R_UpdateLightmap(s, s->lightmaptexturenum); - break; - } -// } - if (currentwallpoly < MAX_WALLPOLYS && (currentwallvert + s->polys->numverts) <= MAX_WALLVERTS) - { - wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum; - wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum; - wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum; - wallpoly[currentwallpoly].firstvert = currentwallvert; - wallpoly[currentwallpoly++].verts = s->polys->numverts; - for (i = 0;ipolys->numverts;i++, v += VERTEXSIZE) - { - softwaretransform(v, wallvert[currentwallvert].vert); - wallvert[currentwallvert].s = v[3]; - wallvert[currentwallvert].t = v[4]; - wallvert[currentwallvert].u = v[5]; - wallvert[currentwallvert++].v = v[6]; - } - } - } + RSurfShader_Wall_Pass_BaseFullbright(ent, surf); } + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->glowtexture) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_Wall_Pass_Glow(ent, surf); + if (fogenabled) + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_Wall_Pass_Fog(ent, surf); } - UploadLightmaps(); } -/* -============================================================= - - WORLD MODEL - -============================================================= -*/ - -void R_StoreEfrags (efrag_t **ppefrag); - -/* -================ -R_RecursiveWorldNode -================ -*/ -//extern qboolean R_CullBox (vec3_t mins, vec3_t maxs); -/* -void R_RecursiveWorldNode (mnode_t *node) +static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2) { - int c, side; - double dot; + const entity_render_t *ent = calldata1; + const msurface_t *surf = ent->model->surfaces + calldata2; + RSurfShader_Wall_Pass_BaseVertex(ent, surf); + if (surf->currenttexture->glowtexture) + RSurfShader_Wall_Pass_Glow(ent, surf); + if (fogenabled) + RSurfShader_Wall_Pass_Fog(ent, surf); +} -loc0: -// if a leaf node, draw stuff - if (node->contents < 0) +static void RSurfShader_Wall_Vertex(const entity_render_t *ent, const msurface_t *firstsurf) +{ + const msurface_t *surf; + vec3_t center; + if (ent->effects & EF_ADDITIVE || ent->alpha < 1) { - mleaf_t *pleaf; - pleaf = (mleaf_t *)node; - - if (c = pleaf->nummarksurfaces) + for (surf = firstsurf;surf;surf = surf->chain) + { + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); + } + } + else + { + for (surf = firstsurf;surf;surf = surf->chain) { - msurface_t **mark; - mark = pleaf->firstmarksurface; - do + if (surf->currenttexture->fogtexture != NULL) { - (*mark)->visframe = r_framecount; - mark++; - } while (--c); + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); + } + else + RSurfShader_Wall_Pass_BaseVertex(ent, surf); } - - // deal with model fragments in this leaf - if (pleaf->efrags) - R_StoreEfrags (&pleaf->efrags); - - return; + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->glowtexture) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_Wall_Pass_Glow(ent, surf); + if (fogenabled) + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_Wall_Pass_Fog(ent, surf); } +} -// node is just a decision point, so go down the apropriate sides - -// find which side of the node we are on - dot = (node->plane->type < 3 ? modelorg[node->plane->type] : DotProduct (modelorg, node->plane->normal)) - node->plane->dist; - -// recurse down the children, front side first - side = dot < 0; - // LordHavoc: save a stack frame by avoiding a call -// if (node->children[side]->contents != CONTENTS_SOLID && node->children[side]->visframe == r_visframecount && !R_CullBox (node->children[side]->minmaxs, node->children[side]->minmaxs+3)) - // LordHavoc: inlined further to reduce conditions - if (node->children[side]->contents != CONTENTS_SOLID - && node->children[side]->visframe == r_visframecount - && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2 - && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2 - && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2 - && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2) - R_RecursiveWorldNode (node->children[side]); - - // backside - side = dot >= 0; -// draw stuff - if (c = node->numsurfaces) - { - msurface_t *surf; - surf = cl.worldmodel->surfaces + node->firstsurface; - - // LordHavoc: caused a crash due to texsort (it could render twice...) - // back side - //side = dot >= -BACKFACE_EPSILON; - if (dot < 0) +static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const msurface_t *firstsurf) +{ + const msurface_t *surf; + vec3_t center; + if (ent->alpha < 1 || ent->effects & EF_ADDITIVE) + { + for (surf = firstsurf;surf;surf = surf->chain) { - for (;c;c--, surf++) + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); + } + } + else if (r_vertexsurfaces.integer || ent->alpha < 1 || ent->effects & EF_ADDITIVE) + { + for (surf = firstsurf;surf;surf = surf->chain) + { + if (surf->currenttexture->fogtexture != NULL) { - if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK)) + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); + } + else + RSurfShader_Wall_Pass_BaseVertex(ent, surf); + } + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->glowtexture) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_Wall_Pass_Glow(ent, surf); + if (fogenabled) + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_Wall_Pass_Fog(ent, surf); + } + else + { + if (r_textureunits.integer >= 2) + { + if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer) + { + for (surf = firstsurf;surf;surf = surf->chain) { - surf->texturechain = surf->texinfo->texture->texturechain; - surf->texinfo->texture->texturechain = surf; + if (surf->currenttexture->fogtexture != NULL) + { + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); + } + else + RSurfShader_OpaqueWall_Pass_TripleTexCombine(ent, surf); + } + } + else + { + for (surf = firstsurf;surf;surf = surf->chain) + { + if (surf->currenttexture->fogtexture != NULL) + { + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); + } + else + RSurfShader_OpaqueWall_Pass_BaseMTex(ent, surf); } + if (r_detailtextures.integer) + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf); } } else { - for (;c;c--, surf++) + for (surf = firstsurf;surf;surf = surf->chain) { - if (surf->visframe == r_framecount && (!(surf->flags & SURF_PLANEBACK))) + if (surf->currenttexture->fogtexture != NULL) { - surf->texturechain = surf->texinfo->texture->texturechain; - surf->texinfo->texture->texturechain = surf; + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); } + else + RSurfShader_OpaqueWall_Pass_BaseTexture(ent, surf); } + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, surf); + if (r_detailtextures.integer) + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf); } + if (!r_dlightmap.integer) + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->dlightframe == r_framecount) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_OpaqueWall_Pass_Light(ent, surf); + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->glowtexture) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_OpaqueWall_Pass_Glow(ent, surf); + if (fogenabled) + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->fogtexture == NULL) + RSurfShader_OpaqueWall_Pass_Fog(ent, surf); } - -// recurse down the back side - // LordHavoc: save a stack frame by avoiding a call -// if (node->children[side]->contents != CONTENTS_SOLID && node->children[side]->visframe == r_visframecount && !R_CullBox (node->children[side]->minmaxs, node->children[side]->minmaxs+3)) - // LordHavoc: inlined further to reduce conditions - if (node->children[side]->contents != CONTENTS_SOLID - && node->children[side]->visframe == r_visframecount - && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2 - && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2 - && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2 - && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2) - { - node = node->children[side]; - goto loc0; - } -// R_RecursiveWorldNode (node->children[side]); } -*/ -extern int c_nodes; -void R_WorldNode () +Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex}, NULL}; +Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, NULL}; +Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, NULL}; +Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, NULL}; +Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, NULL}; + +int Cshader_count = 5; +Cshader_t *Cshaders[5] = { - int c, side; - double dot; - struct - { - double dot; - mnode_t *node; - } nodestack[1024]; - int s = 0; - mnode_t *node; + &Cshader_wall_vertex, + &Cshader_wall_lightmap, + &Cshader_wall_fullbright, + &Cshader_water, + &Cshader_sky +}; - if (!(node = cl.worldmodel->nodes)) +void R_DrawSurfaces(entity_render_t *ent, int sky, int normal) +{ + int i, alttextures, texframe, framecount; + texture_t *t; + model_t *model; + msurface_t *surf; + vec3_t modelorg; + Cshader_t *shader; + + if (!ent->model) return; - while(1) + for (i = 0;i < Cshader_count;i++) + Cshaders[i]->chain = NULL; + + model = ent->model; + alttextures = ent->frame != 0; + texframe = (int)(cl.time * 5.0f); + + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + for (i = 0;i < model->nummodelsurfaces;i++) { - // if a leaf node, draw stuff - c_nodes++; - if (node->contents < 0) + surf = model->modelsortedsurfaces[i]; + if (surf->visframe == r_framecount) { - if (node->contents != CONTENTS_SOLID) + // mark any backface surfaces as not visible + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) { - mleaf_t *pleaf; - pleaf = (mleaf_t *)node; - - if ((c = pleaf->nummarksurfaces)) + if (!(surf->flags & SURF_PLANEBACK)) + surf->visframe = -1; + } + else + { + if (surf->flags & SURF_PLANEBACK) + surf->visframe = -1; + } + if (surf->visframe == r_framecount) + { + if (r_cullsurface.integer && R_CullBox (surf->poly_mins, surf->poly_maxs)) + surf->visframe = -1; + else { - msurface_t **mark; - mark = pleaf->firstmarksurface; - do + c_faces++; + t = surf->texinfo->texture; + if (t->animated) { - (*mark)->visframe = r_framecount; - mark++; - } while (--c); + framecount = t->anim_total[alttextures]; + if (framecount >= 2) + surf->currenttexture = t->anim_frames[alttextures][texframe % framecount]; + else + surf->currenttexture = t->anim_frames[alttextures][0]; + } + else + surf->currenttexture = t; + surf->chain = surf->shader->chain; + surf->shader->chain = surf; } - - // deal with model fragments in this leaf - if (pleaf->efrags) - R_StoreEfrags (&pleaf->efrags); } - - if (!s) - break; - node = nodestack[--s].node; - dot = nodestack[s].dot; - goto loc0; } + } - // node is just a decision point, so go down the apropriate sides - - // find which side of the node we are on - dot = (node->plane->type < 3 ? modelorg[node->plane->type] : DotProduct (modelorg, node->plane->normal)) - node->plane->dist; - - // recurse down the children, front side first - side = dot < 0; - if (node->children[side]->visframe == r_visframecount - && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2 - && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2 - && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2 - && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2) + if (sky) + { + for (i = 0;i < Cshader_count;i++) { - nodestack[s].node = node; - nodestack[s++].dot = dot; - node = node->children[side]; - continue; + shader = Cshaders[i]; + if (shader->chain && shader->shaderfunc[SHADERSTAGE_SKY]) + shader->shaderfunc[SHADERSTAGE_SKY](ent, shader->chain); } -loc0: + } - // backside - side = dot >= 0; - // draw stuff - if ((c = node->numsurfaces)) - { - msurface_t *surf; - surf = cl.worldmodel->surfaces + node->firstsurface; + if (normal) + { + if (r_dynamic.integer) + R_MarkLights(ent); - if (side) - { - for (;c;c--, surf++) - { - if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK)) - { - surf->texturechain = surf->texinfo->texture->texturechain; - surf->texinfo->texture->texturechain = surf; - } - } - } - else + if (!r_vertexsurfaces.integer) + { + for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++) { - for (;c;c--, surf++) + if (surf->visframe == r_framecount && surf->lightmaptexture != NULL) { - if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK)) + if (surf->cached_dlight + || surf->cached_ambient != r_ambient.value + || surf->cached_lightscalebit != lightscalebit) + R_BuildLightMap(ent, surf, false); // base lighting changed + else if (r_dynamic.integer) { - surf->texturechain = surf->texinfo->texture->texturechain; - surf->texinfo->texture->texturechain = 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 } } } } - // recurse down the back side - if (node->children[side]->visframe == r_visframecount - && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2 - && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2 - && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2 - && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2) + for (i = 0;i < Cshader_count;i++) { - node = node->children[side]; - continue; + shader = Cshaders[i]; + if (shader->chain && shader->shaderfunc[SHADERSTAGE_NORMAL]) + shader->shaderfunc[SHADERSTAGE_NORMAL](ent, shader->chain); } - - if (!s) - break; - node = nodestack[--s].node; - dot = nodestack[s].dot; - goto loc0; } } - /* -============= -R_DrawWorld -============= -*/ -void R_DrawWorld (void) +static void R_DrawPortal_Callback(const void *calldata1, int calldata2) { - 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 - skyisvisible = false; + int i; + float *v; + rmeshbufferinfo_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; + m.numverts = portal->numpoints; + m.numtriangles = portal->numpoints - 2; + m.matrix = ent->matrix; + if (R_Mesh_Draw_GetBuffer(&m, false)) + { + for (i = 0;i < m.numtriangles;i++) + { + m.index[i * 3 + 0] = 0; + m.index[i * 3 + 1] = i + 1; + m.index[i * 3 + 2] = i + 2; + } + i = portal - ent->model->portals; + R_FillColors(m.color, m.numverts, + ((i & 0x0007) >> 0) * (1.0f / 7.0f) * m.colorscale, + ((i & 0x0038) >> 3) * (1.0f / 7.0f) * m.colorscale, + ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * m.colorscale, + 0.125f); + if (PlaneDiff(r_origin, (&portal->plane)) > 0) + { + for (i = portal->numpoints - 1, v = m.vertex;i >= 0;i--, v += 4) + VectorCopy(portal->points[i].position, v); + } + else + for (i = 0, v = m.vertex;i < portal->numpoints;i++, v += 4) + VectorCopy(portal->points[i].position, v); + R_Mesh_Render(); + } +} - if (cl.worldmodel) - R_WorldNode (); +static void R_DrawPortals(entity_render_t *ent) +{ + int i; + mportal_t *portal, *endportal; + float temp[3], center[3], f; - glClear (GL_DEPTH_BUFFER_BIT); + if (r_drawportals.integer < 1) + return; - DrawTextureChains (); + for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++) + { + if (portal->here->visframe == r_framecount || portal->past->visframe == r_framecount) + { + 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); + } + } +} +*/ - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +void R_DrawBrushModel(entity_render_t *ent, int sky, int normal) +{ + int i; + msurface_t *surf; + model_t *model; + vec3_t modelorg; + + // because bmodels can be reused, we have to decide which things to render + // from scratch every time + model = ent->model; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + for (i = 0;i < model->nummodelsurfaces;i++) + { + surf = model->surfaces + model->firstmodelsurface + i; + surf->visframe = r_framecount; + surf->pvsframe = -1; + surf->worldnodeframe = -1; + surf->lightframe = -1; + surf->dlightframe = -1; + } + R_DrawSurfaces(ent, sky, normal); } +void R_SurfaceWorldNode (void) +{ + msurface_t *surf; + for (surf = r_pvsfirstsurface;surf;surf = surf->pvschain) + surf->visframe = r_framecount; +} /* -=============== -R_MarkLeaves -=============== -*/ -void R_MarkLeaves (void) +static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) { - byte *vis; - mnode_t *node; - int i; - - if (r_oldviewleaf == r_viewleaf && !r_novis.value) - return; - - r_visframecount++; - r_oldviewleaf = r_viewleaf; - - if (r_novis.value) + 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 (i=0 ; inumleafs ; i++) + for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) { - node = (mnode_t *)&cl.worldmodel->leafs[i+1]; - do + surf = *mark++; + // make sure surfaces are only processed once + if (surf->worldnodeframe != r_framecount) { - if (node->visframe == r_visframecount) - break; - node->visframe = r_visframecount; - node = node->parent; - } while (node); + 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; + } + } } } - else + // follow portals into other leafs + for (p = leaf->portals;p;p = p->next) { - vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel); - - for (i=0 ; inumleafs ; i++) + leaf = p->past; + if (leaf->worldnodeframe != r_framecount) { - if (vis[i>>3] & (1<<(i&7))) + leaf->worldnodeframe = r_framecount; + // FIXME: R_NotCulledBox is absolute, should be done relative + if (leaf->pvsframe == r_pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs)) { - node = (mnode_t *)&cl.worldmodel->leafs[i+1]; - do - { - if (node->visframe == r_visframecount) - break; - node->visframe = r_visframecount; - node = node->parent; - } while (node); + p->visframe = r_framecount; + pstack[portalstack++] = p; + goto loc0; +loc1: + p = pstack[--portalstack]; } } } + if (portalstack) + goto loc1; } - - - -/* -============================================================================= - - LIGHTMAP ALLOCATION - -============================================================================= */ -// returns a texture number and the position inside it -int AllocBlock (int w, int h, int *x, int *y) +static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) { - int i, j; - int best, best2; - int texnum; - - for (texnum=0 ; texnuminversematrix, r_origin, modelorg); + viewleaf->worldnodeframe = r_framecount; + leafstack[0] = viewleaf; + leafstackpos = 1; + while (leafstackpos) { - best = BLOCK_HEIGHT; - - for (i=0 ; ivisframe = r_framecount; + // draw any surfaces bounding this leaf + if (leaf->nummarksurfaces) + for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) + (*mark++)->visframe = r_framecount; + // follow portals into other leafs + for (p = leaf->portals;p;p = p->next) { - best2 = 0; - - for (j=0 ; jpast; + if (leaf->worldnodeframe != r_framecount) { - if (allocated[texnum][i+j] >= best) - break; - if (allocated[texnum][i+j] > best2) - best2 = allocated[texnum][i+j]; - } - if (j == w) - { // this is a valid spot - *x = i; - *y = best = best2; + leaf->worldnodeframe = r_framecount; + // FIXME: R_NotCulledBox is absolute, should be done relative + if (leaf->pvsframe == r_pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs)) + leafstack[leafstackpos++] = leaf; } } - - if (best + h > BLOCK_HEIGHT) - continue; - - if (nosubimagefragments || nosubimage) - { - if (!lightmaps[texnum]) - lightmaps[texnum] = calloc(BLOCK_WIDTH*BLOCK_HEIGHT*4, 1); - } - // LordHavoc: clear texture to blank image, fragments are uploaded using subimage - else if (!allocated[texnum][0]) - { - byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*3]; - memset(blank, 0, sizeof(blank)); - 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, 4, 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); - } - - for (i=0 ; iedges; - lnumverts = fa->numedges; - vertpage = 0; - - // - // draw texture - // - poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float)); - 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 - { - r_pedge = &pedges[-lindex]; - vec = r_pcurrentvertbase[r_pedge->v[1]].position; - } - s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3]; - s /= fa->texinfo->texture->width; - - t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3]; - t /= fa->texinfo->texture->height; - - VectorCopy (vec, poly->verts[i]); - poly->verts[i][3] = s; - poly->verts[i][4] = t; - - // - // lightmap texture coordinates - // - s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3]; - s -= fa->texturemins[0]; - poly->verts[i][7] = bound(0l, ((int)s>>4), (fa->extents[0]>>4)); // LordHavoc: raw lightmap coordinates - s += fa->light_s*16; - s += 8; - s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width; - - t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3]; - t -= fa->texturemins[1]; - poly->verts[i][8] = bound(0l, ((int)t>>4), (fa->extents[1]>>4)); // LordHavoc: raw lightmap coordinates - t += fa->light_t*16; - t += 8; - 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) + r_pvsframecount++; + r_pvsviewleaf = viewleaf; + r_pvsviewleafnovis = r_novis.integer; + + if (viewleaf) + { + vis = Mod_LeafPVS (viewleaf, cl.worldmodel); + for (j = 0;j < cl.worldmodel->numleafs;j += 8) { - 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)) + bits = *vis++; + if (bits) { - int j; - for (j = i + 1; j < lnumverts; ++j) + l = cl.worldmodel->numleafs - j; + if (l > 8) + l = 8; + for (i = 0;i < l;i++) { - int k; - for (k = 0; k < VERTEXSIZE; ++k) - poly->verts[j - 1][k] = poly->verts[j][k]; + if (bits & (1 << i)) + { + leaf = &cl.worldmodel->leafs[j + i + 1]; + leaf->pvsframe = r_pvsframecount; + // mark surfaces bounding this leaf as visible + for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) + (*mark++)->pvsframe = r_pvsframecount; + } } - --lnumverts; - ++nColinElim; - // retry next vertex next time, which is now current vertex - --i; } } + // build pvs surfacechain + r_pvsfirstsurface = NULL; + mark = &r_pvsfirstsurface; + for (c = cl.worldmodel->nummodelsurfaces, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;c;c--, surf++) + { + if (surf->pvsframe == r_pvsframecount) + { + *mark = surf; + mark = &surf->pvschain; + } + } + *mark = NULL; } - */ - poly->numverts = lnumverts; - } /* -======================== -GL_CreateSurfaceLightmap -======================== +============= +R_DrawWorld +============= */ -void GL_CreateSurfaceLightmap (msurface_t *surf) +void R_DrawWorld (entity_render_t *ent) { - int smax, tmax; - - if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB)) - return; - - smax = (surf->extents[0]>>4)+1; - tmax = (surf->extents[1]>>4)+1; - - surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t); - if (nosubimage || nosubimagefragments) + mleaf_t *viewleaf; + viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel); + R_PVSUpdate(viewleaf); + if (!viewleaf) return; - glBindTexture(GL_TEXTURE_2D, lightmap_textures + surf->lightmaptexturenum); - smax = ((surf->extents[0]>>4)+lightmapalign) & lightmapalignmask; - if (lightmaprgba) - { - R_BuildLightMap (surf, templight, smax * 4); - glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight); - } + if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID) + R_SurfaceWorldNode (); else - { - R_BuildLightMap (surf, templight, smax * 3); - glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight); - } + R_PortalWorldNode (ent, viewleaf); + R_DrawSurfaces(ent, true, true); } - /* -================== -GL_BuildLightmaps - -Builds the lightmap texture -with all the surfaces from all brush models -================== +================= +R_DrawBrushModel +================= */ -void GL_BuildLightmaps (void) +void R_DrawBrushModelSky (entity_render_t *ent) { - int i, j; - model_t *m; - - memset (allocated, 0, sizeof(allocated)); - - r_framecount = 1; // no dlightcache - - if (gl_nosubimagefragments.value) - nosubimagefragments = 1; - else - nosubimagefragments = 0; - - if (gl_nosubimage.value) - nosubimage = 1; - else - nosubimage = 0; + R_DrawBrushModel(ent, true, false); +} - if (gl_lightmaprgba.value) - { - lightmaprgba = true; - lightmapbytes = 4; - } - else - { - lightmaprgba = false; - lightmapbytes = 3; - } +void R_DrawBrushModelNormal (entity_render_t *ent) +{ + c_bmodels++; + R_DrawBrushModel(ent, false, true); +} - // 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; - } +static void gl_surf_start(void) +{ +} - if (!lightmap_textures) - { - lightmap_textures = texture_extension_number; - texture_extension_number += MAX_LIGHTMAPS; - } +static void gl_surf_shutdown(void) +{ +} - for (j=1 ; jname[0] == '*') - continue; - r_pcurrentvertbase = m->vertexes; - currentmodel = m; - for (i=0 ; inumsurfaces ; i++) - { - 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); - } - } +static void gl_surf_newmap(void) +{ + // reset pvs visibility variables so it will update on first frame + r_pvsframecount = 1; + r_pvsviewleaf = NULL; + r_pvsviewleafnovis = false; + r_pvsfirstsurface = NULL; +} - if (nosubimage || nosubimagefragments) - { - if (gl_mtexable) - qglSelectTexture(gl_mtex_enum+1); - for (i = 0;i < MAX_LIGHTMAPS;i++) - { - if (!allocated[i][0]) - break; - lightmapupdate[i][0] = BLOCK_HEIGHT; - lightmapupdate[i][1] = 0; - 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, 4, 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 (gl_mtexable) - qglSelectTexture(gl_mtex_enum+0); - } +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); + Cvar_RegisterVariable(&r_cullsurface); + + R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }