X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=bec9823d0c1ff40253730b34c4ebf4942f5bb971;hp=8fb25584942dd201fb05df3a69db7e1f15f8eaf4;hb=aa33d8f8642530f7f266d6cde1422f95aa74b2be;hpb=0940eea12b263ccb0215b9b56cb3611fabc19629 diff --git a/gl_rsurf.c b/gl_rsurf.c index 8fb25584..bec9823d 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -21,18 +21,17 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" #include "r_shadow.h" +#include "portals.h" #define MAX_LIGHTMAP_SIZE 256 cvar_t r_ambient = {0, "r_ambient", "0"}; cvar_t r_drawportals = {0, "r_drawportals", "0"}; cvar_t r_testvis = {0, "r_testvis", "0"}; -cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"}; cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"}; cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"}; cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"}; -cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"}; // flag arrays used for visibility checking on world model // (all other entities have no per-surface/per-leaf visibility checks) @@ -40,7 +39,7 @@ cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"}; qbyte 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 +// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces qbyte r_worldsurfacevisible[262144]; /* @@ -50,7 +49,7 @@ 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; @@ -61,11 +60,11 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) // update cached lighting info surface->cached_dlight = 0; - smax = (surface->extents[0]>>4)+1; - tmax = (surface->extents[1]>>4)+1; + smax = (surface->lightmapinfo->extents[0]>>4)+1; + tmax = (surface->lightmapinfo->extents[1]>>4)+1; size = smax*tmax; size3 = size*3; - lightmap = surface->samples; + lightmap = surface->lightmapinfo->samples; // set to full bright if no light data bl = intblocklights; @@ -83,13 +82,13 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) if (lightmap) { bl = intblocklights; - for (maps = 0;maps < MAXLIGHTMAPS && surface->styles[maps] != 255;maps++, lightmap += size3) - for (scale = d_lightstylevalue[surface->styles[maps]], i = 0;i < size3;i++) + for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3) + for (scale = d_lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++) bl[i] += lightmap[i] * scale; } } - stain = surface->stainsamples; + stain = surface->lightmapinfo->stainsamples; bl = intblocklights; out = templight; // the >> 16 shift adjusts down 8 bits to account for the stainmap @@ -98,7 +97,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) // (0 = 0.0, 128 = 1.0, 256 = 2.0) if (ent->model->brushq1.lightmaprgba) { - stride = (surface->lightmaptexturestride - smax) * 4; + stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 4; for (i = 0;i < tmax;i++, out += stride) { for (j = 0;j < smax;j++) @@ -112,7 +111,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) } else { - stride = (surface->lightmaptexturestride - smax) * 3; + stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 3; for (i = 0;i < tmax;i++, out += stride) { for (j = 0;j < smax;j++) @@ -168,15 +167,15 @@ loc0: impact[2] = origin[2] - node->plane->normal[2] * ndist; } - for (surface = model->brush.data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++) + for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++) { - if (surface->stainsamples) + if (surface->lightmapinfo->stainsamples) { - smax = (surface->extents[0] >> 4) + 1; - tmax = (surface->extents[1] >> 4) + 1; + smax = (surface->lightmapinfo->extents[0] >> 4) + 1; + tmax = (surface->lightmapinfo->extents[1] >> 4) + 1; - impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0]; - impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1]; + impacts = 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]; s = bound(0, impacts, smax * 16) - impacts; t = bound(0, impactt, tmax * 16) - impactt; @@ -188,7 +187,7 @@ loc0: for (s = 0, i = impacts; s < smax; s++, i -= 16) sdtable[s] = i * i + dist2; - bl = surface->stainsamples; + bl = surface->lightmapinfo->stainsamples; smax3 = smax * 3; stained = false; @@ -256,7 +255,7 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int entity_render_t *ent; model_t *model; vec3_t org; - if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes) + if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata) return; fcolor[0] = cr1; fcolor[1] = cg1; @@ -272,7 +271,7 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int // look for embedded bmodels for (n = 0;n < cl_num_brushmodel_entities;n++) { - ent = cl_brushmodel_entities[n]; + ent = &cl_entities[cl_brushmodel_entities[n]].render; model = ent->model; if (model && model->name[0] == '*') { @@ -295,993 +294,12 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ============================================================= */ -static float *RSurf_GetVertexPointer(const entity_render_t *ent, const msurface_t *surface) -{ - if (surface->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) - { - texture_t *texture = surface->texture; - int i, j; - float center[3], center2[3], forward[3], right[3], up[3], v[4][3]; - matrix4x4_t matrix1, imatrix1; - R_Mesh_Matrix(&r_identitymatrix); - // a single autosprite surface can contain multiple sprites... - for (j = 0;j < surface->mesh.num_vertices - 3;j += 4) - { - VectorClear(center); - for (i = 0;i < 4;i++) - VectorAdd(center, surface->mesh.data_vertex3f + (j+i) * 3, center); - VectorScale(center, 0.25f, center); - Matrix4x4_Transform(&ent->matrix, center, center2); - // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? - Matrix4x4_FromVectors(&matrix1, surface->mesh.data_normal3f + j*3, surface->mesh.data_svector3f + j*3, surface->mesh.data_tvector3f + j*3, center); - Matrix4x4_Invert_Simple(&imatrix1, &matrix1); - for (i = 0;i < 4;i++) - Matrix4x4_Transform(&imatrix1, surface->mesh.data_vertex3f + (j+i)*3, v[i]); - if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) - { - forward[0] = r_vieworigin[0] - center2[0]; - forward[1] = r_vieworigin[1] - center2[1]; - forward[2] = 0; - VectorNormalize(forward); - right[0] = forward[1]; - right[1] = -forward[0]; - right[2] = 0; - up[0] = 0; - up[1] = 0; - up[2] = 1; - } - else - { - VectorCopy(r_viewforward, forward); - VectorCopy(r_viewright, right); - VectorCopy(r_viewup, up); - } - for (i = 0;i < 4;i++) - VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3); - } - return varray_vertex3f; - } - else - return surface->mesh.data_vertex3f; -} - -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; - 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->mesh.data_texcoordlightmap2f); - R_Mesh_ColorPointer(surface->lightmaptexture ? NULL : surface->mesh.data_lightmapcolor4f); - R_Mesh_VertexPointer(surface->mesh.data_vertex3f); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - qglEnable(GL_CULL_FACE); - 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->mesh.data_vertex3f); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - } - } - 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, surface)); - R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordtexture2f); - R_Mesh_TexCoordPointer(1, 2, surface->mesh.data_texcoordtexture2f); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - - qglDisable(GL_TEXTURE_SHADER_NV); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); - GL_ActiveTexture(0); - } - else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) - { - // 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); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - vertex3f = RSurf_GetVertexPointer(ent, surface); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordlightmap2f); - R_Mesh_TexCoordPointer(1, 2, surface->mesh.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, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - c[0] = f * r; - c[1] = f * g; - c[2] = f * b; - c[3] = a; - } - } - else - { - 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->styles[0] != 255) - { - for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - c[0] = 0; - c[1] = 0; - c[2] = 0; - if (surface->styles[0] != 255) - { - if (surface->mesh.data_lightmapcolor4f) - { - float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 128.0f); - VectorMA(c, scale, surface->mesh.data_lightmapcolor4f + i*4, c); - } - else if (surface->mesh.data_lightmapoffsets) - { - const qbyte *lm = surface->samples + surface->mesh.data_lightmapoffsets[i]; - float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surface->styles[1] != 255) - { - int size3 = ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3; - lm += size3; - scale = d_lightstylevalue[surface->styles[1]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surface->styles[2] != 255) - { - lm += size3; - scale = d_lightstylevalue[surface->styles[2]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surface->styles[3] != 255) - { - lm += size3; - scale = d_lightstylevalue[surface->styles[3]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - } - } - } - } - } - c[0] *= r; - c[1] *= g; - c[2] *= b; - if (fogallpasses) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - VectorScale(c, f, c); - } - if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; - else - c[3] = a; - } - } - else - { - if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - { - for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - c[0] = 0; - c[1] = 0; - c[2] = 0; - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; - } - } - else - { - R_Mesh_ColorPointer(NULL); - GL_Color(0, 0, 0, a); - } - } - } - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (dobase) - { - dobase = false; - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); - if (waterscrolling) - m.texmatrix[0] = r_surf_waterscrollmatrix; - m.texmatrix[0] = r_surf_waterscrollmatrix; - m.pointer_color = varray_color4f; - colorscale = 1; - if (gl_combine.integer) - { - m.texrgbscale[0] = 4; - colorscale *= 0.25f; - } - R_Mesh_State(&m); - r = ent->colormod[0] * colorscale; - g = ent->colormod[1] * colorscale; - b = ent->colormod[2] * colorscale; - a = texture->currentalpha; - if (dolightmap) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - vertex3f = RSurf_GetVertexPointer(ent, surface); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordtexture2f); - for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - c[0] = 0; - c[1] = 0; - c[2] = 0; - if (surface->styles[0] != 255) - { - if (surface->mesh.data_lightmapcolor4f) - { - float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 128.0f); - VectorMA(c, scale, surface->mesh.data_lightmapcolor4f + i*4, c); - } - else if (surface->mesh.data_lightmapoffsets) - { - const qbyte *lm = surface->samples + surface->mesh.data_lightmapoffsets[i]; - float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surface->styles[1] != 255) - { - int size3 = ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3; - lm += size3; - scale = d_lightstylevalue[surface->styles[1]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surface->styles[2] != 255) - { - lm += size3; - scale = d_lightstylevalue[surface->styles[2]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surface->styles[3] != 255) - { - lm += size3; - scale = d_lightstylevalue[surface->styles[3]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - } - } - } - } - } - c[0] *= r; - c[1] *= g; - c[2] *= b; - if (fogallpasses) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - VectorScale(c, f, c); - } - if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; - else - c[3] = a; - } - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - else - { - if (fogallpasses) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - vertex3f = RSurf_GetVertexPointer(ent, surface); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordtexture2f); - if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - { - R_Mesh_ColorPointer(varray_color4f); - for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - c[0] = r * f; - c[1] = g * f; - c[2] = b * f; - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; - } - } - else - { - R_Mesh_ColorPointer(varray_color4f); - for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - c[0] = r * f; - c[1] = g * f; - c[2] = b * f; - c[3] = a; - } - } - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - vertex3f = RSurf_GetVertexPointer(ent, surface); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordtexture2f); - if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - { - R_Mesh_ColorPointer(varray_color4f); - for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; - } - } - else - { - R_Mesh_ColorPointer(NULL); - GL_Color(r, g, b, a); - } - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - } - } - } - 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, surface)); - R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordtexture2f); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (r_lightmapintensity <= 0 && dolightmap && dobase) - { - dolightmap = false; - dobase = false; - GL_Color(0, 0, 0, 1); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, surface)); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase) - { - // dualtexture combine - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - dolightmap = false; - dobase = false; - memset(&m, 0, sizeof(m)); - m.tex[1] = R_GetTexture(texture->skin.base); - if (waterscrolling) - m.texmatrix[1] = r_surf_waterscrollmatrix; - m.texrgbscale[1] = 2; - R_Mesh_State(&m); - r = ent->colormod[0] * r_lightmapintensity; - g = ent->colormod[1] * r_lightmapintensity; - b = ent->colormod[2] * r_lightmapintensity; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, surface)); - R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordlightmap2f); - R_Mesh_TexCoordPointer(1, 2, surface->mesh.data_texcoordtexture2f); - if (surface->lightmaptexture) - { - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); - R_Mesh_ColorPointer(NULL); - GL_Color(r, g, b, 1); - } - else if (r == 1 && g == 1 && b == 1) - { - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - R_Mesh_ColorPointer(surface->mesh.data_lightmapcolor4f); - } - else - { - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - R_Mesh_ColorPointer(varray_color4f); - for (i = 0;i < surface->mesh.num_vertices;i++) - { - varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * r; - varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * g; - varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * b; - varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3]; - } - } - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - // single texture - if (dolightmap) - { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, surface)); - R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); - R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordlightmap2f); - R_Mesh_ColorPointer(surface->lightmaptexture ? NULL : surface->mesh.data_lightmapcolor4f); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (dobase) - { - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); - if (waterscrolling) - m.texmatrix[0] = r_surf_waterscrollmatrix; - R_Mesh_State(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, surface)); - R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordtexture2f); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - } - if (doambient) - { - 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, surface); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordtexture2f); - for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - c[0] = r; - c[1] = g; - c[2] = b; - if (fogallpasses) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - VectorScale(c, f, c); - } - if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; - else - c[3] = a; - } - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (dodetail) - { - 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, surface)); - R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoorddetail2f); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (doglow) - { - // 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, surface); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordtexture2f); - R_Mesh_ColorPointer(varray_color4f); - if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - { - for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - c[0] = f * r; - c[1] = f * g; - c[2] = f * b; - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; - } - } - else - { - for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - c[0] = f * r; - c[1] = f * g; - c[2] = f * b; - c[3] = a; - } - } - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - vertex3f = RSurf_GetVertexPointer(ent, surface); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordtexture2f); - if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - { - R_Mesh_ColorPointer(varray_color4f); - for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; - } - } - else - { - R_Mesh_ColorPointer(NULL); - GL_Color(r, g, b, a); - } - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - } - if (dofogpass) - { - // if this is opaque use alpha blend which will darken the earlier - // passes cheaply. - // - // if this is an alpha blended material, all the earlier passes - // were darkened by fog already, so we only need to add the fog - // color ontop through the fog mask texture - // - // if this is an additive blended material, all the earlier passes - // were darkened by fog already, and we should not add fog color - // (because the background was not darkened, there is no fog color - // that was lost behind it). - if (!fogallpasses) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - else - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.fog); - if (waterscrolling) - m.texmatrix[0] = r_surf_waterscrollmatrix; - R_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, surface); - R_Mesh_VertexPointer(vertex3f); - R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordtexture2f); - R_Mesh_ColorPointer(varray_color4f); - //RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg); - if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - { - for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = exp(fogdensity/DotProduct(diff, diff)); - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * f * a; - } - } - else - { - for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = exp(fogdensity/DotProduct(diff, diff)); - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = f * a; - } - } - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - } - if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglEnable(GL_CULL_FACE); -} - -static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2) -{ - 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) - { - 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; - for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++) - { - if (ent != r_refdef.worldentity || r_worldsurfacevisible[j]) - { - surface = model->brush.data_surfaces + j; - 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->mesh.num_triangles) - { - // if lightmap parameters changed, rebuild lightmap texture - if (surface->cached_dlight && surface->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) { int i; float *v; rmeshstate_t m; - const mportal_t *portal = calldata1; + const mportal_t *portal = (mportal_t *)calldata1; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthTest(true); @@ -1305,30 +323,38 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2) for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3) VectorCopy(portal->points[i].position, v); GL_LockArrays(0, portal->numpoints); - R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements); + R_Mesh_Draw(0, portal->numpoints, portal->numpoints - 2, polygonelements); GL_LockArrays(0, 0); } // LordHavoc: this is just a nice debugging tool, very slow static void R_DrawPortals(void) { - int i, portalnum; + int i, leafnum;//, portalnum; mportal_t *portal; float center[3], f; model_t *model = r_refdef.worldmodel; if (model == NULL) return; - for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++) + for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++) { - if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) - if (!R_CullBox(portal->mins, portal->maxs)) + if (r_worldleafvisible[leafnum]) { - VectorClear(center); - for (i = 0;i < portal->numpoints;i++) - VectorAdd(center, portal->points[i].position, center); - f = ixtable[portal->numpoints]; - VectorScale(center, f, center); - R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum); + //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++) + for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next) + { + if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) + if (!R_CullBox(portal->mins, portal->maxs)) + { + VectorClear(center); + for (i = 0;i < portal->numpoints;i++) + VectorAdd(center, portal->points[i].position, center); + f = ixtable[portal->numpoints]; + VectorScale(center, f, center); + //R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum); + R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, leafnum); + } + } } } } @@ -1343,7 +369,7 @@ static void R_DrawCollisionBrush(colbrushf_t *brush) i = (int)(((size_t)brush) / sizeof(colbrushf_t)); GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); GL_LockArrays(0, brush->numpoints); - R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements); + R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements); GL_LockArrays(0, 0); } @@ -1351,15 +377,15 @@ static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface) { int i; rmeshstate_t m; - if (!surface->mesh.num_collisiontriangles) + if (!surface->num_collisiontriangles) return; memset(&m, 0, sizeof(m)); - m.pointer_vertex = surface->mesh.data_collisionvertex3f; + 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->mesh.num_collisionvertices); - R_Mesh_Draw(surface->mesh.num_collisionvertices, surface->mesh.num_collisiontriangles, surface->mesh.data_collisionelement3i); + GL_LockArrays(0, surface->num_collisionvertices); + R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i); GL_LockArrays(0, 0); } @@ -1374,13 +400,13 @@ void R_WorldVisibility(void) return; // if possible find the leaf the view origin is in - viewleaf = model->brushq1.PointInLeaf ? model->brushq1.PointInLeaf(model, r_vieworigin) : NULL; + viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL; // if possible fetch the visible cluster bits if (model->brush.FatPVS) model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits)); // clear the visible surface and leaf flags arrays - memset(r_worldsurfacevisible, 0, model->brush.num_surfaces); + memset(r_worldsurfacevisible, 0, model->num_surfaces); memset(r_worldleafvisible, 0, model->brush.num_leafs); // if the user prefers surfaceworldnode (testing?) or the viewleaf could @@ -1462,6 +488,7 @@ void R_Q1BSP_Draw(entity_render_t *ent) model_t *model = ent->model; msurface_t *surface; q3mbrush_t *brush; + R_Mesh_Matrix(&ent->matrix); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); @@ -1469,87 +496,94 @@ void R_Q1BSP_Draw(entity_render_t *ent) for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) if (brush->colbrushf && brush->colbrushf->numtriangles) R_DrawCollisionBrush(brush->colbrushf); - for (i = 0, surface = model->brush.data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) - if (surface->mesh.num_collisiontriangles) + for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) + if (surface->num_collisiontriangles) R_DrawCollisionSurface(ent, surface); qglPolygonOffset(0, 0); } } -void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) +typedef struct r_q1bsp_getlightinfo_s { - model_t *model = ent->model; - vec3_t lightmins, lightmaxs; - int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; - const int *e; - const float *v[3]; - msurface_t *surface; - mleaf_t *leaf; + model_t *model; + vec3_t relativelightorigin; + float lightradius; + int *outleaflist; + qbyte *outleafpvs; + int outnumleafs; + int *outsurfacelist; + qbyte *outsurfacepvs; + int outnumsurfaces; + vec3_t outmins; + vec3_t outmaxs; + vec3_t lightmins; + vec3_t lightmaxs; const qbyte *pvs; - lightmins[0] = relativelightorigin[0] - lightradius; - lightmins[1] = relativelightorigin[1] - lightradius; - lightmins[2] = relativelightorigin[2] - lightradius; - lightmaxs[0] = relativelightorigin[0] + lightradius; - lightmaxs[1] = relativelightorigin[1] + lightradius; - lightmaxs[2] = relativelightorigin[2] + lightradius; - *outnumclusterspointer = 0; - *outnumsurfacespointer = 0; - memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes); - memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3); - if (model == NULL) +} +r_q1bsp_getlightinfo_t; + +void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node) +{ + int sides; + mleaf_t *leaf; + for (;;) { - VectorCopy(lightmins, outmins); - VectorCopy(lightmaxs, outmaxs); - return; + if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs)) + return; + if (!node->plane) + break; + sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, node->plane) - 1; + if (sides == 2) + { + R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]); + node = node->children[1]; + } + else + node = node->children[sides]; } - VectorCopy(relativelightorigin, outmins); - VectorCopy(relativelightorigin, outmaxs); - if (model->brush.GetPVS) - pvs = model->brush.GetPVS(model, relativelightorigin); - else - pvs = NULL; - R_UpdateAllTextureInfo(ent); - // FIXME: use BSP recursion as lights are often small - for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++) + leaf = (mleaf_t *)node; + if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex)) { - if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) + info->outmins[0] = min(info->outmins[0], leaf->mins[0]); + info->outmins[1] = min(info->outmins[1], leaf->mins[1]); + info->outmins[2] = min(info->outmins[2], leaf->mins[2]); + info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]); + info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]); + info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]); + if (info->outleafpvs) { - outmins[0] = min(outmins[0], leaf->mins[0]); - outmins[1] = min(outmins[1], leaf->mins[1]); - outmins[2] = min(outmins[2], leaf->mins[2]); - outmaxs[0] = max(outmaxs[0], leaf->maxs[0]); - outmaxs[1] = max(outmaxs[1], leaf->maxs[1]); - outmaxs[2] = max(outmaxs[2], leaf->maxs[2]); - if (outclusterpvs) + int leafindex = leaf - info->model->brush.data_leafs; + if (!CHECKPVSBIT(info->outleafpvs, leafindex)) { - if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) - { - SETPVSBIT(outclusterpvs, leaf->clusterindex); - outclusterlist[outnumclusters++] = leaf->clusterindex; - } + SETPVSBIT(info->outleafpvs, leafindex); + info->outleaflist[info->outnumleafs++] = leafindex; } - if (outsurfacepvs) + } + if (info->outsurfacepvs) + { + int leafsurfaceindex; + for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++) { - for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++) + int surfaceindex = leaf->firstleafsurface[leafsurfaceindex]; + if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex)) { - surfaceindex = leaf->firstleafsurface[leafsurfaceindex]; - if (!CHECKPVSBIT(outsurfacepvs, 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) { - surface = model->brush.data_surfaces + surfaceindex; - if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs)) - if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) + int triangleindex, t; + const int *e; + const vec_t *v[3]; + for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3) { - for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3) + v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3; + v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3; + v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3; + if (PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) { - v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; - if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - { - SETPVSBIT(outsurfacepvs, surfaceindex); - outsurfacelist[outnumsurfaces++] = surfaceindex; - break; - } + SETPVSBIT(info->outsurfacepvs, surfaceindex); + info->outsurfacelist[info->outnumsurfaces++] = surfaceindex; + break; } } } @@ -1557,81 +591,234 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa } } } +} + +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) +{ + r_q1bsp_getlightinfo_t info; + VectorCopy(relativelightorigin, info.relativelightorigin); + info.lightradius = lightradius; + info.lightmins[0] = info.relativelightorigin[0] - info.lightradius; + info.lightmins[1] = info.relativelightorigin[1] - info.lightradius; + info.lightmins[2] = info.relativelightorigin[2] - info.lightradius; + info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius; + info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius; + info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius; + if (ent->model == NULL) + { + VectorCopy(info.lightmins, outmins); + VectorCopy(info.lightmaxs, outmaxs); + *outnumleafspointer = 0; + *outnumsurfacespointer = 0; + return; + } + info.model = ent->model; + info.outleaflist = outleaflist; + info.outleafpvs = outleafpvs; + info.outnumleafs = 0; + info.outsurfacelist = outsurfacelist; + info.outsurfacepvs = outsurfacepvs; + info.outnumsurfaces = 0; + VectorCopy(info.relativelightorigin, info.outmins); + VectorCopy(info.relativelightorigin, info.outmaxs); + memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3); + memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3); + if (info.model->brush.GetPVS) + info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin); + else + info.pvs = NULL; + R_UpdateAllTextureInfo(ent); + if (r_shadow_compilingrtlight) + { + // use portal recursion for exact light volume culling, and exact surface checking + Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs); + } + else if (r_shadow_realtime_dlight_portalculling.integer) + { + // use portal recursion for exact light volume culling, but not the expensive exact surface checking + Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs); + } + else + { + // use BSP recursion as lights are often small + R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes); + } // limit combined leaf box to light boundaries - outmins[0] = max(outmins[0], lightmins[0]); - outmins[1] = max(outmins[1], lightmins[1]); - outmins[2] = max(outmins[2], lightmins[2]); - outmaxs[0] = min(outmaxs[0], lightmaxs[0]); - outmaxs[1] = min(outmaxs[1], lightmaxs[1]); - outmaxs[2] = min(outmaxs[2], lightmaxs[2]); - - *outnumclusterspointer = outnumclusters; - *outnumsurfacespointer = outnumsurfaces; + outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]); + outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]); + outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]); + outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]); + outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]); + outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]); + + *outnumleafspointer = info.outnumleafs; + *outnumsurfacespointer = info.outnumsurfaces; } +void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) +{ + model_t *model = ent->model; + msurface_t *surface; + int surfacelistindex; + float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value; + texture_t *texture; + r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_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)) + 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_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false); +} + +extern float *rsurface_vertex3f; +extern float *rsurface_svector3f; +extern float *rsurface_tvector3f; +extern float *rsurface_normal3f; +extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg); + void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs) { model_t *model = ent->model; msurface_t *surface; int surfacelistindex; - if (r_drawcollisionbrushes.integer < 2) + float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value; + vec3_t modelorg; + texture_t *texture; + // check the box in modelspace, it was already checked in worldspace + if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs)) + return; + if (r_drawcollisionbrushes.integer >= 2) + 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++) { - surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; - if ((surface->texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) + surface = model->data_surfaces + surfacelist[surfacelistindex]; + texture = surface->texture->currentframe; + if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) continue; - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + if (texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) continue; - R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); + R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); + } + R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist); + } + else + { + projectdistance = lightradius + ent->model->radius*2; + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->data_surfaces + surfacelist[surfacelistindex]; + // FIXME: get current skin + texture = surface->texture;//R_FetchAliasSkin(ent, surface->groupmesh); + if (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT) || !surface->num_triangles) + continue; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + // identify lit faces within the bounding box + R_Shadow_PrepareShadowMark(surface->groupmesh->num_triangles); + R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); + R_Shadow_VolumeFromList(surface->groupmesh->num_vertices, surface->groupmesh->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, surface->groupmesh->data_neighbor3i, relativelightorigin, projectdistance, 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 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); } } -void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist) +#define RSURF_MAX_BATCHSURFACES 1024 + +void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolorbase, float *lightcolorpants, float *lightcolorshirt, int numsurfaces, const int *surfacelist) { model_t *model = ent->model; msurface_t *surface; - texture_t *t; - int surfacelistindex; - if (r_drawcollisionbrushes.integer < 2) + texture_t *texture; + int surfacelistindex, batchnumsurfaces; + msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES]; + vec3_t modelorg; + texture_t *tex; + rtexture_t *basetexture = NULL; + rtexture_t *glosstexture = NULL; + float specularscale = 0; + qboolean skip; + if (r_drawcollisionbrushes.integer >= 2) + return; + if (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt) < 0.0001) + return; + R_UpdateAllTextureInfo(ent); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + tex = NULL; + texture = NULL; + skip = false; + batchnumsurfaces = 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++) + if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]])) + continue; + surface = model->data_surfaces + surfacelist[surfacelistindex]; + if (tex != surface->texture) { - surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; - if (surface->texture->basematerialflags & MATERIALFLAG_NODRAW || !surface->mesh.num_triangles) + if (batchnumsurfaces > 0) + { + R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); + batchnumsurfaces = 0; + } + tex = surface->texture; + texture = surface->texture->currentframe; + // FIXME: transparent surfaces need to be lit later + skip = (texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL; + if (skip) continue; - if (r_shadow_compilingrtlight) + if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); + else + qglEnable(GL_CULL_FACE); + glosstexture = r_texture_black; + specularscale = 0; + if (texture->skin.gloss) { - // if compiling an rtlight, capture the mesh - t = surface->texture; - if ((t->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i); + if (r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0) + { + glosstexture = texture->skin.gloss; + specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value; + } } - 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 (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0) { - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglDisable(GL_CULL_FACE); - R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale); - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglEnable(GL_CULL_FACE); + glosstexture = r_texture_white; + specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value; } } + basetexture = (ent->colormap < 0 && texture->skin.merged) ? texture->skin.merged : texture->skin.base; + if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) + skip = true; + } + if (!skip && surface->num_triangles) + { + if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES) + { + R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); + batchnumsurfaces = 0; + } + batchsurfacelist[batchnumsurfaces++] = surface; } } + if (batchnumsurfaces > 0) + { + R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); + batchnumsurfaces = 0; + } + qglEnable(GL_CULL_FACE); } #if 0 @@ -1654,12 +841,10 @@ 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_q3bsp_renderskydepth); - Cvar_RegisterVariable(&gl_lightmaps); //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }