X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=a8448d6d22d8d95002f94cef5938ba4bc143db3c;hp=13b197a4ca1f790cbecc2478917ec5f506a5a4ba;hb=a563a5248b0ec2278c6ffd1d7f6d39d4c6b7a15c;hpb=a16877b21a3d5ddec652ce9ed030e7f32c3fc0e7 diff --git a/gl_rsurf.c b/gl_rsurf.c index 13b197a4..a8448d6d 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -25,24 +25,23 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #define MAX_LIGHTMAP_SIZE 256 -cvar_t r_ambient = {0, "r_ambient", "0"}; -cvar_t r_drawportals = {0, "r_drawportals", "0"}; -cvar_t r_testvis = {0, "r_testvis", "0"}; -cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; -cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"}; -cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"}; -cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"}; -cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"}; -cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"}; +cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), value is 0-128"}; +cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"}; +cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"}; +cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"}; +cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"}; +cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"}; // flag arrays used for visibility checking on world model // (all other entities have no per-surface/per-leaf visibility checks) // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters -qbyte r_pvsbits[(32768+7)>>3]; +unsigned char r_pvsbits[(32768+7)>>3]; // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs -qbyte r_worldleafvisible[32768]; -// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_surfaces -qbyte r_worldsurfacevisible[262144]; +unsigned char r_worldleafvisible[32768]; +// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces +unsigned char r_worldsurfacevisible[262144]; +// if true, the view is currently in a leaf without pvs data +qboolean r_worldnovis; /* =============== @@ -51,13 +50,14 @@ R_BuildLightMap Combine and scale multiple lightmaps into the 8.8 format in blocklights =============== */ -static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) +void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) { - int smax, tmax, i, j, size, size3, maps, stride, l; - unsigned int *bl, scale; - qbyte *lightmap, *out, *stain; - static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting - static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; + int smax, tmax, i, size, size3, maps, l; + int *bl, scale; + unsigned char *lightmap, *out, *stain; + model_t *model = ent->model; + static int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting + static unsigned char templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; // update cached lighting info surface->cached_dlight = 0; @@ -70,7 +70,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) // set to full bright if no light data bl = intblocklights; - if (!ent->model->brushq1.lightdata) + if (!model->brushq1.lightdata) { for (i = 0;i < size3;i++) bl[i] = 255*256; @@ -78,16 +78,13 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) else { // clear to no light - memset(bl, 0, size*3*sizeof(unsigned int)); + memset(bl, 0, size3*sizeof(*bl)); // add all the lightmaps if (lightmap) - { - bl = intblocklights; for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3) - for (scale = d_lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++) + for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++) bl[i] += lightmap[i] * scale; - } } stain = surface->lightmapinfo->stainsamples; @@ -97,35 +94,80 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will // be doubled during rendering to achieve 2x overbright // (0 = 0.0, 128 = 1.0, 256 = 2.0) - if (ent->model->brushq1.lightmaprgba) + if (model->brushq1.lightmaprgba) { - stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 4; - for (i = 0;i < tmax;i++, out += stride) + for (i = 0;i < size;i++) { - for (j = 0;j < smax;j++) - { - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - *out++ = 255; - } + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + *out++ = 255; } } else { - stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 3; - for (i = 0;i < tmax;i++, out += stride) + for (i = 0;i < size;i++) + { + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + } + } + + R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax); + + // update the surface's deluxemap if it has one + if (surface->deluxemaptexture != r_texture_blanknormalmap) + { + vec3_t n; + unsigned char *normalmap = surface->lightmapinfo->nmapsamples; + lightmap = surface->lightmapinfo->samples; + // clear to no normalmap + bl = intblocklights; + memset(bl, 0, size3*sizeof(*bl)); + // add all the normalmaps + if (lightmap && normalmap) { - for (j = 0;j < smax;j++) + for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3) { - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++) + { + // add the normalmap with weighting proportional to the style's lightmap intensity + l = (int)(VectorLength(lightmap + i*3) * scale); + bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l; + bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l; + bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l; + } } } + bl = intblocklights; + out = templight; + // we simply renormalize the weighted normals to get a valid deluxemap + if (model->brushq1.lightmaprgba) + { + for (i = 0;i < size;i++, bl += 3) + { + VectorCopy(bl, n); + VectorNormalize(n); + l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255); + l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255); + l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255); + *out++ = 255; + } + } + else + { + for (i = 0;i < size;i++, bl += 3) + { + VectorCopy(bl, n); + VectorNormalize(n); + l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255); + l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255); + l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255); + } + } + R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax); } - - R_UpdateTexture(surface->lightmaptexture, templight); } void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8]) @@ -133,7 +175,7 @@ void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radi float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2; msurface_t *surface, *endsurface; int i, s, t, smax, tmax, smax3, impacts, impactt, stained; - qbyte *bl; + unsigned char *bl; vec3_t impact; maxdist = radius * radius; @@ -169,19 +211,19 @@ loc0: impact[2] = origin[2] - node->plane->normal[2] * ndist; } - for (surface = model->brush.data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++) + for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++) { if (surface->lightmapinfo->stainsamples) { smax = (surface->lightmapinfo->extents[0] >> 4) + 1; tmax = (surface->lightmapinfo->extents[1] >> 4) + 1; - impacts = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]; - impactt = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]; + impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]); + impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]); s = bound(0, impacts, smax * 16) - impacts; t = bound(0, impactt, tmax * 16) - impactt; - i = s * s + t * t + dist2; + i = (int)(s * s + t * t + dist2); if (i > maxdist) continue; @@ -211,9 +253,9 @@ loc0: { if (a > 1) a = 1; - bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0])); - bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1])); - bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2])); + bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0])); + bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1])); + bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2])); stained = true; } } @@ -271,13 +313,12 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor); // look for embedded bmodels - for (n = 0;n < cl_num_brushmodel_entities;n++) + for (n = 0;n < cl.num_brushmodel_entities;n++) { - ent = &cl_entities[cl_brushmodel_entities[n]].render; + ent = &cl.entities[cl.brushmodel_entities[n]].render; model = ent->model; if (model && model->name[0] == '*') { - Mod_CheckLoaded(model); if (model->brush.data_nodes) { Matrix4x4_Transform(&ent->inversematrix, origin, org); @@ -296,1235 +337,43 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ============================================================= */ -static void RSurf_DeformVertices(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg) -{ - int i, j; - float center[3], forward[3], right[3], up[3], v[4][3]; - matrix4x4_t matrix1, imatrix1; - if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) - { - // a single autosprite surface can contain multiple sprites... - VectorClear(forward); - VectorClear(right); - VectorSet(up, 0, 0, 1); - for (j = 0;j < surface->num_vertices - 3;j += 4) - { - VectorClear(center); - for (i = 0;i < 4;i++) - VectorAdd(center, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); - VectorScale(center, 0.25f, center); - // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? - Matrix4x4_FromVectors(&matrix1, (surface->groupmesh->data_normal3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_svector3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_tvector3f + 3 * surface->num_firstvertex) + j*3, center); - Matrix4x4_Invert_Simple(&imatrix1, &matrix1); - for (i = 0;i < 4;i++) - Matrix4x4_Transform(&imatrix1, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); - forward[0] = modelorg[0] - center[0]; - forward[1] = modelorg[1] - center[1]; - VectorNormalize(forward); - right[0] = forward[1]; - right[1] = -forward[0]; - for (i = 0;i < 4;i++) - VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3); - } - } - else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE) - { - Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward); - Matrix4x4_Transform(&ent->inversematrix, r_viewright, right); - Matrix4x4_Transform(&ent->inversematrix, r_viewup, up); - // a single autosprite surface can contain multiple sprites... - for (j = 0;j < surface->num_vertices - 3;j += 4) - { - VectorClear(center); - for (i = 0;i < 4;i++) - VectorAdd(center, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); - VectorScale(center, 0.25f, center); - // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? - Matrix4x4_FromVectors(&matrix1, (surface->groupmesh->data_normal3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_svector3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_tvector3f + 3 * surface->num_firstvertex) + j*3, center); - Matrix4x4_Invert_Simple(&imatrix1, &matrix1); - for (i = 0;i < 4;i++) - Matrix4x4_Transform(&imatrix1, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); - for (i = 0;i < 4;i++) - VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3); - } - } - else - memcpy((varray_vertex3f + 3 * surface->num_firstvertex), (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), sizeof(float[3]) * surface->num_vertices); -} - -// any sort of deformvertices call is *VERY* rare, so this must be optimized -// to skip deformvertices quickly! -#if 1 -#define RSurf_GetVertexPointer(ent, texture, surface, modelorg) ((texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) ? (RSurf_DeformVertices(ent, texture, surface, modelorg), varray_vertex3f) : surface->groupmesh->data_vertex3f) -#else -static float *RSurf_GetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg) -{ - if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) - { - RSurf_DeformVertices(ent, texture, surface, modelorg); - return varray_vertex3f; - } - else - return surface->groupmesh->data_vertex3f; -} -#endif - -void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) -{ - // we don't need to set currentframe if t->animated is false because - // it was already set up by the texture loader for non-animating - if (t->animated) - { - t->currentframe = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0]; - t = t->currentframe; - } - t->currentmaterialflags = t->basematerialflags; - t->currentalpha = ent->alpha; - if (t->basematerialflags & MATERIALFLAG_WATERALPHA) - t->currentalpha *= r_wateralpha.value; - if (!(ent->flags & RENDER_LIGHT)) - t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; - if (ent->effects & EF_ADDITIVE) - t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT; - else if (t->currentalpha < 1) - t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT; -} - -matrix4x4_t r_surf_waterscrollmatrix; - -void R_UpdateAllTextureInfo(entity_render_t *ent) -{ - int i; - Matrix4x4_CreateTranslate(&r_surf_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - if (ent->model) - for (i = 0;i < ent->model->brush.num_textures;i++) - R_UpdateTextureInfo(ent, ent->model->brush.data_textures + i); -} - -static void R_DrawSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) -{ - int i; - int texturesurfaceindex; - const float *v, *vertex3f; - float *c; - float diff[3]; - float f, r, g, b, a, base, colorscale; - const msurface_t *surface; - qboolean dolightmap; - qboolean dobase; - qboolean doambient; - qboolean dodetail; - qboolean doglow; - qboolean dofogpass; - qboolean fogallpasses; - qboolean waterscrolling; - surfmesh_t *groupmesh; - rtexture_t *lightmaptexture; - rmeshstate_t m; - texture = texture->currentframe; - if (texture->currentmaterialflags & MATERIALFLAG_NODRAW) - return; - c_faces += texturenumsurfaces; - // gl_lightmaps debugging mode skips normal texturing - if (gl_lightmaps.integer) - { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - qglDisable(GL_CULL_FACE); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); - R_Mesh_ColorPointer(surface->lightmaptexture ? NULL : surface->groupmesh->data_lightmapcolor4f); - R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - qglEnable(GL_CULL_FACE); - return; - } - GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)); - if (texture->currentmaterialflags & MATERIALFLAG_ADD) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - else - GL_BlendFunc(GL_ONE, GL_ZERO); - // water waterscrolling in texture matrix - waterscrolling = (texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0; - if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglDisable(GL_CULL_FACE); - if (texture->currentmaterialflags & MATERIALFLAG_SKY) - { - if (skyrendernow) - { - skyrendernow = false; - if (skyrendermasked) - R_Sky(); - } - // LordHavoc: HalfLife maps have freaky skypolys... - //if (!ent->model->brush.ishlbsp) - { - R_Mesh_Matrix(&ent->matrix); - GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); - if (skyrendermasked) - { - // depth-only (masking) - GL_ColorMask(0,0,0,0); - // just to make sure that braindead drivers don't draw anything - // despite that colormask... - GL_BlendFunc(GL_ZERO, GL_ONE); - } - else - { - // fog sky - GL_BlendFunc(GL_ONE, GL_ZERO); - } - GL_DepthMask(true); - GL_DepthTest(true); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - } - } - else if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1) - { - // NVIDIA Geforce3 distortion texture shader on water - float args[4] = {0.05f,0,0,0.04f}; - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]); - m.tex[1] = R_GetTexture(texture->skin.base); - m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_REPLACE; - Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value); - m.texmatrix[1] = r_surf_waterscrollmatrix; - R_Mesh_State(&m); - - GL_Color(1, 1, 1, texture->currentalpha); - GL_ActiveTexture(0); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); - GL_ActiveTexture(1); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB); - qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]); - qglEnable(GL_TEXTURE_SHADER_NV); - - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg)); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - - qglDisable(GL_TEXTURE_SHADER_NV); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); - GL_ActiveTexture(0); - } - else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) - { - // normal surface (wall or water) - dobase = true; - dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT); - doambient = r_ambient.value >= (1/64.0f); - dodetail = r_detailtextures.integer && texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT); - doglow = texture->skin.glow != NULL; - dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD); - fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT); - if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) - { - if (dobase && dolightmap && gl_combine.integer) - { - dobase = false; - memset(&m, 0, sizeof(m)); - m.tex[1] = R_GetTexture(texture->skin.base); - if (waterscrolling) - m.texmatrix[1] = r_surf_waterscrollmatrix; - m.texrgbscale[1] = 2; - m.pointer_color = varray_color4f; - R_Mesh_State(&m); - colorscale = 1; - r = ent->colormod[0] * colorscale; - g = ent->colormod[1] * colorscale; - b = ent->colormod[2] * colorscale; - a = texture->currentalpha; - base = r_ambient.value * (1.0f / 64.0f); - // q3bsp has no lightmap updates, so the lightstylevalue that - // would normally be baked into the lightmaptexture must be - // applied to the color - if (ent->model->brushq1.lightdata) - { - float scale = d_lightstylevalue[0] * (1.0f / 128.0f); - r *= scale; - g *= scale; - b *= scale; - } - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); - R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); - if (surface->lightmaptexture) - { - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); - if (fogallpasses) - { - R_Mesh_ColorPointer(varray_color4f); - for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - c[0] = f * r; - c[1] = f * g; - c[2] = f * b; - c[3] = a; - } - } - else - { - R_Mesh_ColorPointer(NULL); - GL_Color(r, g, b, a); - } - } - else - { - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - R_Mesh_ColorPointer(varray_color4f); - if (!surface->lightmaptexture) - { - for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4) - { - c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r; - c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g; - c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b; - c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a; - } - if (fogallpasses) - { - for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - VectorScale(c, f, c); - } - } - } - else - { - R_Mesh_ColorPointer(NULL); - GL_Color(0, 0, 0, a); - } - } - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - if (dobase) - { - dobase = false; - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); - if (waterscrolling) - m.texmatrix[0] = r_surf_waterscrollmatrix; - m.pointer_color = varray_color4f; - colorscale = 1; - if (gl_combine.integer) - { - m.texrgbscale[0] = 4; - colorscale *= 0.25f; - } - R_Mesh_State(&m); - r = ent->colormod[0] * colorscale; - g = ent->colormod[1] * colorscale; - b = ent->colormod[2] * colorscale; - a = texture->currentalpha; - if (dolightmap) - { - // q3bsp has no lightmap updates, so the lightstylevalue that - // would normally be baked into the lightmaptexture must be - // applied to the color - if (!ent->model->brushq1.lightdata) - { - float scale = d_lightstylevalue[0] * (1.0f / 128.0f); - r *= scale; - g *= scale; - b *= scale; - } - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) - { - c[0] = 0; - c[1] = 0; - c[2] = 0; - if (!surface->lightmapinfo) - VectorCopy((surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex) + i*4, c); - else //if (surface->lightmapinfo) - { - const qbyte *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i]; - float scale = d_lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surface->lightmapinfo->styles[1] != 255) - { - int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3; - lm += size3; - scale = d_lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surface->lightmapinfo->styles[2] != 255) - { - lm += size3; - scale = d_lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surface->lightmapinfo->styles[3] != 255) - { - lm += size3; - scale = d_lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - } - } - } - } - c[0] *= r; - c[1] *= g; - c[2] *= b; - if (fogallpasses) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - VectorScale(c, f, c); - } - if (!surface->lightmapinfo && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a; - else - c[3] = a; - } - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - else - { - if (fogallpasses) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - if (!surface->lightmapinfo && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - { - R_Mesh_ColorPointer(varray_color4f); - for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - c[0] = r * f; - c[1] = g * f; - c[2] = b * f; - c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a; - } - } - else - { - R_Mesh_ColorPointer(varray_color4f); - for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - c[0] = r * f; - c[1] = g * f; - c[2] = b * f; - c[3] = a; - } - } - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - if (!surface->lightmaptexture && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - { - R_Mesh_ColorPointer(varray_color4f); - for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) - { - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a; - } - } - else - { - R_Mesh_ColorPointer(NULL); - GL_Color(r, g, b, a); - } - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - } - } - } - else - { - if (!dolightmap && dobase) - { - dolightmap = false; - dobase = false; - GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); - if (waterscrolling) - m.texmatrix[0] = r_surf_waterscrollmatrix; - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg)); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - if (r_lightmapintensity <= 0 && dolightmap && dobase) - { - dolightmap = false; - dobase = false; - GL_Color(0, 0, 0, 1); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg)); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase) - { - // dualtexture combine - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - dolightmap = false; - dobase = false; - memset(&m, 0, sizeof(m)); - m.tex[1] = R_GetTexture(texture->skin.base); - if (waterscrolling) - m.texmatrix[1] = r_surf_waterscrollmatrix; - m.texrgbscale[1] = 2; - R_Mesh_State(&m); - r = ent->colormod[0] * r_lightmapintensity; - g = ent->colormod[1] * r_lightmapintensity; - b = ent->colormod[2] * r_lightmapintensity; - GL_Color(r, g, b, 1); - if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) - { - R_Mesh_VertexPointer(varray_vertex3f); - if (r == 1 && g == 1 && b == 1) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_DeformVertices(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); - R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); - if (surface->lightmaptexture) - { - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); - R_Mesh_ColorPointer(NULL); - } - else //if (r == 1 && g == 1 && b == 1) - { - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f); - } - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_DeformVertices(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); - R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); - if (surface->lightmaptexture) - { - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); - R_Mesh_ColorPointer(NULL); - } - else - { - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - R_Mesh_ColorPointer(varray_color4f); - for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4) - { - c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r; - c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g; - c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b; - c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3]; - } - } - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - } - else - { - if (r == 1 && g == 1 && b == 1) - { -#if 0 - // experimental direct state calls for measuring - // R_Mesh_ call overhead, do not use! - R_Mesh_VertexPointer(varray_vertex3f); - R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]); - R_Mesh_TexCoordPointer(1, 2, varray_texcoord2f[1]); - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - R_Mesh_ColorPointer(varray_color4f); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), surface->groupmesh->data_vertex3f); - qglClientActiveTexture(GL_TEXTURE0_ARB); - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), surface->groupmesh->data_texcoordlightmap2f); - qglClientActiveTexture(GL_TEXTURE1_ARB); - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), surface->groupmesh->data_texcoordtexture2f); - if (surface->lightmaptexture) - { - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); - qglDisableClientState(GL_COLOR_ARRAY); - qglColor4f(r, g, b, 1); - } - else //if (r == 1 && g == 1 && b == 1) - { - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - qglEnableClientState(GL_COLOR_ARRAY); - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), surface->groupmesh->data_lightmapcolor4f); - } - qglLockArraysEXT(0, surface->num_vertices); - qglDrawRangeElements(GL_TRIANGLES, surface->num_firstvertex, surface->num_firstvertex + surface->num_vertices, surface->num_triangles * 3, GL_UNSIGNED_INT, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - qglUnlockArraysEXT(); - } -#else - groupmesh = NULL; - lightmaptexture = NULL; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - if (groupmesh != surface->groupmesh) - { - groupmesh = surface->groupmesh; - R_Mesh_VertexPointer(groupmesh->data_vertex3f); - R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordlightmap2f); - R_Mesh_TexCoordPointer(1, 2, groupmesh->data_texcoordtexture2f); - if (!lightmaptexture) - R_Mesh_ColorPointer(groupmesh->data_lightmapcolor4f); - } - if (lightmaptexture != surface->lightmaptexture) - { - lightmaptexture = surface->lightmaptexture; - if (lightmaptexture) - { - R_Mesh_TexBind(0, R_GetTexture(lightmaptexture)); - R_Mesh_ColorPointer(NULL); - } - else //if (r == 1 && g == 1 && b == 1) - { - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f); - } - } - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } -#endif - } - else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); - R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); - if (surface->lightmaptexture) - { - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); - R_Mesh_ColorPointer(NULL); - } - else - { - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - R_Mesh_ColorPointer(varray_color4f); - for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4) - { - c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r; - c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g; - c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b; - c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3]; - } - } - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - } - } - // single texture - if (dolightmap) - { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) - { - R_Mesh_VertexPointer(varray_vertex3f); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_DeformVertices(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); - if (surface->lightmaptexture) - { - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); - R_Mesh_ColorPointer(NULL); - } - else //if (r == 1 && g == 1 && b == 1) - { - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f); - } - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - else - { - groupmesh = NULL; - lightmaptexture = NULL; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - if (groupmesh != surface->groupmesh) - { - groupmesh = surface->groupmesh; - R_Mesh_VertexPointer(groupmesh->data_vertex3f); - R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordlightmap2f); - if (!lightmaptexture) - R_Mesh_ColorPointer(groupmesh->data_lightmapcolor4f); - } - if (lightmaptexture != surface->lightmaptexture) - { - lightmaptexture = surface->lightmaptexture; - if (lightmaptexture) - { - R_Mesh_TexBind(0, R_GetTexture(lightmaptexture)); - R_Mesh_ColorPointer(NULL); - } - else //if (r == 1 && g == 1 && b == 1) - { - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f); - } - } - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - } - if (dobase) - { - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); - if (waterscrolling) - m.texmatrix[0] = r_surf_waterscrollmatrix; - R_Mesh_State(&m); - if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) - { - R_Mesh_VertexPointer(varray_vertex3f); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurf_DeformVertices(ent, texture, surface, modelorg); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - else - { - groupmesh = NULL; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - if (groupmesh != surface->groupmesh) - { - groupmesh = surface->groupmesh; - R_Mesh_VertexPointer(groupmesh->data_vertex3f); - R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordtexture2f); - } - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - } - } - if (doambient) - { - doambient = false; - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); - if (waterscrolling) - m.texmatrix[0] = r_surf_waterscrollmatrix; - m.pointer_color = varray_color4f; - colorscale = 1; - if (gl_combine.integer) - { - m.texrgbscale[0] = 4; - colorscale *= 0.25f; - } - R_Mesh_State(&m); - base = r_ambient.value * (1.0f / 64.0f); - r = ent->colormod[0] * colorscale * base; - g = ent->colormod[1] * colorscale * base; - b = ent->colormod[2] * colorscale * base; - a = texture->currentalpha; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) - { - c[0] = r; - c[1] = g; - c[2] = b; - if (fogallpasses) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - VectorScale(c, f, c); - } - if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a; - else - c[3] = a; - } - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - if (dodetail) - { - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.detail); - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg)); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoorddetail2f); - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - if (doglow) - { - // if glow was not already done using multitexture, do it now. - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.glow); - if (waterscrolling) - m.texmatrix[0] = r_surf_waterscrollmatrix; - m.pointer_color = varray_color4f; - R_Mesh_State(&m); - colorscale = 1; - r = ent->colormod[0] * colorscale; - g = ent->colormod[1] * colorscale; - b = ent->colormod[2] * colorscale; - a = texture->currentalpha; - if (fogallpasses) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - R_Mesh_ColorPointer(varray_color4f); - if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - { - for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - c[0] = f * r; - c[1] = f * g; - c[2] = f * b; - c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a; - } - } - else - { - for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - c[0] = f * r; - c[1] = f * g; - c[2] = f * b; - c[3] = a; - } - } - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - { - R_Mesh_ColorPointer(varray_color4f); - for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) - { - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a; - } - } - else - { - R_Mesh_ColorPointer(NULL); - GL_Color(r, g, b, a); - } - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - } - if (dofogpass) - { - // if this is opaque use alpha blend which will darken the earlier - // passes cheaply. - // - // if this is an alpha blended material, all the earlier passes - // were darkened by fog already, so we only need to add the fog - // color ontop through the fog mask texture - // - // if this is an additive blended material, all the earlier passes - // were darkened by fog already, and we should not add fog color - // (because the background was not darkened, there is no fog color - // that was lost behind it). - if (!fogallpasses) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - else - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.fog); - if (waterscrolling) - m.texmatrix[0] = r_surf_waterscrollmatrix; - R_Mesh_State(&m); - r = fogcolor[0]; - g = fogcolor[1]; - b = fogcolor[2]; - a = texture->currentalpha; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); - R_Mesh_ColorPointer(varray_color4f); - //RSurf_FogPassColors_Vertex3f_Color4f((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->num_vertices, modelorg); - if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - { - for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = exp(fogdensity/DotProduct(diff, diff)); - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * f * a; - } - } - else - { - for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = exp(fogdensity/DotProduct(diff, diff)); - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = f * a; - } - } - GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); - GL_LockArrays(0, 0); - } - } - } - if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglEnable(GL_CULL_FACE); -} - -static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2) -{ - const entity_render_t *ent = calldata1; - const msurface_t *surface = ent->model->brush.data_surfaces + calldata2; - vec3_t modelorg; - texture_t *texture; - - texture = surface->texture; - if (texture->basematerialflags & MATERIALFLAG_SKY) - return; // transparent sky is too difficult - R_UpdateTextureInfo(ent, texture); - - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - R_DrawSurfaceList(ent, texture, 1, &surface, modelorg); -} - -void R_QueueSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) -{ - int texturesurfaceindex; - const msurface_t *surface; - vec3_t tempcenter, center; - if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) - { - // drawing sky transparently would be too difficult - if (!(texture->currentmaterialflags & MATERIALFLAG_SKY)) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; - tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; - tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; - Matrix4x4_Transform(&ent->matrix, tempcenter, center); - R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces); - } - } - } - else - R_DrawSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg); -} - -void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) -{ - int i, j, f, flagsmask; - msurface_t *surface, **surfacechain; - texture_t *t, *texture; - model_t *model = ent->model; - vec3_t modelorg; - const int maxsurfacelist = 1024; - int numsurfacelist = 0; - const msurface_t *surfacelist[1024]; - if (model == NULL) - return; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - - // update light styles - if (!skysurfaces && model->brushq1.light_styleupdatechains) - { - for (i = 0;i < model->brushq1.light_styles;i++) - { - if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]]) - { - model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]]; - if ((surfacechain = model->brushq1.light_styleupdatechains[i])) - for (;(surface = *surfacechain);surfacechain++) - surface->cached_dlight = true; - } - } - } - - R_UpdateAllTextureInfo(ent); - flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); - f = 0; - t = NULL; - texture = NULL; - numsurfacelist = 0; - if (ent == r_refdef.worldentity) - { - for (i = 0, j = model->firstmodelsurface, surface = model->brush.data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) - { - if (!r_worldsurfacevisible[j]) - continue; - if (t != surface->texture) - { - if (numsurfacelist) - { - R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); - numsurfacelist = 0; - } - t = surface->texture; - f = t->currentmaterialflags & flagsmask; - texture = t->currentframe; - } - if (f && surface->num_triangles) - { - // if lightmap parameters changed, rebuild lightmap texture - if (surface->cached_dlight && surface->lightmapinfo->samples) - R_BuildLightMap(ent, surface); - // add face to draw list - surfacelist[numsurfacelist++] = surface; - if (numsurfacelist >= maxsurfacelist) - { - R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); - numsurfacelist = 0; - } - } - } - } - else - { - for (i = 0, j = model->firstmodelsurface, surface = model->brush.data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) - { - if (t != surface->texture) - { - if (numsurfacelist) - { - R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); - numsurfacelist = 0; - } - t = surface->texture; - f = t->currentmaterialflags & flagsmask; - texture = t->currentframe; - } - if (f && surface->num_triangles) - { - // if lightmap parameters changed, rebuild lightmap texture - if (surface->cached_dlight && surface->lightmapinfo->samples) - R_BuildLightMap(ent, surface); - // add face to draw list - surfacelist[numsurfacelist++] = surface; - if (numsurfacelist >= maxsurfacelist) - { - R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); - numsurfacelist = 0; - } - } - } - } - if (numsurfacelist) - R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); -} - -static void R_DrawPortal_Callback(const void *calldata1, int calldata2) +static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { - int i; + // due to the hacky nature of this function's parameters, this is never + // called with a batch, so numsurfaces is always 1, and the surfacelist + // contains only a leaf number for coloring purposes + const mportal_t *portal = (mportal_t *)ent; + int i, numpoints; float *v; - rmeshstate_t m; - const mportal_t *portal = calldata1; + float vertex3f[POLYGONELEMENTS_MAXPOINTS*3]; + CHECKGLERROR GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthTest(true); - R_Mesh_Matrix(&r_identitymatrix); + qglDisable(GL_CULL_FACE);CHECKGLERROR + R_Mesh_Matrix(&identitymatrix); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = varray_vertex3f; - R_Mesh_State(&m); + numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS); - i = calldata2; + R_Mesh_VertexPointer(vertex3f); + R_Mesh_ColorPointer(NULL); + R_Mesh_ResetTextureState(); + + i = surfacelist[0]; GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f), ((i & 0x0038) >> 3) * (1.0f / 7.0f), ((i & 0x01C0) >> 6) * (1.0f / 7.0f), 0.125f); - if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0) - { - for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3) - VectorCopy(portal->points[i].position, v); - } - else - for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3) - VectorCopy(portal->points[i].position, v); - GL_LockArrays(0, portal->numpoints); - R_Mesh_Draw(0, portal->numpoints, portal->numpoints - 2, polygonelements); - GL_LockArrays(0, 0); + for (i = 0, v = vertex3f;i < numpoints;i++, v += 3) + VectorCopy(portal->points[i].position, v); + R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements); + qglEnable(GL_CULL_FACE);CHECKGLERROR } // LordHavoc: this is just a nice debugging tool, very slow static void R_DrawPortals(void) { - int i, leafnum;//, portalnum; + int i, leafnum; mportal_t *portal; float center[3], f; model_t *model = r_refdef.worldmodel; @@ -1545,44 +394,13 @@ static void R_DrawPortals(void) VectorAdd(center, portal->points[i].position, center); f = ixtable[portal->numpoints]; VectorScale(center, f, center); - //R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum); - R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, leafnum); + R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight); } } } } } -static void R_DrawCollisionBrush(colbrushf_t *brush) -{ - int i; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = brush->points->v; - R_Mesh_State(&m); - i = (int)(((size_t)brush) / sizeof(colbrushf_t)); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); - GL_LockArrays(0, brush->numpoints); - R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements); - GL_LockArrays(0, 0); -} - -static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface) -{ - int i; - rmeshstate_t m; - if (!surface->num_collisiontriangles) - return; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = surface->data_collisionvertex3f; - R_Mesh_State(&m); - i = (int)(((size_t)surface) / sizeof(msurface_t)); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); - GL_LockArrays(0, surface->num_collisionvertices); - R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i); - GL_LockArrays(0, 0); -} - void R_WorldVisibility(void) { int i, j, *mark; @@ -1596,66 +414,100 @@ void R_WorldVisibility(void) // if possible find the leaf the view origin is in viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL; // if possible fetch the visible cluster bits - if (model->brush.FatPVS) + if (!r_lockpvs.integer && model->brush.FatPVS) model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits)); - // clear the visible surface and leaf flags arrays - memset(r_worldsurfacevisible, 0, model->brush.num_surfaces); - memset(r_worldleafvisible, 0, model->brush.num_leafs); - - // if the user prefers surfaceworldnode (testing?) or the viewleaf could - // not be found, or the viewleaf is not part of the visible world - // (floating around in the void), use the pvs method - if (r_surfaceworldnode.integer || !viewleaf || viewleaf->clusterindex < 0) + if (!r_lockvisibility.integer) { - // pvs method: - // similar to quake's RecursiveWorldNode but without cache misses - for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) + // clear the visible surface and leaf flags arrays + memset(r_worldsurfacevisible, 0, model->num_surfaces); + memset(r_worldleafvisible, 0, model->brush.num_leafs); + + r_worldnovis = false; + + // if floating around in the void (no pvs data available, and no + // portals available), simply use all on-screen leafs. + if (!viewleaf || viewleaf->clusterindex < 0) { - // if leaf is in current pvs and on the screen, mark its surfaces - if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) - { - c_leafs++; - r_worldleafvisible[j] = true; + // no visibility method: (used when floating around in the void) + // simply cull each leaf to the frustum (view pyramid) + // similar to quake's RecursiveWorldNode but without cache misses + r_worldnovis = true; + for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) + { + // if leaf is in current pvs and on the screen, mark its surfaces + if (!R_CullBox(leaf->mins, leaf->maxs)) + { + renderstats.world_leafs++; + r_worldleafvisible[j] = true; + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_worldsurfacevisible[*mark] = true; + } + } + } + // if the user prefers to disable portal culling (testing?), simply + // use all on-screen leafs that are in the pvs. + else if (!r_useportalculling.integer) + { + // pvs method: + // simply check if each leaf is in the Potentially Visible Set, + // and cull to frustum (view pyramid) + // similar to quake's RecursiveWorldNode but without cache misses + for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) + { + // if leaf is in current pvs and on the screen, mark its surfaces + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) + { + renderstats.world_leafs++; + r_worldleafvisible[j] = true; + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_worldsurfacevisible[*mark] = true; + } + } + } + // otherwise use a recursive portal flow, culling each portal to + // frustum and checking if the leaf the portal leads to is in the pvs + else + { + int leafstackpos; + mportal_t *p; + mleaf_t *leafstack[8192]; + // simple-frustum portal method: + // follows portals leading outward from viewleaf, does not venture + // offscreen or into leafs that are not visible, faster than + // Quake's RecursiveWorldNode and vastly better in unvised maps, + // often culls some surfaces that pvs alone would miss + // (such as a room in pvs that is hidden behind a wall, but the + // passage leading to the room is off-screen) + leafstack[0] = viewleaf; + leafstackpos = 1; + while (leafstackpos) + { + renderstats.world_leafs++; + leaf = leafstack[--leafstackpos]; + r_worldleafvisible[leaf - model->brush.data_leafs] = true; + // mark any surfaces bounding this leaf if (leaf->numleafsurfaces) for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) r_worldsurfacevisible[*mark] = true; + // follow portals into other leafs + // the checks are: + // if viewer is behind portal (portal faces outward into the scene) + // and the portal polygon's bounding box is on the screen + // and the leaf has not been visited yet + // and the leaf is visible in the pvs + // (the first two checks won't cause as many cache misses as the leaf checks) + for (p = leaf->portals;p;p = p->next) + { + renderstats.world_portals++; + if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex)) + leafstack[leafstackpos++] = p->past; + } } } } - else - { - int leafstackpos; - mportal_t *p; - mleaf_t *leafstack[8192]; - // portal method: - // follows portals leading outward from viewleaf, does not venture - // offscreen or into leafs that are not visible, faster than Quake's - // RecursiveWorldNode and vastly better in unvised maps, often culls a - // lot of surface that pvs alone would miss - leafstack[0] = viewleaf; - leafstackpos = 1; - while (leafstackpos) - { - c_leafs++; - leaf = leafstack[--leafstackpos]; - r_worldleafvisible[leaf - model->brush.data_leafs] = true; - // mark any surfaces bounding this leaf - if (leaf->numleafsurfaces) - for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_worldsurfacevisible[*mark] = true; - // follow portals into other leafs - // the checks are: - // if viewer is behind portal (portal faces outward into the scene) - // and the portal polygon's bounding box is on the screen - // and the leaf has not been visited yet - // and the leaf is visible in the pvs - // (the first two checks won't cause as many cache misses as the leaf checks) - for (p = leaf->portals;p;p = p->next) - if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex)) - leafstack[leafstackpos++] = p->past; - } - } if (r_drawportals.integer) R_DrawPortals(); @@ -1665,35 +517,15 @@ void R_Q1BSP_DrawSky(entity_render_t *ent) { if (ent->model == NULL) return; - if (r_drawcollisionbrushes.integer < 2) - R_DrawSurfaces(ent, true); + R_DrawSurfaces(ent, true); } void R_Q1BSP_Draw(entity_render_t *ent) { - if (ent->model == NULL) + model_t *model = ent->model; + if (model == NULL) return; - c_bmodels++; - if (r_drawcollisionbrushes.integer < 2) - R_DrawSurfaces(ent, false); - if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes) - { - int i; - model_t *model = ent->model; - msurface_t *surface; - q3mbrush_t *brush; - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value); - for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) - if (brush->colbrushf && brush->colbrushf->numtriangles) - R_DrawCollisionBrush(brush->colbrushf); - for (i = 0, surface = model->brush.data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) - if (surface->num_collisiontriangles) - R_DrawCollisionSurface(ent, surface); - qglPolygonOffset(0, 0); - } + R_DrawSurfaces(ent, false); } typedef struct r_q1bsp_getlightinfo_s @@ -1702,16 +534,16 @@ typedef struct r_q1bsp_getlightinfo_s vec3_t relativelightorigin; float lightradius; int *outleaflist; - qbyte *outleafpvs; + unsigned char *outleafpvs; int outnumleafs; int *outsurfacelist; - qbyte *outsurfacepvs; + unsigned char *outsurfacepvs; int outnumsurfaces; vec3_t outmins; vec3_t outmaxs; vec3_t lightmins; vec3_t lightmaxs; - const qbyte *pvs; + const unsigned char *pvs; } r_q1bsp_getlightinfo_t; @@ -1721,18 +553,24 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node) mleaf_t *leaf; for (;;) { - if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs)) - return; - if (!node->plane) + mplane_t *plane = node->plane; + //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs)) + // return; + if (!plane) break; - sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, node->plane) - 1; - if (sides == 2) + if (plane->type < 3) + sides = ((info->lightmaxs[plane->type] >= plane->dist) | ((info->lightmins[plane->type] < plane->dist) << 1)); + else + sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane); + if (sides == 3) { R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]); node = node->children[1]; } + else if (sides == 0) + return; // ERROR: NAN bounding box! else - node = node->children[sides]; + node = node->children[sides - 1]; } leaf = (mleaf_t *)node; if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex)) @@ -1760,9 +598,8 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node) int surfaceindex = leaf->firstleafsurface[leafsurfaceindex]; if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex)) { - msurface_t *surface = info->model->brush.data_surfaces + surfaceindex; + msurface_t *surface = info->model->data_surfaces + surfaceindex; if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)) - if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) { int triangleindex, t; const int *e; @@ -1786,7 +623,7 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node) } } -void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) +void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer) { r_q1bsp_getlightinfo_t info; VectorCopy(relativelightorigin, info.relativelightorigin); @@ -1849,90 +686,269 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa *outnumsurfacespointer = info.outnumsurfaces; } -void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs) +void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) { model_t *model = ent->model; msurface_t *surface; int surfacelistindex; - if (r_drawcollisionbrushes.integer < 2) + float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value; + texture_t *texture; + r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); + R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->data_surfaces + surfacelist[surfacelistindex]; + texture = surface->texture; + if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) + continue; + if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE)) + continue; + R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs); + } + R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist); + r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false); +} + +void R_Q1BSP_DrawShadowVolume_Batch(const vec3_t relativelightorigin, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + int texturesurfaceindex; + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); + } +} + +void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs) +{ + model_t *model = ent->model; + msurface_t *surface; + int modelsurfacelistindex; + int f = 0; + float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value; + texture_t *t = NULL; + const int maxsurfacelist = 1024; + int numsurfacelist = 0; + msurface_t *surfacelist[1024]; + // check the box in modelspace, it was already checked in worldspace + if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs)) + return; + R_UpdateAllTextureInfo(ent); + if (model->brush.shadowmesh) { - R_Mesh_Matrix(&ent->matrix); R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); - if (!r_shadow_compilingrtlight) - R_UpdateAllTextureInfo(ent); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) { - surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; - if ((surface->texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) + surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; + t = surface->texture->currentframe; + if ((t->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) continue; - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + if ((t->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE)) continue; R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); } - R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); + R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist); + } + else + { + projectdistance = lightradius + model->radius*2; + RSurf_ActiveEntity(ent, false, false); + R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles); + // identify lit faces within the bounding box + for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) + { + surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; + if (t != surface->texture || numsurfacelist >= maxsurfacelist) + { + if (numsurfacelist) + { + R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist); + numsurfacelist = 0; + } + t = surface->texture; + rsurface_texture = t->currentframe; + f = (rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) == MATERIALFLAG_WALL; + } + if (f && surface->num_triangles) + surfacelist[numsurfacelist++] = surface; + } + if (numsurfacelist) + R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist); + R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist); } } -void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist, int visiblelighting) +#define BATCHSIZE 256 + +static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { - model_t *model = ent->model; - msurface_t *surface; + int surfacelistindex, batchcount; texture_t *t; - int surfacelistindex; - if (r_drawcollisionbrushes.integer < 2) + msurface_t *batchsurfaces[BATCHSIZE]; + // note: in practice this never actualy batches, oh well + R_Shadow_RenderMode_Begin(); + R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight); + R_Shadow_RenderMode_Lighting(false, true); + R_Shadow_SetupEntityLight(ent); + t = NULL; + batchcount = 0; + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - R_Mesh_Matrix(&ent->matrix); - if (!r_shadow_compilingrtlight) - R_UpdateAllTextureInfo(ent); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex]; + if (t != surface->texture) { - surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; - if (surface->texture->basematerialflags & MATERIALFLAG_NODRAW || !surface->num_triangles) + if (batchcount > 0) + R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces); + batchcount = 0; + t = surface->texture; + R_UpdateTextureInfo(ent, t); + rsurface_texture = t->currentframe; + } + batchsurfaces[batchcount++] = surface; + } + if (batchcount > 0) + R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces); + R_Shadow_RenderMode_End(); +} + +static void R_Q1BSP_DrawLight_TransparentBatch(int batchnumsurfaces, msurface_t **batchsurfacelist) +{ + int batchsurfaceindex; + msurface_t *batchsurface; + vec3_t tempcenter, center; + for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++) + { + batchsurface = batchsurfacelist[batchsurfaceindex]; + tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f; + tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f; + tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f; + Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center); + R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, rsurface_entity, batchsurface - rsurface_model->data_surfaces, r_shadow_rtlight); + } +} + +#define RSURF_MAX_BATCHSURFACES 1024 + +void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist) +{ + model_t *model = ent->model; + msurface_t *surface; + int surfacelistindex, batchnumsurfaces; + msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES]; + texture_t *tex; + qboolean skip; + CHECKGLERROR + RSurf_ActiveEntity(ent, true, true); + R_UpdateAllTextureInfo(ent); + tex = NULL; + rsurface_texture = NULL; + skip = false; + batchnumsurfaces = 0; + CHECKGLERROR + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]])) + continue; + surface = model->data_surfaces + surfacelist[surfacelistindex]; + renderstats.lights_lighttriangles += surface->num_triangles; + if (tex != surface->texture) + { + if (batchnumsurfaces > 0) + { + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) + R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist); + else + R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist); + batchnumsurfaces = 0; + } + tex = surface->texture; + rsurface_texture = surface->texture->currentframe; + skip = (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) != 0; + if (skip) continue; - if (r_shadow_compilingrtlight) + } + if (!skip && surface->num_triangles) + { + if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES) { - // if compiling an rtlight, capture the mesh - t = surface->texture; - if ((t->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) - { -#if 1 - int tri; - int *e; - float *lightmins, *lightmaxs, *v[3], *vertex3f; - e = surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle; - vertex3f = surface->groupmesh->data_vertex3f; - lightmins = r_shadow_compilingrtlight->cullmins; - lightmaxs = r_shadow_compilingrtlight->cullmaxs; - for (tri = 0;tri < surface->num_triangles;tri++, e += 3) - { - v[0] = vertex3f + e[0] * 3; - v[1] = vertex3f + e[1] * 3; - v[2] = vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, 1, e); - } -#else - Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); -#endif - } + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) + R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist); + else + R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist); + batchnumsurfaces = 0; + } + batchsurfacelist[batchnumsurfaces++] = surface; + } + } + if (batchnumsurfaces > 0) + { + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) + R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist); + else + R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist); + batchnumsurfaces = 0; + } + qglEnable(GL_CULL_FACE);CHECKGLERROR +} + +//Made by [515] +void R_ReplaceWorldTexture (void) +{ + model_t *m; + texture_t *t; + int i; + const char *r, *newt; + m = r_refdef.worldmodel; + + if(Cmd_Argc() < 2) + { + Con_Print("r_replacemaptexture - replaces texture\n"); + Con_Print("r_replacemaptexture - switch back to default texture\n"); + return; + } + if(!cl.islocalgame || !cl.worldmodel) + { + Con_Print("This command works only in singleplayer\n"); + return; + } + r = Cmd_Argv(1); + newt = Cmd_Argv(2); + if(!newt[0]) + newt = r; + for(i=0,t=m->data_textures;inum_textures;i++,t++) + { + if(t->width && !strcasecmp(t->name, r)) + { + if(Mod_LoadSkinFrame(&t->skin, (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer)) + { + Con_Printf("%s replaced with %s\n", r, newt); + return; } - else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]]) + else { - t = surface->texture->currentframe; - // FIXME: transparent surfaces need to be lit later - if ((t->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) - { - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglDisable(GL_CULL_FACE); - R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, NULL, NULL, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting); - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglEnable(GL_CULL_FACE); - } + Con_Printf("%s was not found\n", newt); + Mod_LoadSkinFrame(&t->skin, (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default + return; } } } } +//Made by [515] +void R_ListWorldTextures (void) +{ + model_t *m; + texture_t *t; + int i; + m = r_refdef.worldmodel; + + Con_Print("Worldmodel textures :\n"); + for(i=0,t=m->data_textures;inum_textures;i++,t++) + if(t->skin.base != r_texture_notexture) + Con_Printf("%s\n", t->name); +} + #if 0 static void gl_surf_start(void) { @@ -1952,13 +968,13 @@ void GL_Surf_Init(void) Cvar_RegisterVariable(&r_ambient); Cvar_RegisterVariable(&r_drawportals); - Cvar_RegisterVariable(&r_testvis); - Cvar_RegisterVariable(&r_detailtextures); - Cvar_RegisterVariable(&r_surfaceworldnode); - Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor); - Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset); + Cvar_RegisterVariable(&r_lockpvs); + Cvar_RegisterVariable(&r_lockvisibility); + Cvar_RegisterVariable(&r_useportalculling); Cvar_RegisterVariable(&r_q3bsp_renderskydepth); - Cvar_RegisterVariable(&gl_lightmaps); + + Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes"); // By [515] + Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515] //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }