X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=6174b9bce708ead378a0cad69dcbf6900d439547;hp=50086102629f961f50fdc8540f35abcfeb3bc0e9;hb=697da87440cb50b17feea1c256b48c73434bcb89;hpb=c52671284173a371278559b3475010f233d8e2c9 diff --git a/gl_rsurf.c b/gl_rsurf.c index 50086102..6174b9bc 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -29,13 +29,49 @@ static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHav static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; +static mempool_t *r_surf_mempool = NULL; +static int r_surf_surfacevisiblelimit = 0; +static qbyte *r_surf_surfacevisible = NULL; + cvar_t r_ambient = {0, "r_ambient", "0"}; cvar_t r_drawportals = {0, "r_drawportals", "0"}; cvar_t r_testvis = {0, "r_testvis", "0"}; cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"}; cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; -cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"}; -cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "-4"}; +cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"}; +cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"}; +cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"}; +cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"}; +cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"}; + +/* +// FIXME: these arrays are huge! +int r_q1bsp_maxmarkleafs; +int r_q1bsp_nummarkleafs; +mleaf_t *r_q1bsp_maxleaflist[65536]; +int r_q1bsp_maxmarksurfaces; +int r_q1bsp_nummarksurfaces; +msurface_t *r_q1bsp_maxsurfacelist[65536]; + +// FIXME: these arrays are huge! +int r_q3bsp_maxmarkleafs; +int r_q3bsp_nummarkleafs; +q3mleaf_t *r_q3bsp_maxleaflist[65536]; +int r_q3bsp_maxmarksurfaces; +int r_q3bsp_nummarksurfaces; +q3msurface_t *r_q3bsp_maxsurfacelist[65536]; +*/ + +void R_Surf_ClearSurfaceVisible(int num) +{ + if (r_surf_surfacevisiblelimit < num) + { + Mem_Free(r_surf_surfacevisible); + r_surf_surfacevisiblelimit = num; + r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit); + } + memset(r_surf_surfacevisible, 0, num); +} static int dlightdivtable[32768]; @@ -44,6 +80,7 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k; unsigned int *bl; float dist, impact[3], local[3]; + dlight_t *light; lit = false; @@ -51,17 +88,17 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) tmax = (surf->extents[1] >> 4) + 1; smax3 = smax * 3; - for (lnum = 0; lnum < r_numdlights; lnum++) + for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) { if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) continue; // not lit by this light - Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local); + Matrix4x4_Transform(matrix, light->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; + maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET; dist2 = dist * dist; dist2 += LIGHTOFFSET; @@ -96,10 +133,10 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) maxdist3 = maxdist - dist2; // convert to 8.8 blocklights format - red = r_dlight[lnum].light[0] * (1.0f / 128.0f); - green = r_dlight[lnum].light[1] * (1.0f / 128.0f); - blue = r_dlight[lnum].light[2] * (1.0f / 128.0f); - subtract = (int) (r_dlight[lnum].subtract * 4194304.0f); + red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f); + green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f); + blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f); + subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f); bl = intblocklights; i = impactt; @@ -137,6 +174,7 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) { int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt; float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract; + dlight_t *light; lit = false; @@ -144,17 +182,17 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) tmax = (surf->extents[1] >> 4) + 1; smax3 = smax * 3; - for (lnum = 0; lnum < r_numdlights; lnum++) + for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) { if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) continue; // not lit by this light - Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local); + Matrix4x4_Transform(matrix, light->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; + maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET; dist2 = dist * dist; dist2 += LIGHTOFFSET; @@ -189,10 +227,10 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) maxdist3 = maxdist - dist2; // convert to 8.8 blocklights format - red = r_dlight[lnum].light[0]; - green = r_dlight[lnum].light[1]; - blue = r_dlight[lnum].light[2]; - subtract = r_dlight[lnum].subtract * 32768.0f; + red = light->rtlight.lightmap_light[0]; + green = light->rtlight.lightmap_light[1]; + blue = light->rtlight.lightmap_light[2]; + subtract = light->rtlight.lightmap_subtract * 32768.0f; bl = floatblocklights; td1 = impactt; @@ -234,7 +272,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) { if (!r_floatbuildlightmap.integer) { - int smax, tmax, i, j, size, size3, shift, maps, stride, l; + int smax, tmax, i, j, size, size3, maps, stride, l; unsigned int *bl, scale; qbyte *lightmap, *out, *stain; @@ -249,7 +287,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) // set to full bright if no light data bl = intblocklights; - if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata) + if (!ent->model->brushq1.lightdata) { for (i = 0;i < size3;i++) bl[i] = 255*256; @@ -257,14 +295,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) 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)); + memset(bl, 0, size*3*sizeof(unsigned int)); if (surf->dlightframe == r_framecount) { @@ -286,8 +317,10 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) stain = surf->stainsamples; bl = intblocklights; out = templight; - // deal with lightmap brightness scale - shift = 7 + r_lightmapscalebit + 8; + // the >> 16 shift adjusts down 8 bits to account for the stainmap + // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will + // be doubled during rendering to achieve 2x overbright + // (0 = 0.0, 128 = 1.0, 256 = 2.0) if (ent->model->brushq1.lightmaprgba) { stride = (surf->lightmaptexturestride - smax) * 4; @@ -295,9 +328,9 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) { for (j = 0;j < smax;j++) { - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); *out++ = 255; } } @@ -309,9 +342,9 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) { for (j = 0;j < smax;j++) { - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); } } } @@ -335,41 +368,40 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) // set to full bright if no light data bl = floatblocklights; - if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.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) + if (!ent->model->brushq1.lightdata) { for (i = 0;i < size3;i++) - *bl++ = j; + bl[i] = 255*256; } else + { memset(bl, 0, size*3*sizeof(float)); - if (surf->dlightframe == r_framecount) - { - surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf); - if (surf->cached_dlight) - c_light_polys++; - } + if (surf->dlightframe == r_framecount) + { + surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf); + if (surf->cached_dlight) + c_light_polys++; + } - // 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; + // add all the lightmaps + if (lightmap) + { + bl = floatblocklights; + for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) + for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) + bl[i] += lightmap[i] * scale; + } } stain = surf->stainsamples; bl = floatblocklights; out = templight; - // deal with lightmap brightness scale - scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8)); + // this scaling adjusts down 8 bits to account for the stainmap + // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will + // be doubled during rendering to achieve 2x overbright + // (0 = 0.0, 128 = 1.0, 256 = 2.0) + scale = 1.0f / (1 << 16); if (ent->model->brushq1.lightmaprgba) { stride = (surf->lightmaptexturestride - smax) * 4; @@ -414,7 +446,7 @@ void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radi invradius = 1.0f / radius; loc0: - if (node->contents < 0) + if (!node->plane) return; ndist = PlaneDiff(origin, node->plane); if (ndist > radius) @@ -503,9 +535,9 @@ loc0: } } - if (node->children[0]->contents >= 0) + if (node->children[0]->plane) { - if (node->children[1]->contents >= 0) + if (node->children[1]->plane) { R_StainNode(node->children[0], model, origin, radius, fcolor); node = node->children[1]; @@ -517,7 +549,7 @@ loc0: goto loc0; } } - else if (node->children[1]->contents >= 0) + else if (node->children[1]->plane) { node = node->children[1]; goto loc0; @@ -531,7 +563,7 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int entity_render_t *ent; model_t *model; vec3_t org; - if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes) + if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brushq1.nodes) return; fcolor[0] = cr1; fcolor[1] = cg1; @@ -542,7 +574,7 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int fcolor[6] = cb2 - cb1; fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f); - R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor); + R_StainNode(r_refdef.worldmodel->brushq1.nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor); // look for embedded bmodels for (n = 0;n < cl_num_brushmodel_entities;n++) @@ -677,21 +709,21 @@ static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const const float *v; float *c; int i, l, lit = false; - const rdlight_t *rd; + const dlight_t *light; vec3_t lightorigin; for (l = 0;l < r_numdlights;l++) { if (dlightbits[l >> 5] & (1 << (l & 31))) { - rd = &r_dlight[l]; - Matrix4x4_Transform(matrix, rd->origin, lightorigin); + light = &r_dlight[l]; + Matrix4x4_Transform(matrix, light->origin, lightorigin); for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4) { f = VectorDistance2(v, lightorigin) + LIGHTOFFSET; - if (f < rd->cullradius2) + if (f < light->rtlight.lightmap_cullradius2) { - f = ((1.0f / f) - rd->subtract) * scale; - VectorMA(c, f, rd->light, c); + f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale; + VectorMA(c, f, light->rtlight.lightmap_light, c); lit = true; } } @@ -700,691 +732,565 @@ static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const return lit; } -static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - rmeshstate_t m; - - // LordHavoc: HalfLife maps have freaky skypolys... - if (ent->model->brush.ishlbsp) - return; - - if (skyrendernow) - { - skyrendernow = false; - if (skyrendermasked) - R_Sky(); - } - - R_Mesh_Matrix(&ent->matrix); - - GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); - if (skyrendermasked) - { - // depth-only (masking) - qglColorMask(0,0,0,0); - // just to make sure that braindead drivers don't draw anything - // despite that colormask... - GL_BlendFunc(GL_ZERO, GL_ONE); - } - else - { - // fog sky - GL_BlendFunc(GL_ONE, GL_ZERO); - } - GL_DepthMask(true); - GL_DepthTest(true); - - memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); - - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - GL_VertexPointer(surf->mesh.data_vertex3f); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - } - } - qglColorMask(1,1,1,1); -} - -static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) +static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2) { const entity_render_t *ent = calldata1; const msurface_t *surf = ent->model->brushq1.surfaces + calldata2; rmeshstate_t m; - float alpha; - float modelorg[3]; + float currentalpha; + float base, colorscale; + vec3_t modelorg; texture_t *texture; - matrix4x4_t tempmatrix; - float args[4] = {0.05f,0,0,0.04f}; - - if (gl_textureshader && r_watershader.value && !fogenabled) - { - Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - R_Mesh_TextureMatrix(1, &tempmatrix); - Matrix4x4_CreateFromQuakeEntity(&tempmatrix, 0, 0, 0, 0, 0, 0, r_watershader.value); - R_Mesh_TextureMatrix(0, &tempmatrix); - } - else if (r_waterscroll.value) - { - // scrolling in texture matrix - Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - R_Mesh_TextureMatrix(0, &tempmatrix); - } + float args[4] = {0.05f,0,0,0.04f}; + int rendertype, turb, fullbright; R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - memset(&m, 0, sizeof(m)); - texture = surf->texinfo->texture->currentframe; - alpha = texture->currentalpha; - if (texture->rendertype == SURFRENDER_ADD) + texture = surf->texinfo->texture; + if (texture->animated) + texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (r_refdef.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0]; + currentalpha = ent->alpha; + if (surf->flags & SURF_WATERALPHA) + currentalpha *= r_wateralpha.value; + + GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); + if (ent->effects & EF_ADDITIVE) { + rendertype = SURFRENDER_ADD; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); } - else if (texture->rendertype == SURFRENDER_ALPHA) + else if (currentalpha < 1 || texture->skin.fog != NULL) { + rendertype = SURFRENDER_ALPHA; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); } else { + rendertype = SURFRENDER_OPAQUE; GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - } - if (gl_textureshader && r_watershader.value && !fogenabled) - { - m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]); - m.tex[1] = R_GetTexture(texture->skin.base); - } - else - m.tex[0] = R_GetTexture(texture->skin.base); - GL_DepthTest(true); - if (fogenabled) - GL_ColorPointer(varray_color4f); - else - GL_Color(1, 1, 1, alpha); - if (gl_textureshader && r_watershader.value && !fogenabled) - { - GL_ActiveTexture (0); - qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); - GL_ActiveTexture (1); - qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); - qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV); - qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB); - qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]); - qglEnable (GL_TEXTURE_SHADER_NV); + GL_DepthMask(!(ent->effects & EF_NODEPTHTEST)); } - GL_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f; - m.texcombinergb[1] = GL_REPLACE; - R_Mesh_State_Texture(&m); - if (fogenabled) - { - R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha); - RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg); - } - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - - if (gl_textureshader && r_watershader.value && !fogenabled) - { - qglDisable (GL_TEXTURE_SHADER_NV); - GL_ActiveTexture (0); - } - - if (fogenabled) + turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value; + fullbright = !(ent->flags & RENDER_LIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples; + base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f); + if (surf->flags & SURF_DRAWTURB) + base *= 0.5f; + if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled && fullbright && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1) { + // NVIDIA Geforce3 distortion texture shader on water + GL_Color(1, 1, 1, currentalpha); memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(texture->skin.fog); - GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_vertex = surf->mesh.data_vertex3f; + m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]); + m.tex[1] = R_GetTexture(texture->skin.base); + m.texcombinergb[0] = GL_REPLACE; + m.texcombinergb[1] = GL_REPLACE; m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - GL_ColorPointer(varray_color4f); - R_Mesh_State_Texture(&m); - RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg); + m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f; + Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value); + Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); + R_Mesh_State(&m); + + GL_ActiveTexture(0); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); + GL_ActiveTexture(1); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB); + qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]); + qglEnable(GL_TEXTURE_SHADER_NV); + + GL_LockArrays(0, surf->mesh.num_vertices); R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - } - - if ((gl_textureshader && r_watershader.value && !fogenabled) || r_waterscroll.value) - { - Matrix4x4_CreateIdentity(&tempmatrix); - R_Mesh_TextureMatrix(0, &tempmatrix); - R_Mesh_TextureMatrix(1, &tempmatrix); - } -} - -static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - msurface_t **chain; - vec3_t center; - if (texture->rendertype != SURFRENDER_OPAQUE) - { - for (chain = surfchain;(surf = *chain) != NULL;chain++) - { - if (surf->visframe == r_framecount) - { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces); - } - } - } - else - for (chain = surfchain;(surf = *chain) != NULL;chain++) - if (surf->visframe == r_framecount) - RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces); -} + GL_LockArrays(0, 0); -static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) -{ - float base, colorscale; - rmeshstate_t m; - float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - memset(&m, 0, sizeof(m)); - if (rendertype == SURFRENDER_ADD) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - } - else if (rendertype == SURFRENDER_ALPHA) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); + qglDisable(GL_TEXTURE_SHADER_NV); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); + GL_ActiveTexture(0); } else { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - } - m.tex[0] = R_GetTexture(texture->skin.base); - colorscale = 1; - if (gl_combine.integer) - { - m.texrgbscale[0] = 4; - colorscale *= 0.25f; - } - base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f); - GL_DepthTest(true); - GL_ColorPointer(varray_color4f); - - GL_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); - R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha); - if (!(ent->effects & EF_FULLBRIGHT)) - { - if (surf->dlightframe == r_framecount) - RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1); - if (surf->flags & SURF_LIGHTMAP) - RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); - } - RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); -} - -static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) -{ - rmeshstate_t m; - float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(texture->skin.glow); - GL_ColorPointer(varray_color4f); - - GL_VertexPointer(surf->mesh.data_vertex3f); - if (m.tex[0]) - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); - RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); -} - -static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) -{ - rmeshstate_t m; - float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(texture->skin.fog); - GL_ColorPointer(varray_color4f); - - GL_VertexPointer(surf->mesh.data_vertex3f); - if (m.tex[0]) + memset(&m, 0, sizeof(m)); + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_color = varray_color4f; m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); - RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); -} - -static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - rmeshstate_t m; - int lightmaptexturenum; - float cl; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(texture->skin.base); - m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); - m.tex[2] = R_GetTexture(texture->skin.detail); - m.texrgbscale[0] = 1; - m.texrgbscale[1] = 4; - m.texrgbscale[2] = 2; - cl = (float) (1 << r_lightmapscalebit); - GL_Color(cl, cl, cl, 1); - - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - //if (m.tex[1] != lightmaptexturenum) - //{ - m.tex[1] = lightmaptexturenum; - // R_Mesh_State_Texture(&m); - //} - GL_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f; - m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + m.tex[0] = R_GetTexture(texture->skin.base); + if (turb) + { + // scrolling in texture matrix + Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); } - } -} - -static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - rmeshstate_t m; - int lightmaptexturenum; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(texture->skin.base); - m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); - if (gl_combine.integer) - m.texrgbscale[1] = 4; - GL_Color(1, 1, 1, 1); - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - //if (m.tex[1] != lightmaptexturenum) - //{ - m.tex[1] = lightmaptexturenum; - // R_Mesh_State_Texture(&m); - //} - GL_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f; - R_Mesh_State_Texture(&m); + colorscale = 1; + if (gl_combine.integer) + { + m.texrgbscale[0] = 4; + colorscale *= 0.25f; + } + R_FillColors(varray_color4f, surf->mesh.num_vertices, base * ent->colormod[0], base * ent->colormod[1], base * ent->colormod[2], currentalpha); + if (!fullbright) + { + if (surf->dlightframe == r_framecount) + RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1); + if (surf->samples) + RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); + } + RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg); + R_Mesh_State(&m); + GL_LockArrays(0, surf->mesh.num_vertices); + R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); + if (texture->skin.glow) + { + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + m.pointer_color = varray_color4f; + m.tex[0] = R_GetTexture(texture->skin.glow); + m.pointer_vertex = surf->mesh.data_vertex3f; + if (m.tex[0]) + { + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + if (turb) + { + // scrolling in texture matrix + Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); + } + } + R_Mesh_State(&m); + RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg); + GL_LockArrays(0, surf->mesh.num_vertices); R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); } - } -} - -static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_DepthMask(true); - GL_DepthTest(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - m.tex[0] = R_GetTexture(texture->skin.base); - GL_Color(1, 1, 1, 1); - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) + if (fogenabled && rendertype != SURFRENDER_ADD) { - GL_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + m.pointer_color = varray_color4f; + m.tex[0] = R_GetTexture(texture->skin.fog); + m.pointer_vertex = surf->mesh.data_vertex3f; + if (m.tex[0]) + { + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + if (turb) + { + // scrolling in texture matrix + Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); + } + } + R_Mesh_State(&m); + RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg); + GL_LockArrays(0, surf->mesh.num_vertices); R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_LockArrays(0, 0); } } } -static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +void R_UpdateTextureInfo(entity_render_t *ent) { - const msurface_t *surf; - rmeshstate_t m; - int lightmaptexturenum; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_ZERO, GL_SRC_COLOR); - GL_DepthMask(false); - GL_DepthTest(true); - m.tex[0] = R_GetTexture((**surfchain).lightmaptexture); - if (gl_combine.integer) - m.texrgbscale[0] = 4; - GL_Color(1, 1, 1, 1); - while((surf = *surfchain++) != NULL) + int i, texframe, alttextures; + texture_t *t; + + if (!ent->model) + return; + + alttextures = ent->frame != 0; + texframe = (int)(r_refdef.time * 5.0f); + for (i = 0;i < ent->model->brushq1.numtextures;i++) { - if (surf->visframe == r_framecount) - { - lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - //if (m.tex[0] != lightmaptexturenum) - //{ - m.tex[0] = lightmaptexturenum; - // R_Mesh_State_Texture(&m); - //} - GL_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - } + t = ent->model->brushq1.textures + i; + t->currentalpha = ent->alpha; + if (t->flags & SURF_WATERALPHA) + t->currentalpha *= r_wateralpha.value; + if (ent->effects & EF_ADDITIVE) + t->rendertype = SURFRENDER_ADD; + else if (t->currentalpha < 1 || t->skin.fog != NULL) + t->rendertype = SURFRENDER_ALPHA; + else + t->rendertype = SURFRENDER_OPAQUE; + // we don't need to set currentframe if t->animated is false because + // it was already set up by the texture loader for non-animating + if (t->animated) + t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0]; } } -static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist) { - const msurface_t *surf; + int texturesurfaceindex; + vec3_t center, modelorg; rmeshstate_t m; - float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - GL_DepthTest(true); - GL_ColorPointer(varray_color4f); - while((surf = *surfchain++) != NULL) + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + if (gl_lightmaps.integer) { - if (surf->visframe == r_framecount) + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - GL_VertexPointer(surf->mesh.data_vertex3f); - if (m.tex[0]) - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); - RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + m.tex[0] = R_GetTexture(surface->lightmaptexture); + m.pointer_vertex = surface->mesh.data_vertex3f; + m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); } } -} - -static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(texture->skin.detail); - GL_Color(1, 1, 1, 1); - while((surf = *surfchain++) != NULL) + else if (texture->rendertype != SURFRENDER_OPAQUE) { - if (surf->visframe == r_framecount) + // transparent vertex shaded from lightmap + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - GL_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + Matrix4x4_Transform(&ent->matrix, surface->poly_center, center); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brushq1.surfaces); } } -} - -static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(texture->skin.glow); - GL_Color(1, 1, 1, 1); - while((surf = *surfchain++) != NULL) + else if (texture->flags & SURF_LIGHTMAP) { - if (surf->visframe == r_framecount) + qboolean dolightmap = (ent->flags & RENDER_LIGHT); + qboolean dobase = true; + qboolean doambient = r_ambient.value > 0; + qboolean dodetail = r_detailtextures.integer != 0; + qboolean doglow = texture->skin.glow != NULL; + qboolean dofog = fogenabled; + // multitexture cases + if (r_textureunits.integer >= 2 && gl_combine.integer && dobase && dolightmap) { - GL_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + dobase = false; + dolightmap = false; + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + GL_Color(1, 1, 1, 1); + GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.base); + m.texrgbscale[1] = 2; + if (r_textureunits.integer >= 3 && !doambient && dodetail) + { + m.tex[2] = R_GetTexture(texture->skin.detail); + m.texrgbscale[2] = 2; + dodetail = false; + if (r_textureunits.integer >= 3 && texture->skin.glow) + { + m.tex[3] = R_GetTexture(texture->skin.glow); + m.texcombinergb[3] = GL_ADD; + doglow = false; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + m.tex[1] = R_GetTexture(surface->lightmaptexture); + m.pointer_vertex = surface->mesh.data_vertex3f; + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; + m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f; + m.pointer_texcoord[3] = surface->mesh.data_texcoordtexture2f; + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + else + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + m.tex[1] = R_GetTexture(surface->lightmaptexture); + m.pointer_vertex = surface->mesh.data_vertex3f; + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; + m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f; + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + } + else if (r_textureunits.integer >= 3 && !doambient && !dodetail && doglow) + { + m.tex[2] = R_GetTexture(texture->skin.glow); + m.texcombinergb[2] = GL_ADD; + doglow = false; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + m.tex[1] = R_GetTexture(surface->lightmaptexture); + m.pointer_vertex = surface->mesh.data_vertex3f; + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; + m.pointer_texcoord[2] = surface->mesh.data_texcoordtexture2f; + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } } - } -} - -static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_DepthMask(true); - m.tex[0] = R_GetTexture(texture->skin.glow); - if (m.tex[0]) - GL_Color(1, 1, 1, 1); - else - GL_Color(0, 0, 0, 1); - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) + // anything not handled above + if (dobase) { - GL_VertexPointer(surf->mesh.data_vertex3f); - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + GL_Color(1, 1, 1, 1); + if (ent->flags & RENDER_LIGHT) + GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); + else + GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.base); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + m.pointer_vertex = surface->mesh.data_vertex3f; + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } } - } -} - -static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2) -{ - const entity_render_t *ent = calldata1; - const msurface_t *surf = ent->model->brushq1.surfaces + calldata2; - int rendertype; - float currentalpha; - texture_t *texture; - R_Mesh_Matrix(&ent->matrix); - - texture = surf->texinfo->texture; - if (texture->animated) - texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0]; - - currentalpha = ent->alpha; - if (ent->effects & EF_ADDITIVE) - rendertype = SURFRENDER_ADD; - else if (currentalpha < 1 || texture->skin.fog != NULL) - rendertype = SURFRENDER_ALPHA; - else - rendertype = SURFRENDER_OPAQUE; - - RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha); - if (texture->skin.glow) - RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha); - if (fogenabled) - RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha); -} - -static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - msurface_t **chain; - vec3_t center; - if (texture->rendertype != SURFRENDER_OPAQUE) - { - // transparent vertex shaded from lightmap - for (chain = surfchain;(surf = *chain) != NULL;chain++) + GL_DepthMask(false); + if (dolightmap) + { + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_DepthMask(false); + GL_DepthTest(true); + GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.base); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + m.tex[0] = R_GetTexture(surface->lightmaptexture); + m.pointer_vertex = surface->mesh.data_vertex3f; + m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + if (doambient) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + memset(&m, 0, sizeof(m)); + GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1); + m.tex[0] = R_GetTexture(texture->skin.base); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + m.pointer_vertex = surface->mesh.data_vertex3f; + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + if (dodetail) { - if (surf->visframe == r_framecount) + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_DepthMask(false); + GL_DepthTest(true); + GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.detail); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + m.pointer_vertex = surface->mesh.data_vertex3f; + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + if (doglow) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.glow); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces); + msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + m.pointer_vertex = surface->mesh.data_vertex3f; + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + if (dofog) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); + memset(&m, 0, sizeof(m)); + m.pointer_color = varray_color4f; + m.tex[0] = R_GetTexture(texture->skin.glow); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + m.pointer_vertex = surface->mesh.data_vertex3f; + if (m.tex[0]) + m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; + R_Mesh_State(&m); + RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surface->mesh.num_vertices, modelorg); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); } } } - else if (r_shadow_realtime_world.integer) + else if (texture->flags & SURF_DRAWTURB) { - // opaque base lighting - RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + RSurfShader_Transparent_Callback(ent, surface - ent->model->brushq1.surfaces); + } } - else + else if (texture->flags & SURF_DRAWSKY) { - // opaque lightmapped - if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain); - else if (r_textureunits.integer >= 2) + if (skyrendernow) { - RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain); - if (r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); + skyrendernow = false; + if (skyrendermasked) + R_Sky(); } - else + // LordHavoc: HalfLife maps have freaky skypolys... + if (!ent->model->brush.ishlbsp) { - RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); - RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain); - if (r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); + R_Mesh_Matrix(&ent->matrix); + GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); + if (skyrendermasked) + { + // depth-only (masking) + GL_ColorMask(0,0,0,0); + // just to make sure that braindead drivers don't draw anything + // despite that colormask... + GL_BlendFunc(GL_ZERO, GL_ONE); + } + else + { + // fog sky + GL_BlendFunc(GL_ONE, GL_ZERO); + } + GL_DepthMask(true); + GL_DepthTest(true); + memset(&m, 0, sizeof(m)); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + m.pointer_vertex = surface->mesh.data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, surface->mesh.num_vertices); + R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); + GL_LockArrays(0, 0); + } + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); } - if (texture->skin.glow) - RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } -} - -Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP}; -Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0}; -Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0}; - -int Cshader_count = 3; -Cshader_t *Cshaders[3] = -{ - &Cshader_wall_lightmap, - &Cshader_water, - &Cshader_sky -}; - -void R_UpdateTextureInfo(entity_render_t *ent) -{ - int i, texframe, alttextures; - texture_t *t; - - if (!ent->model) - return; - - alttextures = ent->frame != 0; - texframe = (int)(cl.time * 5.0f); - for (i = 0;i < ent->model->brushq1.numtextures;i++) - { - t = ent->model->brushq1.textures + i; - t->currentalpha = ent->alpha; - if (t->flags & SURF_WATERALPHA) - t->currentalpha *= r_wateralpha.value; - if (ent->effects & EF_ADDITIVE) - t->rendertype = SURFRENDER_ADD; - else if (t->currentalpha < 1 || t->skin.fog != NULL) - t->rendertype = SURFRENDER_ALPHA; - else - t->rendertype = SURFRENDER_OPAQUE; - // we don't need to set currentframe if t->animated is false because - // it was already set up by the texture loader for non-animating - if (t->animated) - t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0]; } } -void R_PrepareSurfaces(entity_render_t *ent) +void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) { - int i, numsurfaces, *surfacevisframes; - model_t *model; - msurface_t *surf, *surfaces, **surfchain; + int i, j, f, flagsmask; + msurface_t *surface, **surfacechain; + texture_t *t, *texture; + model_t *model = ent->model; vec3_t modelorg; - - if (!ent->model) + const int maxsurfacelist = 1024; + int numsurfacelist = 0; + msurface_t *surfacelist[1024]; + if (model == NULL) return; + R_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - model = ent->model; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - numsurfaces = model->brushq1.nummodelsurfaces; - surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface; - surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface; - - R_UpdateTextureInfo(ent); - - if (r_dynamic.integer && !r_shadow_realtime_dlight.integer) - R_MarkLights(ent); - - if (model->brushq1.light_ambient != r_ambient.value || model->brushq1.light_scalebit != r_lightmapscalebit) + if (ent != r_refdef.worldentity) { - model->brushq1.light_ambient = r_ambient.value; - model->brushq1.light_scalebit = r_lightmapscalebit; - for (i = 0;i < model->brushq1.nummodelsurfaces;i++) - model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true; + // because bmodels can be reused, we have to clear dlightframe every time + surface = model->brushq1.surfaces + model->firstmodelsurface; + for (i = 0;i < model->nummodelsurfaces;i++, surface++) + surface->dlightframe = -1; } - else + + // update light styles + if (!skysurfaces) { + if (r_dynamic.integer && !r_rtdlight) + R_MarkLights(ent); for (i = 0;i < model->brushq1.light_styles;i++) { if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]]) { model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]]; - for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++) - (**surfchain).cached_dlight = true; + if ((surfacechain = model->brushq1.light_styleupdatechains[i])) + for (;(surface = *surfacechain);surfacechain++) + surface->cached_dlight = true; } } } - for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++) + R_UpdateTextureInfo(ent); + flagsmask = skysurfaces ? SURF_DRAWSKY : (SURF_DRAWTURB | SURF_LIGHTMAP); + f = 0; + t = NULL; + numsurfacelist = 0; + for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++) { - if (surfacevisframes[i] == r_framecount) + if (ent != r_refdef.worldentity || r_worldsurfacevisible[j]) { -#if !WORLDNODECULLBACKFACES - // mark any backface surfaces as not visible - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) - { - if (!(surf->flags & SURF_PLANEBACK)) - surfacevisframes[i] = -1; - } - else + surface = model->brushq1.surfaces + j; + if (t != surface->texinfo->texture) { - if ((surf->flags & SURF_PLANEBACK)) - surfacevisframes[i] = -1; + if (numsurfacelist) + { + R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist); + numsurfacelist = 0; + } + t = surface->texinfo->texture; + f = t->flags & flagsmask; + texture = t->currentframe; } - if (surfacevisframes[i] == r_framecount) -#endif + if (f) { + // add face to draw list and update lightmap if necessary c_faces++; - surf->visframe = r_framecount; - if (surf->cached_dlight && surf->lightmaptexture != NULL) - R_BuildLightMap(ent, surf); + if (surface->cached_dlight && surface->lightmaptexture != NULL) + R_BuildLightMap(ent, surface); + surfacelist[numsurfacelist++] = surface; + if (numsurfacelist >= maxsurfacelist) + { + R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist); + numsurfacelist = 0; + } } } } -} - -void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains) -{ - int i; - texture_t *t; - if (ent->model == NULL) - return; - R_Mesh_Matrix(&ent->matrix); - for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++) - if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL) - t->shader->shaderfunc[type](ent, t->currentframe, chains[i]); + if (numsurfacelist) + R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist); } static void R_DrawPortal_Callback(const void *calldata1, int calldata2) @@ -1392,23 +1298,22 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2) int i; float *v; rmeshstate_t m; - const entity_render_t *ent = calldata1; - const mportal_t *portal = ent->model->brushq1.portals + calldata2; + const mportal_t *portal = calldata1; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthTest(true); - R_Mesh_Matrix(&ent->matrix); - GL_VertexPointer(varray_vertex3f); + R_Mesh_Matrix(&r_identitymatrix); memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); + m.pointer_vertex = varray_vertex3f; + R_Mesh_State(&m); - i = portal - ent->model->brushq1.portals; + i = calldata2; GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f), ((i & 0x0038) >> 3) * (1.0f / 7.0f), ((i & 0x01C0) >> 6) * (1.0f / 7.0f), 0.125f); - if (PlaneDiff(r_origin, (&portal->plane)) < 0) + if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0) { for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3) VectorCopy(portal->points[i].position, v); @@ -1416,594 +1321,1037 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2) else for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3) VectorCopy(portal->points[i].position, v); + GL_LockArrays(0, portal->numpoints); R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements); + GL_LockArrays(0, 0); } // LordHavoc: this is just a nice debugging tool, very slow -static void R_DrawPortals(entity_render_t *ent) +static void R_DrawPortals(void) { - int i; - mportal_t *portal, *endportal; - float temp[3], center[3], f; - if (ent->model == NULL) + int i, portalnum; + mportal_t *portal; + float center[3], f; + model_t *model = r_refdef.worldmodel; + if (model == NULL) return; - for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++) + for (portalnum = 0, portal = model->brushq1.portals;portalnum < model->brushq1.numportals;portalnum++, portal++) { if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) + if (!R_CullBox(portal->mins, portal->maxs)) { - VectorClear(temp); + VectorClear(center); for (i = 0;i < portal->numpoints;i++) - VectorAdd(temp, portal->points[i].position, temp); + VectorAdd(center, portal->points[i].position, center); 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->brushq1.portals); + VectorScale(center, f, center); + R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum); } } } -void R_PrepareBrushModel(entity_render_t *ent) +void R_WorldVisibility(void) { - int i, numsurfaces, *surfacevisframes, *surfacepvsframes; - msurface_t *surf; - model_t *model; -#if WORLDNODECULLBACKFACES - vec3_t modelorg; -#endif + int i, j, *mark; + mleaf_t *leaf; + mleaf_t *viewleaf; + model_t *model = r_refdef.worldmodel; + int leafstackpos; + mportal_t *p; + mleaf_t *leafstack[8192]; + qbyte leafvisited[32768]; - // because bmodels can be reused, we have to decide which things to render - // from scratch every time - model = ent->model; - if (model == NULL) + if (!model || !model->brushq1.PointInLeaf) return; -#if WORLDNODECULLBACKFACES - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); -#endif - numsurfaces = model->brushq1.nummodelsurfaces; - surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface; - surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface; - surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface; - for (i = 0;i < numsurfaces;i++, surf++) - { -#if WORLDNODECULLBACKFACES - // mark any backface surfaces as not visible - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) - { - if ((surf->flags & SURF_PLANEBACK)) - surfacevisframes[i] = r_framecount; - } - else if (!(surf->flags & SURF_PLANEBACK)) - surfacevisframes[i] = r_framecount; -#else - surfacevisframes[i] = r_framecount; -#endif - surf->dlightframe = -1; - } - R_PrepareSurfaces(ent); -} - -void R_SurfaceWorldNode (entity_render_t *ent) -{ - int i, *surfacevisframes, *surfacepvsframes, surfnum; - msurface_t *surf; - mleaf_t *leaf; - model_t *model; - vec3_t modelorg; - // equivilant to quake's RecursiveWorldNode but faster and more effective - model = ent->model; - if (model == NULL) + viewleaf = model->brushq1.PointInLeaf(model, r_vieworigin); + if (!viewleaf) return; - surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface; - surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain) + memset(r_worldsurfacevisible, 0, r_refdef.worldmodel->brushq1.numsurfaces); + if (viewleaf->clusterindex < 0 || r_surfaceworldnode.integer) { - if (!R_CullBox (leaf->mins, leaf->maxs)) + // equivilant to quake's RecursiveWorldNode but faster and more effective + for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++) { - c_leafs++; - leaf->visframe = r_framecount; + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox (leaf->mins, leaf->maxs)) + { + c_leafs++; + if (leaf->nummarksurfaces) + for (i = 0, mark = leaf->firstmarksurface;i < leaf->nummarksurfaces;i++, mark++) + r_worldsurfacevisible[*mark] = true; + } } } - - for (i = 0;i < model->brushq1.pvssurflistlength;i++) + else { - surfnum = model->brushq1.pvssurflist[i]; - surf = model->brushq1.surfaces + surfnum; -#if WORLDNODECULLBACKFACES - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) - { - if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs)) - surfacevisframes[surfnum] = r_framecount; - } - else + // 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 + leafstack[0] = viewleaf; + leafstackpos = 1; + memset(leafvisited, 0, r_refdef.worldmodel->brushq1.num_leafs); + while (leafstackpos) { - if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs)) - surfacevisframes[surfnum] = r_framecount; + c_leafs++; + leaf = leafstack[--leafstackpos]; + leafvisited[leaf - r_refdef.worldmodel->brushq1.data_leafs] = 1; + // draw any surfaces bounding this leaf + if (leaf->nummarksurfaces) + for (i = 0, mark = leaf->firstmarksurface;i < leaf->nummarksurfaces;i++, mark++) + r_worldsurfacevisible[*mark] = true; + // follow portals into other leafs + for (p = leaf->portals;p;p = p->next) + if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !leafvisited[p->past - r_refdef.worldmodel->brushq1.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex) && !R_CullBox(p->mins, p->maxs)) + leafstack[leafstackpos++] = p->past; } -#else - if (!R_CullBox (surf->poly_mins, surf->poly_maxs)) - surfacevisframes[surfnum] = r_framecount; -#endif } + + if (r_drawportals.integer) + R_DrawPortals(); } -static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) +void R_Q1BSP_DrawSky(entity_render_t *ent) +{ + if (ent->model == NULL) + return; + R_DrawSurfaces(ent, true); +} + +void R_Q1BSP_Draw(entity_render_t *ent) { - int c, leafstackpos, *mark, *surfacevisframes, bitnum; -#if WORLDNODECULLBACKFACES - int n; - msurface_t *surf; -#endif - mleaf_t *leaf, *leafstack[8192]; - mportal_t *p; - vec3_t modelorg; - msurface_t *surfaces; if (ent->model == NULL) return; - // LordHavoc: portal-passage worldnode with PVS; - // follows portals leading outward from viewleaf, does not venture - // offscreen or into leafs that are not visible, faster than Quake's - // RecursiveWorldNode - surfaces = ent->model->brushq1.surfaces; - surfacevisframes = ent->model->brushq1.surfacevisframes; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - viewleaf->worldnodeframe = r_framecount; - leafstack[0] = viewleaf; - leafstackpos = 1; - while (leafstackpos) + c_bmodels++; + R_DrawSurfaces(ent, false); +} + +void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) +{ + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; + const int *e; + const float *v[3]; + msurface_t *surface; + mleaf_t *leaf; + const qbyte *pvs; + lightmins[0] = relativelightorigin[0] - lightradius; + lightmins[1] = relativelightorigin[1] - lightradius; + lightmins[2] = relativelightorigin[2] - lightradius; + lightmaxs[0] = relativelightorigin[0] + lightradius; + lightmaxs[1] = relativelightorigin[1] + lightradius; + lightmaxs[2] = relativelightorigin[2] + lightradius; + *outnumclusterspointer = 0; + *outnumsurfacespointer = 0; + memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes); + memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3); + if (model == NULL) + { + VectorCopy(lightmins, outmins); + VectorCopy(lightmaxs, outmaxs); + return; + } + VectorCopy(relativelightorigin, outmins); + VectorCopy(relativelightorigin, outmaxs); + if (model->brush.GetPVS) + pvs = model->brush.GetPVS(model, relativelightorigin); + else + pvs = NULL; + // FIXME: use BSP recursion as lights are often small + for (leafindex = 0, leaf = model->brushq1.data_leafs;leafindex < model->brushq1.num_leafs;leafindex++, leaf++) { - c_leafs++; - leaf = leafstack[--leafstackpos]; - leaf->visframe = r_framecount; - // draw any surfaces bounding this leaf - if (leaf->nummarksurfaces) + if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) { - for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) + outmins[0] = min(outmins[0], leaf->mins[0]); + outmins[1] = min(outmins[1], leaf->mins[1]); + outmins[2] = min(outmins[2], leaf->mins[2]); + outmaxs[0] = max(outmaxs[0], leaf->maxs[0]); + outmaxs[1] = max(outmaxs[1], leaf->maxs[1]); + outmaxs[2] = max(outmaxs[2], leaf->maxs[2]); + if (outclusterpvs) { -#if WORLDNODECULLBACKFACES - n = *mark++; - if (surfacevisframes[n] != r_framecount) + if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) { - surf = surfaces + n; - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) - { - if ((surf->flags & SURF_PLANEBACK)) - surfacevisframes[n] = r_framecount; - } - else - { - if (!(surf->flags & SURF_PLANEBACK)) - surfacevisframes[n] = r_framecount; - } + SETPVSBIT(outclusterpvs, leaf->clusterindex); + outclusterlist[outnumclusters++] = leaf->clusterindex; } -#else - surfacevisframes[*mark++] = r_framecount; -#endif } - } - // follow portals into other leafs - for (p = leaf->portals;p;p = p->next) - { - // LordHavoc: this DotProduct hurts less than a cache miss - // (which is more likely to happen if backflowing through leafs) - if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1)) + if (outsurfacepvs) { - leaf = p->past; - if (leaf->worldnodeframe != r_framecount) + for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++) { - leaf->worldnodeframe = r_framecount; - // FIXME: R_CullBox is absolute, should be done relative - bitnum = (leaf - ent->model->brushq1.leafs) - 1; - if ((r_pvsbits[bitnum >> 3] & (1 << (bitnum & 7))) && !R_CullBox(leaf->mins, leaf->maxs)) - leafstack[leafstackpos++] = leaf; + surfaceindex = leaf->firstmarksurface[marksurfaceindex]; + if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) + { + surface = model->brushq1.surfaces + surfaceindex; + if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog) + { + for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3) + { + v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; + v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; + v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; + if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + { + SETPVSBIT(outsurfacepvs, surfaceindex); + outsurfacelist[outnumsurfaces++] = surfaceindex; + break; + } + } + } + } } } } } + + // limit combined leaf box to light boundaries + outmins[0] = max(outmins[0], lightmins[0]); + outmins[1] = max(outmins[1], lightmins[1]); + outmins[2] = max(outmins[2], lightmins[2]); + outmaxs[0] = min(outmaxs[0], lightmaxs[0]); + outmaxs[1] = min(outmaxs[1], lightmaxs[1]); + outmaxs[2] = min(outmaxs[2], lightmaxs[2]); + + *outnumclusterspointer = outnumclusters; + *outnumsurfacespointer = outnumsurfaces; } -void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf) +void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) { - int j, c, *surfacepvsframes, *mark; - mleaf_t *leaf; - model_t *model; - - model = ent->model; - if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer)) + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + msurface_t *surface; + int surfacelistindex; + if (r_drawcollisionbrushes.integer < 2) { - model->brushq1.pvsframecount++; - model->brushq1.pvsviewleaf = viewleaf; - model->brushq1.pvsviewleafnovis = r_novis.integer; - model->brushq1.pvsleafchain = NULL; - model->brushq1.pvssurflistlength = 0; - if (viewleaf) - { - surfacepvsframes = model->brushq1.surfacepvsframes; - for (j = 0;j < model->brushq1.visleafs;j++) - { - if (r_pvsbits[j >> 3] & (1 << (j & 7))) - { - leaf = model->brushq1.leafs + j + 1; - leaf->pvsframe = model->brushq1.pvsframecount; - leaf->pvschain = model->brushq1.pvsleafchain; - model->brushq1.pvsleafchain = leaf; - // mark surfaces bounding this leaf as visible - for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++) - surfacepvsframes[*mark] = model->brushq1.pvsframecount; - } - } - model->brushq1.BuildPVSTextureChains(model); + lightmins[0] = relativelightorigin[0] - lightradius; + lightmins[1] = relativelightorigin[1] - lightradius; + lightmins[2] = relativelightorigin[2] - lightradius; + lightmaxs[0] = relativelightorigin[0] + lightradius; + lightmaxs[1] = relativelightorigin[1] + lightradius; + lightmaxs[2] = relativelightorigin[2] + lightradius; + R_Mesh_Matrix(&ent->matrix); + R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->brushq1.surfaces + surfacelist[surfacelistindex]; + R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs); } + R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); } } -void R_WorldVisibility(entity_render_t *ent) -{ - vec3_t modelorg; - mleaf_t *viewleaf; - - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL; - R_PVSUpdate(ent, viewleaf); - - if (!viewleaf) - return; - - if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID) - R_SurfaceWorldNode (ent); - else - R_PortalWorldNode (ent, viewleaf); -} - -void R_DrawWorld(entity_render_t *ent) +void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist) { - if (ent->model == NULL) - return; - if (!ent->model->brushq1.numleafs && ent->model->Draw) - ent->model->Draw(ent); - else + model_t *model = ent->model; + vec3_t lightmins, lightmaxs, modelorg; + msurface_t *surface; + texture_t *t; + int surfacelistindex; + if (r_drawcollisionbrushes.integer < 2) { - R_PrepareSurfaces(ent); - R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains); - R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains); - if (r_drawportals.integer) - R_DrawPortals(ent); + lightmins[0] = relativelightorigin[0] - lightradius; + lightmins[1] = relativelightorigin[1] - lightradius; + lightmins[2] = relativelightorigin[2] - lightradius; + lightmaxs[0] = relativelightorigin[0] + lightradius; + lightmaxs[1] = relativelightorigin[1] + lightradius; + lightmaxs[2] = relativelightorigin[2] + lightradius; + R_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + R_UpdateTextureInfo(ent); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->brushq1.surfaces + surfacelist[surfacelistindex]; + if (r_shadow_compilingrtlight) + { + // if compiling an rtlight, capture the mesh + t = surface->texinfo->texture; + if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL) + Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texinfo->texture->skin.base, surface->texinfo->texture->skin.gloss, surface->texinfo->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i); + } + else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surface - ent->model->brushq1.surfaces]) + { + t = surface->texinfo->texture->currentframe; + // FIXME: transparent surfaces need to be lit later + if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE) + R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale); + } + } } } -void R_Model_Brush_DrawSky(entity_render_t *ent) +void R_DrawCollisionBrush(colbrushf_t *brush) { - if (ent->model == NULL) - return; - if (ent != &cl_entities[0].render) - R_PrepareBrushModel(ent); - R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains); + int i; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = brush->points->v; + R_Mesh_State(&m); + i = (int)(((size_t)brush) / sizeof(colbrushf_t)); + GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); + GL_LockArrays(0, brush->numpoints); + R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements); + GL_LockArrays(0, 0); } -void R_Model_Brush_Draw(entity_render_t *ent) +void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face) { - if (ent->model == NULL) + int i; + rmeshstate_t m; + if (!face->mesh.num_collisiontriangles) return; - c_bmodels++; - if (ent != &cl_entities[0].render) - R_PrepareBrushModel(ent); - R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = face->mesh.data_collisionvertex3f; + R_Mesh_State(&m); + i = (int)(((size_t)face) / sizeof(q3msurface_t)); + GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); + GL_LockArrays(0, face->mesh.num_collisionvertices); + R_Mesh_Draw(face->mesh.num_collisionvertices, face->mesh.num_collisiontriangles, face->mesh.data_collisionelement3i); + GL_LockArrays(0, 0); } -void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius) +void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber) { - int i; - msurface_t *surf; - float projectdistance, f, temp[3], lightradius2; - if (ent->model == NULL) - return; + const entity_render_t *ent = voident; + q3msurface_t *face = ent->model->brushq3.data_faces + facenumber; + rmeshstate_t m; R_Mesh_Matrix(&ent->matrix); - lightradius2 = lightradius * lightradius; - R_UpdateTextureInfo(ent); - projectdistance = 1000000000.0f;//lightradius + ent->model->radius; - for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++) + memset(&m, 0, sizeof(m)); + if ((ent->effects & EF_ADDITIVE) || (face->texture->textureflags & Q3TEXTUREFLAG_ADDITIVE)) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + else + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); + m.tex[0] = R_GetTexture(face->texture->skin.base); + m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f; + // LordHavoc: quake3 was not able to do this; lit transparent surfaces + if (gl_combine.integer) { - if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST) + m.texrgbscale[0] = 2; + if (r_textureunits.integer >= 2) + { + m.tex[1] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[1] = face->mesh.data_texcoordlightmap2f; + GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha); + } + else { - f = PlaneDiff(relativelightorigin, surf->plane); - if (surf->flags & SURF_PLANEBACK) - f = -f; - // draw shadows only for frontfaces and only if they are close - if (f >= 0.1 && f < lightradius) + if (ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1 && ent->alpha == 1) + m.pointer_color = face->mesh.data_lightmapcolor4f; + else { - temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0]; - temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1]; - temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2]; - if (DotProduct(temp, temp) < lightradius2) - R_Shadow_Volume(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, lightradius, projectdistance); + int i; + for (i = 0;i < face->mesh.num_vertices;i++) + { + varray_color4f[i*4+0] = face->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0]; + varray_color4f[i*4+1] = face->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1]; + varray_color4f[i*4+2] = face->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2]; + varray_color4f[i*4+3] = face->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha; + } + m.pointer_color = varray_color4f; } } } -} - -void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) -{ - int surfnum; - msurface_t *surf; - texture_t *t; - if (ent->model == NULL) - return; - R_Mesh_Matrix(&ent->matrix); - R_UpdateTextureInfo(ent); - for (surfnum = 0;surfnum < numsurfaces;surfnum++) + else + { + int i; + for (i = 0;i < face->mesh.num_vertices;i++) + { + varray_color4f[i*4+0] = face->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * 2.0f; + varray_color4f[i*4+1] = face->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * 2.0f; + varray_color4f[i*4+2] = face->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * 2.0f; + varray_color4f[i*4+3] = face->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha; + } + m.pointer_color = varray_color4f; + } + if (face->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) { - surf = surflist[surfnum]; - if (surf->visframe == r_framecount) + int i, j; + float center[3], center2[3], forward[3], right[3], up[3], v[4][3]; + matrix4x4_t matrix1, imatrix1; + R_Mesh_Matrix(&r_identitymatrix); + // a single autosprite surface can contain multiple sprites... + for (j = 0;j < face->mesh.num_vertices - 3;j += 4) { - t = surf->texinfo->texture->currentframe; - if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT) + VectorClear(center); + for (i = 0;i < 4;i++) + VectorAdd(center, face->mesh.data_vertex3f + (j+i) * 3, center); + VectorScale(center, 0.25f, center); + Matrix4x4_Transform(&ent->matrix, center, center2); + // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? + Matrix4x4_FromVectors(&matrix1, face->mesh.data_normal3f + j*3, face->mesh.data_svector3f + j*3, face->mesh.data_tvector3f + j*3, center); + Matrix4x4_Invert_Simple(&imatrix1, &matrix1); + for (i = 0;i < 4;i++) + Matrix4x4_Transform(&imatrix1, face->mesh.data_vertex3f + (j+i)*3, v[i]); + if (face->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) { - R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL); - R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL); + forward[0] = r_vieworigin[0] - center2[0]; + forward[1] = r_vieworigin[1] - center2[1]; + forward[2] = 0; + VectorNormalize(forward); + right[0] = forward[1]; + right[1] = -forward[0]; + right[2] = 0; + up[0] = 0; + up[1] = 0; + up[2] = 1; } + else + { + VectorCopy(r_viewforward, forward); + VectorCopy(r_viewright, right); + VectorCopy(r_viewup, up); + } + for (i = 0;i < 4;i++) + VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3); } + m.pointer_vertex = varray_vertex3f; } + else + m.pointer_vertex = face->mesh.data_vertex3f; + R_Mesh_State(&m); + if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); + GL_LockArrays(0, face->mesh.num_vertices); + R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i); + GL_LockArrays(0, 0); + if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglEnable(GL_CULL_FACE); } -void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) +void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumfaces, q3msurface_t **texturefacelist) { - int surfnum; - msurface_t *surf; - texture_t *t; - float f, lightmins[3], lightmaxs[3]; - if (ent->model == NULL) + int i, texturefaceindex; + qboolean dolightmap; + qboolean dobase; + qboolean doambient; + qboolean doglow; + qboolean dofog; + rmeshstate_t m; + if (!texturenumfaces) return; - R_Mesh_Matrix(&ent->matrix); - lightmins[0] = relativelightorigin[0] - lightradius; - lightmins[1] = relativelightorigin[1] - lightradius; - lightmins[2] = relativelightorigin[2] - lightradius; - lightmaxs[0] = relativelightorigin[0] + lightradius; - lightmaxs[1] = relativelightorigin[1] + lightradius; - lightmaxs[2] = relativelightorigin[2] + lightradius; - R_UpdateTextureInfo(ent); - for (surfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;surfnum < ent->model->brushq1.nummodelsurfaces;surfnum++, surf++) + c_faces += texturenumfaces; + // gl_lightmaps debugging mode skips normal texturing + if (gl_lightmaps.integer) { - if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs)) + GL_DepthMask(true); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + qglDisable(GL_CULL_FACE); + memset(&m, 0, sizeof(m)); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) { - f = PlaneDiff(relativelightorigin, surf->plane); - if (surf->flags & SURF_PLANEBACK) - f = -f; - if (f >= -0.1 && f < lightradius) + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.tex[0] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[0] = face->mesh.data_texcoordlightmap2f; + if (face->lightmaptexture) { - t = surf->texinfo->texture->currentframe; - if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT) - { - R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL); - R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL); - } + GL_Color(1, 1, 1, 1); + m.pointer_color = NULL; } + else + m.pointer_color = face->mesh.data_lightmapcolor4f; + m.pointer_vertex = face->mesh.data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->mesh.num_vertices); + R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i); + GL_LockArrays(0, 0); } + qglEnable(GL_CULL_FACE); + return; } -} + // transparent surfaces get sorted for later drawing + if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE)) + { + vec3_t facecenter, center; + // drawing sky transparently would be too difficult + if (t->surfaceparms & Q3SURFACEPARM_SKY) + return; + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f; + facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f; + facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f; + Matrix4x4_Transform(&ent->matrix, facecenter, center); + R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces); + } + return; + } + // sky surfaces draw sky if needed and render themselves as a depth mask + if (t->surfaceparms & Q3SURFACEPARM_SKY) + { + if (skyrendernow) + { + skyrendernow = false; + if (skyrendermasked) + R_Sky(); + } + if (!r_q3bsp_renderskydepth.integer) + return; -void R_DrawCollisionBrush(colbrushf_t *brush) -{ - int i; - i = ((int)brush) / sizeof(colbrushf_t); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); - GL_VertexPointer(brush->points->v); - R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements); -} + R_Mesh_Matrix(&ent->matrix); -void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face) -{ - rmeshstate_t m; - if (!face->num_triangles) + GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); + if (skyrendermasked) + { + // depth-only (masking) + GL_ColorMask(0,0,0,0); + // just to make sure that braindead drivers don't draw anything + // despite that colormask... + GL_BlendFunc(GL_ZERO, GL_ONE); + } + else + { + // fog sky + GL_BlendFunc(GL_ONE, GL_ZERO); + } + GL_DepthMask(true); + GL_DepthTest(true); + + memset(&m, 0, sizeof(m)); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.pointer_vertex = face->mesh.data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->mesh.num_vertices); + R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i); + GL_LockArrays(0, 0); + } + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); return; - if (face->texture->renderflags) + } + // anything else is a typical wall, lightmap * texture + glow + dolightmap = (ent->flags & RENDER_LIGHT); + dobase = true; + doambient = r_ambient.value > 0; + doglow = t->skin.glow != NULL; + dofog = fogenabled; + if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); + if (!dolightmap && dobase) + { + dolightmap = false; + dobase = false; + GL_DepthMask(true); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1); + if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(t->skin.base); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f; + m.pointer_vertex = face->mesh.data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->mesh.num_vertices); + R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + if (r_lightmapintensity <= 0 && dolightmap && dobase) { - if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY) + dolightmap = false; + dobase = false; + GL_DepthMask(true); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_Color(0, 0, 0, 1); + memset(&m, 0, sizeof(m)); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) { - if (skyrendernow) + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.pointer_vertex = face->mesh.data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->mesh.num_vertices); + R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase) + { + // dualtexture combine + dolightmap = false; + dobase = false; + GL_DepthMask(true); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(t->skin.base); + GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); + m.pointer_color = NULL; + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + if (!face->lightmaptexture) + continue; + m.tex[1] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f; + m.pointer_texcoord[1] = face->mesh.data_texcoordlightmap2f; + m.texrgbscale[1] = 2; + m.pointer_vertex = face->mesh.data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->mesh.num_vertices); + R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i); + GL_LockArrays(0, 0); + } + if (r_lightmapintensity == 1 && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1) + { + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) { - skyrendernow = false; - if (skyrendermasked) - R_Sky(); + q3msurface_t *face = texturefacelist[texturefaceindex]; + if (face->lightmaptexture) + continue; + m.tex[1] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f; + m.pointer_texcoord[1] = face->mesh.data_texcoordlightmap2f; + m.texrgbscale[1] = 2; + m.pointer_color = face->mesh.data_lightmapcolor4f; + m.pointer_vertex = face->mesh.data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->mesh.num_vertices); + R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i); + GL_LockArrays(0, 0); } - - R_Mesh_Matrix(&ent->matrix); - - GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); - if (skyrendermasked) + } + else + { + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) { - // depth-only (masking) - qglColorMask(0,0,0,0); - // just to make sure that braindead drivers don't draw anything - // despite that colormask... - GL_BlendFunc(GL_ZERO, GL_ONE); + q3msurface_t *face = texturefacelist[texturefaceindex]; + if (face->lightmaptexture) + continue; + m.tex[1] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f; + m.pointer_texcoord[1] = face->mesh.data_texcoordlightmap2f; + m.texrgbscale[1] = 2; + m.pointer_color = varray_color4f; + for (i = 0;i < face->mesh.num_vertices;i++) + { + varray_color4f[i*4+0] = face->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * r_lightmapintensity; + varray_color4f[i*4+1] = face->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * r_lightmapintensity; + varray_color4f[i*4+2] = face->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * r_lightmapintensity; + varray_color4f[i*4+3] = face->mesh.data_lightmapcolor4f[i*4+3]; + } + m.pointer_vertex = face->mesh.data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->mesh.num_vertices); + R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i); + GL_LockArrays(0, 0); } + } + } + // single texture + if (dolightmap) + { + GL_DepthMask(true); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + memset(&m, 0, sizeof(m)); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.tex[0] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[0] = face->mesh.data_texcoordlightmap2f; + if (face->lightmaptexture) + m.pointer_color = NULL; else - { - // fog sky - GL_BlendFunc(GL_ONE, GL_ZERO); - } - GL_DepthMask(true); - GL_DepthTest(true); - - memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); - - GL_VertexPointer(face->data_vertex3f); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - qglColorMask(1,1,1,1); - return; + m.pointer_color = face->mesh.data_lightmapcolor4f; + m.pointer_vertex = face->mesh.data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->mesh.num_vertices); + R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i); + GL_LockArrays(0, 0); } - if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) - return; } - R_Mesh_Matrix(&ent->matrix); - face->visframe = r_framecount; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(face->texture->skin.base); - m.pointer_texcoord[0] = face->data_texcoordtexture2f; - if (face->lightmaptexture) + if (dobase) { - m.tex[1] = R_GetTexture(face->lightmaptexture); - m.pointer_texcoord[1] = face->data_texcoordlightmap2f; - m.texrgbscale[1] = 2; + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_DepthMask(false); + GL_DepthTest(true); + GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(t->skin.base); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f; + m.pointer_vertex = face->mesh.data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->mesh.num_vertices); + R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + if (doambient) + { + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(t->skin.base); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f; + m.pointer_vertex = face->mesh.data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->mesh.num_vertices); + R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i); + GL_LockArrays(0, 0); + } + } + if (doglow) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(t->skin.glow); + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f; + m.pointer_vertex = face->mesh.data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->mesh.num_vertices); + R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i); + GL_LockArrays(0, 0); + } } - else + if (dofog) { - m.texrgbscale[0] = 2; - GL_ColorPointer(face->data_color4f); + float modelorg[3]; + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); + GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(t->skin.fog); + m.pointer_color = varray_color4f; + for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) + { + q3msurface_t *face = texturefacelist[texturefaceindex]; + if (m.tex[0]) + m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f; + m.pointer_vertex = face->mesh.data_vertex3f; + R_Mesh_State(&m); + RSurf_FogPassColors_Vertex3f_Color4f(face->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, face->mesh.num_vertices, modelorg); + GL_LockArrays(0, face->mesh.num_vertices); + R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i); + GL_LockArrays(0, 0); + } } - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); -} - -/* -void R_Q3BSP_DrawSky(entity_render_t *ent) -{ + if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglEnable(GL_CULL_FACE); } -*/ -void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe) +void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces) { - int i; - q3mleaf_t *leaf; - q3mface_t *face; - while (node->isnode) + int i, ti, flagsmask, flags; + q3msurface_t *face; + model_t *model; + q3mtexture_t *t; + const int maxfaces = 1024; + int numfaces = 0; + q3msurface_t *facelist[1024]; + R_Mesh_Matrix(&ent->matrix); + model = ent->model; + flagsmask = Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY; + if (skyfaces) + flags = Q3SURFACEFLAG_SKY; + else + flags = 0; + if (ent == r_refdef.worldentity) { - if (R_CullBox(node->mins, node->maxs)) - return; - R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe); - node = node->children[1]; + int j; + q3mleaf_t *leaf; + R_Surf_ClearSurfaceVisible(r_refdef.worldmodel->brushq3.num_faces); + for (j = 0, leaf = r_refdef.worldmodel->brushq3.data_leafs;j < r_refdef.worldmodel->brushq3.num_leafs;j++, leaf++) + { + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) + { + c_leafs++; + for (i = 0;i < leaf->numleaffaces;i++) + r_surf_surfacevisible[leaf->firstleaffacenum[i]] = 1; + } + } + for (ti = 0, t = model->brushq3.data_textures;ti < model->brushq3.num_textures;ti++, t++) + { + if ((t->surfaceflags & flagsmask) == flags) + { + numfaces = 0; + for (i = 0;i < t->numfaces;i++) + { + if (r_surf_surfacevisible[t->facenumlist[i]]) + { + face = t->facelist[i]; + //if (!R_CullBox(face->mins, face->maxs)) + if (face->mesh.num_triangles) + { + if (numfaces >= maxfaces) + { + if (numfaces) + R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist); + numfaces = 0; + } + facelist[numfaces++] = face; + } + } + } + if (numfaces) + R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist); + } + } } - if (R_CullBox(node->mins, node->maxs)) - return; - leaf = (q3mleaf_t *)node; - if (pvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7))) + else { - for (i = 0;i < leaf->numleaffaces;i++) + t = NULL; + numfaces = 0; + for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) { - face = leaf->firstleafface[i]; - if (face->markframe != markframe) + if ((face->texture->surfaceflags & flagsmask) == flags && face->mesh.num_triangles) { - face->markframe = markframe; - if (!R_CullBox(face->mins, face->maxs)) - R_Q3BSP_DrawFace(ent, face); + if (t != face->texture || numfaces >= maxfaces) + { + if (numfaces) + R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist); + numfaces = 0; + t = face->texture; + } + facelist[numfaces++] = face; } } + if (numfaces) + R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist); } } - +void R_Q3BSP_DrawSky(entity_render_t *ent) +{ + if (r_drawcollisionbrushes.integer < 2) + R_Q3BSP_DrawFaces(ent, true); +} void R_Q3BSP_Draw(entity_render_t *ent) { - int i; - q3mface_t *face; - vec3_t modelorg; - model_t *model; - qbyte *pvs; - static int markframe = 0; - R_Mesh_Matrix(&ent->matrix); - model = ent->model; if (r_drawcollisionbrushes.integer < 2) - { - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) - R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe); - else - for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - R_Q3BSP_DrawFace(ent, face); - } + R_Q3BSP_DrawFaces(ent, false); if (r_drawcollisionbrushes.integer >= 1) { - rmeshstate_t m; - memset(&m, 0, sizeof(m)); + int i; + model_t *model = ent->model; + q3msurface_t *face; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); - R_Mesh_State_Texture(&m); + qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value); for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++) if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles) R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf); + for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) + if (face->mesh.num_collisiontriangles) + R_Q3BSP_DrawCollisionFace(ent, face); + qglPolygonOffset(0, 0); } } -void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius) +void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) { - int i; - q3mface_t *face; - vec3_t modelorg, lightmins, lightmaxs; - model_t *model; - float projectdistance; - projectdistance = 1000000000.0f;//lightradius + ent->model->radius; + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; + const int *e; + const float *v[3]; + q3msurface_t *surface; + q3mleaf_t *leaf; + const qbyte *pvs; + lightmins[0] = relativelightorigin[0] - lightradius; + lightmins[1] = relativelightorigin[1] - lightradius; + lightmins[2] = relativelightorigin[2] - lightradius; + lightmaxs[0] = relativelightorigin[0] + lightradius; + lightmaxs[1] = relativelightorigin[1] + lightradius; + lightmaxs[2] = relativelightorigin[2] + lightradius; + *outnumclusterspointer = 0; + *outnumsurfacespointer = 0; + memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes); + memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3); + if (model == NULL) + { + VectorCopy(lightmins, outmins); + VectorCopy(lightmaxs, outmaxs); + return; + } + VectorCopy(relativelightorigin, outmins); + VectorCopy(relativelightorigin, outmaxs); + if (model->brush.GetPVS) + pvs = model->brush.GetPVS(model, relativelightorigin); + else + pvs = NULL; + // FIXME: use BSP recursion as lights are often small + for (leafindex = 0, leaf = model->brushq3.data_leafs;leafindex < model->brushq3.num_leafs;leafindex++, leaf++) + { + if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) + { + outmins[0] = min(outmins[0], leaf->mins[0]); + outmins[1] = min(outmins[1], leaf->mins[1]); + outmins[2] = min(outmins[2], leaf->mins[2]); + outmaxs[0] = max(outmaxs[0], leaf->maxs[0]); + outmaxs[1] = max(outmaxs[1], leaf->maxs[1]); + outmaxs[2] = max(outmaxs[2], leaf->maxs[2]); + if (outclusterpvs) + { + if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) + { + SETPVSBIT(outclusterpvs, leaf->clusterindex); + outclusterlist[outnumclusters++] = leaf->clusterindex; + } + } + if (outsurfacepvs) + { + for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++) + { + surface = leaf->firstleafface[marksurfaceindex]; + surfaceindex = surface - model->brushq3.data_faces; + if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) + { + if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) && surface->mesh.num_triangles) + { + if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + { + for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3) + { + v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; + v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; + v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; + if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + { + SETPVSBIT(outsurfacepvs, surfaceindex); + outsurfacelist[outnumsurfaces++] = surfaceindex; + break; + } + } + } + else + { + for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3) + { + v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; + v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; + v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; + if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + { + SETPVSBIT(outsurfacepvs, surfaceindex); + outsurfacelist[outnumsurfaces++] = surfaceindex; + break; + } + } + } + } + } + } + } + } + } + + // limit combined leaf box to light boundaries + outmins[0] = max(outmins[0], lightmins[0]); + outmins[1] = max(outmins[1], lightmins[1]); + outmins[2] = max(outmins[2], lightmins[2]); + outmaxs[0] = min(outmaxs[0], lightmaxs[0]); + outmaxs[1] = min(outmaxs[1], lightmaxs[1]); + outmaxs[2] = min(outmaxs[2], lightmaxs[2]); + + *outnumclusterspointer = outnumclusters; + *outnumsurfacespointer = outnumsurfaces; +} + +void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) +{ + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + q3msurface_t *surface; + int surfacelistindex; if (r_drawcollisionbrushes.integer < 2) { - model = ent->model; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); lightmins[0] = relativelightorigin[0] - lightradius; lightmins[1] = relativelightorigin[1] - lightradius; lightmins[2] = relativelightorigin[2] - lightradius; lightmaxs[0] = relativelightorigin[0] + lightradius; lightmaxs[1] = relativelightorigin[1] + lightradius; lightmaxs[2] = relativelightorigin[2] + lightradius; - //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) - // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe); - //else - for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs)) - R_Shadow_Volume(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance); + R_Mesh_Matrix(&ent->matrix); + R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->brushq3.data_faces + surfacelist[surfacelistindex]; + // FIXME: check some manner of face->rendermode here? + if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && !(surface->texture->surfaceparms & (Q3SURFACEPARM_SKY | Q3SURFACEPARM_TRANS)) && !(surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)) + R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); + } + R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); } } -void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) +void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist) { - if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->num_triangles) - return; - R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, NULL); - R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, NULL); -} - -void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) -{ - int i; - q3mface_t *face; - vec3_t modelorg, lightmins, lightmaxs; - model_t *model; - //qbyte *pvs; - //static int markframe = 0; + model_t *model = ent->model; + vec3_t lightmins, lightmaxs, modelorg; + q3msurface_t *surface; + int surfacelistindex; if (r_drawcollisionbrushes.integer < 2) { - model = ent->model; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); lightmins[0] = relativelightorigin[0] - lightradius; lightmins[1] = relativelightorigin[1] - lightradius; lightmins[2] = relativelightorigin[2] - lightradius; lightmaxs[0] = relativelightorigin[0] + lightradius; lightmaxs[1] = relativelightorigin[1] + lightradius; lightmaxs[2] = relativelightorigin[2] + lightradius; - //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) - // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe); - //else - for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs)) - R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz); + R_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->brushq3.data_faces + surfacelist[surfacelistindex]; + if (r_shadow_compilingrtlight) + { + // if compiling an rtlight, capture the mesh + Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i); + } + else if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->mesh.num_triangles) + { + if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); + R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale); + if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglEnable(GL_CULL_FACE); + } + } } } static void gl_surf_start(void) { + r_surf_mempool = Mem_AllocPool("gl_rsurf", 0, NULL); + r_surf_surfacevisiblelimit = 65536; + r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit); } static void gl_surf_shutdown(void) { + r_surf_surfacevisiblelimit = 0; + r_surf_surfacevisible = NULL; + Mem_FreePool(&r_surf_mempool); } static void gl_surf_newmap(void) @@ -2023,7 +2371,10 @@ void GL_Surf_Init(void) Cvar_RegisterVariable(&r_floatbuildlightmap); Cvar_RegisterVariable(&r_detailtextures); Cvar_RegisterVariable(&r_surfaceworldnode); + Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor); Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset); + Cvar_RegisterVariable(&r_q3bsp_renderskydepth); + Cvar_RegisterVariable(&gl_lightmaps); R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }