X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=8ad9f9ff8054f4d36d296d0e4209123b94227ab6;hp=21ab74541d69cc10ad8c2a1161a20f14572a4f10;hb=ed6a552a09b67a9499b772b7a60c4e425d7090a4;hpb=8579a99f191bfaca20e096493ada7351793fde0b diff --git a/gl_rsurf.c b/gl_rsurf.c index 21ab7454..8ad9f9ff 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -37,6 +37,7 @@ cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"}; 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"}; /* @@ -54,7 +55,7 @@ int r_q3bsp_nummarkleafs; q3mleaf_t *r_q3bsp_maxleaflist[65536]; int r_q3bsp_maxmarksurfaces; int r_q3bsp_nummarksurfaces; -q3mface_t *r_q3bsp_maxsurfacelist[65536]; +q3msurface_t *r_q3bsp_maxsurfacelist[65536]; */ static int dlightdivtable[32768]; @@ -279,14 +280,7 @@ 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) { @@ -360,33 +354,29 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) // set to full bright if no light data bl = floatblocklights; if (!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) { 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++; - } - - // 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; + 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++; + } + + // 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; @@ -749,7 +739,7 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture if (skyrendermasked) { // depth-only (masking) - qglColorMask(0,0,0,0); + 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); @@ -763,238 +753,177 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture 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); + m.pointer_vertex = surf->mesh.data_vertex3f; + 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); } } - qglColorMask(1,1,1,1); + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 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_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) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0]; + currentalpha = ent->alpha; + if (surf->flags & SURF_WATERALPHA) + currentalpha *= r_wateralpha.value; + + GL_DepthTest(true); + 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) + + turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value; + fullbright = (ent->effects & EF_FULLBRIGHT) || (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) { + // NVIDIA Geforce3 distortion texture shader on water + GL_Color(1, 1, 1, currentalpha); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = surf->mesh.data_vertex3f; 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_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); + m.texcombinergb[0] = GL_REPLACE; + m.texcombinergb[1] = GL_REPLACE; + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + 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(cl.time) * 0.025 * r_waterscroll.value, sin(cl.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); + GL_LockArrays(0, 0); - if (gl_textureshader && r_watershader.value && !fogenabled) - { - qglDisable (GL_TEXTURE_SHADER_NV); - GL_ActiveTexture (0); + qglDisable(GL_TEXTURE_SHADER_NV); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); + GL_ActiveTexture(0); } - - if (fogenabled) + else { 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.pointer_color = varray_color4f; 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.tex[0] = R_GetTexture(texture->skin.base); + if (turb) + { + // scrolling in texture matrix + Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0); + } + colorscale = 1; + if (gl_combine.integer) + { + m.texrgbscale[0] = 4; + colorscale *= 0.25f; + } + R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, 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); - } - - 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++) + GL_LockArrays(0, 0); + if (texture->skin.glow) { - if (surf->visframe == r_framecount) + 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]) { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces); + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + if (turb) + { + // scrolling in texture matrix + Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.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); + } + if (fogenabled && rendertype != SURFRENDER_ADD) + { + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + m.pointer_color = varray_color4f; + m.tex[0] = R_GetTexture(texture->skin.fog); + m.pointer_vertex = 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(cl.time) * 0.025 * r_waterscroll.value, sin(cl.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); } } - else - for (chain = surfchain;(surf = *chain) != NULL;chain++) - if (surf->visframe == r_framecount) - RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces); -} - -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_vieworigin, 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); - } - 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_vieworigin, 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_vieworigin, 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]) - 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_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) @@ -1026,18 +955,16 @@ static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(co 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.tex[1] = lightmaptexturenum; + m.pointer_vertex = 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; m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); + 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); } } } @@ -1066,17 +993,15 @@ static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const 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.tex[1] = lightmaptexturenum; + m.pointer_vertex = 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_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); } } } @@ -1102,16 +1027,14 @@ static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity 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.tex[1] = lightmaptexturenum; + m.pointer_vertex = 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); + 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); } } } @@ -1133,10 +1056,12 @@ static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, { if (surf->visframe == r_framecount) { - GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); + 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); } } } @@ -1157,15 +1082,37 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, 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.tex[0] = lightmaptexturenum; + m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f; - R_Mesh_State_Texture(&m); + 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); + } + } +} + +static void RSurfShader_OpaqueWall_Pass_BaseAmbient(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.base); + GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1); + while((surf = *surfchain++) != NULL) + { + if (surf->visframe == r_framecount) + { + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + 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); } } } @@ -1180,17 +1127,19 @@ static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const te GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthTest(true); - GL_ColorPointer(varray_color4f); + m.pointer_color = varray_color4f; while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { - GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_vertex = surf->mesh.data_vertex3f; if (m.tex[0]) m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); + R_Mesh_State(&m); RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 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); } } } @@ -1209,10 +1158,12 @@ static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, c { if (surf->visframe == r_framecount) { - GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f; - R_Mesh_State_Texture(&m); + 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); } } } @@ -1231,10 +1182,12 @@ static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const t { if (surf->visframe == r_framecount) { - GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); + 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); } } } @@ -1256,10 +1209,12 @@ static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, c { if (surf->visframe == r_framecount) { - GL_VertexPointer(surf->mesh.data_vertex3f); + m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State_Texture(&m); + 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); } } } @@ -1284,143 +1239,17 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t * 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.tex[0] = lightmaptexturenum; + m.pointer_vertex = surf->mesh.data_vertex3f; m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f; - R_Mesh_State_Texture(&m); + 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); } } } -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++) - { - if (surf->visframe == r_framecount) - { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces); - } - } - } - else if (ent->effects & EF_FULLBRIGHT) - { - RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); - if (r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); - if (texture->skin.glow) - RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } - /* - // opaque base lighting - else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0) - { - if (r_ambient.value > 0) - { - } - else - RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } - */ - // opaque lightmapped - else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer) - { - RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } - else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer) - { - RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain); - if (texture->skin.glow) - RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } - else if (r_textureunits.integer >= 2 && gl_combine.integer && !gl_lightmaps.integer) - { - RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain); - if (r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); - if (texture->skin.glow) - RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } - else if (!gl_lightmaps.integer) - { - 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); - if (texture->skin.glow) - RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } - else - { - RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(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; @@ -1450,11 +1279,31 @@ void R_UpdateTextureInfo(entity_render_t *ent) } } +void R_UpdateLightmapInfo(entity_render_t *ent) +{ + int i; + msurface_t *surface, **surfacechain; + model_t *model = ent->model; + if (!model) + return; + if (r_dynamic.integer && !r_shadow_realtime_dlight.integer) + 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 (surfacechain = model->brushq1.light_styleupdatechains[i];(surface = *surfacechain);surfacechain++) + surface->cached_dlight = true; + } + } +} + void R_PrepareSurfaces(entity_render_t *ent) { int i, numsurfaces, *surfacevisframes; model_t *model; - msurface_t *surf, *surfaces, **surfchain; + msurface_t *surf, *surfaces; vec3_t modelorg; if (!ent->model) @@ -1462,34 +1311,9 @@ void R_PrepareSurfaces(entity_render_t *ent) model = ent->model; Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, 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_ambient = r_ambient.value; - for (i = 0;i < model->brushq1.nummodelsurfaces;i++) - model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true; - } - else - { - 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; - } - } - } - + numsurfaces = model->nummodelsurfaces; + surfaces = model->brushq1.surfaces + model->firstmodelsurface; + surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface; for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++) { if (surfacevisframes[i] == r_framecount) @@ -1518,16 +1342,97 @@ void R_PrepareSurfaces(entity_render_t *ent) } } -void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains) +void R_DrawSurfaces(entity_render_t *ent, int flagsmask) { - int i; - texture_t *t; - if (ent->model == NULL) + int texturenumber, f; + vec3_t center; + msurface_t *surf, **chain, **surfchain; + texture_t *t, *texture; + model_t *model = ent->model; + if (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]); + for (texturenumber = 0, t = model->brushq1.textures;texturenumber < model->brushq1.numtextures;texturenumber++, t++) + { + if ((f = t->flags & flagsmask) && (texture = t->currentframe) && (surfchain = model->brushq1.pvstexturechains[texturenumber]) != NULL) + { + if (texture->flags & SURF_LIGHTMAP) + { + if (gl_lightmaps.integer) + { + RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain); + if (fogenabled) + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); + } + else if (texture->rendertype != SURFRENDER_OPAQUE) + { + // transparent vertex shaded from lightmap + 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_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces); + } + } + } + else + { + if (ent->effects & EF_FULLBRIGHT || r_fullbright.integer) + { + RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); + if (r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); + if (texture->skin.glow) + RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); + } + else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0) + RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain); + else + { + if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0) + RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain); + else + { + if (r_textureunits.integer >= 2 && gl_combine.integer) + RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain); + else + { + RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); + RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain); + } + if (r_ambient.value > 0) + RSurfShader_OpaqueWall_Pass_BaseAmbient(ent, texture, surfchain); + if (r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); + } + if (texture->skin.glow) + RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); + } + if (fogenabled) + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); + } + } + else if (texture->flags & SURF_DRAWTURB) + { + for (chain = surfchain;(surf = *chain) != NULL;chain++) + { + if (surf->visframe == r_framecount) + { + if (texture->rendertype == SURFRENDER_OPAQUE) + RSurfShader_Transparent_Callback(ent, surf - ent->model->brushq1.surfaces); + else + { + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces); + } + } + } + } + else if (texture->flags & SURF_DRAWSKY) + RSurfShader_Sky(ent, texture, surfchain); + } + } } static void R_DrawPortal_Callback(const void *calldata1, int calldata2) @@ -1541,10 +1446,10 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2) GL_DepthMask(false); GL_DepthTest(true); R_Mesh_Matrix(&ent->matrix); - GL_VertexPointer(varray_vertex3f); 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; GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f), @@ -1559,7 +1464,9 @@ 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 @@ -1602,10 +1509,10 @@ void R_PrepareBrushModel(entity_render_t *ent) #if WORLDNODECULLBACKFACES Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, 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; + numsurfaces = model->nummodelsurfaces; + surf = model->brushq1.surfaces + model->firstmodelsurface; + surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface; + surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface; for (i = 0;i < numsurfaces;i++, surf++) { #if WORLDNODECULLBACKFACES @@ -1622,7 +1529,8 @@ void R_PrepareBrushModel(entity_render_t *ent) #endif surf->dlightframe = -1; } - R_PrepareSurfaces(ent); + R_UpdateTextureInfo(ent); + R_UpdateLightmapInfo(ent); } void R_SurfaceWorldNode (entity_render_t *ent) @@ -1637,8 +1545,8 @@ void R_SurfaceWorldNode (entity_render_t *ent) model = ent->model; if (model == NULL) return; - surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface; - surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface; + surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface; + surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface; Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain) @@ -1796,194 +1704,193 @@ void R_WorldVisibility(entity_render_t *ent) R_SurfaceWorldNode (ent); else R_PortalWorldNode (ent, viewleaf); -} -void R_DrawWorld(entity_render_t *ent) -{ - if (ent->model == NULL) - return; - if (!ent->model->brushq1.num_leafs) - { - if (ent->model->DrawSky) - ent->model->DrawSky(ent); - if (ent->model->Draw) - ent->model->Draw(ent); - } - else - { - 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); - } + if (r_drawportals.integer) + R_DrawPortals(ent); } -void R_Model_Brush_DrawSky(entity_render_t *ent) +void R_Q1BSP_DrawSky(entity_render_t *ent) { if (ent->model == NULL) return; if (ent != &cl_entities[0].render) R_PrepareBrushModel(ent); - R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains); + R_PrepareSurfaces(ent); + R_DrawSurfaces(ent, SURF_DRAWSKY); } -void R_Model_Brush_Draw(entity_render_t *ent) +void R_Q1BSP_Draw(entity_render_t *ent) { if (ent->model == NULL) return; c_bmodels++; if (ent != &cl_entities[0].render) R_PrepareBrushModel(ent); - R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains); + R_PrepareSurfaces(ent); + R_UpdateTextureInfo(ent); + R_UpdateLightmapInfo(ent); + R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP); } -void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius) +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) { -#if 0 - int i; - msurface_t *surf; - float projectdistance, f, temp[3], lightradius2; - if (ent->model == NULL) - return; - R_Mesh_Matrix(&ent->matrix); - lightradius2 = lightradius * lightradius; - R_UpdateTextureInfo(ent); - projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius; - //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++) - { - if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST) - { - 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) - { - 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_VolumeFromSphere(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, projectdistance, lightradius); - } - } - } -#else - int t, leafnum, marksurfnum, trianglenum; + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; const int *e; - msurface_t *surf; + const float *v[3]; + msurface_t *surface; mleaf_t *leaf; const qbyte *pvs; - float projectdistance; - const float *v[3]; - vec3_t lightmins, lightmaxs; - if (ent->model == NULL) - return; - R_Mesh_Matrix(&ent->matrix); - R_UpdateTextureInfo(ent); - projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius; 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_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles); - maxmarksurfaces = sizeof(surfacelist) / sizeof(surfacelist[0]); - ent->model->brushq1.GetVisible(ent->model, relativelightorigin, lightmins, lightmaxs, 0, NULL, NULL, maxmarkleafs, markleaf, &nummarkleafs); - for (marksurfacenum = 0;marksurfacenum < nummarksurfaces;marksurfacenum++) + *outnumclusterspointer = 0; + *outnumsurfacespointer = 0; + memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes); + memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3); + if (model == NULL) { - surf = marksurface[marksurfacenum]; - if (surf->shadowmark != shadowmarkcount) + 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++) + { + if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) { - surf->shadowmark = shadowmarkcount; - if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST)) + 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) { - for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3) + if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) { - v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = ent->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]))) - shadowmarklist[numshadowmark++] = t; + SETPVSBIT(outclusterpvs, leaf->clusterindex); + outclusterlist[outnumclusters++] = leaf->clusterindex; } } - } - } - */ - R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles); - pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin); - for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++) - { - if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) - { - for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++) + if (outsurfacepvs) { - surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum]; - if (surf->shadowmark != shadowmarkcount) + for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++) { - surf->shadowmark = shadowmarkcount; - if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST)) + surfaceindex = leaf->firstmarksurface[marksurfaceindex]; + if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) { - for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3) + surface = model->brushq1.surfaces + surfaceindex; + if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog) { - v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = ent->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]))) - shadowmarklist[numshadowmark++] = t; + 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; + } + } } } } } } } - R_Shadow_VolumeFromList(ent->model->brush.shadowmesh->numverts, ent->model->brush.shadowmesh->numtriangles, ent->model->brush.shadowmesh->vertex3f, ent->model->brush.shadowmesh->element3i, ent->model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist); -#endif + + // 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_Model_Brush_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) +void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) { - int leafnum, marksurfnum; - msurface_t *surf; - mleaf_t *leaf; - const qbyte *pvs; + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + msurface_t *surface; + int surfacelistindex, j, t; + const int *e; + const float *v[3]; + if (r_drawcollisionbrushes.integer < 2) + { + lightmins[0] = relativelightorigin[0] - lightradius; + lightmins[1] = relativelightorigin[1] - lightradius; + lightmins[2] = relativelightorigin[2] - lightradius; + lightmaxs[0] = relativelightorigin[0] + lightradius; + lightmaxs[1] = relativelightorigin[1] + lightradius; + lightmaxs[2] = relativelightorigin[2] + lightradius; + R_Mesh_Matrix(&ent->matrix); + R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->brushq1.surfaces + surfacelist[surfacelistindex]; + for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->mesh.num_triangles;j++, 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]))) + shadowmarklist[numshadowmark++] = t; + } + } + 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, int numsurfaces, const int *surfacelist) +{ + model_t *model = ent->model; + vec3_t lightmins, lightmaxs, modelorg; + msurface_t *surface; texture_t *t; - float lightmins[3], lightmaxs[3]; - if (ent->model == NULL) - 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); - shadowmarkcount++; - pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin); - for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++) + int surfacelistindex; + if (r_drawcollisionbrushes.integer < 2) { - if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) + 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++) { - for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++) + surface = model->brushq1.surfaces + surfacelist[surfacelistindex]; + if (r_shadow_compilingrtlight) { - surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum]; - if (surf->shadowmark != shadowmarkcount) - { - surf->shadowmark = shadowmarkcount; - if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs)) - { - 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, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap); - 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, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap); - } - } - } + // 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 != &cl_entities[0].render || surface->visframe == r_framecount) + { + t = surface->texinfo->texture->currentframe; + 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, LIGHTING_DIFFUSE | LIGHTING_SPECULAR); } } } @@ -1992,13 +1899,34 @@ void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v void R_DrawCollisionBrush(colbrushf_t *brush) { int i; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = brush->points->v; + R_Mesh_State(&m); i = ((int)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); + GL_LockArrays(0, brush->numpoints); R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements); + GL_LockArrays(0, 0); +} + +void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face) +{ + int i; + rmeshstate_t m; + if (!face->num_collisiontriangles) + return; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = face->data_collisionvertex3f; + R_Mesh_State(&m); + i = ((int)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->num_collisionvertices); + R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i); + GL_LockArrays(0, 0); } -void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face) +void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3msurface_t *face) { rmeshstate_t m; if (!face->num_triangles) @@ -2010,6 +1938,8 @@ void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face) if (skyrendermasked) R_Sky(); } + if (!r_q3bsp_renderskydepth.integer) + return; R_Mesh_Matrix(&ent->matrix); @@ -2017,7 +1947,7 @@ void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face) if (skyrendermasked) { // depth-only (masking) - qglColorMask(0,0,0,0); + 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); @@ -2031,14 +1961,16 @@ void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face) GL_DepthTest(true); memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); - GL_VertexPointer(face->data_vertex3f); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - qglColorMask(1,1,1,1); + GL_LockArrays(0, 0); + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); } -void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face) +void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3msurface_t *face) { rmeshstate_t m; memset(&m, 0, sizeof(m)); @@ -2053,12 +1985,14 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t } else GL_Color(0, 0, 0, 1); - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } -void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face) +void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3msurface_t *face) { rmeshstate_t m; memset(&m, 0, sizeof(m)); @@ -2071,12 +2005,14 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *en m.pointer_texcoord[1] = face->data_texcoordlightmap2f; m.texrgbscale[1] = 2; GL_Color(1, 1, 1, 1); - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } -void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face) +void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3msurface_t *face) { rmeshstate_t m; memset(&m, 0, sizeof(m)); @@ -2086,12 +2022,14 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *f m.tex[0] = R_GetTexture(face->texture->skin.base); m.pointer_texcoord[0] = face->data_texcoordtexture2f; GL_Color(1, 1, 1, 1); - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } -void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face) +void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3msurface_t *face) { rmeshstate_t m; memset(&m, 0, sizeof(m)); @@ -2101,12 +2039,14 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t * m.tex[0] = R_GetTexture(face->lightmaptexture); m.pointer_texcoord[0] = face->data_texcoordlightmap2f; GL_Color(1, 1, 1, 1); - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } -void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face) +void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3msurface_t *face) { rmeshstate_t m; memset(&m, 0, sizeof(m)); @@ -2119,12 +2059,14 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); else GL_Color(1, 1, 1, 1); - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } -void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face) +void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3msurface_t *face) { rmeshstate_t m; memset(&m, 0, sizeof(m)); @@ -2139,12 +2081,14 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face } else GL_Color(0, 0, 0, 1); - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } -void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face) +void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3msurface_t *face) { int i; float mul; @@ -2161,10 +2105,10 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mfac if (mul == 2 && gl_combine.integer) { m.texrgbscale[0] = 2; - GL_ColorPointer(face->data_color4f); + m.pointer_color = face->data_color4f; } else if (mul == 1) - GL_ColorPointer(face->data_color4f); + m.pointer_color = face->data_color4f; else { for (i = 0;i < face->num_vertices;i++) @@ -2174,14 +2118,16 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mfac varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul; varray_color4f[i*4+3] = face->data_color4f[i*4+3]; } - GL_ColorPointer(varray_color4f); + m.pointer_color = varray_color4f; } - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } -void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face) +void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3msurface_t *face) { int i; float mul; @@ -2190,12 +2136,11 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); - R_Mesh_State_Texture(&m); mul = 2.0f; if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1) mul *= r_shadow_realtime_world_lightmaps.value; if (mul == 1) - GL_ColorPointer(face->data_color4f); + m.pointer_color = face->data_color4f; else { for (i = 0;i < face->num_vertices;i++) @@ -2205,13 +2150,16 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f; varray_color4f[i*4+3] = face->data_color4f[i*4+3]; } - GL_ColorPointer(varray_color4f); + m.pointer_color = varray_color4f; } - GL_VertexPointer(face->data_vertex3f); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } -void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face) +void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3msurface_t *face) { rmeshstate_t m; memset(&m, 0, sizeof(m)); @@ -2221,15 +2169,17 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3 m.tex[0] = R_GetTexture(face->texture->skin.base); m.pointer_texcoord[0] = face->data_texcoordtexture2f; GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1); - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); } void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber) { const entity_render_t *ent = voident; - q3mface_t *face = ent->model->brushq3.data_faces + facenumber; + q3msurface_t *face = ent->model->brushq3.data_faces + facenumber; rmeshstate_t m; R_Mesh_Matrix(&ent->matrix); memset(&m, 0, sizeof(m)); @@ -2254,7 +2204,7 @@ void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber) else { if (ent->alpha == 1) - GL_ColorPointer(face->data_color4f); + m.pointer_color = face->data_color4f; else { int i; @@ -2265,7 +2215,7 @@ void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber) varray_color4f[i*4+2] = face->data_color4f[i*4+2]; varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha; } - GL_ColorPointer(varray_color4f); + m.pointer_color = varray_color4f; } } } @@ -2279,26 +2229,24 @@ void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber) varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f; varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha; } - GL_ColorPointer(varray_color4f); + m.pointer_color = varray_color4f; } - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); + m.pointer_vertex = face->data_vertex3f; + R_Mesh_State(&m); qglDisable(GL_CULL_FACE); + GL_LockArrays(0, face->num_vertices); R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); + GL_LockArrays(0, 0); qglEnable(GL_CULL_FACE); } -void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face) +void R_Q3BSP_DrawFace(entity_render_t *ent, q3msurface_t *face) { if (!face->num_triangles) return; - if (face->texture->surfaceparms) - { - if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) - return; - } + if (face->texture->surfaceflags && (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))) + return; c_faces++; - face->visframe = r_framecount; if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE)) { vec3_t facecenter, center; @@ -2350,7 +2298,7 @@ void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face) R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face); } -void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe) +void R_Q3BSP_RecursiveWorldNode(q3mnode_t *node) { int i; q3mleaf_t *leaf; @@ -2361,15 +2309,15 @@ void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec if (!node->plane) break; c_nodes++; - R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe); + R_Q3BSP_RecursiveWorldNode(node->children[0]); node = node->children[1]; } leaf = (q3mleaf_t *)node; - if (CHECKPVSBIT(pvs, leaf->clusterindex)) + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) { c_leafs++; for (i = 0;i < leaf->numleaffaces;i++) - leaf->firstleafface[i]->markframe = markframe; + leaf->firstleafface[i]->visframe = r_framecount; } } @@ -2377,17 +2325,17 @@ void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec // node-referenced leafs, as some maps are incorrectly compiled with leafs for // the submodels (which would render the submodels occasionally, as part of // the world - not good) -void R_Q3BSP_MarkLeafPVS(entity_render_t *ent, qbyte *pvs, int markframe) +void R_Q3BSP_MarkLeafPVS(void) { int i, j; q3mleaf_t *leaf; - for (j = 0, leaf = ent->model->brushq3.data_leafs;j < ent->model->brushq3.num_leafs;j++, leaf++) + for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++) { - if (CHECKPVSBIT(pvs, leaf->clusterindex)) + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) { c_leafs++; for (i = 0;i < leaf->numleaffaces;i++) - leaf->firstleafface[i]->markframe = markframe; + leaf->firstleafface[i]->visframe = r_framecount; } } } @@ -2397,25 +2345,24 @@ static int r_q3bsp_framecount = -1; void R_Q3BSP_DrawSky(entity_render_t *ent) { int i; - q3mface_t *face; + q3msurface_t *face; vec3_t modelorg; model_t *model; - qbyte *pvs; R_Mesh_Matrix(&ent->matrix); model = ent->model; if (r_drawcollisionbrushes.integer < 2) { Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) + if (ent == &cl_entities[0].render) { if (r_q3bsp_framecount != r_framecount) { r_q3bsp_framecount = r_framecount; - R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount); - //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount); + R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes); + //R_Q3BSP_MarkLeafPVS(); } for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - if (face->markframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs)) + if (face->visframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs)) R_Q3BSP_DrawSkyFace(ent, face); } else @@ -2428,7 +2375,7 @@ void R_Q3BSP_DrawSky(entity_render_t *ent) void R_Q3BSP_Draw(entity_render_t *ent) { int i; - q3mface_t *face; + q3msurface_t *face; vec3_t modelorg; model_t *model; qbyte *pvs; @@ -2437,16 +2384,17 @@ void R_Q3BSP_Draw(entity_render_t *ent) if (r_drawcollisionbrushes.integer < 2) { Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) + if (ent == &cl_entities[0].render) { + if (model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) if (r_q3bsp_framecount != r_framecount) { r_q3bsp_framecount = r_framecount; - R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount); - //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount); + R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes); + //R_Q3BSP_MarkLeafPVS(); } for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - if (face->markframe == r_framecount && !R_CullBox(face->mins, face->maxs)) + if (face->visframe == r_framecount && !R_CullBox(face->mins, face->maxs)) R_Q3BSP_DrawFace(ent, face); } else @@ -2455,134 +2403,177 @@ void R_Q3BSP_Draw(entity_render_t *ent) } if (r_drawcollisionbrushes.integer >= 1) { - rmeshstate_t m; - memset(&m, 0, sizeof(m)); 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->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) { -#if 0 - int i; - q3mface_t *face; - vec3_t modelorg, lightmins, lightmaxs; - model_t *model; - float projectdistance; - projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius; - if (r_drawcollisionbrushes.integer < 2) - { - model = ent->model; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, 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->brush.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_VolumeFromSphere(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, projectdistance, lightradius); - } -#else - int j, t, leafnum, marksurfnum; + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; const int *e; - const qbyte *pvs; const float *v[3]; - q3mface_t *face; + q3msurface_t *surface; q3mleaf_t *leaf; - vec3_t modelorg, lightmins, lightmaxs; - model_t *model; - float projectdistance; - projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius; - if (r_drawcollisionbrushes.integer < 2) + 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) { - model = ent->model; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, 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; - R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); - pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin); - for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++) + 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))) { - 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 (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++) + for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++) { - face = leaf->firstleafface[marksurfnum]; - if (face->shadowmark != shadowmarkcount) + surface = leaf->firstleafface[marksurfaceindex]; + surfaceindex = surface - model->brushq3.data_faces; + if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) { - face->shadowmark = shadowmarkcount; - if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs)) + if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))) { - for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3) + for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->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]))) - shadowmarklist[numshadowmark++] = t; + { + SETPVSBIT(outsurfacepvs, surfaceindex); + outsurfacelist[outnumsurfaces++] = surfaceindex; + break; + } } } } } } } - R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist); } -#endif + + // 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_DrawFaceLight(entity_render_t *ent, q3mface_t *face, 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) +void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) { - if ((face->texture->surfaceflags & Q3SURFACEFLAG_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, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap); - 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, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap); + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + q3msurface_t *surface; + int surfacelistindex, j, t; + const int *e; + const float *v[3]; + if (r_drawcollisionbrushes.integer < 2) + { + lightmins[0] = relativelightorigin[0] - lightradius; + lightmins[1] = relativelightorigin[1] - lightradius; + lightmins[2] = relativelightorigin[2] - lightradius; + lightmaxs[0] = relativelightorigin[0] + lightradius; + lightmaxs[1] = relativelightorigin[1] + lightradius; + lightmaxs[2] = relativelightorigin[2] + lightradius; + R_Mesh_Matrix(&ent->matrix); + 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->num_triangles && !surface->texture->skin.fog) + { + for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->num_triangles;j++, 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]))) + shadowmarklist[numshadowmark++] = t; + } + } + } + R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); + } } -void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap) +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, int numsurfaces, const int *surfacelist) { - 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_vieworigin, 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->brush.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_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap); + 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->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, surface->num_triangles, surface->data_element3i); + } + else if ((ent != &cl_entities[0].render || surface->visframe == r_framecount) && !(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles) + R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR); + } } } @@ -2613,6 +2604,7 @@ void GL_Surf_Init(void) 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);