X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=6db1aa005203e1e6bb4299cb234952df9fef8479;hp=5c40c4d5afd06bf390ad87a2ff38829817801f2d;hb=01ba19424cec267526ca273d809516ff36fe23cb;hpb=2af88163d868dadcb9a30bc328dfb0611a3f16ce diff --git a/gl_rsurf.c b/gl_rsurf.c index 5c40c4d5..6db1aa00 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -21,27 +21,27 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" #include "r_shadow.h" +#include "portals.h" #define MAX_LIGHTMAP_SIZE 256 -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_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; -cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"}; -cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"}; -cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"}; -cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"}; -cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"}; +cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), value is 0-128"}; +cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"}; +cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"}; +cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"}; +cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"}; +cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"}; // flag arrays used for visibility checking on world model // (all other entities have no per-surface/per-leaf visibility checks) // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters -qbyte r_pvsbits[(32768+7)>>3]; +unsigned char r_pvsbits[(32768+7)>>3]; // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs -qbyte r_worldleafvisible[32768]; -// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_surfaces -qbyte r_worldsurfacevisible[262144]; +unsigned char r_worldleafvisible[32768]; +// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces +unsigned char r_worldsurfacevisible[262144]; +// if true, the view is currently in a leaf without pvs data +qboolean r_worldnovis; /* =============== @@ -50,26 +50,27 @@ R_BuildLightMap Combine and scale multiple lightmaps into the 8.8 format in blocklights =============== */ -static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) +void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) { - int smax, tmax, i, j, size, size3, maps, stride, l; - unsigned int *bl, scale; - qbyte *lightmap, *out, *stain; - static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting - static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; + int smax, tmax, i, size, size3, maps, l; + int *bl, scale; + unsigned char *lightmap, *out, *stain; + model_t *model = ent->model; + static int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting + static unsigned char templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; // update cached lighting info surface->cached_dlight = 0; - smax = (surface->extents[0]>>4)+1; - tmax = (surface->extents[1]>>4)+1; + smax = (surface->lightmapinfo->extents[0]>>4)+1; + tmax = (surface->lightmapinfo->extents[1]>>4)+1; size = smax*tmax; size3 = size*3; - lightmap = surface->samples; + lightmap = surface->lightmapinfo->samples; // set to full bright if no light data bl = intblocklights; - if (!ent->model->brushq1.lightdata) + if (!model->brushq1.lightdata) { for (i = 0;i < size3;i++) bl[i] = 255*256; @@ -77,54 +78,96 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) else { // clear to no light - memset(bl, 0, size*3*sizeof(unsigned int)); + memset(bl, 0, size3*sizeof(*bl)); // add all the lightmaps if (lightmap) - { - bl = intblocklights; - for (maps = 0;maps < MAXLIGHTMAPS && surface->styles[maps] != 255;maps++, lightmap += size3) - for (scale = d_lightstylevalue[surface->styles[maps]], i = 0;i < size3;i++) + for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3) + for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++) bl[i] += lightmap[i] * scale; - } } - stain = surface->stainsamples; + stain = surface->lightmapinfo->stainsamples; bl = intblocklights; out = templight; // the >> 16 shift adjusts down 8 bits to account for the stainmap // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will // be doubled during rendering to achieve 2x overbright // (0 = 0.0, 128 = 1.0, 256 = 2.0) - if (ent->model->brushq1.lightmaprgba) + if (model->brushq1.lightmaprgba) { - stride = (surface->lightmaptexturestride - smax) * 4; - for (i = 0;i < tmax;i++, out += stride) + for (i = 0;i < size;i++) { - for (j = 0;j < smax;j++) - { - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - *out++ = 255; - } + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + *out++ = 255; } } else { - stride = (surface->lightmaptexturestride - smax) * 3; - for (i = 0;i < tmax;i++, out += stride) + for (i = 0;i < size;i++) + { + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + } + } + + R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax); + + // update the surface's deluxemap if it has one + if (surface->deluxemaptexture != r_texture_blanknormalmap) + { + vec3_t n; + unsigned char *normalmap = surface->lightmapinfo->nmapsamples; + lightmap = surface->lightmapinfo->samples; + // clear to no normalmap + bl = intblocklights; + memset(bl, 0, size3*sizeof(*bl)); + // add all the normalmaps + if (lightmap && normalmap) { - for (j = 0;j < smax;j++) + for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3) { - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++) + { + // add the normalmap with weighting proportional to the style's lightmap intensity + l = (int)(VectorLength(lightmap + i*3) * scale); + bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l; + bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l; + bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l; + } } } + bl = intblocklights; + out = templight; + // we simply renormalize the weighted normals to get a valid deluxemap + if (model->brushq1.lightmaprgba) + { + for (i = 0;i < size;i++, bl += 3) + { + VectorCopy(bl, n); + VectorNormalize(n); + l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255); + l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255); + l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255); + *out++ = 255; + } + } + else + { + for (i = 0;i < size;i++, bl += 3) + { + VectorCopy(bl, n); + VectorNormalize(n); + l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255); + l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255); + l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255); + } + } + R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax); } - - R_UpdateTexture(surface->lightmaptexture, templight); } void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8]) @@ -132,7 +175,7 @@ void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radi float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2; msurface_t *surface, *endsurface; int i, s, t, smax, tmax, smax3, impacts, impactt, stained; - qbyte *bl; + unsigned char *bl; vec3_t impact; maxdist = radius * radius; @@ -168,19 +211,19 @@ loc0: impact[2] = origin[2] - node->plane->normal[2] * ndist; } - for (surface = model->brush.data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++) + for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++) { - if (surface->stainsamples) + if (surface->lightmapinfo->stainsamples) { - smax = (surface->extents[0] >> 4) + 1; - tmax = (surface->extents[1] >> 4) + 1; + smax = (surface->lightmapinfo->extents[0] >> 4) + 1; + tmax = (surface->lightmapinfo->extents[1] >> 4) + 1; - impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0]; - impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1]; + impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]); + impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]); s = bound(0, impacts, smax * 16) - impacts; t = bound(0, impactt, tmax * 16) - impactt; - i = s * s + t * t + dist2; + i = (int)(s * s + t * t + dist2); if (i > maxdist) continue; @@ -188,7 +231,7 @@ loc0: for (s = 0, i = impacts; s < smax; s++, i -= 16) sdtable[s] = i * i + dist2; - bl = surface->stainsamples; + bl = surface->lightmapinfo->stainsamples; smax3 = smax * 3; stained = false; @@ -210,9 +253,9 @@ loc0: { if (a > 1) a = 1; - bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0])); - bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1])); - bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2])); + bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0])); + bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1])); + bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2])); stained = true; } } @@ -256,7 +299,7 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int entity_render_t *ent; model_t *model; vec3_t org; - if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes) + if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata) return; fcolor[0] = cr1; fcolor[1] = cg1; @@ -270,13 +313,12 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int R_StainNode(r_refdef.worldmodel->brush.data_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++) + for (n = 0;n < cl.num_brushmodel_entities;n++) { - ent = cl_brushmodel_entities[n]; + ent = &cl.entities[cl.brushmodel_entities[n]].render; model = ent->model; if (model && model->name[0] == '*') { - Mod_CheckLoaded(model); if (model->brush.data_nodes) { Matrix4x4_Transform(&ent->inversematrix, origin, org); @@ -295,1355 +337,616 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ============================================================= */ -static float *RSurf_GetVertexPointer(const entity_render_t *ent, const msurface_t *surface) +static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { - if (surface->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) - { - texture_t *texture = surface->texture; - int i, j; - float center[3], center2[3], forward[3], right[3], up[3], v[4][3]; - matrix4x4_t matrix1, imatrix1; - R_Mesh_Matrix(&r_identitymatrix); - // a single autosprite surface can contain multiple sprites... - for (j = 0;j < surface->mesh.num_vertices - 3;j += 4) - { - VectorClear(center); - for (i = 0;i < 4;i++) - VectorAdd(center, surface->mesh.data_vertex3f + (j+i) * 3, center); - VectorScale(center, 0.25f, center); - Matrix4x4_Transform(&ent->matrix, center, center2); - // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? - Matrix4x4_FromVectors(&matrix1, surface->mesh.data_normal3f + j*3, surface->mesh.data_svector3f + j*3, surface->mesh.data_tvector3f + j*3, center); - Matrix4x4_Invert_Simple(&imatrix1, &matrix1); - for (i = 0;i < 4;i++) - Matrix4x4_Transform(&imatrix1, surface->mesh.data_vertex3f + (j+i)*3, v[i]); - if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) - { - forward[0] = r_vieworigin[0] - center2[0]; - forward[1] = r_vieworigin[1] - center2[1]; - forward[2] = 0; - VectorNormalize(forward); - right[0] = forward[1]; - right[1] = -forward[0]; - right[2] = 0; - up[0] = 0; - up[1] = 0; - up[2] = 1; - } - else - { - VectorCopy(r_viewforward, forward); - VectorCopy(r_viewright, right); - VectorCopy(r_viewup, up); - } - for (i = 0;i < 4;i++) - VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3); - } - return varray_vertex3f; - } - else - return surface->mesh.data_vertex3f; -} + // due to the hacky nature of this function's parameters, this is never + // called with a batch, so numsurfaces is always 1, and the surfacelist + // contains only a leaf number for coloring purposes + const mportal_t *portal = (mportal_t *)ent; + int i, numpoints; + float *v; + float vertex3f[POLYGONELEMENTS_MAXPOINTS*3]; + CHECKGLERROR + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); + qglDisable(GL_CULL_FACE);CHECKGLERROR + R_Mesh_Matrix(&identitymatrix); -void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) -{ - // we don't need to set currentframe if t->animated is false because - // it was already set up by the texture loader for non-animating - if (t->animated) - { - t->currentframe = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0]; - t = t->currentframe; - } - t->currentmaterialflags = t->basematerialflags; - t->currentalpha = ent->alpha; - if (t->basematerialflags & MATERIALFLAG_WATERALPHA) - t->currentalpha *= r_wateralpha.value; - if (!(ent->flags & RENDER_LIGHT)) - t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; - if (ent->effects & EF_ADDITIVE) - t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT; - else if (t->currentalpha < 1) - t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT; -} + numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS); -matrix4x4_t r_surf_waterscrollmatrix; + R_Mesh_VertexPointer(vertex3f); + R_Mesh_ColorPointer(NULL); + R_Mesh_ResetTextureState(); -void R_UpdateAllTextureInfo(entity_render_t *ent) -{ - int i; - Matrix4x4_CreateTranslate(&r_surf_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - if (ent->model) - for (i = 0;i < ent->model->brush.num_textures;i++) - R_UpdateTextureInfo(ent, ent->model->brush.data_textures + i); + i = surfacelist[0]; + 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); + for (i = 0, v = vertex3f;i < numpoints;i++, v += 3) + VectorCopy(portal->points[i].position, v); + R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements); + qglEnable(GL_CULL_FACE);CHECKGLERROR } -static void R_DrawSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) +// LordHavoc: this is just a nice debugging tool, very slow +static void R_DrawPortals(void) { - int i; - int texturesurfaceindex; - const float *v; - float *c; - float diff[3]; - float f, r, g, b, a, base, colorscale; - const msurface_t *surface; - qboolean dolightmap; - qboolean dobase; - qboolean doambient; - qboolean dodetail; - qboolean doglow; - qboolean dofogpass; - qboolean fogallpasses; - qboolean waterscrolling; - rmeshstate_t m; - texture = texture->currentframe; - if (texture->currentmaterialflags & MATERIALFLAG_NODRAW) - return; - c_faces += texturenumsurfaces; - // gl_lightmaps debugging mode skips normal texturing - if (gl_lightmaps.integer) - { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - qglDisable(GL_CULL_FACE); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[0] = R_GetTexture(surface->lightmaptexture); - m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; - if (surface->lightmaptexture) - { - GL_Color(1, 1, 1, 1); - m.pointer_color = NULL; - } - else - m.pointer_color = surface->mesh.data_lightmapcolor4f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - qglEnable(GL_CULL_FACE); + int i, leafnum; + mportal_t *portal; + float center[3], f; + model_t *model = r_refdef.worldmodel; + if (model == NULL) return; - } - GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)); - if (texture->currentmaterialflags & MATERIALFLAG_ADD) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - else - GL_BlendFunc(GL_ONE, GL_ZERO); - // water waterscrolling in texture matrix - waterscrolling = (texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0; - if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglDisable(GL_CULL_FACE); - if (texture->currentmaterialflags & MATERIALFLAG_SKY) + for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++) { - if (skyrendernow) - { - skyrendernow = false; - if (skyrendermasked) - R_Sky(); - } - // LordHavoc: HalfLife maps have freaky skypolys... - if (!ent->model->brush.ishlbsp) + if (r_worldleafvisible[leafnum]) { - 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 + //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++) + for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next) { - // fog sky - GL_BlendFunc(GL_ONE, GL_ZERO); - } - GL_DepthMask(true); - GL_DepthTest(true); - memset(&m, 0, sizeof(m)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); + if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) + if (!R_CullBox(portal->mins, portal->maxs)) + { + VectorClear(center); + for (i = 0;i < portal->numpoints;i++) + VectorAdd(center, portal->points[i].position, center); + f = ixtable[portal->numpoints]; + VectorScale(center, f, center); + R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight); + } } - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); } } - else if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1) - { - // NVIDIA Geforce3 distortion texture shader on water - float args[4] = {0.05f,0,0,0.04f}; - memset(&m, 0, sizeof(m)); - 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; - Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value); - m.texmatrix[1] = r_surf_waterscrollmatrix; - - 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); - - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = 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); - } +} - qglDisable(GL_TEXTURE_SHADER_NV); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); - GL_ActiveTexture(0); - } - else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) +void R_WorldVisibility(void) +{ + int i, j, *mark; + mleaf_t *leaf; + mleaf_t *viewleaf; + model_t *model = r_refdef.worldmodel; + + if (!model) + return; + + // if possible find the leaf the view origin is in + viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL; + // if possible fetch the visible cluster bits + if (!r_lockpvs.integer && model->brush.FatPVS) + model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits)); + + if (!r_lockvisibility.integer) { - // normal surface (wall or water) - dobase = true; - dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT); - doambient = r_ambient.value >= (1/64.0f); - dodetail = r_detailtextures.integer && texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT); - doglow = texture->skin.glow != NULL; - dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD); - fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT); - if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) + // clear the visible surface and leaf flags arrays + memset(r_worldsurfacevisible, 0, model->num_surfaces); + memset(r_worldleafvisible, 0, model->brush.num_leafs); + + r_worldnovis = false; + + // if floating around in the void (no pvs data available, and no + // portals available), simply use all on-screen leafs. + if (!viewleaf || viewleaf->clusterindex < 0) { - if (dobase && dolightmap && gl_combine.integer) - { - dobase = false; - memset(&m, 0, sizeof(m)); - m.tex[1] = R_GetTexture(texture->skin.base); - if (waterscrolling) - m.texmatrix[1] = r_surf_waterscrollmatrix; - m.texrgbscale[1] = 2; - m.pointer_color = varray_color4f; - colorscale = 1; - r = ent->colormod[0] * colorscale; - g = ent->colormod[1] * colorscale; - b = ent->colormod[2] * colorscale; - a = texture->currentalpha; - base = r_ambient.value * (1.0f / 64.0f); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + // no visibility method: (used when floating around in the void) + // simply cull each leaf to the frustum (view pyramid) + // similar to quake's RecursiveWorldNode but without cache misses + r_worldnovis = true; + for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) + { + // if leaf is in current pvs and on the screen, mark its surfaces + if (!R_CullBox(leaf->mins, leaf->maxs)) { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f; - if (surface->lightmaptexture) - { - m.tex[0] = R_GetTexture(surface->lightmaptexture); - if (fogallpasses) - { - m.pointer_color = varray_color4f; - for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - c[0] = f * r; - c[1] = f * g; - c[2] = f * b; - c[3] = a; - } - } - else - { - m.pointer_color = NULL; - GL_Color(r, g, b, a); - } - } - else - { - m.tex[0] = R_GetTexture(r_texture_white); - m.pointer_color = varray_color4f; - if (surface->styles[0] != 255) - { - for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - c[0] = 0; - c[1] = 0; - c[2] = 0; - if (surface->styles[0] != 255) - { - if (surface->mesh.data_lightmapcolor4f) - { - float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 128.0f); - VectorMA(c, scale, surface->mesh.data_lightmapcolor4f + i*4, c); - } - else if (surface->mesh.data_lightmapoffsets) - { - const qbyte *lm = surface->samples + surface->mesh.data_lightmapoffsets[i]; - float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surface->styles[1] != 255) - { - int size3 = ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3; - lm += size3; - scale = d_lightstylevalue[surface->styles[1]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surface->styles[2] != 255) - { - lm += size3; - scale = d_lightstylevalue[surface->styles[2]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surface->styles[3] != 255) - { - lm += size3; - scale = d_lightstylevalue[surface->styles[3]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - } - } - } - } - } - c[0] *= r; - c[1] *= g; - c[2] *= b; - if (fogallpasses) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - VectorScale(c, f, c); - } - if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; - else - c[3] = a; - } - } - else - { - if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - { - for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - c[0] = 0; - c[1] = 0; - c[2] = 0; - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; - } - } - else - { - m.pointer_color = NULL; - GL_Color(0, 0, 0, a); - } - } - } - 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); + renderstats.world_leafs++; + r_worldleafvisible[j] = true; + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_worldsurfacevisible[*mark] = true; } } - if (dobase) - { - dobase = false; - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); - if (waterscrolling) - m.texmatrix[0] = r_surf_waterscrollmatrix; - m.texmatrix[0] = r_surf_waterscrollmatrix; - m.pointer_color = varray_color4f; - colorscale = 1; - if (gl_combine.integer) - { - m.texrgbscale[0] = 4; - colorscale *= 0.25f; - } - r = ent->colormod[0] * colorscale; - g = ent->colormod[1] * colorscale; - b = ent->colormod[2] * colorscale; - a = texture->currentalpha; - if (dolightmap) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - c[0] = 0; - c[1] = 0; - c[2] = 0; - if (surface->styles[0] != 255) - { - if (surface->mesh.data_lightmapcolor4f) - { - float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 128.0f); - VectorMA(c, scale, surface->mesh.data_lightmapcolor4f + i*4, c); - } - else if (surface->mesh.data_lightmapoffsets) - { - const qbyte *lm = surface->samples + surface->mesh.data_lightmapoffsets[i]; - float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surface->styles[1] != 255) - { - int size3 = ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3; - lm += size3; - scale = d_lightstylevalue[surface->styles[1]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surface->styles[2] != 255) - { - lm += size3; - scale = d_lightstylevalue[surface->styles[2]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surface->styles[3] != 255) - { - lm += size3; - scale = d_lightstylevalue[surface->styles[3]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - } - } - } - } - } - c[0] *= r; - c[1] *= g; - c[2] *= b; - if (fogallpasses) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - VectorScale(c, f, c); - } - if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; - else - c[3] = a; - } - 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 the user prefers to disable portal culling (testing?), simply + // use all on-screen leafs that are in the pvs. + else if (!r_useportalculling.integer) + { + // pvs method: + // simply check if each leaf is in the Potentially Visible Set, + // and cull to frustum (view pyramid) + // similar to quake's RecursiveWorldNode but without cache misses + for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) + { + // if leaf is in current pvs and on the screen, mark its surfaces + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) { - if (fogallpasses) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - if (m.tex[1]) - m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f; - if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - { - m.pointer_color = varray_color4f; - for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - c[0] = r * f; - c[1] = g * f; - c[2] = b * f; - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; - } - } - else - { - m.pointer_color = varray_color4f; - for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - c[0] = r * f; - c[1] = g * f; - c[2] = b * f; - c[3] = a; - } - } - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - if (m.tex[1]) - m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f; - if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - { - m.pointer_color = varray_color4f; - for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; - } - } - else - { - m.pointer_color = NULL; - GL_Color(r, g, b, a); - } - 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); - } - } + renderstats.world_leafs++; + r_worldleafvisible[j] = true; + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_worldsurfacevisible[*mark] = true; } } } + // otherwise use a recursive portal flow, culling each portal to + // frustum and checking if the leaf the portal leads to is in the pvs else { - if (!dolightmap && dobase) - { - dolightmap = false; - dobase = false; - 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); - if (waterscrolling) - m.texmatrix[0] = r_surf_waterscrollmatrix; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - 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 (r_lightmapintensity <= 0 && dolightmap && dobase) - { - dolightmap = false; - dobase = false; - GL_Color(0, 0, 0, 1); - memset(&m, 0, sizeof(m)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase) - { - // dualtexture combine - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - dolightmap = false; - dobase = false; - memset(&m, 0, sizeof(m)); - m.tex[1] = R_GetTexture(texture->skin.base); - if (waterscrolling) - m.texmatrix[1] = r_surf_waterscrollmatrix; - m.texrgbscale[1] = 2; - r = ent->colormod[0] * r_lightmapintensity; - g = ent->colormod[1] * r_lightmapintensity; - b = ent->colormod[2] * r_lightmapintensity; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - memset(&m, 0, sizeof(m)); - m.tex[1] = R_GetTexture(texture->skin.base); - if (waterscrolling) - m.texmatrix[1] = r_surf_waterscrollmatrix; - m.texrgbscale[1] = 2; - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f; - if (surface->lightmaptexture) - { - m.tex[0] = R_GetTexture(surface->lightmaptexture); - m.pointer_color = NULL; - GL_Color(r, g, b, 1); - } - else if (r == 1 && g == 1 && b == 1) - { - m.tex[0] = R_GetTexture(r_texture_white); - m.pointer_color = surface->mesh.data_lightmapcolor4f; - } - else - { - m.tex[0] = R_GetTexture(r_texture_white); - m.pointer_color = varray_color4f; - for (i = 0;i < surface->mesh.num_vertices;i++) - { - varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * r; - varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * g; - varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * b; - varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3]; - } - } - 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); - } - } - // single texture - if (dolightmap) - { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - m.tex[0] = R_GetTexture(surface->lightmaptexture); - m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; - if (surface->lightmaptexture) - m.pointer_color = NULL; - else - m.pointer_color = surface->mesh.data_lightmapcolor4f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (dobase) - { - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_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); - if (waterscrolling) - m.texmatrix[0] = r_surf_waterscrollmatrix; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + int leafstackpos; + mportal_t *p; + mleaf_t *leafstack[8192]; + // simple-frustum portal method: + // follows portals leading outward from viewleaf, does not venture + // offscreen or into leafs that are not visible, faster than + // Quake's RecursiveWorldNode and vastly better in unvised maps, + // often culls some surfaces that pvs alone would miss + // (such as a room in pvs that is hidden behind a wall, but the + // passage leading to the room is off-screen) + leafstack[0] = viewleaf; + leafstackpos = 1; + while (leafstackpos) + { + renderstats.world_leafs++; + leaf = leafstack[--leafstackpos]; + r_worldleafvisible[leaf - model->brush.data_leafs] = true; + // mark any surfaces bounding this leaf + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_worldsurfacevisible[*mark] = true; + // follow portals into other leafs + // the checks are: + // if viewer is behind portal (portal faces outward into the scene) + // and the portal polygon's bounding box is on the screen + // and the leaf has not been visited yet + // and the leaf is visible in the pvs + // (the first two checks won't cause as many cache misses as the leaf checks) + for (p = leaf->portals;p;p = p->next) { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - 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); + renderstats.world_portals++; + if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex)) + leafstack[leafstackpos++] = p->past; } } } - if (doambient) + } + + if (r_drawportals.integer) + R_DrawPortals(); +} + +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) +{ + model_t *model = ent->model; + if (model == NULL) + return; + R_DrawSurfaces(ent, false); +} + +typedef struct r_q1bsp_getlightinfo_s +{ + model_t *model; + vec3_t relativelightorigin; + float lightradius; + int *outleaflist; + unsigned char *outleafpvs; + int outnumleafs; + int *outsurfacelist; + unsigned char *outsurfacepvs; + int outnumsurfaces; + vec3_t outmins; + vec3_t outmaxs; + vec3_t lightmins; + vec3_t lightmaxs; + const unsigned char *pvs; +} +r_q1bsp_getlightinfo_t; + +void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node) +{ + int sides; + mleaf_t *leaf; + for (;;) + { + mplane_t *plane = node->plane; + //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs)) + // return; + if (!plane) + break; + if (plane->type < 3) + sides = ((info->lightmaxs[plane->type] >= plane->dist) | ((info->lightmins[plane->type] < plane->dist) << 1)); + else + sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane); + if (sides == 3) { - doambient = false; - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); - if (waterscrolling) - m.texmatrix[0] = r_surf_waterscrollmatrix; - m.pointer_color = varray_color4f; - colorscale = 1; - if (gl_combine.integer) - { - m.texrgbscale[0] = 4; - colorscale *= 0.25f; - } - base = r_ambient.value * (1.0f / 64.0f); - r = ent->colormod[0] * colorscale * base; - g = ent->colormod[1] * colorscale * base; - b = ent->colormod[2] * colorscale * base; - a = texture->currentalpha; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - c[0] = r; - c[1] = g; - c[2] = b; - if (fogallpasses) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - VectorScale(c, f, c); - } - if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; - else - c[3] = a; - } - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } + R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]); + node = node->children[1]; } - if (dodetail) + else if (sides == 0) + return; // ERROR: NAN bounding box! + else + node = node->children[sides - 1]; + } + leaf = (mleaf_t *)node; + if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex)) + { + info->outmins[0] = min(info->outmins[0], leaf->mins[0]); + info->outmins[1] = min(info->outmins[1], leaf->mins[1]); + info->outmins[2] = min(info->outmins[2], leaf->mins[2]); + info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]); + info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]); + info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]); + if (info->outleafpvs) { - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - 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++) + int leafindex = leaf - info->model->brush.data_leafs; + if (!CHECKPVSBIT(info->outleafpvs, leafindex)) { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - m.pointer_texcoord[0] = surface->mesh.data_texcoorddetail2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); + SETPVSBIT(info->outleafpvs, leafindex); + info->outleaflist[info->outnumleafs++] = leafindex; } } - if (doglow) + if (info->outsurfacepvs) { - // if glow was not already done using multitexture, do it now. - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.glow); - if (waterscrolling) - m.texmatrix[0] = r_surf_waterscrollmatrix; - m.pointer_color = varray_color4f; - colorscale = 1; - r = ent->colormod[0] * colorscale; - g = ent->colormod[1] * colorscale; - b = ent->colormod[2] * colorscale; - a = texture->currentalpha; - if (fogallpasses) + int leafsurfaceindex; + for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++) { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + int surfaceindex = leaf->firstleafsurface[leafsurfaceindex]; + if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex)) { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - { - m.pointer_color = varray_color4f; - for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - c[0] = f * r; - c[1] = f * g; - c[2] = f * b; - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; - } - } - else + msurface_t *surface = info->model->data_surfaces + surfaceindex; + if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)) { - m.pointer_color = varray_color4f; - for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) + int triangleindex, t; + const int *e; + const vec_t *v[3]; + for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3) { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - c[0] = f * r; - c[1] = f * g; - c[2] = f * b; - c[3] = a; - } - } - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - { - m.pointer_color = varray_color4f; - for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; + v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3; + v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3; + v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3; + if (PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + { + SETPVSBIT(info->outsurfacepvs, surfaceindex); + info->outsurfacelist[info->outnumsurfaces++] = surfaceindex; + break; + } } } - else - { - m.pointer_color = NULL; - GL_Color(r, g, b, a); - } - 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 (dofogpass) - { - // if this is opaque use alpha blend which will darken the earlier - // passes cheaply. - // - // if this is an alpha blended material, all the earlier passes - // were darkened by fog already, so we only need to add the fog - // color ontop through the fog mask texture - // - // if this is an additive blended material, all the earlier passes - // were darkened by fog already, and we should not add fog color - // (because the background was not darkened, there is no fog color - // that was lost behind it). - if (!fogallpasses) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - else - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.fog); - if (waterscrolling) - m.texmatrix[0] = r_surf_waterscrollmatrix; - r = fogcolor[0]; - g = fogcolor[1]; - b = fogcolor[2]; - a = texture->currentalpha; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_color = varray_color4f; - //RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg); - if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - { - m.pointer_color = varray_color4f; - for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = exp(fogdensity/DotProduct(diff, diff)); - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * f * a; - } - } - else - { - m.pointer_color = varray_color4f; - for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = exp(fogdensity/DotProduct(diff, diff)); - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = f * a; - } - } - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } } - if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglEnable(GL_CULL_FACE); } -static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2) +void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer) { - const entity_render_t *ent = calldata1; - const msurface_t *surface = ent->model->brush.data_surfaces + calldata2; - vec3_t modelorg; - texture_t *texture; + r_q1bsp_getlightinfo_t info; + VectorCopy(relativelightorigin, info.relativelightorigin); + info.lightradius = lightradius; + info.lightmins[0] = info.relativelightorigin[0] - info.lightradius; + info.lightmins[1] = info.relativelightorigin[1] - info.lightradius; + info.lightmins[2] = info.relativelightorigin[2] - info.lightradius; + info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius; + info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius; + info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius; + if (ent->model == NULL) + { + VectorCopy(info.lightmins, outmins); + VectorCopy(info.lightmaxs, outmaxs); + *outnumleafspointer = 0; + *outnumsurfacespointer = 0; + return; + } + info.model = ent->model; + info.outleaflist = outleaflist; + info.outleafpvs = outleafpvs; + info.outnumleafs = 0; + info.outsurfacelist = outsurfacelist; + info.outsurfacepvs = outsurfacepvs; + info.outnumsurfaces = 0; + VectorCopy(info.relativelightorigin, info.outmins); + VectorCopy(info.relativelightorigin, info.outmaxs); + memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3); + memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3); + if (info.model->brush.GetPVS) + info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin); + else + info.pvs = NULL; + R_UpdateAllTextureInfo(ent); + if (r_shadow_compilingrtlight) + { + // use portal recursion for exact light volume culling, and exact surface checking + Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs); + } + else if (r_shadow_realtime_dlight_portalculling.integer) + { + // use portal recursion for exact light volume culling, but not the expensive exact surface checking + Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs); + } + else + { + // use BSP recursion as lights are often small + R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes); + } - texture = surface->texture; - if (texture->basematerialflags & MATERIALFLAG_SKY) - return; // transparent sky is too difficult - R_UpdateTextureInfo(ent, texture); + // limit combined leaf box to light boundaries + outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]); + outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]); + outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]); + outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]); + outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]); + outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]); + + *outnumleafspointer = info.outnumleafs; + *outnumsurfacespointer = info.outnumsurfaces; +} - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - R_DrawSurfaceList(ent, texture, 1, &surface, modelorg); +void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) +{ + model_t *model = ent->model; + msurface_t *surface; + int surfacelistindex; + float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value; + texture_t *texture; + r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); + R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->data_surfaces + surfacelist[surfacelistindex]; + texture = surface->texture; + if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) + continue; + if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE)) + continue; + R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs); + } + R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist); + r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false); } -void R_QueueSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) +void R_Q1BSP_DrawShadowVolume_Batch(const vec3_t relativelightorigin, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist) { int texturesurfaceindex; - const msurface_t *surface; - vec3_t tempcenter, center; - if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - // drawing sky transparently would be too difficult - if (!(texture->currentmaterialflags & MATERIALFLAG_SKY)) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; - tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; - tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; - Matrix4x4_Transform(&ent->matrix, tempcenter, center); - R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces); - } - } + msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); } - else - R_DrawSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg); } -void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) +void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs) { - int i, j, f, flagsmask; - msurface_t *surface, **surfacechain; - texture_t *t, *texture; model_t *model = ent->model; - vec3_t modelorg; + msurface_t *surface; + int modelsurfacelistindex; + int f = 0; + float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value; + texture_t *t = NULL; const int maxsurfacelist = 1024; int numsurfacelist = 0; - const msurface_t *surfacelist[1024]; - if (model == NULL) + msurface_t *surfacelist[1024]; + // check the box in modelspace, it was already checked in worldspace + if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs)) return; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - - // update light styles - if (!skysurfaces) + R_UpdateAllTextureInfo(ent); + if (model->brush.shadowmesh) { - for (i = 0;i < model->brushq1.light_styles;i++) + R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) { - if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]]) - { - model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]]; - if ((surfacechain = model->brushq1.light_styleupdatechains[i])) - for (;(surface = *surfacechain);surfacechain++) - surface->cached_dlight = true; - } + surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; + t = surface->texture->currentframe; + if ((t->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) + continue; + if ((t->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE)) + continue; + R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); } + R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist); } - - R_UpdateAllTextureInfo(ent); - flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); - f = 0; - t = NULL; - texture = NULL; - numsurfacelist = 0; - for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++) + else { - if (ent != r_refdef.worldentity || r_worldsurfacevisible[j]) + projectdistance = lightradius + model->radius*2; + RSurf_ActiveEntity(ent); + R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles); + // identify lit faces within the bounding box + for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) { - surface = model->brush.data_surfaces + j; - if (t != surface->texture) + surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; + if (t != surface->texture || numsurfacelist >= maxsurfacelist) { if (numsurfacelist) { - R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist); numsurfacelist = 0; } t = surface->texture; - f = t->currentmaterialflags & flagsmask; - texture = t->currentframe; + rsurface_texture = t->currentframe; + f = (rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) == MATERIALFLAG_WALL; } - if (f) - { - // if lightmap parameters changed, rebuild lightmap texture - if (surface->cached_dlight && surface->samples) - R_BuildLightMap(ent, surface); - // add face to draw list + if (f && surface->num_triangles) surfacelist[numsurfacelist++] = surface; - if (numsurfacelist >= maxsurfacelist) - { - R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); - numsurfacelist = 0; - } - } } + if (numsurfacelist) + R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist); + R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist); } - if (numsurfacelist) - R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); } -static void R_DrawPortal_Callback(const void *calldata1, int calldata2) -{ - int i; - float *v; - rmeshstate_t m; - const mportal_t *portal = calldata1; - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - GL_DepthTest(true); - R_Mesh_Matrix(&r_identitymatrix); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = varray_vertex3f; - R_Mesh_State(&m); - - i = calldata2; - GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f), - ((i & 0x0038) >> 3) * (1.0f / 7.0f), - ((i & 0x01C0) >> 6) * (1.0f / 7.0f), - 0.125f); - if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0) - { - for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3) - VectorCopy(portal->points[i].position, v); - } - else - for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3) - VectorCopy(portal->points[i].position, v); - GL_LockArrays(0, portal->numpoints); - R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements); - GL_LockArrays(0, 0); -} +#define BATCHSIZE 256 -// LordHavoc: this is just a nice debugging tool, very slow -static void R_DrawPortals(void) +static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { - int i, portalnum; - mportal_t *portal; - float center[3], f; - model_t *model = r_refdef.worldmodel; - if (model == NULL) - return; - for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++) + int surfacelistindex, batchcount; + texture_t *t; + msurface_t *batchsurfaces[BATCHSIZE]; + // note: in practice this never actualy batches, oh well + R_Shadow_RenderMode_Begin(); + R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight); + R_Shadow_RenderMode_Lighting(false, true); + R_Shadow_SetupEntityLight(ent); + t = NULL; + batchcount = 0; + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) - if (!R_CullBox(portal->mins, portal->maxs)) + msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex]; + if (t != surface->texture) { - VectorClear(center); - for (i = 0;i < portal->numpoints;i++) - VectorAdd(center, portal->points[i].position, center); - f = ixtable[portal->numpoints]; - VectorScale(center, f, center); - R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum); + if (batchcount > 0) + R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces); + batchcount = 0; + t = surface->texture; + R_UpdateTextureInfo(ent, t); + rsurface_texture = t->currentframe; } + batchsurfaces[batchcount++] = surface; } + if (batchcount > 0) + R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces); + R_Shadow_RenderMode_End(); } -static void R_DrawCollisionBrush(colbrushf_t *brush) +static void R_Q1BSP_DrawLight_TransparentBatch(int batchnumsurfaces, msurface_t **batchsurfacelist) { - 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); + int batchsurfaceindex; + msurface_t *batchsurface; + vec3_t tempcenter, center; + for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++) + { + batchsurface = batchsurfacelist[batchsurfaceindex]; + tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f; + tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f; + tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f; + Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center); + R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, rsurface_entity, batchsurface - rsurface_model->data_surfaces, r_shadow_rtlight); + } } -static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface) -{ - int i; - rmeshstate_t m; - if (!surface->mesh.num_collisiontriangles) - return; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = surface->mesh.data_collisionvertex3f; - R_Mesh_State(&m); - i = (int)(((size_t)surface) / sizeof(msurface_t)); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); - GL_LockArrays(0, surface->mesh.num_collisionvertices); - R_Mesh_Draw(surface->mesh.num_collisionvertices, surface->mesh.num_collisiontriangles, surface->mesh.data_collisionelement3i); - GL_LockArrays(0, 0); -} +#define RSURF_MAX_BATCHSURFACES 1024 -void R_WorldVisibility(void) +void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist) { - int i, j, *mark; - mleaf_t *leaf; - mleaf_t *viewleaf; - model_t *model = r_refdef.worldmodel; - - if (!model) - return; - - // if possible find the leaf the view origin is in - viewleaf = model->brushq1.PointInLeaf ? model->brushq1.PointInLeaf(model, r_vieworigin) : NULL; - // if possible fetch the visible cluster bits - if (model->brush.FatPVS) - model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits)); - - // clear the visible surface and leaf flags arrays - memset(r_worldsurfacevisible, 0, model->brush.num_surfaces); - memset(r_worldleafvisible, 0, model->brush.num_leafs); - - // if the user prefers surfaceworldnode (testing?) or the viewleaf could - // not be found, or the viewleaf is not part of the visible world - // (floating around in the void), use the pvs method - if (r_surfaceworldnode.integer || !viewleaf || viewleaf->clusterindex < 0) + model_t *model = ent->model; + msurface_t *surface; + int surfacelistindex, batchnumsurfaces; + msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES]; + texture_t *tex; + qboolean skip; + CHECKGLERROR + RSurf_ActiveEntity(ent); + R_UpdateAllTextureInfo(ent); + tex = NULL; + rsurface_texture = NULL; + skip = false; + batchnumsurfaces = 0; + CHECKGLERROR + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - // pvs method: - // similar to quake's RecursiveWorldNode but without cache misses - for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) + if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]])) + continue; + surface = model->data_surfaces + surfacelist[surfacelistindex]; + renderstats.lights_lighttriangles += surface->num_triangles; + if (tex != surface->texture) { - // if leaf is in current pvs and on the screen, mark its surfaces - if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) + if (batchnumsurfaces > 0) { - c_leafs++; - r_worldleafvisible[j] = true; - if (leaf->numleafsurfaces) - for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_worldsurfacevisible[*mark] = true; + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) + R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist); + else + R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist); + batchnumsurfaces = 0; } + tex = surface->texture; + rsurface_texture = surface->texture->currentframe; + skip = (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) != 0; + if (skip) + continue; } - } - else - { - int leafstackpos; - mportal_t *p; - mleaf_t *leafstack[8192]; - // portal method: - // follows portals leading outward from viewleaf, does not venture - // offscreen or into leafs that are not visible, faster than Quake's - // RecursiveWorldNode and vastly better in unvised maps, often culls a - // lot of surface that pvs alone would miss - leafstack[0] = viewleaf; - leafstackpos = 1; - while (leafstackpos) + if (!skip && surface->num_triangles) { - c_leafs++; - leaf = leafstack[--leafstackpos]; - r_worldleafvisible[leaf - model->brush.data_leafs] = true; - // mark any surfaces bounding this leaf - if (leaf->numleafsurfaces) - for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_worldsurfacevisible[*mark] = true; - // follow portals into other leafs - // the checks are: - // if viewer is behind portal (portal faces outward into the scene) - // and the portal polygon's bounding box is on the screen - // and the leaf has not been visited yet - // and the leaf is visible in the pvs - // (the first two checks won't cause as many cache misses as the leaf checks) - for (p = leaf->portals;p;p = p->next) - if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex)) - leafstack[leafstackpos++] = p->past; + if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES) + { + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) + R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist); + else + R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist); + batchnumsurfaces = 0; + } + batchsurfacelist[batchnumsurfaces++] = surface; } } - - if (r_drawportals.integer) - R_DrawPortals(); + if (batchnumsurfaces > 0) + { + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) + R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist); + else + R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist); + batchnumsurfaces = 0; + } + qglEnable(GL_CULL_FACE);CHECKGLERROR } -void R_Q1BSP_DrawSky(entity_render_t *ent) +//Made by [515] +void R_ReplaceWorldTexture (void) { - if (ent->model == NULL) - return; - if (r_drawcollisionbrushes.integer < 2) - R_DrawSurfaces(ent, true); -} + model_t *m; + texture_t *t; + int i; + const char *r, *newt; + m = r_refdef.worldmodel; -void R_Q1BSP_Draw(entity_render_t *ent) -{ - if (ent->model == NULL) - return; - c_bmodels++; - if (r_drawcollisionbrushes.integer < 2) - R_DrawSurfaces(ent, false); - if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes) + if(Cmd_Argc() < 2) { - int i; - model_t *model = ent->model; - msurface_t *surface; - q3mbrush_t *brush; - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value); - for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) - if (brush->colbrushf && brush->colbrushf->numtriangles) - R_DrawCollisionBrush(brush->colbrushf); - for (i = 0, surface = model->brush.data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) - if (surface->mesh.num_collisiontriangles) - R_DrawCollisionSurface(ent, surface); - qglPolygonOffset(0, 0); + Con_Print("r_replacemaptexture - replaces texture\n"); + Con_Print("r_replacemaptexture - switch back to default texture\n"); + return; } -} - -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, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; - const int *e; - const float *v[3]; - msurface_t *surface; - mleaf_t *leaf; - const qbyte *pvs; - lightmins[0] = relativelightorigin[0] - lightradius; - lightmins[1] = relativelightorigin[1] - lightradius; - lightmins[2] = relativelightorigin[2] - lightradius; - lightmaxs[0] = relativelightorigin[0] + lightradius; - lightmaxs[1] = relativelightorigin[1] + lightradius; - lightmaxs[2] = relativelightorigin[2] + lightradius; - *outnumclusterspointer = 0; - *outnumsurfacespointer = 0; - memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes); - memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3); - if (model == NULL) + if(!cl.islocalgame || !cl.worldmodel) { - VectorCopy(lightmins, outmins); - VectorCopy(lightmaxs, outmaxs); + Con_Print("This command works only in singleplayer\n"); return; } - VectorCopy(relativelightorigin, outmins); - VectorCopy(relativelightorigin, outmaxs); - if (model->brush.GetPVS) - pvs = model->brush.GetPVS(model, relativelightorigin); - else - pvs = NULL; - R_UpdateAllTextureInfo(ent); - // FIXME: use BSP recursion as lights are often small - for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++) + r = Cmd_Argv(1); + newt = Cmd_Argv(2); + if(!newt[0]) + newt = r; + for(i=0,t=m->data_textures;inum_textures;i++,t++) { - if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) + if(t->width && !strcasecmp(t->name, r)) { - 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(Mod_LoadSkinFrame(&t->skin, (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer)) { - if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) - { - SETPVSBIT(outclusterpvs, leaf->clusterindex); - outclusterlist[outnumclusters++] = leaf->clusterindex; - } + Con_Printf("%s replaced with %s\n", r, newt); + return; } - if (outsurfacepvs) + else { - for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++) - { - surfaceindex = leaf->firstleafsurface[leafsurfaceindex]; - if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) - { - surface = model->brush.data_surfaces + surfaceindex; - if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs)) - if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) - { - 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; - } - } - } - } - } + Con_Printf("%s was not found\n", newt); + Mod_LoadSkinFrame(&t->skin, (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default + return; } } } - - // limit combined leaf box to light boundaries - outmins[0] = max(outmins[0], lightmins[0]); - outmins[1] = max(outmins[1], lightmins[1]); - outmins[2] = max(outmins[2], lightmins[2]); - outmaxs[0] = min(outmaxs[0], lightmaxs[0]); - outmaxs[1] = min(outmaxs[1], lightmaxs[1]); - outmaxs[2] = min(outmaxs[2], lightmaxs[2]); - - *outnumclusterspointer = outnumclusters; - *outnumsurfacespointer = outnumsurfaces; -} - -void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs) -{ - model_t *model = ent->model; - msurface_t *surface; - int surfacelistindex; - if (r_drawcollisionbrushes.integer < 2) - { - R_Mesh_Matrix(&ent->matrix); - R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); - if (!r_shadow_compilingrtlight) - R_UpdateAllTextureInfo(ent); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; - if ((surface->texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) - continue; - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - continue; - R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); - } - R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); - } } -void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist) +//Made by [515] +void R_ListWorldTextures (void) { - model_t *model = ent->model; - msurface_t *surface; - texture_t *t; - int surfacelistindex; - if (r_drawcollisionbrushes.integer < 2) - { - R_Mesh_Matrix(&ent->matrix); - if (!r_shadow_compilingrtlight) - R_UpdateAllTextureInfo(ent); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; - if (surface->texture->basematerialflags & MATERIALFLAG_NODRAW || !surface->mesh.num_triangles) - continue; - if (r_shadow_compilingrtlight) - { - // if compiling an rtlight, capture the mesh - t = surface->texture; - if ((t->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i); - } - else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]]) - { - t = surface->texture->currentframe; - // FIXME: transparent surfaces need to be lit later - if ((t->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) - { - 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, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale); - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglEnable(GL_CULL_FACE); - } - } - } - } + model_t *m; + texture_t *t; + int i; + m = r_refdef.worldmodel; + + Con_Print("Worldmodel textures :\n"); + for(i=0,t=m->data_textures;inum_textures;i++,t++) + if(t->skin.base != r_texture_notexture) + Con_Printf("%s\n", t->name); } #if 0 @@ -1665,13 +968,13 @@ void GL_Surf_Init(void) Cvar_RegisterVariable(&r_ambient); Cvar_RegisterVariable(&r_drawportals); - Cvar_RegisterVariable(&r_testvis); - Cvar_RegisterVariable(&r_detailtextures); - Cvar_RegisterVariable(&r_surfaceworldnode); - Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor); - Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset); + Cvar_RegisterVariable(&r_lockpvs); + Cvar_RegisterVariable(&r_lockvisibility); + Cvar_RegisterVariable(&r_useportalculling); Cvar_RegisterVariable(&r_q3bsp_renderskydepth); - Cvar_RegisterVariable(&gl_lightmaps); + + Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes"); // By [515] + Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515] //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }