X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=8bd97db0059795a0b58b784d5022712e51106c44;hp=2b0f1c1738835e11d7513924d8b60cae8b671248;hb=bc34558e2a1bb9e832ca15701811e19cf9926291;hpb=06d8455f84631224fb6bb29ab1bd56e3f849a086 diff --git a/gl_rsurf.c b/gl_rsurf.c index 2b0f1c17..8bd97db0 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -20,392 +20,562 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // r_surf.c: surface-related refresh code #include "quakedef.h" +#include "r_shadow.h" -int lightmap_textures; +#define MAX_LIGHTMAP_SIZE 256 -// LordHavoc: skinny but tall lightmaps for quicker subimage uploads -#define BLOCK_WIDTH 256 -#define BLOCK_HEIGHT 256 -// LordHavoc: increased lightmap limit from 64 to 1024 -#define MAX_LIGHTMAPS 1024 -#define LIGHTMAPSIZE (BLOCK_WIDTH*BLOCK_HEIGHT*4) +static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting +static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting -int active_lightmaps; +static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; -short allocated[MAX_LIGHTMAPS][BLOCK_WIDTH]; +cvar_t r_ambient = {0, "r_ambient", "0"}; +cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"}; +cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"}; +cvar_t r_drawportals = {0, "r_drawportals", "0"}; +cvar_t r_testvis = {0, "r_testvis", "0"}; +cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"}; +cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; +cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"}; -byte *lightmaps[MAX_LIGHTMAPS]; -short lightmapupdate[MAX_LIGHTMAPS][2]; +static int dlightdivtable[32768]; -signed int blocklights[BLOCK_WIDTH*BLOCK_HEIGHT*3]; // LordHavoc: *3 for colored lighting +static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) +{ + int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k; + unsigned int *bl; + float dist, impact[3], local[3]; -int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes -cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"}; -cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "1"}; -cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"}; -cvar_t gl_nosubimage = {"gl_nosubimage", "0"}; -cvar_t r_ambient = {"r_ambient", "0"}; -cvar_t gl_vertex = {"gl_vertex", "0"}; -cvar_t r_dlightmap = {"r_dlightmap", "1"}; -cvar_t r_drawportals = {"r_drawportals", "0"}; + lit = false; -qboolean lightmaprgba, nosubimagefragments, nosubimage; -int lightmapbytes; + smax = (surf->extents[0] >> 4) + 1; + tmax = (surf->extents[1] >> 4) + 1; + smax3 = smax * 3; -int wateralpha; + for (lnum = 0; lnum < r_numdlights; lnum++) + { + if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) + continue; // not lit by this light -void gl_surf_start() -{ -} + Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local); + dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; -void gl_surf_shutdown() -{ -} + // for comparisons to minimum acceptable light + // compensate for LIGHTOFFSET + maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET; -void gl_surf_newmap() -{ -} + dist2 = dist * dist; + dist2 += LIGHTOFFSET; + if (dist2 >= maxdist) + continue; -void GL_Surf_Init() -{ - int i; - for (i = 0;i < MAX_LIGHTMAPS;i++) - lightmaps[i] = NULL; - Cvar_RegisterVariable(&gl_lightmapalign); - Cvar_RegisterVariable(&gl_lightmaprgba); - Cvar_RegisterVariable(&gl_nosubimagefragments); - Cvar_RegisterVariable(&gl_nosubimage); - Cvar_RegisterVariable(&r_ambient); - Cvar_RegisterVariable(&gl_vertex); - Cvar_RegisterVariable(&r_dlightmap); - Cvar_RegisterVariable(&r_drawportals); + if (surf->plane->type < 3) + { + VectorCopy(local, impact); + impact[surf->plane->type] -= dist; + } + else + { + impact[0] = local[0] - surf->plane->normal[0] * dist; + impact[1] = local[1] - surf->plane->normal[1] * dist; + impact[2] = local[2] - surf->plane->normal[2] * dist; + } - R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); -} + impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; + impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; -int dlightdivtable[32768]; + s = bound(0, impacts, smax * 16) - impacts; + t = bound(0, impactt, tmax * 16) - impactt; + i = s * s + t * t + dist2; + if (i > maxdist) + continue; -/* - R_AddDynamicLights -*/ -int R_AddDynamicLights (msurface_t *surf) -{ - int sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, lit, dist2, impacts, impactt; - unsigned int *bl; - float dist; - vec3_t impact, local; + // reduce calculations + for (s = 0, i = impacts; s < smax; s++, i -= 16) + sdtable[s] = i * i + dist2; - // LordHavoc: use 64bit integer... shame it's not very standardized... -#if _MSC_VER || __BORLANDC__ - __int64 k; -#else - long long k; -#endif + maxdist3 = maxdist - dist2; - lit = false; + // convert to 8.8 blocklights format + red = r_dlight[lnum].light[0] * (1.0f / 128.0f); + green = r_dlight[lnum].light[1] * (1.0f / 128.0f); + blue = r_dlight[lnum].light[2] * (1.0f / 128.0f); + subtract = (int) (r_dlight[lnum].subtract * 4194304.0f); + bl = intblocklights; - if (!dlightdivtable[1]) - { - dlightdivtable[0] = 4194304; - for (s = 1; s < 32768; s++) - dlightdivtable[s] = 4194304 / (s << 7); + i = impactt; + for (t = 0;t < tmax;t++, i -= 16) + { + td = i * i; + // make sure some part of it is visible on this line + if (td < maxdist3) + { + maxdist2 = maxdist - td; + for (s = 0;s < smax;s++) + { + if (sdtable[s] < maxdist2) + { + k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract; + if (k > 0) + { + bl[0] += (red * k); + bl[1] += (green * k); + bl[2] += (blue * k); + lit = true; + } + } + bl += 3; + } + } + else // skip line + bl += smax3; + } } + return lit; +} + +static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) +{ + int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt; + float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract; + + lit = false; smax = (surf->extents[0] >> 4) + 1; tmax = (surf->extents[1] >> 4) + 1; + smax3 = smax * 3; - for (lnum = 0; lnum < MAX_DLIGHTS; lnum++) + for (lnum = 0; lnum < r_numdlights; lnum++) { if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) continue; // not lit by this light - VectorSubtract (cl_dlights[lnum].origin, currententity->render.origin, local); + Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local); dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; // for comparisons to minimum acceptable light - maxdist = (int) ((cl_dlights[lnum].radius * cl_dlights[lnum].radius)); - - // clamp radius to avoid exceeding 32768 entry division table - if (maxdist > 4194304) - maxdist = 4194304; + // compensate for LIGHTOFFSET + maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET; dist2 = dist * dist; + dist2 += LIGHTOFFSET; if (dist2 >= maxdist) continue; - impact[0] = cl_dlights[lnum].origin[0] - surf->plane->normal[0] * dist; - impact[1] = cl_dlights[lnum].origin[1] - surf->plane->normal[1] * dist; - impact[2] = cl_dlights[lnum].origin[2] - surf->plane->normal[2] * dist; + if (surf->plane->type < 3) + { + VectorCopy(local, impact); + impact[surf->plane->type] -= dist; + } + else + { + impact[0] = local[0] - surf->plane->normal[0] * dist; + impact[1] = local[1] - surf->plane->normal[1] * dist; + impact[2] = local[2] - surf->plane->normal[2] * dist; + } impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; - s = bound(0, impacts, smax * 16) - impacts; - t = bound(0, impactt, tmax * 16) - impactt; - i = s * s + t * t + dist2; - if (i > maxdist) + td = bound(0, impacts, smax * 16) - impacts; + td1 = bound(0, impactt, tmax * 16) - impactt; + td = td * td + td1 * td1 + dist2; + if (td > maxdist) continue; // reduce calculations - for (s = 0, i = impacts; s < smax; s++, i -= 16) - sdtable[s] = i * i + dist2 + LIGHTOFFSET; + for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f) + sdtable[s] = td1 * td1 + dist2; - maxdist3 = maxdist - (int) (dist * dist); + maxdist3 = maxdist - dist2; - // convert to 8.8 blocklights format and scale up by radius - red = cl_dlights[lnum].color[0] * maxdist; - green = cl_dlights[lnum].color[1] * maxdist; - blue = cl_dlights[lnum].color[2] * maxdist; - bl = blocklights; + // convert to 8.8 blocklights format + red = r_dlight[lnum].light[0]; + green = r_dlight[lnum].light[1]; + blue = r_dlight[lnum].light[2]; + subtract = r_dlight[lnum].subtract * 32768.0f; + bl = floatblocklights; - i = impactt; - for (t = 0; t < tmax; t++, i -= 16) + td1 = impactt; + for (t = 0;t < tmax;t++, td1 -= 16.0f) { - td = i * i; + td = td1 * td1; // make sure some part of it is visible on this line if (td < maxdist3) { maxdist2 = maxdist - td; - for (s = 0; s < smax; s++) + for (s = 0;s < smax;s++) { if (sdtable[s] < maxdist2) { - k = dlightdivtable[(sdtable[s] + td) >> 7]; - bl[0] += (red * k) >> 9; - bl[1] += (green * k) >> 9; - bl[2] += (blue * k) >> 9; + k = (32768.0f / (sdtable[s] + td)) - subtract; + bl[0] += red * k; + bl[1] += green * k; + bl[2] += blue * k; lit = true; } bl += 3; } } else // skip line - bl += smax * 3; + bl += smax3; } } return lit; } +/* +=============== +R_BuildLightMap -void R_ConvertLightmap (int *in, byte *out, int width, int height, int stride) +Combine and scale multiple lightmaps into the 8.8 format in blocklights +=============== +*/ +static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int dlightchanged) { - int i, j; - stride -= (width*lightmapbytes); - if (lighthalf) + if (!r_floatbuildlightmap.integer) { - // LordHavoc: I shift down by 8 unlike GLQuake's 7, - // the image is brightened as a processing pass - if (lightmaprgba) + int smax, tmax, i, j, size, size3, shift, maps, stride, l; + unsigned int *bl, scale; + qbyte *lightmap, *out, *stain; + + // update cached lighting info + surf->cached_dlight = 0; + surf->cached_lightmapscalebit = r_lightmapscalebit; + surf->cached_ambient = r_ambient.value; + surf->cached_light[0] = d_lightstylevalue[surf->styles[0]]; + surf->cached_light[1] = d_lightstylevalue[surf->styles[1]]; + surf->cached_light[2] = d_lightstylevalue[surf->styles[2]]; + surf->cached_light[3] = d_lightstylevalue[surf->styles[3]]; + + smax = (surf->extents[0]>>4)+1; + tmax = (surf->extents[1]>>4)+1; + size = smax*tmax; + size3 = size*3; + lightmap = surf->samples; + + // set to full bright if no light data + bl = intblocklights; + if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata) { - for (i = 0;i < height;i++, out += stride) - { - for (j = 0;j < width;j++, in += 3, out += 4) - { - out[0] = min(in[0] >> 8, 255); - out[1] = min(in[1] >> 8, 255); - out[2] = min(in[2] >> 8, 255); - out[3] = 255; - } - } + for (i = 0;i < size3;i++) + bl[i] = 255*256; } else { - for (i = 0;i < height;i++, out += stride) + // 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 (j = 0;j < width;j++, in += 3, out += 3) - { - out[0] = min(in[0] >> 8, 255); - out[1] = min(in[1] >> 8, 255); - out[2] = min(in[2] >> 8, 255); - } + for (i = 0;i < size3;i++) + *bl++ = j; + } + else + memset(bl, 0, size*3*sizeof(unsigned int)); + + if (surf->dlightframe == r_framecount && r_dlightmap.integer) + { + surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf); + if (surf->cached_dlight) + c_light_polys++; + else if (dlightchanged) + return; // don't upload if only updating dlights and none mattered + } + + // add all the lightmaps + if (lightmap) + { + bl = intblocklights; + for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) + for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) + bl[i] += lightmap[i] * scale; } } - } - else - { - if (lightmaprgba) + + stain = surf->stainsamples; + bl = intblocklights; + out = templight; + // deal with lightmap brightness scale + shift = 7 + r_lightmapscalebit + 8; + if (ent->model->lightmaprgba) { - for (i = 0;i < height;i++, out += stride) + stride = (surf->lightmaptexturestride - smax) * 4; + for (i = 0;i < tmax;i++, out += stride) { - for (j = 0;j < width;j++, in += 3, out += 4) + for (j = 0;j < smax;j++) { - out[0] = min(in[0] >> 7, 255); - out[1] = min(in[1] >> 7, 255); - out[2] = min(in[2] >> 7, 255); - out[3] = 255; + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + *out++ = 255; } } } else { - for (i = 0;i < height;i++, out += stride) + stride = (surf->lightmaptexturestride - smax) * 3; + for (i = 0;i < tmax;i++, out += stride) { - for (j = 0;j < width;j++, in += 3, out += 3) + for (j = 0;j < smax;j++) { - out[0] = min(in[0] >> 7, 255); - out[1] = min(in[1] >> 7, 255); - out[2] = min(in[2] >> 7, 255); + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); } } } - } -} -/* -=============== -R_BuildLightMap - -Combine and scale multiple lightmaps into the 8.8 format in blocklights -=============== -*/ -void R_BuildLightMap (msurface_t *surf, byte *dest, int stride) -{ - int smax, tmax; - int i, j, size, size3; - byte *lightmap; - int scale; - int maps; - int *bl; - - surf->cached_dlight = 0; - surf->cached_lighthalf = lighthalf; - surf->cached_ambient = r_ambient.value; - - smax = (surf->extents[0]>>4)+1; - tmax = (surf->extents[1]>>4)+1; - size = smax*tmax; - size3 = size*3; - lightmap = surf->samples; - -// set to full bright if no light data - if ((currententity && (currententity->render.effects & EF_FULLBRIGHT)) || !cl.worldmodel->lightdata) - { - bl = blocklights; - for (i=0 ; ilightmaptexture, templight); } else { -// clear to no light - j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style + int smax, tmax, i, j, size, size3, maps, stride, l; + float *bl, scale; + qbyte *lightmap, *out, *stain; + + // update cached lighting info + surf->cached_dlight = 0; + surf->cached_lightmapscalebit = r_lightmapscalebit; + surf->cached_ambient = r_ambient.value; + surf->cached_light[0] = d_lightstylevalue[surf->styles[0]]; + surf->cached_light[1] = d_lightstylevalue[surf->styles[1]]; + surf->cached_light[2] = d_lightstylevalue[surf->styles[2]]; + surf->cached_light[3] = d_lightstylevalue[surf->styles[3]]; + + smax = (surf->extents[0]>>4)+1; + tmax = (surf->extents[1]>>4)+1; + size = smax*tmax; + size3 = size*3; + lightmap = surf->samples; + + // set to full bright if no light data + bl = floatblocklights; + if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata) + j = 255*256; + else + j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style + + // clear to no light if (j) { - bl = blocklights; for (i = 0;i < size3;i++) *bl++ = j; } else - memset(&blocklights[0], 0, size*3*sizeof(int)); + memset(bl, 0, size*3*sizeof(float)); -// add all the lightmaps - if (lightmap) + if (surf->dlightframe == r_framecount && r_dlightmap.integer) { - for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++) - { - scale = d_lightstylevalue[surf->styles[maps]]; - surf->cached_light[maps] = scale; // 8.8 fraction - bl = blocklights; - for (i = 0;i < size3;i++) - *bl++ += *lightmap++ * scale; - } - } - if (r_dlightmap.value && surf->dlightframe == r_framecount) - if ((surf->cached_dlight = R_AddDynamicLights(surf))) + surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf); + if (surf->cached_dlight) c_light_polys++; - } - R_ConvertLightmap(blocklights, dest, smax, tmax, stride); -} + else if (dlightchanged) + return; // don't upload if only updating dlights and none mattered + } -byte templight[BLOCK_WIDTH*BLOCK_HEIGHT*4]; + // 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; + } -void R_UpdateLightmap(msurface_t *s, int lnum) -{ - int smax, tmax; - // upload the new lightmap texture fragment - if(r_upload.value) - glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum); - if (nosubimage || nosubimagefragments) - { - if (lightmapupdate[lnum][0] > s->light_t) - lightmapupdate[lnum][0] = s->light_t; - if (lightmapupdate[lnum][1] < (s->light_t + ((s->extents[1]>>4)+1))) - lightmapupdate[lnum][1] = (s->light_t + ((s->extents[1]>>4)+1)); - if (lightmaprgba) - R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 4, BLOCK_WIDTH * 4); - else - R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 3, BLOCK_WIDTH * 3); - } - else - { - smax = ((s->extents[0]>>4)+lightmapalign) & lightmapalignmask; - tmax = (s->extents[1]>>4)+1; - if (lightmaprgba) + stain = surf->stainsamples; + bl = floatblocklights; + out = templight; + // deal with lightmap brightness scale + scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8)); + if (ent->model->lightmaprgba) { - R_BuildLightMap (s, templight, smax * 4); - if(r_upload.value) - glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight); + stride = (surf->lightmaptexturestride - smax) * 4; + for (i = 0;i < tmax;i++, out += stride) + { + for (j = 0;j < smax;j++) + { + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + *out++ = 255; + } + } } else { - R_BuildLightMap (s, templight, smax * 3); - if(r_upload.value) - glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight); + stride = (surf->lightmaptexturestride - smax) * 3; + for (i = 0;i < tmax;i++, out += stride) + { + for (j = 0;j < smax;j++) + { + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + } + } } + + R_UpdateTexture(surf->lightmaptexture, templight); } } +void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, float fcolor[8]) +{ + float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2; + msurface_t *surf, *endsurf; + int i, s, t, smax, tmax, smax3, impacts, impactt, stained; + qbyte *bl; + vec3_t impact; -/* -=============== -R_TextureAnimation + maxdist = radius * radius; + invradius = 1.0f / radius; -Returns the proper texture for a given time and base texture -=============== -*/ -texture_t *R_TextureAnimation (texture_t *base) -{ -// texture_t *original; -// int relative; -// int count; +loc0: + if (node->contents < 0) + return; + ndist = PlaneDiff(origin, node->plane); + if (ndist > radius) + { + node = node->children[0]; + goto loc0; + } + if (ndist < -radius) + { + node = node->children[1]; + goto loc0; + } + + dist2 = ndist * ndist; + maxdist3 = maxdist - dist2; - if (currententity->render.frame) + if (node->plane->type < 3) { - if (base->alternate_anims) - base = base->alternate_anims; + VectorCopy(origin, impact); + impact[node->plane->type] -= ndist; } - - if (!base->anim_total) - return base; + else + { + impact[0] = origin[0] - node->plane->normal[0] * ndist; + impact[1] = origin[1] - node->plane->normal[1] * ndist; + impact[2] = origin[2] - node->plane->normal[2] * ndist; + } + + for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++) + { + if (surf->stainsamples) + { + smax = (surf->extents[0] >> 4) + 1; + tmax = (surf->extents[1] >> 4) + 1; + + impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; + impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; + + s = bound(0, impacts, smax * 16) - impacts; + t = bound(0, impactt, tmax * 16) - impactt; + i = s * s + t * t + dist2; + if (i > maxdist) + continue; - return base->anim_frames[(int)(cl.time*5) % base->anim_total]; + // reduce calculations + for (s = 0, i = impacts; s < smax; s++, i -= 16) + sdtable[s] = i * i + dist2; - /* - original = base; + bl = surf->stainsamples; + smax3 = smax * 3; + stained = false; - relative = (int)(cl.time*5) % base->anim_total; + i = impactt; + for (t = 0;t < tmax;t++, i -= 16) + { + td = i * i; + // make sure some part of it is visible on this line + if (td < maxdist3) + { + maxdist2 = maxdist - td; + for (s = 0;s < smax;s++) + { + if (sdtable[s] < maxdist2) + { + ratio = lhrandom(0.0f, 1.0f); + a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius); + if (a >= (1.0f / 64.0f)) + { + if (a > 1) + a = 1; + bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0])); + bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1])); + bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2])); + stained = true; + } + } + bl += 3; + } + } + else // skip line + bl += smax3; + } + // force lightmap upload + if (stained) + surf->cached_dlight = true; + } + } - count = 0; - while (base->anim_min > relative || base->anim_max <= relative) + if (node->children[0]->contents >= 0) { - base = base->anim_next; - if (!base) + if (node->children[1]->contents >= 0) { - Con_Printf("R_TextureAnimation: broken cycle"); - return original; + R_StainNode(node->children[0], model, origin, radius, fcolor); + node = node->children[1]; + goto loc0; } - if (++count > 100) + else { - Con_Printf("R_TextureAnimation: infinite cycle"); - return original; + node = node->children[0]; + goto loc0; } } + else if (node->children[1]->contents >= 0) + { + node = node->children[1]; + goto loc0; + } +} - return base; - */ +void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2) +{ + int n; + float fcolor[8]; + entity_render_t *ent; + model_t *model; + vec3_t org; + fcolor[0] = cr1; + fcolor[1] = cg1; + fcolor[2] = cb1; + fcolor[3] = ca1 * (1.0f / 64.0f); + fcolor[4] = cr2 - cr1; + fcolor[5] = cg2 - cg1; + fcolor[6] = cb2 - cb1; + fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f); + + model = cl.worldmodel; + if (model) + R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, fcolor); + + // look for embedded bmodels + for (n = 0;n < cl_num_brushmodel_entities;n++) + { + ent = cl_brushmodel_entities[n]; + model = ent->model; + if (model && model->name[0] == '*') + { + Mod_CheckLoaded(model); + if (model->type == mod_brush) + { + Matrix4x4_Transform(&ent->inversematrix, origin, org); + R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, fcolor); + } + } + } } @@ -417,1210 +587,1332 @@ texture_t *R_TextureAnimation (texture_t *base) ============================================================= */ - -extern int solidskytexture; -extern int alphaskytexture; -extern float speedscale; // for top sky and bottom sky - -extern char skyname[]; - -float turbsin[256] = -{ - #include "gl_warp_sin.h" -}; -#define TURBSCALE (256.0 / (2 * M_PI)) - - -void UploadLightmaps() +static void RSurf_AddLightmapToVertexColors(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles) { int i; - if (nosubimage || nosubimagefragments) + float scale; + const qbyte *lm; + if (styles[0] != 255) { - for (i = 0;i < MAX_LIGHTMAPS;i++) + for (i = 0;i < numverts;i++, c += 4) { - if (lightmapupdate[i][0] < lightmapupdate[i][1]) + lm = samples + lightmapoffsets[i]; + scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (styles[1] != 255) { - if(r_upload.value) + lm += size3; + scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (styles[2] != 255) { - glBindTexture(GL_TEXTURE_2D, lightmap_textures + i); - if (nosubimage) - { - if (lightmaprgba) - glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]); - else - glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]); - } - else + lm += size3; + scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (styles[3] != 255) { - if (lightmaprgba) - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0])); - else - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0])); + lm += size3; + scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); } } } - lightmapupdate[i][0] = BLOCK_HEIGHT; - lightmapupdate[i][1] = 0; } } } -float wvert[1024*6]; // used by the following functions +static void RSurf_FogColors(const float *v, float *c, float colorscale, int numverts, const float *modelorg) +{ + int i; + float diff[3], f; + if (fogenabled) + { + for (i = 0;i < numverts;i++, v += 4, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff))); + VectorScale(c, f, c); + } + } + else if (colorscale != 1) + for (i = 0;i < numverts;i++, c += 4) + VectorScale(c, colorscale, c); +} -void RSurf_DrawSky(msurface_t *s, int transform) +static void RSurf_FoggedColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg) { - glpoly_t *p; int i; - float *v; + float diff[3], f; + r *= colorscale; + g *= colorscale; + b *= colorscale; + if (fogenabled) + { + for (i = 0;i < numverts;i++, v += 4, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c[0] = r * f; + c[1] = g * f; + c[2] = b * f; + c[3] = a; + } + } + else + { + for (i = 0;i < numverts;i++, c += 4) + { + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = a; + } + } +} - // LordHavoc: HalfLife maps have freaky skypolys... - if (hlbsp) - return; +static void RSurf_FogPassColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg) +{ + int i; + float diff[3], f; + r *= colorscale; + g *= colorscale; + b *= colorscale; + for (i = 0;i < numverts;i++, v += 4, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = exp(fogdensity/DotProduct(diff, diff)); + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = a * f; + } +} + +static void RSurf_ScaleColors(float *c, float scale, int numverts) +{ + int i; + if (scale != 1) + for (i = 0;i < numverts;i++, c += 4) + VectorScale(c, scale, c); +} - for (p=s->polys ; p ; p=p->next) +static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color) +{ + float f; + const float *v; + float *c; + int i, l, lit = false; + const rdlight_t *rd; + vec3_t lightorigin; + for (l = 0;l < r_numdlights;l++) { - if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS) + if (dlightbits[l >> 5] & (1 << (l & 31))) { - skypoly[currentskypoly].firstvert = currentskyvert; - skypoly[currentskypoly++].verts = p->numverts; - if (transform) - { - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - softwaretransform(v, skyvert[currentskyvert].v); - currentskyvert++; - } - } - else + rd = &r_dlight[l]; + Matrix4x4_Transform(matrix, rd->origin, lightorigin); + for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4) { - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) + f = VectorDistance2(v, lightorigin) + LIGHTOFFSET; + if (f < rd->cullradius2) { - VectorCopy(v, skyvert[currentskyvert].v); - currentskyvert++; + f = (1.0f / f) - rd->subtract; + VectorMA(c, f, rd->light, c); + lit = true; } } } } + return lit; } -int RSurf_Light(int *dlightbits, glpoly_t *polys) +// note: this untransforms lights to do the checking, +// and takes surf->mesh->verts data +static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh) { - float cr, cg, cb, radius, radius2, f, *v, *wv; - int i, a, b, lit = false; - unsigned int c, d; - dlight_t *light; - vec_t *lightorigin; - glpoly_t *p; - for (a = 0;a < 8;a++) + int i, l; + const rdlight_t *rd; + vec3_t lightorigin; + const float *v; + for (l = 0;l < r_numdlights;l++) { - if ((c = dlightbits[a])) + if (dlightbits[l >> 5] & (1 << (l & 31))) { - for (b = 0, d = 1;c;b++, d <<= 1) - { - if (c & d) - { - c -= d; - light = &cl_dlights[a * 32 + b]; - lightorigin = light->origin; - cr = light->color[0]; - cg = light->color[1]; - cb = light->color[2]; - radius = light->radius*light->radius; - radius2 = radius * 256.0f; - wv = wvert; - for (p = polys;p;p = p->next) - { - for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - f = VectorDistance2(wv, lightorigin); - if (f < radius) - { - f = radius2 / (f + LIGHTOFFSET); - wv[3] += cr * f; - wv[4] += cg * f; - wv[5] += cb * f; - lit = true; - } - wv += 6; - } - } - } - } + rd = &r_dlight[l]; + Matrix4x4_Transform(matrix, rd->origin, lightorigin); + for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4) + if (VectorDistance2(v, lightorigin) < rd->cullradius2) + return true; } } - return lit; + return false; } -void RSurf_DrawWater(msurface_t *s, texture_t *t, int transform, int alpha) +static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) { - int i; - float os = turbsin[(int)(cl.time * TURBSCALE) & 255], ot = turbsin[(int)(cl.time * TURBSCALE + 96.0) & 255]; - glpoly_t *p; - float *v; - // FIXME: make fog texture if water texture is transparent? + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + + // LordHavoc: HalfLife maps have freaky skypolys... + if (ent->model->ishlbsp) + return; - if (s->dlightframe != r_framecount) + if (skyrendernow) { - vec3_t temp; - // LordHavoc: fast path for no vertex lighting cases - if (transform) - { - if (r_waterripple.value) - { - for (p=s->polys ; p ; p=p->next) - { - transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - softwaretransform(v, temp); - transpolyvert(temp[0], temp[1], temp[2] + r_waterripple.value * turbsin[(int)((temp[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((temp[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha); - } - transpolyend(); - } - } - else - { - for (p=s->polys ; p ; p=p->next) - { - transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - softwaretransform(v, temp); - transpolyvert(temp[0], temp[1], temp[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha); - } - transpolyend(); - } - } - } - else - { - if (r_waterripple.value) - { - for (p=s->polys ; p ; p=p->next) - { - transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - transpolyvert(v[0], v[1], v[2] + r_waterripple.value * turbsin[(int)((v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha); - transpolyend(); - } - } - else - { - for (p=s->polys ; p ; p=p->next) - { - transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha); - transpolyend(); - } - } - } + skyrendernow = false; + if (skyrendermasked) + R_Sky(); + } + + R_Mesh_Matrix(&ent->matrix); + + // draw depth-only polys + memset(&m, 0, sizeof(m)); + if (skyrendermasked) + { + qglColorMask(0,0,0,0); + // just to make sure that braindead drivers don't draw anything + // despite that colormask... + m.blendfunc1 = GL_ZERO; + m.blendfunc2 = GL_ONE; } else { - float *wv; - wv = wvert; - for (p = s->polys;p;p = p->next) + // fog sky + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + } + m.depthwrite = true; + R_Mesh_State(&m); + for (surf = firstsurf;surf;surf = surf->texturechain) + { + if (surf->visframe == r_framecount) { - for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - if (transform) - softwaretransform(v, wv); - else - VectorCopy(v, wv); - if (r_waterripple.value) - wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f); - wv[3] = wv[4] = wv[5] = 128.0f; - wv += 6; + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); } } - if (s->dlightframe == r_framecount) - RSurf_Light(s->dlightbits, s->polys); - wv = wvert; - for (p=s->polys ; p ; p=p->next) - { - transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6) - transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), wv[3], wv[4], wv[5], alpha); - transpolyend(); - } } + qglColorMask(1,1,1,1); } -void RSurf_DrawWall(msurface_t *s, texture_t *t, int transform) +static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) { - int i, lit = false, polys = 0, verts = 0; - float *v; - glpoly_t *p; - wallpoly_t *wp; - wallvert_t *out; - wallvertcolor_t *outcolor; - // check for lightmap modification - if (s->cached_dlight - || (r_dynamic.value && r_dlightmap.value && s->dlightframe == r_framecount) - || r_ambient.value != s->cached_ambient - || lighthalf != s->cached_lighthalf - || (r_dynamic.value - && ((s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0]) - || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1]) - || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2]) - || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3])))) - R_UpdateLightmap(s, s->lightmaptexturenum); - if (r_dlightmap.value || s->dlightframe != r_framecount) + const entity_render_t *ent = calldata1; + const msurface_t *surf = ent->model->surfaces + calldata2; + float f, colorscale; + const surfmesh_t *mesh; + rmeshstate_t m; + float alpha = ent->alpha * (surf->flags & SURF_WATERALPHA ? r_wateralpha.value : 1); + float modelorg[3]; + texture_t *texture; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + + R_Mesh_Matrix(&ent->matrix); + + memset(&m, 0, sizeof(m)); + texture = surf->texinfo->texture->currentframe[ent->frame != 0]; + if (texture->rendertype == SURFRENDER_ADD) { - // LordHavoc: fast path version for no vertex lighting cases - wp = &wallpoly[currentwallpoly]; - out = &wallvert[currentwallvert]; - for (p = s->polys;p;p = p->next) - { - if ((currentwallpoly >= MAX_WALLPOLYS) || (currentwallvert+p->numverts > MAX_WALLVERTS)) - return; - wp->texnum = (unsigned short) R_GetTexture(t->texture); - wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum); - wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture); - wp->firstvert = currentwallvert; - wp->numverts = p->numverts; - wp->lit = lit; - wp++; - currentwallpoly++; - currentwallvert += p->numverts; - v = p->verts[0]; - if (transform) - { - for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++) - { - softwaretransform(v, out->vert); - out->vert[3] = v[3]; - out->vert[4] = v[4]; - out->vert[5] = v[5]; - out->vert[6] = v[6]; - } - } - else - { - /* - for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++) - { - VectorCopy(v, out->vert); - out->vert[3] = v[3]; - out->vert[4] = v[4]; - out->vert[5] = v[5]; - out->vert[6] = v[6]; - } - */ - memcpy(out, v, sizeof(vec_t) * VERTEXSIZE * p->numverts); - out += p->numverts; - } - } + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + } + else if (texture->rendertype == SURFRENDER_ALPHA) + { + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } else { - float *wv; - wv = wvert; - for (p = s->polys;p;p = p->next) - { - for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - if (transform) - softwaretransform(v, wv); - else - VectorCopy(v, wv); - wv[3] = wv[4] = wv[5] = 0.0f; - wv += 6; - } - verts += p->numverts; - polys++; - } - if ((currentwallpoly + polys > MAX_WALLPOLYS) || (currentwallvert+verts > MAX_WALLVERTS)) - return; - if ((!r_dlightmap.value) && s->dlightframe == r_framecount) - lit = RSurf_Light(s->dlightbits, s->polys); - wv = wvert; - wp = &wallpoly[currentwallpoly]; - out = &wallvert[currentwallvert]; - outcolor = &wallvertcolor[currentwallvert]; - currentwallpoly += polys; - for (p = s->polys;p;p = p->next) - { - v = p->verts[0]; - wp->texnum = (unsigned short) R_GetTexture(t->texture); - wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum); - wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture); - wp->firstvert = currentwallvert; - wp->numverts = p->numverts; - wp->lit = lit; - wp++; - currentwallvert += p->numverts; - for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, wv += 6, out++, outcolor++) - { - if (lit) - { - if (lighthalf) - { - outcolor->r = (byte) (bound(0, (int) wv[3] >> 1, 255)); - outcolor->g = (byte) (bound(0, (int) wv[4] >> 1, 255)); - outcolor->b = (byte) (bound(0, (int) wv[5] >> 1, 255)); - outcolor->a = 255; - } - else - { - outcolor->r = (byte) (bound(0, (int) wv[3], 255)); - outcolor->g = (byte) (bound(0, (int) wv[4], 255)); - outcolor->b = (byte) (bound(0, (int) wv[5], 255)); - outcolor->a = 255; - } - } - out->vert[0] = wv[0]; - out->vert[1] = wv[1]; - out->vert[2] = wv[2]; - out->vert[3] = v[3]; - out->vert[4] = v[4]; - out->vert[5] = v[5]; - out->vert[6] = v[6]; - } - } + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; } -} - -// LordHavoc: transparent brush models -extern float modelalpha; - -void RSurf_DrawWallVertex(msurface_t *s, texture_t *t, int transform, int isbmodel) -{ - int i, alpha, size3; - float *v, *wv, scale; - glpoly_t *p; - byte *lm; - alpha = (int) (modelalpha * 255.0f); - size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3; // *3 for colored lighting - wv = wvert; - for (p = s->polys;p;p = p->next) + m.tex[0] = R_GetTexture(texture->texture); + colorscale = r_colorscale; + if (gl_combine.integer) { - for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - if (transform) - softwaretransform(v, wv); - else - VectorCopy(v, wv); - wv[3] = wv[4] = wv[5] = r_ambient.value * 2.0f; - if (s->styles[0] != 255) - { - lm = (byte *)((long) s->samples + (int) v[7]); - scale = d_lightstylevalue[s->styles[0]] * (1.0f / 128.0f);wv[3] += lm[size3*0+0] * scale;wv[4] += lm[size3*0+1] * scale;wv[5] += lm[size3*0+2] * scale; - if (s->styles[1] != 255) - { - scale = d_lightstylevalue[s->styles[1]] * (1.0f / 128.0f);wv[3] += lm[size3*1+0] * scale;wv[4] += lm[size3*1+1] * scale;wv[5] += lm[size3*1+2] * scale; - if (s->styles[2] != 255) - { - scale = d_lightstylevalue[s->styles[2]] * (1.0f / 128.0f);wv[3] += lm[size3*2+0] * scale;wv[4] += lm[size3*2+1] * scale;wv[5] += lm[size3*2+2] * scale; - if (s->styles[3] != 255) - { - scale = d_lightstylevalue[s->styles[3]] * (1.0f / 128.0f);wv[3] += lm[size3*3+0] * scale;wv[4] += lm[size3*3+1] * scale;wv[5] += lm[size3*3+2] * scale; - } - } - } - } - wv += 6; - } + m.texrgbscale[0] = 4; + colorscale *= 0.25f; } - if (s->dlightframe == r_framecount) - RSurf_Light(s->dlightbits, s->polys); - wv = wvert; - if (isbmodel && (currententity->render.colormod[0] != 1 || currententity->render.colormod[1] != 1 || currententity->render.colormod[2] != 1)) + R_Mesh_State(&m); + GL_UseColorArray(); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - for (p = s->polys;p;p = p->next) + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f); + R_FillColors(varray_color, mesh->numverts, f, f, f, alpha); + if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT)) { - v = p->verts[0]; - transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->render.effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6) - transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3] * currententity->render.colormod[0], wv[4] * currententity->render.colormod[1], wv[5] * currententity->render.colormod[2], alpha); - transpolyend(); + if (surf->dlightframe == r_framecount) + RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color); + if (surf->flags & SURF_LIGHTMAP) + RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); } + RSurf_FogColors(varray_vertex, varray_color, colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); } - else + + if (fogenabled) { - for (p = s->polys;p;p = p->next) + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = R_GetTexture(texture->fogtexture); + R_Mesh_State(&m); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - v = p->verts[0]; - transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->render.effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6) - transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3], wv[4], wv[5], alpha); - transpolyend(); + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + if (m.tex[0]) + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); } } } -void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model); - -/* -================= -R_DrawBrushModel -================= -*/ -void R_DrawBrushModel (entity_t *e) +static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) { - int i; - vec3_t mins, maxs; - msurface_t *s; - model_t *clmodel; - int rotated, vertexlit = false; - vec3_t org; - - currententity = e; - - clmodel = e->render.model; - - if (e->render.angles[0] || e->render.angles[1] || e->render.angles[2]) + const msurface_t *surf; + vec3_t center; + if (texture->rendertype != SURFRENDER_OPAQUE) { - rotated = true; - for (i=0 ; i<3 ; i++) + for (surf = firstsurf;surf;surf = surf->texturechain) { - mins[i] = e->render.origin[i] - clmodel->radius; - maxs[i] = e->render.origin[i] + clmodel->radius; + if (surf->visframe == r_framecount) + { + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces); + } } } else + for (surf = firstsurf;surf;surf = surf->texturechain) + if (surf->visframe == r_framecount) + RSurfShader_Water_Callback(ent, surf - ent->model->surfaces); +} + +static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf) +{ + float base, colorscale; + const surfmesh_t *mesh; + rmeshstate_t m; + float modelorg[3]; + texture_t *texture; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + memset(&m, 0, sizeof(m)); + texture = surf->texinfo->texture->currentframe[ent->frame != 0]; + if (texture->rendertype == SURFRENDER_ADD) { - rotated = false; - VectorAdd (e->render.origin, clmodel->mins, mins); - VectorAdd (e->render.origin, clmodel->maxs, maxs); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; } - - if (R_VisibleCullBox (mins, maxs)) - return; - - c_bmodels++; - - VectorSubtract (r_origin, e->render.origin, modelorg); - if (rotated) + else if (texture->rendertype == SURFRENDER_ALPHA) { - vec3_t temp; - vec3_t forward, right, up; - - VectorCopy (modelorg, temp); - AngleVectors (e->render.angles, forward, right, up); - modelorg[0] = DotProduct (temp, forward); - modelorg[1] = -DotProduct (temp, right); - modelorg[2] = DotProduct (temp, up); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } - - for (i = 0, s = &clmodel->surfaces[clmodel->firstmodelsurface];i < clmodel->nummodelsurfaces;i++, s++) + else { - if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0)) - s->visframe = r_framecount; - else - s->visframe = -1; + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; } - -// calculate dynamic lighting for bmodel if it's not an -// instanced model - for (i = 0;i < MAX_DLIGHTS;i++) + m.tex[0] = R_GetTexture(texture->texture); + colorscale = r_colorscale; + if (gl_combine.integer) { - if (!cl_dlights[i].radius) - continue; - - VectorSubtract(cl_dlights[i].origin, currententity->render.origin, org); - R_NoVisMarkLights (org, &cl_dlights[i], 1<<(i&31), i >> 5, clmodel); + m.texrgbscale[0] = 4; + colorscale *= 0.25f; } - vertexlit = modelalpha != 1 || clmodel->firstmodelsurface == 0 || (currententity->render.effects & EF_FULLBRIGHT) || currententity->render.colormod[0] != 1 || currententity->render.colormod[2] != 1 || currententity->render.colormod[2] != 1; - - e->render.angles[0] = -e->render.angles[0]; // stupid quake bug - softwaretransformforentity (e); - e->render.angles[0] = -e->render.angles[0]; // stupid quake bug - - // draw texture - for (i = 0, s = &clmodel->surfaces[clmodel->firstmodelsurface];i < clmodel->nummodelsurfaces;i++, s++) + base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f); + R_Mesh_State(&m); + GL_UseColorArray(); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - if (s->visframe == r_framecount) + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + R_FillColors(varray_color, mesh->numverts, base, base, base, ent->alpha); + if (!(ent->effects & EF_FULLBRIGHT)) { -// R_DrawSurf(s, true, vertexlit || s->texinfo->texture->transparent); - if (s->flags & (SURF_DRAWSKY | SURF_DRAWTURB)) - { - // sky and liquid don't need sorting (skypoly/transpoly) - if (s->flags & SURF_DRAWSKY) - RSurf_DrawSky(s, true); - else - RSurf_DrawWater(s, R_TextureAnimation(s->texinfo->texture), true, s->flags & SURF_DRAWNOALPHA ? 255 : wateralpha); - } - else - { - texture_t *t = R_TextureAnimation(s->texinfo->texture); - if (vertexlit || s->texinfo->texture->transparent) - RSurf_DrawWallVertex(s, t, true, true); - else - RSurf_DrawWall(s, t, true); - } + if (surf->dlightframe == r_framecount) + RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color); + if (surf->flags & SURF_LIGHTMAP) + RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); } + RSurf_FogColors(varray_vertex, varray_color, colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); } - UploadLightmaps(); } -/* -============================================================= - - WORLD MODEL - -============================================================= -*/ - -static byte *worldvis; -extern cvar_t r_novis; - -void R_MarkLeaves (void) +static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf) { - static float noviscache; - if (r_oldviewleaf == r_viewleaf && noviscache == r_novis.value) - return; - - r_oldviewleaf = r_viewleaf; - noviscache = r_novis.value; - - worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel); + const surfmesh_t *mesh; + rmeshstate_t m; + float modelorg[3]; + texture_t *texture; + texture = surf->texinfo->texture->currentframe[ent->frame != 0]; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = R_GetTexture(texture->glowtexture); + R_Mesh_State(&m); + GL_UseColorArray(); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, ent->alpha, r_colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + } } -void R_SolidWorldNode () +static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf) { - int l; - mleaf_t *leaf; - msurface_t *surf, **mark, **endmark; + const surfmesh_t *mesh; + rmeshstate_t m; + float modelorg[3]; + texture_t *texture; + texture = surf->texinfo->texture->currentframe[ent->frame != 0]; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = R_GetTexture(texture->fogtexture); + R_Mesh_State(&m); + GL_UseColorArray(); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + if (m.tex[0]) + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha, r_colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + } +} - for (l = 0, leaf = cl.worldmodel->leafs;l < cl.worldmodel->numleafs;l++, leaf++) +static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) +{ + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + int lightmaptexturenum; + float cl; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.tex[0] = R_GetTexture(texture->texture); + m.tex[1] = R_GetTexture(firstsurf->lightmaptexture); + m.tex[2] = R_GetTexture(texture->detailtexture); + m.texrgbscale[0] = 1; + m.texrgbscale[1] = 4; + m.texrgbscale[2] = 2; + R_Mesh_State(&m); + cl = (float) (1 << r_lightmapscalebit) * r_colorscale; + GL_Color(cl, cl, cl, 1); + for (surf = firstsurf;surf;surf = surf->texturechain) { - if (leaf->nummarksurfaces) + if (surf->visframe == r_framecount) { - if (R_CullBox(leaf->mins, leaf->maxs)) - continue; - - c_leafs++; - - leaf->visframe = r_framecount; - - if (leaf->nummarksurfaces) + lightmaptexturenum = R_GetTexture(surf->lightmaptexture); + if (m.tex[1] != lightmaptexturenum) { - mark = leaf->firstmarksurface; - endmark = mark + leaf->nummarksurfaces; - do - { - surf = *mark++; - // make sure surfaces are only processed once - if (surf->worldnodeframe == r_framecount) - continue; - surf->worldnodeframe = r_framecount; - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) - { - if (surf->flags & SURF_PLANEBACK) - surf->visframe = r_framecount; - } - else - { - if (!(surf->flags & SURF_PLANEBACK)) - surf->visframe = r_framecount; - } - } - while (mark < endmark); + m.tex[1] = lightmaptexturenum; + R_Mesh_State(&m); + } + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[1], mesh->uvw, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[2], mesh->abc, mesh->numverts * sizeof(float[4])); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); } } } } -/* -// experimental and inferior to the other in recursion depth allowances -void R_PortalWorldNode () +static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) { - int i, j; - mportal_t *p; - msurface_t *surf, **mark, **endmark; - mleaf_t *leaf, *llistbuffer[8192], **l, **llist; - - leaf = r_viewleaf; - leaf->worldnodeframe = r_framecount; - l = llist = &llistbuffer[0]; - *llist++ = r_viewleaf; - while (l < llist) + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + int lightmaptexturenum; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.tex[0] = R_GetTexture(texture->texture); + m.tex[1] = R_GetTexture(firstsurf->lightmaptexture); + if (gl_combine.integer) + m.texrgbscale[1] = 4; + R_Mesh_State(&m); + GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); + for (surf = firstsurf;surf;surf = surf->texturechain) { - leaf = *l++; - - c_leafs++; - - leaf->visframe = r_framecount; - - if (leaf->nummarksurfaces) + if (surf->visframe == r_framecount) { - mark = leaf->firstmarksurface; - endmark = mark + leaf->nummarksurfaces; - do + lightmaptexturenum = R_GetTexture(surf->lightmaptexture); + if (m.tex[1] != lightmaptexturenum) { - surf = *mark++; - // make sure surfaces are only processed once - if (surf->worldnodeframe == r_framecount) - continue; - surf->worldnodeframe = r_framecount; - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) - { - if (surf->flags & SURF_PLANEBACK) - surf->visframe = r_framecount; - } - else - { - if (!(surf->flags & SURF_PLANEBACK)) - surf->visframe = r_framecount; - } + m.tex[1] = lightmaptexturenum; + R_Mesh_State(&m); } - while (mark < endmark); - } - - // follow portals into other leafs - p = leaf->portals; - for (;p;p = p->next) - { - leaf = p->past; - if (leaf->worldnodeframe != r_framecount) + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - leaf->worldnodeframe = r_framecount; - i = (leaf - cl.worldmodel->leafs) - 1; - if ((worldvis[i>>3] & (1<<(i&7))) && R_NotCulledBox(leaf->mins, leaf->maxs)) - *llist++ = leaf; + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[1], mesh->uvw, mesh->numverts * sizeof(float[4])); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); } } } +} - i = 0; - j = 0; - p = r_viewleaf->portals; - for (;p;p = p->next) +static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) +{ + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.tex[0] = R_GetTexture(texture->texture); + R_Mesh_State(&m); + GL_Color(1, 1, 1, 1); + for (surf = firstsurf;surf;surf = surf->texturechain) { - j++; - if (p->past->worldnodeframe != r_framecount) - i++; + if (surf->visframe == r_framecount) + { + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + } + } } - if (i) - Con_Printf("%i portals of viewleaf (%i portals) were not checked\n", i, j); } -*/ -void R_PortalWorldNode () +static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) { - int portalstack, i; - mportal_t *p, *pstack[8192]; - msurface_t *surf, **mark, **endmark; - mleaf_t *leaf; - - leaf = r_viewleaf; - leaf->worldnodeframe = r_framecount; - portalstack = 0; -loc0: - c_leafs++; - - leaf->visframe = r_framecount; - - if (leaf->nummarksurfaces) + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + int lightmaptexturenum; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_ZERO; + m.blendfunc2 = GL_SRC_COLOR; + m.tex[0] = R_GetTexture(firstsurf->lightmaptexture); + if (gl_combine.integer) + m.texrgbscale[0] = 4; + R_Mesh_State(&m); + GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); + for (surf = firstsurf;surf;surf = surf->texturechain) { - mark = leaf->firstmarksurface; - endmark = mark + leaf->nummarksurfaces; - do + if (surf->visframe == r_framecount) { - surf = *mark++; - // make sure surfaces are only processed once - if (surf->worldnodeframe == r_framecount) - continue; - surf->worldnodeframe = r_framecount; - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) + lightmaptexturenum = R_GetTexture(surf->lightmaptexture); + if (m.tex[0] != lightmaptexturenum) { - if (surf->flags & SURF_PLANEBACK) - surf->visframe = r_framecount; + m.tex[0] = lightmaptexturenum; + R_Mesh_State(&m); } - else + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - if (!(surf->flags & SURF_PLANEBACK)) - surf->visframe = r_framecount; + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->uvw, mesh->numverts * sizeof(float[4])); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); } } - while (mark < endmark); } +} - // follow portals into other leafs - p = leaf->portals; - for (;p;p = p->next) +static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) +{ + const msurface_t *surf; + const surfmesh_t *mesh; + float colorscale; + rmeshstate_t m; + + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = R_GetTexture(texture->texture); + colorscale = r_colorscale; + if (gl_combine.integer) + { + m.texrgbscale[0] = 4; + colorscale *= 0.25f; + } + R_Mesh_State(&m); + GL_UseColorArray(); + for (surf = firstsurf;surf;surf = surf->texturechain) { - leaf = p->past; - if (leaf->worldnodeframe != r_framecount) + if (surf->visframe == r_framecount && surf->dlightframe == r_framecount) { - leaf->worldnodeframe = r_framecount; - if (leaf->contents != CONTENTS_SOLID) + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - i = (leaf - cl.worldmodel->leafs) - 1; - if (worldvis[i>>3] & (1<<(i&7))) + if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh)) { - if (R_NotCulledBox(leaf->mins, leaf->maxs)) - { - pstack[portalstack++] = p; - goto loc0; - -loc1: - p = pstack[--portalstack]; - } + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + R_FillColors(varray_color, mesh->numverts, 0, 0, 0, 1); + RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color); + RSurf_ScaleColors(varray_color, colorscale, mesh->numverts); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); } } } } +} - if (portalstack) - goto loc1; - - i = 0; - portalstack = 0; - p = r_viewleaf->portals; - for (;p;p = p->next) +static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) +{ + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + float modelorg[3]; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + R_Mesh_State(&m); + GL_UseColorArray(); + for (surf = firstsurf;surf;surf = surf->texturechain) { - portalstack++; - if (p->past->worldnodeframe != r_framecount) - i++; + if (surf->visframe == r_framecount) + { + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + if (m.tex[0]) + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); + } + } } - if (i) - Con_Printf("%i portals of viewleaf (%i portals) were not checked\n", i, portalstack); } -void R_DrawSurfaces (void) +static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) { - msurface_t *surf, *endsurf; - texture_t *t; - int vertex = gl_vertex.value; - - surf = &cl.worldmodel->surfaces[cl.worldmodel->firstmodelsurface]; - endsurf = surf + cl.worldmodel->nummodelsurfaces; - for (;surf < endsurf;surf++) + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_DST_COLOR; + m.blendfunc2 = GL_SRC_COLOR; + m.tex[0] = R_GetTexture(texture->detailtexture); + R_Mesh_State(&m); + GL_Color(1, 1, 1, 1); + for (surf = firstsurf;surf;surf = surf->texturechain) { if (surf->visframe == r_framecount) { - c_faces++; - if (surf->flags & (SURF_DRAWSKY | SURF_DRAWTURB)) + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - // sky and liquid don't need sorting (skypoly/transpoly) - if (surf->flags & SURF_DRAWSKY) - RSurf_DrawSky(surf, false); - else - RSurf_DrawWater(surf, R_TextureAnimation(surf->texinfo->texture), false, surf->flags & SURF_DRAWNOALPHA ? 255 : wateralpha); + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->abc, mesh->numverts * sizeof(float[4])); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); } - else + } + } +} + +static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) +{ + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = R_GetTexture(texture->glowtexture); + R_Mesh_State(&m); + GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); + for (surf = firstsurf;surf;surf = surf->texturechain) + { + if (surf->visframe == r_framecount) + { + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - t = R_TextureAnimation(surf->texinfo->texture); - if (vertex) - RSurf_DrawWallVertex(surf, t, false, false); - else - RSurf_DrawWall(surf, t, false); + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); } } } } -void R_DrawPortals() +static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) { - int drawportals, i, r, g, b; - mleaf_t *leaf, *endleaf; - mportal_t *portal; - mvertex_t *point, *endpoint; - drawportals = (int)r_drawportals.value; - if (drawportals < 1) - return; - leaf = cl.worldmodel->leafs; - endleaf = leaf + cl.worldmodel->numleafs; - for (;leaf < endleaf;leaf++) + const msurface_t *surf; + const surfmesh_t *mesh; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ZERO; + m.tex[0] = R_GetTexture(texture->glowtexture); + R_Mesh_State(&m); + if (m.tex[0]) + GL_Color(r_colorscale, r_colorscale, r_colorscale, 1); + else + GL_Color(0, 0, 0, 1); + for (surf = firstsurf;surf;surf = surf->texturechain) { - if (leaf->visframe == r_framecount && leaf->portals) + if (surf->visframe == r_framecount) { - i = leaf - cl.worldmodel->leafs; - r = (i & 0x0007) << 5; - g = (i & 0x0038) << 2; - b = (i & 0x01C0) >> 1; - portal = leaf->portals; - while (portal) + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - transpolybegin(0, 0, 0, TPOLYTYPE_ALPHA); - point = portal->points + portal->numpoints - 1; - endpoint = portal->points; - for (;point >= endpoint;point--) - transpolyvertub(point->position[0], point->position[1], point->position[2], 0, 0, r, g, b, 32); - transpolyend(); - portal = portal->next; + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4])); + R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index); } } } } -/* -============= -R_DrawWorld -============= -*/ -void R_DrawWorld (void) +static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2) +{ + const entity_render_t *ent = calldata1; + const msurface_t *surf = ent->model->surfaces + calldata2; + texture_t *texture; + texture = surf->texinfo->texture->currentframe[ent->frame != 0]; + R_Mesh_Matrix(&ent->matrix); + RSurfShader_Wall_Pass_BaseVertex(ent, surf); + if (texture->glowtexture) + RSurfShader_Wall_Pass_Glow(ent, surf); + if (fogenabled) + RSurfShader_Wall_Pass_Fog(ent, surf); +} + +extern cvar_t r_shadows; +static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf) { - entity_t ent; + const msurface_t *surf; + vec3_t center; + if (texture->rendertype != SURFRENDER_OPAQUE) + { + // transparent vertex shaded from lightmap + for (surf = firstsurf;surf;surf = surf->texturechain) + { + if (surf->visframe == r_framecount) + { + Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); + R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces); + } + } + } + else if (r_shadows.integer == 3 && cl.worldmodel->numlights) + { + // opaque base lighting + RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, firstsurf); + if (fogenabled) + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, firstsurf); + } + else if (r_vertexsurfaces.integer) + { + // opaque vertex shaded from lightmap + for (surf = firstsurf;surf;surf = surf->texturechain) + if (surf->visframe == r_framecount) + RSurfShader_Wall_Pass_BaseVertex(ent, surf); + if (texture->glowtexture) + for (surf = firstsurf;surf;surf = surf->texturechain) + if (surf->visframe == r_framecount) + RSurfShader_Wall_Pass_Glow(ent, surf); + if (fogenabled) + for (surf = firstsurf;surf;surf = surf->texturechain) + if (surf->visframe == r_framecount) + RSurfShader_Wall_Pass_Fog(ent, surf); + } + else + { + // opaque lightmapped + if (r_textureunits.integer >= 2) + { + if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, firstsurf); + else + { + RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, firstsurf); + if (r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, firstsurf); + } + } + else + { + RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, firstsurf); + RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, firstsurf); + if (r_detailtextures.integer) + RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, firstsurf); + } + if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT)) + RSurfShader_OpaqueWall_Pass_Light(ent, texture, firstsurf); + if (texture->glowtexture) + RSurfShader_OpaqueWall_Pass_Glow(ent, texture, firstsurf); + if (fogenabled) + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, firstsurf); + } +} - wateralpha = bound(0, r_wateralpha.value*255.0f, 255); +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}; - memset (&ent, 0, sizeof(ent)); - ent.render.model = cl.worldmodel; - ent.render.colormod[0] = ent.render.colormod[1] = ent.render.colormod[2] = 1; - modelalpha = ent.render.alpha = 1; - ent.render.scale = 1; +int Cshader_count = 3; +Cshader_t *Cshaders[3] = +{ + &Cshader_wall_lightmap, + &Cshader_water, + &Cshader_sky +}; - VectorCopy (r_origin, modelorg); +extern cvar_t r_shadows; +void R_PrepareSurfaces(entity_render_t *ent) +{ + int i, texframe, numsurfaces, *surfacevisframes; + model_t *model; + msurface_t *surf, *surfaces; + texture_t *t; + vec3_t modelorg; - currententity = &ent; + if (!ent->model) + return; - softwaretransformidentity(); // LordHavoc: clear transform + model = ent->model; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + numsurfaces = model->nummodelsurfaces; + surfaces = model->surfaces + model->firstmodelsurface; + surfacevisframes = model->surfacevisframes + model->firstmodelsurface; - if (cl.worldmodel) + texframe = (int)(cl.time * 5.0f); + for (i = 0;i < model->numtextures;i++) { - if (r_viewleaf->contents == CONTENTS_SOLID) - R_SolidWorldNode (); + t = model->textures + i; + if (ent->effects & EF_ADDITIVE) + t->rendertype = SURFRENDER_ADD; + else if (ent->alpha < 1 || (t->flags & SURF_WATERALPHA && r_wateralpha.value < 1) || t->fogtexture != NULL) + t->rendertype = SURFRENDER_ALPHA; else + t->rendertype = SURFRENDER_OPAQUE; + if (t->animated) { - R_MarkLeaves (); - R_PortalWorldNode (); + t->currentframe[0] = t->anim_frames[0][(t->anim_total[0] >= 2) ? (texframe % t->anim_total[0]) : 0]; + t->currentframe[1] = t->anim_frames[1][(t->anim_total[1] >= 2) ? (texframe % t->anim_total[1]) : 0]; } } - R_PushDlights (); // now mark the lit surfaces + if (r_dynamic.integer && r_shadows.integer != 3) + R_MarkLights(ent); - R_DrawSurfaces (); - - R_DrawPortals (); + for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++) + { + if (surfacevisframes[i] == r_framecount) + { +#if !WORLDNODECULLBACKFACES + // mark any backface surfaces as not visible + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) + { + if (!(surf->flags & SURF_PLANEBACK)) + surfacevisframes[i] = -1; + } + else + { + if ((surf->flags & SURF_PLANEBACK)) + surfacevisframes[i] = -1; + } + if (surfacevisframes[i] == r_framecount) +#endif + { + c_faces++; + surf->visframe = r_framecount; + if (!r_vertexsurfaces.integer && surf->lightmaptexture != NULL) + { + if (surf->cached_dlight + || surf->cached_ambient != r_ambient.value + || surf->cached_lightmapscalebit != r_lightmapscalebit) + R_BuildLightMap(ent, surf, false); // base lighting changed + else if (r_dynamic.integer) + { + if (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0] + || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1] + || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2] + || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3])))))))) + R_BuildLightMap(ent, surf, false); // base lighting changed + else if (surf->dlightframe == r_framecount && r_dlightmap.integer) + R_BuildLightMap(ent, surf, true); // only dlights + } + } + } + } + } } -/* -============================================================================= - - LIGHTMAP ALLOCATION +void R_DrawSurfaces(entity_render_t *ent, int type) +{ + int i; + texture_t *t; + R_Mesh_Matrix(&ent->matrix); + for (i = 0, t = ent->model->textures;i < ent->model->numtextures;i++, t++) + if (t->shader->shaderfunc[type] && ent->model->texturesurfacechains[i]) + t->shader->shaderfunc[type](ent, t, ent->model->texturesurfacechains[i]); +} -============================================================================= -*/ +static void R_DrawPortal_Callback(const void *calldata1, int calldata2) +{ + int i; + float *v; + rmeshstate_t m; + const entity_render_t *ent = calldata1; + const mportal_t *portal = ent->model->portals + calldata2; + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + R_Mesh_Matrix(&ent->matrix); + R_Mesh_State(&m); + R_Mesh_ResizeCheck(portal->numpoints); + i = portal - ent->model->portals; + GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale, + ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale, + ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale, + 0.125f); + if (PlaneDiff(r_origin, (&portal->plane)) > 0) + { + for (i = portal->numpoints - 1, v = varray_vertex;i >= 0;i--, v += 4) + VectorCopy(portal->points[i].position, v); + } + else + for (i = 0, v = varray_vertex;i < portal->numpoints;i++, v += 4) + VectorCopy(portal->points[i].position, v); + R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements); +} -// returns a texture number and the position inside it -int AllocBlock (int w, int h, short *x, short *y) +static void R_DrawPortals(entity_render_t *ent) { - int i, j; - int best, best2; - int texnum; + int i; + mportal_t *portal, *endportal; + float temp[3], center[3], f; - for (texnum = 0;texnum < MAX_LIGHTMAPS;texnum++) - { - best = BLOCK_HEIGHT; + if (r_drawportals.integer < 1) + return; - for (i = 0;i < BLOCK_WIDTH - w;i += lightmapalign) // LordHavoc: NVIDIA has broken subimage, so align the lightmaps + for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++) + { + if (portal->here->pvsframe == ent->model->pvsframecount || portal->past->pvsframe == ent->model->pvsframecount) { - best2 = 0; - - for (j=0 ; jnumpoints <= POLYGONELEMENTS_MAXPOINTS) { - if (allocated[texnum][i+j] >= best) - break; - if (allocated[texnum][i+j] > best2) - best2 = allocated[texnum][i+j]; - } - if (j == w) - { // this is a valid spot - *x = i; - *y = best = best2; + VectorClear(temp); + for (i = 0;i < portal->numpoints;i++) + VectorAdd(temp, portal->points[i].position, temp); + f = ixtable[portal->numpoints]; + VectorScale(temp, f, temp); + Matrix4x4_Transform(&ent->matrix, temp, center); + R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->portals); } } + } +} - if (best + h > BLOCK_HEIGHT) - continue; +void R_PrepareBrushModel(entity_render_t *ent) +{ + int i, numsurfaces, *surfacevisframes, *surfacepvsframes; + msurface_t *surf; + model_t *model; +#if WORLDNODECULLBACKFACES + vec3_t modelorg; +#endif - if (nosubimagefragments || nosubimage) + // because bmodels can be reused, we have to decide which things to render + // from scratch every time + model = ent->model; +#if WORLDNODECULLBACKFACES + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); +#endif + numsurfaces = model->nummodelsurfaces; + surf = model->surfaces + model->firstmodelsurface; + surfacevisframes = model->surfacevisframes + model->firstmodelsurface; + surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface; + for (i = 0;i < numsurfaces;i++, surf++) + { +#if WORLDNODECULLBACKFACES + // mark any backface surfaces as not visible + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) { - if (!lightmaps[texnum]) + if ((surf->flags & SURF_PLANEBACK)) { - lightmaps[texnum] = qmalloc(BLOCK_WIDTH*BLOCK_HEIGHT*4); - memset(lightmaps[texnum], 0, BLOCK_WIDTH*BLOCK_HEIGHT*4); + surfacevisframes[i] = r_framecount; + surfacepvsframes[i] = model->pvsframecount; } } - // LordHavoc: clear texture to blank image, fragments are uploaded using subimage - else if (!allocated[texnum][0]) + else { - byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*4]; - memset(blank, 0, sizeof(blank)); - if(r_upload.value) + if (!(surf->flags & SURF_PLANEBACK)) { - glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - if (lightmaprgba) - glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank); - else - glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank); + surfacevisframes[i] = r_framecount; + surfacepvsframes[i] = model->pvsframecount; } } - - for (i = 0;i < w;i++) - allocated[texnum][*x + i] = best + h; - - return texnum; +#else + surfacevisframes[i] = r_framecount; + surfacepvsframes[i] = model->pvsframecount; +#endif + surf->dlightframe = -1; } - - Host_Error ("AllocBlock: full, unable to find room for %i by %i lightmap", w, h); - return 0; + R_PrepareSurfaces(ent); } +void R_SurfaceWorldNode (entity_render_t *ent) +{ + int i, *surfacevisframes, *surfacepvsframes, surfnum; + msurface_t *surf; + mleaf_t *leaf; + model_t *model; + vec3_t modelorg; -mvertex_t *r_pcurrentvertbase; -model_t *currentmodel; - -int nColinElim; + model = ent->model; + surfacevisframes = model->surfacevisframes + model->firstmodelsurface; + surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); -/* -================ -BuildSurfaceDisplayList -================ -*/ -void BuildSurfaceDisplayList (msurface_t *fa) -{ - int i, j, lindex, lnumverts; - medge_t *pedges, *r_pedge; - int vertpage; - float *vec; - float s, t; - glpoly_t *poly; - -// reconstruct the polygon - pedges = currentmodel->edges; - lnumverts = fa->numedges; - vertpage = 0; - - // - // draw texture - // - poly = Hunk_AllocName (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float), "surfaces"); - poly->next = fa->polys; - poly->flags = fa->flags; - fa->polys = poly; - poly->numverts = lnumverts; - - for (i=0 ; ipvsleafchain;leaf;leaf = leaf->pvschain) { - lindex = currentmodel->surfedges[fa->firstedge + i]; + if (!R_CullBox (leaf->mins, leaf->maxs)) + { + c_leafs++; + leaf->visframe = r_framecount; + } + } - if (lindex > 0) + for (i = 0;i < model->pvssurflistlength;i++) + { + surfnum = model->pvssurflist[i]; + surf = model->surfaces + surfnum; +#if WORLDNODECULLBACKFACES + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) { - r_pedge = &pedges[lindex]; - vec = r_pcurrentvertbase[r_pedge->v[0]].position; + if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs)) + surfacevisframes[surfnum] = r_framecount; } else { - r_pedge = &pedges[-lindex]; - vec = r_pcurrentvertbase[r_pedge->v[1]].position; + if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs)) + surfacevisframes[surfnum] = r_framecount; } - s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3]; - t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3]; - - VectorCopy (vec, poly->verts[i]); - poly->verts[i][3] = s / fa->texinfo->texture->width; - poly->verts[i][4] = t / fa->texinfo->texture->height; - - // - // lightmap texture coordinates - // - s -= fa->texturemins[0]; - t -= fa->texturemins[1]; - s += 8; - t += 8; - // LordHavoc: calc lightmap data offset - j = (bound(0l, (int)t>>4, fa->extents[1]>>4) * ((fa->extents[0]>>4)+1) + bound(0l, (int)s>>4, fa->extents[0]>>4)) * 3; - poly->verts[i][7] = j; - s += fa->light_s*16; - s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width; - - t += fa->light_t*16; - t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height; - - poly->verts[i][5] = s; - poly->verts[i][6] = t; +#else + if (!R_CullBox (surf->poly_mins, surf->poly_maxs)) + surfacevisframes[surfnum] = r_framecount; +#endif } +} - // - // remove co-linear points - Ed - // - /* - if (!gl_keeptjunctions.value) +static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) +{ + int c, leafstackpos, *mark, *surfacevisframes; +#if WORLDNODECULLBACKFACES + int n; + msurface_t *surf; +#endif + mleaf_t *leaf, *leafstack[8192]; + mportal_t *p; + vec3_t modelorg; + msurface_t *surfaces; + // LordHavoc: portal-passage worldnode with PVS; + // follows portals leading outward from viewleaf, does not venture + // offscreen or into leafs that are not visible, faster than Quake's + // RecursiveWorldNode + surfaces = ent->model->surfaces; + surfacevisframes = ent->model->surfacevisframes; + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + viewleaf->worldnodeframe = r_framecount; + leafstack[0] = viewleaf; + leafstackpos = 1; + while (leafstackpos) { - for (i = 0 ; i < lnumverts ; ++i) + c_leafs++; + leaf = leafstack[--leafstackpos]; + leaf->visframe = r_framecount; + // draw any surfaces bounding this leaf + if (leaf->nummarksurfaces) + { + for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) + { +#if WORLDNODECULLBACKFACES + n = *mark++; + if (surfacevisframes[n] != r_framecount) + { + surf = surfaces + n; + if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) + { + if ((surf->flags & SURF_PLANEBACK)) + surfacevisframes[n] = r_framecount; + } + else + { + if (!(surf->flags & SURF_PLANEBACK)) + surfacevisframes[n] = r_framecount; + } + } +#else + surfacevisframes[*mark++] = r_framecount; +#endif + } + } + // follow portals into other leafs + for (p = leaf->portals;p;p = p->next) { - vec3_t v1, v2; - float *prev, *this, *next; - - prev = poly->verts[(i + lnumverts - 1) % lnumverts]; - this = poly->verts[i]; - next = poly->verts[(i + 1) % lnumverts]; - - VectorSubtract( this, prev, v1 ); - VectorNormalize( v1 ); - VectorSubtract( next, prev, v2 ); - VectorNormalize( v2 ); - - // skip co-linear points - #define COLINEAR_EPSILON 0.001 - if ((fabs( v1[0] - v2[0] ) <= COLINEAR_EPSILON) && - (fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) && - (fabs( v1[2] - v2[2] ) <= COLINEAR_EPSILON)) + // LordHavoc: this DotProduct hurts less than a cache miss + // (which is more likely to happen if backflowing through leafs) + if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1)) { - int j; - for (j = i + 1; j < lnumverts; ++j) + leaf = p->past; + if (leaf->worldnodeframe != r_framecount) { - int k; - for (k = 0; k < VERTEXSIZE; ++k) - poly->verts[j - 1][k] = poly->verts[j][k]; + leaf->worldnodeframe = r_framecount; + // FIXME: R_CullBox is absolute, should be done relative + if (leaf->pvsframe == ent->model->pvsframecount && !R_CullBox(leaf->mins, leaf->maxs)) + leafstack[leafstackpos++] = leaf; } - --lnumverts; - ++nColinElim; - // retry next vertex next time, which is now current vertex - --i; } } } - */ - poly->numverts = lnumverts; + if (r_drawportals.integer) + R_DrawPortals(ent); } -/* -======================== -GL_CreateSurfaceLightmap -======================== -*/ -void GL_CreateSurfaceLightmap (msurface_t *surf) +void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf) { - int smax, tmax; - - if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB)) - return; - - smax = (surf->extents[0]>>4)+1; - tmax = (surf->extents[1]>>4)+1; + int i, j, l, c, bits, *surfacepvsframes, *mark; + mleaf_t *leaf; + qbyte *vis; + model_t *model; - surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t); - if (nosubimage || nosubimagefragments) - return; - glBindTexture(GL_TEXTURE_2D, lightmap_textures + surf->lightmaptexturenum); - smax = ((surf->extents[0]>>4)+lightmapalign) & lightmapalignmask; - if (lightmaprgba) - { - R_BuildLightMap (surf, templight, smax * 4); - if(r_upload.value) - glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight); - } - else + model = ent->model; + if (model && (model->pvsviewleaf != viewleaf || model->pvsviewleafnovis != r_novis.integer)) { - R_BuildLightMap (surf, templight, smax * 3); - if(r_upload.value) - glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight); + model->pvsframecount++; + model->pvsviewleaf = viewleaf; + model->pvsviewleafnovis = r_novis.integer; + model->pvsleafchain = NULL; + model->pvssurflistlength = 0; + if (viewleaf) + { + surfacepvsframes = model->surfacepvsframes; + vis = Mod_LeafPVS (viewleaf, model); + for (j = 0;j < model->numleafs;j += 8) + { + bits = *vis++; + if (bits) + { + l = model->numleafs - j; + if (l > 8) + l = 8; + for (i = 0;i < l;i++) + { + if (bits & (1 << i)) + { + leaf = &model->leafs[j + i + 1]; + leaf->pvschain = model->pvsleafchain; + model->pvsleafchain = leaf; + leaf->pvsframe = model->pvsframecount; + // mark surfaces bounding this leaf as visible + for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++) + { + if (surfacepvsframes[*mark] != model->pvsframecount) + { + surfacepvsframes[*mark] = model->pvsframecount; + model->pvssurflist[model->pvssurflistlength++] = *mark; + } + } + } + } + } + } + /* + for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++) + if (model->surfacepvsframes[j] == model->pvsframecount) + model->pvssurflist[model->pvssurflistlength++] = j; + */ + } } } - -/* -================== -GL_BuildLightmaps - -Builds the lightmap texture -with all the surfaces from all brush models -================== -*/ -void GL_BuildLightmaps (void) +void R_WorldVisibility (entity_render_t *ent) { - int i, j; - model_t *m; + vec3_t modelorg; + mleaf_t *viewleaf; - memset (allocated, 0, sizeof(allocated)); + Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + viewleaf = Mod_PointInLeaf (modelorg, ent->model); + R_PVSUpdate(ent, viewleaf); - r_framecount = 1; // no dlightcache + if (!viewleaf) + return; - if (gl_nosubimagefragments.value) - nosubimagefragments = 1; + if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID) + R_SurfaceWorldNode (ent); else - nosubimagefragments = 0; + R_PortalWorldNode (ent, viewleaf); +} - if (gl_nosubimage.value) - nosubimage = 1; - else - nosubimage = 0; +void R_DrawWorld (entity_render_t *ent) +{ + R_PrepareSurfaces(ent); + R_DrawSurfaces(ent, SHADERSTAGE_SKY); + R_DrawSurfaces(ent, SHADERSTAGE_NORMAL); +} - if (gl_lightmaprgba.value) - { - lightmaprgba = true; - lightmapbytes = 4; - } - else - { - lightmaprgba = false; - lightmapbytes = 3; - } +void R_Model_Brush_DrawSky (entity_render_t *ent) +{ + if (ent != &cl_entities[0].render) + R_PrepareBrushModel(ent); + R_DrawSurfaces(ent, SHADERSTAGE_SKY); +} + +void R_Model_Brush_Draw (entity_render_t *ent) +{ + c_bmodels++; + if (ent != &cl_entities[0].render) + R_PrepareBrushModel(ent); + R_DrawSurfaces(ent, SHADERSTAGE_NORMAL); +} - // LordHavoc: NVIDIA seems to have a broken glTexSubImage2D, - // it needs to be aligned on 4 pixel boundaries... - // so I implemented an adjustable lightmap alignment - if (gl_lightmapalign.value < 1) - gl_lightmapalign.value = 1; - if (gl_lightmapalign.value > 16) - gl_lightmapalign.value = 16; - lightmapalign = 1; - while (lightmapalign < gl_lightmapalign.value) - lightmapalign <<= 1; - gl_lightmapalign.value = lightmapalign; - lightmapalignmask = ~(lightmapalign - 1); - if (nosubimagefragments || nosubimage) +void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius) +{ +#if 0 + float projectdistance, temp[3]; + shadowmesh_t *mesh; + VectorSubtract(relativelightorigin, ent->model->shadowmesh_center, temp); + projectdistance = lightradius + ent->model->shadowmesh_radius - sqrt(DotProduct(temp, temp)); + if (projectdistance >= 0.1) { - lightmapalign = 1; - lightmapalignmask = ~0; + R_Mesh_Matrix(&ent->matrix); + for (mesh = ent->model->shadowmesh;mesh;mesh = mesh->next) + { + R_Mesh_ResizeCheck(mesh->numverts * 2); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + R_Shadow_Volume(mesh->numverts, mesh->numtriangles, varray_vertex, mesh->elements, mesh->neighbors, relativelightorigin, lightradius, projectdistance); + } } - - if (!lightmap_textures) - lightmap_textures = R_GetTextureSlots(MAX_LIGHTMAPS); - - for (j=1 ; jmatrix); + lightradius2 = lightradius * lightradius; + for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++) { - m = cl.model_precache[j]; - if (!m) - break; - if (m->name[0] == '*') - continue; - r_pcurrentvertbase = m->vertexes; - currentmodel = m; - for (i=0 ; inumsurfaces ; i++) + if (surf->flags & SURF_SHADOWCAST) { - if ( m->surfaces[i].flags & SURF_DRAWTURB ) - continue; - if ( m->surfaces[i].flags & SURF_DRAWSKY ) - continue; - GL_CreateSurfaceLightmap (m->surfaces + i); - BuildSurfaceDisplayList (m->surfaces + i); + f = PlaneDiff(relativelightorigin, surf->plane); + if (surf->flags & SURF_PLANEBACK) + f = -f; + // draw shadows only for frontfaces + projectdistance = lightradius - f; + if (projectdistance >= 0.1 && projectdistance < lightradius) + { + VectorSubtract(relativelightorigin, surf->poly_center, temp); + if (DotProduct(temp, temp) < (surf->poly_radius2 + lightradius2)) + { + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts * 2); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + R_Shadow_Volume(mesh->numverts, mesh->numtriangles, varray_vertex, mesh->index, mesh->triangleneighbors, relativelightorigin, lightradius, projectdistance); + } + } + } } } +#endif +} - if (nosubimage || nosubimagefragments) +void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float lightdistbias, float lightsubtract, float *lightcolor) +{ + int tnum; + msurface_t *surf; + texture_t *t; + float f, lightradius2; + surfmesh_t *mesh; + R_Mesh_Matrix(&ent->matrix); + if (ent != &cl_entities[0].render) + R_PrepareBrushModel(ent); + lightradius2 = lightradius * lightradius; + for (tnum = 0;tnum < ent->model->numtextures;tnum++) { - if(r_upload.value) - if (gl_mtexable) - qglSelectTexture(gl_mtex_enum+1); - for (i = 0;i < MAX_LIGHTMAPS;i++) + t = ent->model->textures + tnum; + if (ent->model->texturesurfacechains[tnum] && t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT) { - if (!allocated[i][0]) - break; - lightmapupdate[i][0] = BLOCK_HEIGHT; - lightmapupdate[i][1] = 0; - if(r_upload.value) + t = t->currentframe[ent->frame != 0]; + for (surf = ent->model->texturesurfacechains[tnum];surf;surf = surf->texturechain) { - glBindTexture(GL_TEXTURE_2D, lightmap_textures + i); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - if (lightmaprgba) - glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]); - else - glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]); + if (surf->visframe == r_framecount) + { + f = PlaneDiff(relativelightorigin, surf->plane); + if (surf->flags & SURF_PLANEBACK) + f = -f; + if (f >= -0.1 && f < lightradius) + { + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + R_Mesh_ResizeCheck(mesh->numverts); + memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4])); + R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->texture, t->glosstexture, t->nmaptexture, NULL); + } + } + } } } - if(r_upload.value) - if (gl_mtexable) - qglSelectTexture(gl_mtex_enum+0); } } +static void gl_surf_start(void) +{ +} + +static void gl_surf_shutdown(void) +{ +} + +static void gl_surf_newmap(void) +{ +} + +void GL_Surf_Init(void) +{ + int i; + dlightdivtable[0] = 4194304; + for (i = 1;i < 32768;i++) + dlightdivtable[i] = 4194304 / (i << 7); + + Cvar_RegisterVariable(&r_ambient); + Cvar_RegisterVariable(&r_vertexsurfaces); + Cvar_RegisterVariable(&r_dlightmap); + Cvar_RegisterVariable(&r_drawportals); + Cvar_RegisterVariable(&r_testvis); + Cvar_RegisterVariable(&r_floatbuildlightmap); + Cvar_RegisterVariable(&r_detailtextures); + Cvar_RegisterVariable(&r_surfaceworldnode); + + R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); +} +