X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=c9ce94ca68ac8a1d65e6a4fafa0ed6d1dd3f6d61;hp=4d1402e87842120aa50fae256eeb0a22d3a67a54;hb=90fa50f4e170192cce8b5b3321fbf7c4d9be7a41;hpb=f6d10583ffd42e15cab1266f906eef1a2517b514 diff --git a/gl_rsurf.c b/gl_rsurf.c index 4d1402e8..c9ce94ca 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -21,66 +21,214 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" -extern int skytexturenum; +#define MAX_LIGHTMAP_SIZE 256 -int lightmap_textures; +static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting +static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting -signed blocklights[18*18*3]; // LordHavoc: *3 for colored lighting +static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; -// LordHavoc: skinny but tall lightmaps for quicker subimage uploads -#define BLOCK_WIDTH 128 -#define BLOCK_HEIGHT 128 -// LordHavoc: increased lightmap limit from 64 to 1024 -#define MAX_LIGHTMAPS 1024 -#define LIGHTMAPSIZE (BLOCK_WIDTH*BLOCK_HEIGHT*4) +cvar_t r_ambient = {0, "r_ambient", "0"}; +cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"}; +cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"}; +cvar_t r_drawportals = {0, "r_drawportals", "0"}; +cvar_t r_testvis = {0, "r_testvis", "0"}; +cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"}; +cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; -int active_lightmaps; +static int dlightdivtable[32768]; -short allocated[MAX_LIGHTMAPS][BLOCK_WIDTH]; +static int R_IntAddDynamicLights (msurface_t *surf) +{ + int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract; + unsigned int *bl; + float dist, impact[3], local[3]; + + // LordHavoc: use 64bit integer... shame it's not very standardized... +#if _MSC_VER || __BORLANDC__ + __int64 k; +#else + long long k; +#endif + + lit = false; + + smax = (surf->extents[0] >> 4) + 1; + tmax = (surf->extents[1] >> 4) + 1; + smax3 = smax * 3; + + for (lnum = 0; lnum < r_numdlights; lnum++) + { + if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) + continue; // not lit by this light + + softwareuntransform(r_dlight[lnum].origin, local); + dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; + + // for comparisons to minimum acceptable light + // compensate for LIGHTOFFSET + maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET; + + dist2 = dist * dist; + dist2 += LIGHTOFFSET; + if (dist2 >= maxdist) + continue; + + if (surf->plane->type < 3) + { + VectorCopy(local, impact); + impact[surf->plane->type] -= dist; + } + else + { + impact[0] = local[0] - surf->plane->normal[0] * dist; + impact[1] = local[1] - surf->plane->normal[1] * dist; + impact[2] = local[2] - surf->plane->normal[2] * dist; + } -byte *lightmaps[MAX_LIGHTMAPS]; -short lightmapupdate[MAX_LIGHTMAPS][2]; + impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; + impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; -int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes -cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"}; -cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "0"}; -cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"}; -cvar_t gl_nosubimage = {"gl_nosubimage", "0"}; -cvar_t r_ambient = {"r_ambient", "0"}; -cvar_t gl_vertex = {"gl_vertex", "0"}; -//cvar_t gl_funnywalls = {"gl_funnywalls", "0"}; // LordHavoc: see BuildSurfaceDisplayList + s = bound(0, impacts, smax * 16) - impacts; + t = bound(0, impactt, tmax * 16) - impactt; + i = s * s + t * t + dist2; + if (i > maxdist) + continue; + + // reduce calculations + for (s = 0, i = impacts; s < smax; s++, i -= 16) + sdtable[s] = i * i + dist2; -qboolean lightmaprgba, nosubimagefragments, nosubimage; -int lightmapbytes; + maxdist3 = maxdist - dist2; -qboolean skyisvisible; -extern qboolean gl_arrays; + // convert to 8.8 blocklights format + red = r_dlight[lnum].light[0]; + green = r_dlight[lnum].light[1]; + blue = r_dlight[lnum].light[2]; + subtract = (int) (r_dlight[lnum].subtract * 4194304.0f); + bl = intblocklights; -extern int r_dlightframecount; + i = impactt; + for (t = 0;t < tmax;t++, i -= 16) + { + td = i * i; + // make sure some part of it is visible on this line + if (td < maxdist3) + { + maxdist2 = maxdist - td; + for (s = 0;s < smax;s++) + { + if (sdtable[s] < maxdist2) + { + k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract; + if (k > 0) + { + bl[0] += (red * k) >> 7; + bl[1] += (green * k) >> 7; + bl[2] += (blue * k) >> 7; + lit = true; + } + } + bl += 3; + } + } + else // skip line + bl += smax3; + } + } + return lit; +} -void glrsurf_init() +static int R_FloatAddDynamicLights (msurface_t *surf) { - int i; - for (i = 0;i < MAX_LIGHTMAPS;i++) - lightmaps[i] = NULL; - Cvar_RegisterVariable(&gl_lightmapalign); - Cvar_RegisterVariable(&gl_lightmaprgba); - Cvar_RegisterVariable(&gl_nosubimagefragments); - Cvar_RegisterVariable(&gl_nosubimage); - Cvar_RegisterVariable(&r_ambient); -// Cvar_RegisterVariable(&gl_funnywalls); - Cvar_RegisterVariable(&gl_vertex); - // check if it's the glquake minigl driver - if (strncasecmp(gl_vendor,"3Dfx",4)==0) - if (!gl_arrays) + int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt; + float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract; + + lit = false; + + smax = (surf->extents[0] >> 4) + 1; + tmax = (surf->extents[1] >> 4) + 1; + smax3 = smax * 3; + + for (lnum = 0; lnum < r_numdlights; lnum++) { -// Cvar_SetValue("gl_nosubimagefragments", 1); -// Cvar_SetValue("gl_nosubimage", 1); - Cvar_SetValue("gl_lightmode", 0); + if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) + continue; // not lit by this light + + softwareuntransform(r_dlight[lnum].origin, local); + dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; + + // for comparisons to minimum acceptable light + // compensate for LIGHTOFFSET + maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET; + + dist2 = dist * dist; + dist2 += LIGHTOFFSET; + if (dist2 >= maxdist) + continue; + + if (surf->plane->type < 3) + { + VectorCopy(local, impact); + impact[surf->plane->type] -= dist; + } + else + { + impact[0] = local[0] - surf->plane->normal[0] * dist; + impact[1] = local[1] - surf->plane->normal[1] * dist; + impact[2] = local[2] - surf->plane->normal[2] * dist; + } + + impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; + impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; + + td = bound(0, impacts, smax * 16) - impacts; + td1 = bound(0, impactt, tmax * 16) - impactt; + td = td * td + td1 * td1 + dist2; + if (td > maxdist) + continue; + + // reduce calculations + for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f) + sdtable[s] = td1 * td1 + dist2; + + maxdist3 = maxdist - dist2; + + // convert to 8.8 blocklights format + red = r_dlight[lnum].light[0]; + green = r_dlight[lnum].light[1]; + blue = r_dlight[lnum].light[2]; + subtract = r_dlight[lnum].subtract * 32768.0f; + bl = floatblocklights; + + td1 = impactt; + for (t = 0;t < tmax;t++, td1 -= 16.0f) + { + td = td1 * td1; + // make sure some part of it is visible on this line + if (td < maxdist3) + { + maxdist2 = maxdist - td; + for (s = 0;s < smax;s++) + { + if (sdtable[s] < maxdist2) + { + k = (32768.0f / (sdtable[s] + td)) - subtract; + bl[0] += red * k; + bl[1] += green * k; + bl[2] += blue * k; + lit = true; + } + bl += 3; + } + } + else // skip line + bl += smax3; + } } + return lit; } -extern qboolean lighthalf; /* =============== R_BuildLightMap @@ -88,203 +236,376 @@ R_BuildLightMap Combine and scale multiple lightmaps into the 8.8 format in blocklights =============== */ -void R_BuildLightMap (msurface_t *surf, byte *dest, int stride) +static void R_BuildLightMap (msurface_t *surf, int dlightchanged) { - int smax, tmax; - int t; - int i, j, size; - byte *lightmap; - int scale; - int maps; - int *bl; - - surf->cached_lighthalf = lighthalf; - surf->cached_ambient = r_ambient.value; - - smax = (surf->extents[0]>>4)+1; - tmax = (surf->extents[1]>>4)+1; - size = smax*tmax; - lightmap = surf->samples; - -// set to full bright if no light data - if (currententity->effects & EF_FULLBRIGHT || !cl.worldmodel->lightdata) + if (!r_floatbuildlightmap.integer) { - bl = blocklights; - for (i=0 ; icached_dlight = 0; + surf->cached_lightscalebit = lightscalebit; + surf->cached_ambient = r_ambient.value; + surf->cached_light[0] = d_lightstylevalue[surf->styles[0]]; + surf->cached_light[1] = d_lightstylevalue[surf->styles[1]]; + surf->cached_light[2] = d_lightstylevalue[surf->styles[2]]; + surf->cached_light[3] = d_lightstylevalue[surf->styles[3]]; + + smax = (surf->extents[0]>>4)+1; + tmax = (surf->extents[1]>>4)+1; + size = smax*tmax; + size3 = size*3; + lightmap = surf->samples; + + // set to full bright if no light data + bl = intblocklights; + if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata) { - *bl++ = 255*256; - *bl++ = 255*256; - *bl++ = 255*256; + for (i = 0;i < size3;i++) + bl[i] = 255*256; } - } - else - { -// clear to no light - bl = blocklights; - j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style - for (i=0 ; istyles[maps] != 255;maps++) + if (surf->dlightframe == r_framecount && r_dlightmap.integer) { - scale = d_lightstylevalue[surf->styles[maps]]; - surf->cached_light[maps] = scale; // 8.8 fraction - bl = blocklights; - for (i=0 ; icached_dlight = R_IntAddDynamicLights(surf); + if (surf->cached_dlight) + c_light_polys++; + else if (dlightchanged) + return; // don't upload if only updating dlights and none mattered } - } - stride -= (smax*lightmapbytes); - bl = blocklights; - if (lighthalf) - { - // LordHavoc: I shift down by 8 unlike GLQuake's 7, - // the image is brightened as a processing pass - if (lightmaprgba) + + // add all the lightmaps + if (lightmap) + { + bl = intblocklights; + for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) + for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) + bl[i] += lightmap[i] * scale; + } + } + + stain = surf->stainsamples; + bl = intblocklights; + out = templight; + // deal with lightmap brightness scale + shift = 7 + lightscalebit + 8; + if (currentrenderentity->model->lightmaprgba) { - for (i=0 ; ilightmaptexturestride - smax) * 4; + for (i = 0;i < tmax;i++, out += stride) { - for (j=0 ; j> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - *dest++ = 255; + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + *out++ = 255; } } } else { - for (i=0 ; ilightmaptexturestride - smax) * 3; + for (i = 0;i < tmax;i++, out += stride) { - for (j=0 ; j> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); } } } + + R_UpdateTexture(surf->lightmaptexture, templight); } else { - if (lightmaprgba) + int smax, tmax, i, j, size, size3, maps, stride, l; + float *bl, scale; + qbyte *lightmap, *out, *stain; + + // update cached lighting info + surf->cached_dlight = 0; + surf->cached_lightscalebit = lightscalebit; + surf->cached_ambient = r_ambient.value; + surf->cached_light[0] = d_lightstylevalue[surf->styles[0]]; + surf->cached_light[1] = d_lightstylevalue[surf->styles[1]]; + surf->cached_light[2] = d_lightstylevalue[surf->styles[2]]; + surf->cached_light[3] = d_lightstylevalue[surf->styles[3]]; + + smax = (surf->extents[0]>>4)+1; + tmax = (surf->extents[1]>>4)+1; + size = smax*tmax; + size3 = size*3; + lightmap = surf->samples; + + // set to full bright if no light data + bl = floatblocklights; + if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata) + j = 255*256; + else + j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style + + // clear to no light + if (j) + { + for (i = 0;i < size3;i++) + *bl++ = j; + } + else + memset(bl, 0, size*3*sizeof(float)); + + if (surf->dlightframe == r_framecount && r_dlightmap.integer) + { + surf->cached_dlight = R_FloatAddDynamicLights(surf); + if (surf->cached_dlight) + c_light_polys++; + else if (dlightchanged) + return; // don't upload if only updating dlights and none mattered + } + + // add all the lightmaps + if (lightmap) + { + bl = floatblocklights; + for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) + for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) + bl[i] += lightmap[i] * scale; + } + + stain = surf->stainsamples; + bl = floatblocklights; + out = templight; + // deal with lightmap brightness scale + scale = 1.0f / (1 << (7 + lightscalebit + 8)); + if (currentrenderentity->model->lightmaprgba) { - for (i=0 ; ilightmaptexturestride - smax) * 4; + for (i = 0;i < tmax;i++, out += stride) { - for (j=0 ; j> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - *dest++ = 255; + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + *out++ = 255; } } } else { - for (i=0 ; ilightmaptexturestride - smax) * 3; + for (i = 0;i < tmax;i++, out += stride) { - for (j=0 ; j> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); + l = *bl++ * *stain++ * scale;*out++ = min(l, 255); } } } + + R_UpdateTexture(surf->lightmaptexture, templight); } } -byte templight[32*32*4]; - -void R_UpdateLightmap(msurface_t *s, int lnum) +void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, int icolor[8]) { - int smax, tmax; - // upload the new lightmap texture fragment - glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum); - if (nosubimage || nosubimagefragments) + float ndist; + msurface_t *surf, *endsurf; + int sdtable[256], td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, dist2, impacts, impactt, subtract, a, stained, cr, cg, cb, ca, ratio; + qbyte *bl; + vec3_t impact; + // LordHavoc: use 64bit integer... shame it's not very standardized... +#if _MSC_VER || __BORLANDC__ + __int64 k; +#else + long long k; +#endif + + + // for comparisons to minimum acceptable light + // compensate for 256 offset + maxdist = radius * radius + 256.0f; + + // clamp radius to avoid exceeding 32768 entry division table + if (maxdist > 4194304) + maxdist = 4194304; + + subtract = (int) ((1.0f / maxdist) * 4194304.0f); + +loc0: + if (node->contents < 0) + return; + ndist = PlaneDiff(origin, node->plane); + if (ndist > radius) { - if (lightmapupdate[lnum][0] > s->light_t) - lightmapupdate[lnum][0] = s->light_t; - if (lightmapupdate[lnum][1] < (s->light_t + ((s->extents[1]>>4)+1))) - lightmapupdate[lnum][1] = (s->light_t + ((s->extents[1]>>4)+1)); - if (lightmaprgba) - R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 4, BLOCK_WIDTH * 4); - else - R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 3, BLOCK_WIDTH * 3); + node = node->children[0]; + goto loc0; } - else + if (ndist < -radius) { - smax = ((s->extents[0]>>4)+lightmapalign) & lightmapalignmask; - tmax = (s->extents[1]>>4)+1; - if (lightmaprgba) + node = node->children[1]; + goto loc0; + } + + dist2 = ndist * ndist + 256.0f; + if (dist2 < maxdist) + { + maxdist3 = maxdist - dist2; + + if (node->plane->type < 3) { - R_BuildLightMap (s, templight, smax * 4); - glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight); + VectorCopy(origin, impact); + impact[node->plane->type] -= ndist; } else { - R_BuildLightMap (s, templight, smax * 3); - glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight); + impact[0] = origin[0] - node->plane->normal[0] * ndist; + impact[1] = origin[1] - node->plane->normal[1] * ndist; + impact[2] = origin[2] - node->plane->normal[2] * ndist; } - } -} + for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++) + { + if (surf->stainsamples) + { + smax = (surf->extents[0] >> 4) + 1; + tmax = (surf->extents[1] >> 4) + 1; -/* -=============== -R_TextureAnimation + impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; + impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; -Returns the proper texture for a given time and base texture -=============== -*/ -texture_t *R_TextureAnimation (texture_t *base) -{ - texture_t *original; - int relative; - int count; + s = bound(0, impacts, smax * 16) - impacts; + t = bound(0, impactt, tmax * 16) - impactt; + i = s * s + t * t + dist2; + if (i > maxdist) + continue; - if (currententity->frame) - { - if (base->alternate_anims) - base = base->alternate_anims; - } - - if (!base->anim_total) - return base; + // reduce calculations + for (s = 0, i = impacts; s < smax; s++, i -= 16) + sdtable[s] = i * i + dist2; - original = base; + // convert to 8.8 blocklights format + bl = surf->stainsamples; + smax3 = smax * 3; + stained = false; - relative = (int)(cl.time*10) % base->anim_total; + i = impactt; + for (t = 0;t < tmax;t++, i -= 16) + { + td = i * i; + // make sure some part of it is visible on this line + if (td < maxdist3) + { + maxdist2 = maxdist - td; + for (s = 0;s < smax;s++) + { + if (sdtable[s] < maxdist2) + { + k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract; + if (k > 0) + { + ratio = rand() & 255; + ca = (((icolor[7] - icolor[3]) * ratio) >> 8) + icolor[3]; + a = (ca * k) >> 8; + if (a > 0) + { + a = bound(0, a, 256); + cr = (((icolor[4] - icolor[0]) * ratio) >> 8) + icolor[0]; + cg = (((icolor[5] - icolor[1]) * ratio) >> 8) + icolor[1]; + cb = (((icolor[6] - icolor[2]) * ratio) >> 8) + icolor[2]; + bl[0] = (qbyte) ((((cr - (int) bl[0]) * a) >> 8) + (int) bl[0]); + bl[1] = (qbyte) ((((cg - (int) bl[1]) * a) >> 8) + (int) bl[1]); + bl[2] = (qbyte) ((((cb - (int) bl[2]) * a) >> 8) + (int) bl[2]); + stained = true; + } + } + } + bl += 3; + } + } + else // skip line + bl += smax3; + } + // force lightmap upload + if (stained) + surf->cached_dlight = true; + } + } + } - count = 0; - while (base->anim_min > relative || base->anim_max <= relative) + if (node->children[0]->contents >= 0) { - base = base->anim_next; - if (!base) + if (node->children[1]->contents >= 0) { - Con_Printf("R_TextureAnimation: broken cycle"); - return original; + R_StainNode(node->children[0], model, origin, radius, icolor); + node = node->children[1]; + goto loc0; } - if (++count > 100) + else { - Con_Printf("R_TextureAnimation: infinite cycle"); - return original; + node = node->children[0]; + goto loc0; } } + else if (node->children[1]->contents >= 0) + { + node = node->children[1]; + goto loc0; + } +} - return base; +void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2) +{ + int n, icolor[8]; + entity_render_t *ent; + model_t *model; + vec3_t org; + icolor[0] = cr1; + icolor[1] = cg1; + icolor[2] = cb1; + icolor[3] = ca1; + icolor[4] = cr2; + icolor[5] = cg2; + icolor[6] = cb2; + icolor[7] = ca2; + + model = cl.worldmodel; + softwaretransformidentity(); + R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor); + + // look for embedded bmodels + for (n = 0;n < cl_num_brushmodel_entities;n++) + { + ent = cl_brushmodel_entities[n]; + model = ent->model; + if (model && model->name[0] == '*') + { + Mod_CheckLoaded(model); + if (model->type == mod_brush) + { + softwaretransformforentity(ent); + softwareuntransform(origin, org); + R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, icolor); + } + } + } } @@ -296,507 +617,968 @@ texture_t *R_TextureAnimation (texture_t *base) ============================================================= */ - -extern int solidskytexture; -extern int alphaskytexture; -extern float speedscale; // for top sky and bottom sky - -qboolean mtexenabled = false; - -extern char skyname[]; - -void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits); -//extern cvar_t r_dynamicwater; -float turbsin[256] = -{ - #include "gl_warp_sin.h" -}; -#define TURBSCALE (256.0 / (2 * M_PI)) - - -void UploadLightmaps() +static void RSurfShader_Sky(msurface_t *firstsurf) { + msurface_t *surf; int i; - if (nosubimage || nosubimagefragments) + surfvertex_t *v; + surfmesh_t *mesh; + rmeshbufferinfo_t m; + float cr, cg, cb, ca; + float *outv, *outc; + + // LordHavoc: HalfLife maps have freaky skypolys... + if (currentrenderentity->model->ishlbsp) + return; + + if (skyrendernow) + { + skyrendernow = false; + if (skyrendermasked) + R_Sky(); + } + for (surf = firstsurf;surf;surf = surf->chain) { - for (i = 0;i < MAX_LIGHTMAPS;i++) + // draw depth-only polys + memset(&m, 0, sizeof(m)); + m.transparent = false; + if (skyrendermasked) + { + m.blendfunc1 = GL_ZERO; + m.blendfunc2 = GL_ONE; + m.depthwrite = true; + } + else { - if (lightmapupdate[i][0] < lightmapupdate[i][1]) + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.depthwrite = false; + } + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + if (R_Mesh_Draw_GetBuffer(&m, false)) { - glBindTexture(GL_TEXTURE_2D, lightmap_textures + i); - if (nosubimage) + cr = fogcolor[0] * m.colorscale; + cg = fogcolor[1] * m.colorscale; + cb = fogcolor[2] * m.colorscale; + ca = 1; + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + for (i = 0, v = mesh->vertex, outv = m.vertex;i < m.numverts;i++, v++, outv += 4, outc += 4) { - if (lightmaprgba) - glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]); - else - glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]); + softwaretransform(v->v, outv); } - else + for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4) { - if (lightmaprgba) - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0])); - else - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0])); + outc[0] = cr; + outc[1] = cg; + outc[2] = cb; + outc[3] = ca; } + R_Mesh_Render(); } - lightmapupdate[i][0] = BLOCK_HEIGHT; - lightmapupdate[i][1] = 0; } } } -void R_SkySurf(msurface_t *s, qboolean transform) +static int RSurf_LightSeparate(int *dlightbits, int numverts, float *vert, float *color) { - glpoly_t *p; - int i; - float *v; - for (p=s->polys ; p ; p=p->next) + float f, *v, *c; + int i, l, lit = false; + rdlight_t *rd; + vec3_t lightorigin; + for (l = 0;l < r_numdlights;l++) { - if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS) + if (dlightbits[l >> 5] & (1 << (l & 31))) { - skypoly[currentskypoly].firstvert = currentskyvert; - skypoly[currentskypoly++].verts = p->numverts; - if (transform) - { - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - softwaretransform(v, skyvert[currentskyvert].v); - currentskyvert++; - } - } - else + rd = &r_dlight[l]; + // FIXME: support softwareuntransform here and make bmodels use hardware transform? + VectorCopy(rd->origin, lightorigin); + for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4) { - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) + f = VectorDistance2(v, lightorigin) + LIGHTOFFSET; + if (f < rd->cullradius2) { - skyvert[currentskyvert].v[0] = v[0]; - skyvert[currentskyvert].v[1] = v[1]; - skyvert[currentskyvert++].v[2] = v[2]; + f = (1.0f / f) - rd->subtract; + VectorMA(c, f, rd->light, c); + lit = true; } } } } + return lit; } -void R_LightSurface(int *dlightbits, glpoly_t *polys, float *wvert) +// note: this untransforms lights to do the checking, +// and takes surf->mesh->vertex data +static int RSurf_LightCheck(int *dlightbits, surfmesh_t *mesh) { - float cr, cg, cb, radius, radius2, f, *v, *wv; - int i, a, b; - unsigned int c; - dlight_t *light; - vec_t *lightorigin; - glpoly_t *p; - for (a = 0;a < 8;a++) + int i, l; + rdlight_t *rd; + vec3_t lightorigin; + surfvertex_t *sv; + for (l = 0;l < r_numdlights;l++) { - if ((c = dlightbits[a])) + if (dlightbits[l >> 5] & (1 << (l & 31))) { - for (b = 0;c && b < 32;b++) - { - if (c & (1 << b)) - { - c -= (1 << b); - light = &cl_dlights[a * 32 + b]; - lightorigin = light->origin; - cr = light->color[0]; - cg = light->color[1]; - cb = light->color[2]; - radius = light->radius*light->radius*16.0f; - radius2 = radius * 16.0f; - wv = wvert; - for (p = polys;p;p = p->next) - { - for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - f = VectorDistance2(wv, lightorigin); - if (f < radius) - { - f = radius2 / (f + 65536.0f); - wv[3] += cr * f; - wv[4] += cg * f; - wv[5] += cb * f; - } - wv += 6; - } - } - } - c >>= 1; - b++; - } + rd = &r_dlight[l]; + softwareuntransform(rd->origin, lightorigin); + for (i = 0, sv = mesh->vertex;i < mesh->numverts;i++, sv++) + if (VectorDistance2(sv->v, lightorigin) < rd->cullradius2) + return true; } } + return false; } -void R_WaterSurf(msurface_t *s, texture_t *t, qboolean transform, int alpha) +static void RSurfShader_Water_Pass_Base(msurface_t *surf) { - int i; - float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255]; - glpoly_t *p; - float wvert[64*6], *wv, *v; - wv = wvert; - for (p = s->polys;p;p = p->next) + int i, size3; + surfvertex_t *v; + float *outv, *outc, *outst, cl, diff[3]; + float base[3], scale, f; + qbyte *lm; + surfmesh_t *mesh; + rmeshbufferinfo_t m; + float alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value); + memset(&m, 0, sizeof(m)); + if (currentrenderentity->effects & EF_ADDITIVE) { - for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - if (transform) - softwaretransform(v, wv); - else - VectorCopy(v, wv); - if (r_waterripple.value) - wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f); - wv[3] = wv[4] = wv[5] = 128.0f; - wv += 6; - } + m.transparent = true; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + } + else if (surf->currenttexture->fogtexture != NULL || alpha < 1) + { + m.transparent = true; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + } + else + { + m.transparent = false; + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; } - if (s->dlightframe == r_dlightframecount && r_dynamic.value) - R_LightSurface(s->dlightbits, s->polys, wvert); - wv = wvert; - // FIXME: make fog texture if water texture is transparent? - if (lighthalf) + m.depthwrite = false; + m.depthdisable = false; + m.tex[0] = R_GetTexture(surf->currenttexture->texture); + if (surf->flags & SURF_DRAWFULLBRIGHT || currentrenderentity->effects & EF_FULLBRIGHT) { - for (p=s->polys ; p ; p=p->next) + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6) - transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) wv[3] >> 1,(int) wv[4] >> 1,(int) wv[5] >> 1,alpha); - transpolyend(); + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + if (R_Mesh_Draw_GetBuffer(&m, true)) + { + base[0] = base[1] = base[2] = 1.0f * m.colorscale; + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2) + { + softwaretransform(v->v, outv); + outv[3] = 1; + VectorCopy(base, outc); + outc[3] = alpha; + outst[0] = v->st[0]; + outst[1] = v->st[1]; + if (fogenabled) + { + VectorSubtract(outv, r_origin, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + VectorScale(outc, f, outc); + } + } + R_Mesh_Render(); + } } } else { - for (p=s->polys ; p ; p=p->next) + size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3; + base[0] = base[1] = base[2] = (r_ambient.value * (1.0f / 64.0f) + ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f)); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6) - transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) wv[3],(int) wv[4],(int) wv[5],alpha); - transpolyend(); + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + if (R_Mesh_Draw_GetBuffer(&m, true)) + { + cl = m.colorscale; + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2) + { + softwaretransform(v->v, outv); + outv[3] = 1; + VectorCopy(base, outc); + outc[3] = alpha; + outst[0] = v->st[0]; + outst[1] = v->st[1]; + } + if (surf->dlightframe == r_framecount) + RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color); + for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4) + { + if (surf->flags & SURF_LIGHTMAP) + if (surf->styles[0] != 255) + { + lm = surf->samples + v->lightmapoffset; + scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f); + VectorMA(outc, scale, lm, outc); + if (surf->styles[1] != 255) + { + lm += size3; + scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f); + VectorMA(outc, scale, lm, outc); + if (surf->styles[2] != 255) + { + lm += size3; + scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f); + VectorMA(outc, scale, lm, outc); + if (surf->styles[3] != 255) + { + lm += size3; + scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f); + VectorMA(outc, scale, lm, outc); + } + } + } + } + if (fogenabled) + { + VectorSubtract(outv, r_origin, diff); + f = cl * (1 - exp(fogdensity/DotProduct(diff, diff))); + VectorScale(outc, f, outc); + } + else + VectorScale(outc, cl, outc); + } + R_Mesh_Render(); + } } } } -void R_WallSurf(msurface_t *s, texture_t *t, qboolean transform) +static void RSurfShader_Water_Pass_Fog(msurface_t *surf) { - int i; - glpoly_t *p; - float wvert[64*6], *wv, *v; - // check for lightmap modification - if (r_dynamic.value) - { - if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf - || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0]) - || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1]) - || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2]) - || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3])) - R_UpdateLightmap(s, s->lightmaptexturenum); - } - wv = wvert; - for (p = s->polys;p;p = p->next) - { - for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - if (transform) - softwaretransform(v, wv); - else - VectorCopy(v, wv); - wv[3] = wv[4] = wv[5] = 0.0f; - wv += 6; - } - } - if (s->dlightframe == r_dlightframecount && r_dynamic.value) - R_LightSurface(s->dlightbits, s->polys, wvert); - wv = wvert; - for (p = s->polys;p;p = p->next) + int i; + surfvertex_t *v; + float *outv, *outc, *outst, diff[3]; + float base[3], f; + surfmesh_t *mesh; + rmeshbufferinfo_t m; + float alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value); + memset(&m, 0, sizeof(m)); + m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || alpha < 1; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.depthwrite = false; + m.depthdisable = false; + m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - if (currentwallpoly >= MAX_WALLPOLYS) - break; - v = p->verts[0]; - wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum; - wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum; - wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum; - wallpoly[currentwallpoly].firstvert = currentwallvert; - wallpoly[currentwallpoly].numverts = p->numverts; - wallpoly[currentwallpoly++].lit = true; - for (i = 0;inumverts;i++, v += VERTEXSIZE) + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + if (R_Mesh_Draw_GetBuffer(&m, false)) { - if (lighthalf) + VectorScale(fogcolor, m.colorscale, base); + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4) { - wallvert[currentwallvert].r = (byte) (bound(0, (int) wv[3] >> 1, 255)); - wallvert[currentwallvert].g = (byte) (bound(0, (int) wv[4] >> 1, 255)); - wallvert[currentwallvert].b = (byte) (bound(0, (int) wv[5] >> 1, 255)); - wallvert[currentwallvert].a = 255; + softwaretransform(v->v, outv); + outv[3] = 1; + VectorSubtract(outv, r_origin, diff); + f = exp(fogdensity/DotProduct(diff, diff)); + VectorScale(base, f, outc); + outc[3] = alpha; } - else + if (m.tex[0]) { - wallvert[currentwallvert].r = (byte) (bound(0, (int) wv[3], 255)); - wallvert[currentwallvert].g = (byte) (bound(0, (int) wv[4], 255)); - wallvert[currentwallvert].b = (byte) (bound(0, (int) wv[5], 255)); - wallvert[currentwallvert].a = 255; + for (i = 0, v = mesh->vertex, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outst += 2) + { + outst[0] = v->st[0]; + outst[1] = v->st[1]; + } } - wallvert[currentwallvert].vert[0] = wv[0]; - wallvert[currentwallvert].vert[1] = wv[1]; - wallvert[currentwallvert].vert[2] = wv[2]; - wallvert[currentwallvert].s = v[3]; - wallvert[currentwallvert].t = v[4]; - wallvert[currentwallvert].u = v[5]; - wallvert[currentwallvert++].v = v[6]; - wv += 6; + R_Mesh_Render(); } } } -// LordHavoc: transparent brush models -extern int r_dlightframecount; -extern float modelalpha; -//extern vec3_t shadecolor; -//qboolean R_CullBox (vec3_t mins, vec3_t maxs); -//void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits); -//void R_DynamicLightPointNoMask(vec3_t color, vec3_t org); -//void EmitWaterPolys (msurface_t *fa); +static void RSurfShader_Water(msurface_t *firstsurf) +{ + msurface_t *surf; + for (surf = firstsurf;surf;surf = surf->chain) + RSurfShader_Water_Pass_Base(surf); + if (fogenabled) + for (surf = firstsurf;surf;surf = surf->chain) + RSurfShader_Water_Pass_Fog(surf); +} -void R_WallSurfVertex(msurface_t *s, texture_t *t, qboolean transform, qboolean isbmodel) +static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf) { - int i, alpha; - glpoly_t *p; - float wvert[64*6], *wv, *v; - int size3; - float scale; - byte *lm; - size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3; // *3 for colored lighting - alpha = (int) (modelalpha * 255.0f); - // check for lightmap modification - if (r_dynamic.value) + int i, size3; + surfvertex_t *v; + float *outv, *outc, *outst, cl, ca, diff[3]; + float base[3], scale, f; + qbyte *lm; + surfmesh_t *mesh; + rmeshbufferinfo_t m; + memset(&m, 0, sizeof(m)); + if (currentrenderentity->effects & EF_ADDITIVE) + { + m.transparent = true; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + } + else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1) + { + m.transparent = true; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + } + else { - if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf - || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0]) - || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1]) - || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2]) - || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3])) - R_UpdateLightmap(s, s->lightmaptexturenum); + m.transparent = false; + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; } - wv = wvert; - for (p = s->polys;p;p = p->next) + m.depthwrite = false; + m.depthdisable = false; + m.tex[0] = R_GetTexture(surf->currenttexture->texture); + + size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3; + + base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f); + + ca = currentrenderentity->alpha; + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + + if (R_Mesh_Draw_GetBuffer(&m, true)) { - if (transform) - softwaretransform(v, wv); + cl = m.colorscale; + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + + if (currentrenderentity->effects & EF_FULLBRIGHT) + { + for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2) + { + softwaretransform(v->v, outv); + outv[3] = 1; + VectorSubtract(outv, r_origin, diff); + outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff))); + outc[3] = ca; + outst[0] = v->st[0]; + outst[1] = v->st[1]; + } + } else - VectorCopy(v, wv); - wv[3] = wv[4] = wv[5] = r_ambient.value * 2.0f; - if (s->styles[0] != 255) { - lm = (byte *)((long) s->samples + (int) v[7]); - scale = d_lightstylevalue[s->styles[0]] * (1.0f / 128.0f);wv[3] += lm[size3*0+0] * scale;wv[4] += lm[size3*0+1] * scale;wv[5] += lm[size3*0+2] * scale; - if (s->styles[1] != 255) + for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2) + { + softwaretransform(v->v, outv); + outv[3] = 1; + VectorCopy(base, outc); + outc[3] = ca; + outst[0] = v->st[0]; + outst[1] = v->st[1]; + } + + if (surf->dlightframe == r_framecount) + RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color); + + for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4) { - scale = d_lightstylevalue[s->styles[1]] * (1.0f / 128.0f);wv[3] += lm[size3*1+0] * scale;wv[4] += lm[size3*1+1] * scale;wv[5] += lm[size3*1+2] * scale; - if (s->styles[2] != 255) + if (surf->styles[0] != 255) { - scale = d_lightstylevalue[s->styles[2]] * (1.0f / 128.0f);wv[3] += lm[size3*2+0] * scale;wv[4] += lm[size3*2+1] * scale;wv[5] += lm[size3*2+2] * scale; - if (s->styles[3] != 255) + lm = surf->samples + v->lightmapoffset; + scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f); + VectorMA(outc, scale, lm, outc); + if (surf->styles[1] != 255) { - scale = d_lightstylevalue[s->styles[3]] * (1.0f / 128.0f);wv[3] += lm[size3*3+0] * scale;wv[4] += lm[size3*3+1] * scale;wv[5] += lm[size3*3+2] * scale; + lm += size3; + scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f); + VectorMA(outc, scale, lm, outc); + if (surf->styles[2] != 255) + { + lm += size3; + scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f); + VectorMA(outc, scale, lm, outc); + if (surf->styles[3] != 255) + { + lm += size3; + scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f); + VectorMA(outc, scale, lm, outc); + } + } } } + if (fogenabled) + { + VectorSubtract(outv, r_origin, diff); + f = cl * (1 - exp(fogdensity/DotProduct(diff, diff))); + VectorScale(outc, f, outc); + } + else + VectorScale(outc, cl, outc); } } - wv += 6; + R_Mesh_Render(); } } - if (s->dlightframe == r_dlightframecount && r_dynamic.value) - R_LightSurface(s->dlightbits, s->polys, wvert); - wv = wvert; - if (isbmodel && (currententity->colormod[0] != 1 || currententity->colormod[1] != 1 || currententity->colormod[2] != 1)) +} + +static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf) +{ + int i; + surfvertex_t *v; + float *outv, *outc, *outst, cl, ca, diff[3]; + surfmesh_t *mesh; + rmeshbufferinfo_t m; + memset(&m, 0, sizeof(m)); + if (currentrenderentity->effects & EF_ADDITIVE) { - if (lighthalf) - { - for (p = s->polys;p;p = p->next) - { - v = p->verts[0]; - transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6) - transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) (wv[3] * currententity->colormod[0]) >> 1,(int) (wv[4] * currententity->colormod[1]) >> 1,(int) (wv[5] * currententity->colormod[0]) >> 1,alpha); - transpolyend(); - } - } - else + m.transparent = true; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + } + else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1) + { + m.transparent = true; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + } + else + { + m.transparent = false; + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + } + m.depthwrite = false; + m.depthdisable = false; + m.tex[0] = R_GetTexture(surf->currenttexture->texture); + ca = currentrenderentity->alpha; + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + + if (R_Mesh_Draw_GetBuffer(&m, false)) { - for (p = s->polys;p;p = p->next) + cl = m.colorscale; + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2) { - v = p->verts[0]; - transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6) - transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) (wv[3] * currententity->colormod[0]),(int) (wv[4] * currententity->colormod[1]),(int) (wv[5] * currententity->colormod[2]),alpha); - transpolyend(); + softwaretransform(v->v, outv); + outv[3] = 1; + if (fogenabled) + { + VectorSubtract(outv, r_origin, diff); + outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff))); + } + else + outc[0] = outc[1] = outc[2] = cl; + outc[3] = ca; + outst[0] = v->st[0]; + outst[1] = v->st[1]; } + R_Mesh_Render(); } } - else +} + +static void RSurfShader_Wall_Pass_Glow(msurface_t *surf) +{ + int i; + surfvertex_t *v; + float *outv, *outc, *outst, cl, ca, diff[3]; + surfmesh_t *mesh; + rmeshbufferinfo_t m; + memset(&m, 0, sizeof(m)); + m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture); + ca = currentrenderentity->alpha; + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - if (lighthalf) + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + + if (R_Mesh_Draw_GetBuffer(&m, false)) { - for (p = s->polys;p;p = p->next) + cl = m.colorscale; + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2) { - v = p->verts[0]; - transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6) - transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) wv[3] >> 1,(int) wv[4] >> 1,(int) wv[5] >> 1,alpha); - transpolyend(); + softwaretransform(v->v, outv); + outv[3] = 1; + if (fogenabled) + { + VectorSubtract(outv, r_origin, diff); + outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff))); + } + else + outc[0] = outc[1] = outc[2] = cl; + outc[3] = ca; + outst[0] = v->st[0]; + outst[1] = v->st[1]; } + R_Mesh_Render(); } - else + } +} + +static void RSurfShader_Wall_Pass_Fog(msurface_t *surf) +{ + int i; + surfvertex_t *v; + float *outv, *outc, *outst, cl, ca, diff[3], f; + surfmesh_t *mesh; + rmeshbufferinfo_t m; + memset(&m, 0, sizeof(m)); + m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + ca = currentrenderentity->alpha; + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + + if (R_Mesh_Draw_GetBuffer(&m, false)) { - for (p = s->polys;p;p = p->next) + cl = m.colorscale; + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2) { - v = p->verts[0]; - transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6) - transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) wv[3],(int) wv[4],(int) wv[5],alpha); - transpolyend(); + softwaretransform(v->v, outv); + outv[3] = 1; + VectorSubtract(outv, r_origin, diff); + f = cl * exp(fogdensity/DotProduct(diff, diff)); + VectorScale(fogcolor, f, outc); + outc[3] = ca; + outst[0] = v->st[0]; + outst[1] = v->st[1]; } + R_Mesh_Render(); } } } -/* -================ -DrawTextureChains -================ -*/ -extern qboolean hlbsp; -extern char skyname[]; -//extern qboolean SV_TestLine (hull_t *hull, int num, vec3_t p1, vec3_t p2); -void DrawTextureChains (void) +static void RSurfShader_OpaqueWall_Pass_TripleTexCombine(msurface_t *surf) { - int n; - msurface_t *s; - texture_t *t; - - for (n = 0;n < cl.worldmodel->numtextures;n++) + int i; + surfvertex_t *v; + float *outv, *outc, *outst, *outuv, *outab, cl; + surfmesh_t *mesh; + rmeshbufferinfo_t m; + memset(&m, 0, sizeof(m)); + m.transparent = false; + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.depthwrite = false; + m.depthdisable = false; + m.tex[0] = R_GetTexture(surf->currenttexture->texture); + m.texrgbscale[0] = 1.0f; + m.tex[1] = R_GetTexture(surf->lightmaptexture); + m.texrgbscale[1] = 4.0f; + m.tex[2] = R_GetTexture(surf->currenttexture->detailtexture); + m.texrgbscale[2] = 2.0f; + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - if (!cl.worldmodel->textures[n] || !(s = cl.worldmodel->textures[n]->texturechain)) - continue; - // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway - cl.worldmodel->textures[n]->texturechain = NULL; - t = R_TextureAnimation (cl.worldmodel->textures[n]); - // sky - if (s->flags & SURF_DRAWSKY) + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + + if (R_Mesh_Draw_GetBuffer(&m, false)) { - skyisvisible = true; - if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys... - for (;s;s = s->texturechain) - R_SkySurf(s, false); - continue; + cl = (float) (1 << lightscalebit) * m.colorscale; + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1], outab = m.texcoords[2];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2, outab += 2) + { + softwaretransform(v->v, outv); + outv[3] = 1; + outc[0] = outc[1] = outc[2] = cl; + outc[3] = 1; + outst[0] = v->st[0]; + outst[1] = v->st[1]; + outuv[0] = v->uv[0]; + outuv[1] = v->uv[1]; + outab[0] = v->ab[0]; + outab[1] = v->ab[1]; + } + R_Mesh_Render(); } - // subdivided water surface warp - if (s->flags & SURF_DRAWTURB) + } +} + +static void RSurfShader_OpaqueWall_Pass_BaseMTex(msurface_t *surf) +{ + int i; + surfvertex_t *v; + float *outv, *outc, *outst, *outuv, cl; + surfmesh_t *mesh; + rmeshbufferinfo_t m; + memset(&m, 0, sizeof(m)); + m.transparent = false; + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.depthwrite = false; + m.depthdisable = false; + m.tex[0] = R_GetTexture(surf->currenttexture->texture); + m.tex[1] = R_GetTexture(surf->lightmaptexture); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + + if (R_Mesh_Draw_GetBuffer(&m, true)) { - int alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f; - for (;s;s = s->texturechain) - R_WaterSurf(s, t, false, alpha); - continue; + cl = (float) (1 << lightscalebit) * m.colorscale; + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2) + { + softwaretransform(v->v, outv); + outv[3] = 1; + outc[0] = outc[1] = outc[2] = cl; + outc[3] = 1; + outst[0] = v->st[0]; + outst[1] = v->st[1]; + outuv[0] = v->uv[0]; + outuv[1] = v->uv[1]; + } + R_Mesh_Render(); } - if (gl_vertex.value) - for (;s;s = s->texturechain) - R_WallSurfVertex(s, t, false, false); - else - for (;s;s = s->texturechain) - R_WallSurf(s, t, false); } } -void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model); +static void RSurfShader_OpaqueWall_Pass_BaseTexture(msurface_t *surf) +{ + int i; + surfvertex_t *v; + float *outv, *outc, *outst, cl; + surfmesh_t *mesh; + rmeshbufferinfo_t m; + memset(&m, 0, sizeof(m)); + m.transparent = false; + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.depthwrite = false; + m.depthdisable = false; + m.tex[0] = R_GetTexture(surf->currenttexture->texture); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; -/* -================= -R_DrawBrushModel -================= -*/ -void R_DrawBrushModel (entity_t *e) + if (R_Mesh_Draw_GetBuffer(&m, false)) + { + cl = (float) (1 << lightscalebit) * m.colorscale; + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2) + { + softwaretransform(v->v, outv); + outv[3] = 1; + outc[0] = outc[1] = outc[2] = cl; + outc[3] = 1; + outst[0] = v->st[0]; + outst[1] = v->st[1]; + } + R_Mesh_Render(); + } + } +} + +static void RSurfShader_OpaqueWall_Pass_BaseLightmap(msurface_t *surf) { - int i; - vec3_t mins, maxs; - msurface_t *s; - model_t *clmodel; - qboolean rotated, vertexlit = false; - texture_t *t; - vec3_t org; + int i; + surfvertex_t *v; + float *outv, *outc, *outuv, cl; + surfmesh_t *mesh; + rmeshbufferinfo_t m; + memset(&m, 0, sizeof(m)); + m.transparent = false; + m.blendfunc1 = GL_ZERO; + m.blendfunc2 = GL_SRC_COLOR; + m.depthwrite = false; + m.depthdisable = false; + m.tex[0] = R_GetTexture(surf->lightmaptexture); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) + { + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; - currententity = e; + if (R_Mesh_Draw_GetBuffer(&m, true)) + { + cl = (float) (1 << lightscalebit) * m.colorscale; + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2) + { + softwaretransform(v->v, outv); + outv[3] = 1; + outc[0] = outc[1] = outc[2] = cl; + outc[3] = 1; + outuv[0] = v->uv[0]; + outuv[1] = v->uv[1]; + } + R_Mesh_Render(); + } + } +} - clmodel = e->model; +static void RSurfShader_OpaqueWall_Pass_Light(msurface_t *surf) +{ + int i; + surfvertex_t *v; + float *outv, *outc, *outst, cl; + surfmesh_t *mesh; + rmeshbufferinfo_t m; + + if (surf->dlightframe != r_framecount) + return; + if (currentrenderentity->effects & EF_FULLBRIGHT) + return; - if (e->angles[0] || e->angles[1] || e->angles[2]) + memset(&m, 0, sizeof(m)); + m.transparent = false; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.depthwrite = false; + m.depthdisable = false; + m.tex[0] = R_GetTexture(surf->currenttexture->texture); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - rotated = true; - for (i=0 ; i<3 ; i++) + if (RSurf_LightCheck(surf->dlightbits, mesh)) { - mins[i] = e->origin[i] - clmodel->radius; - maxs[i] = e->origin[i] + clmodel->radius; + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + + if (R_Mesh_Draw_GetBuffer(&m, true)) + { + cl = m.colorscale; + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2) + { + softwaretransform(v->v, outv); + outv[3] = 1; + VectorClear(outc); + outc[3] = 1; + outst[0] = v->st[0]; + outst[1] = v->st[1]; + } + RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color); + if (cl != 1) + for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4) + VectorScale(outc, cl, outc); + R_Mesh_Render(); + } } } - else +} + +static void RSurfShader_OpaqueWall_Pass_Fog(msurface_t *surf) +{ + int i; + surfvertex_t *v; + float *outv, *outc, cl, diff[3], fcolor[3]; + surfmesh_t *mesh; + rmeshbufferinfo_t m; + memset(&m, 0, sizeof(m)); + m.transparent = false; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - rotated = false; - VectorAdd (e->origin, clmodel->mins, mins); - VectorAdd (e->origin, clmodel->maxs, maxs); - } + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; - if (R_CullBox (mins, maxs)) - return; + if (R_Mesh_Draw_GetBuffer(&m, false)) + { + cl = m.colorscale; + VectorScale(fogcolor, cl, fcolor); + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4) + { + softwaretransform(v->v, outv); + outv[3] = 1; + VectorCopy(fcolor, outc); + VectorSubtract(outv, r_origin, diff); + outc[3] = exp(fogdensity/DotProduct(diff, diff)); + } + R_Mesh_Render(); + } + } +} - VectorSubtract (r_refdef.vieworg, e->origin, modelorg); - if (rotated) +static void RSurfShader_OpaqueWall_Pass_BaseDetail(msurface_t *surf) +{ + int i; + surfvertex_t *v; + float *outv, *outc, *outst; + surfmesh_t *mesh; + rmeshbufferinfo_t m; + memset(&m, 0, sizeof(m)); + m.transparent = false; + m.blendfunc1 = GL_DST_COLOR; + m.blendfunc2 = GL_SRC_COLOR; + m.depthwrite = false; + m.depthdisable = false; + m.tex[0] = R_GetTexture(surf->currenttexture->detailtexture); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - vec3_t temp; - vec3_t forward, right, up; - - VectorCopy (modelorg, temp); - AngleVectors (e->angles, forward, right, up); - modelorg[0] = DotProduct (temp, forward); - modelorg[1] = -DotProduct (temp, right); - modelorg[2] = DotProduct (temp, up); - } + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; - s = &clmodel->surfaces[clmodel->firstmodelsurface]; + if (R_Mesh_Draw_GetBuffer(&m, false)) + { + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2) + { + softwaretransform(v->v, outv); + outv[3] = 1; + outc[0] = outc[1] = outc[2] = outc[3] = 1; + outst[0] = v->ab[0]; + outst[1] = v->ab[1]; + } + R_Mesh_Render(); + } + } +} -// calculate dynamic lighting for bmodel if it's not an -// instanced model - for (i = 0;i < MAX_DLIGHTS;i++) +static void RSurfShader_OpaqueWall_Pass_Glow(msurface_t *surf) +{ + int i; + surfvertex_t *v; + float *outv, *outc, *outst, cl; + surfmesh_t *mesh; + rmeshbufferinfo_t m; + memset(&m, 0, sizeof(m)); + m.transparent = false; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture); + for (mesh = surf->mesh;mesh;mesh = mesh->chain) { - if ((cl_dlights[i].die < cl.time) || (!cl_dlights[i].radius)) - continue; + m.numtriangles = mesh->numtriangles; + m.numverts = mesh->numverts; + + if (R_Mesh_Draw_GetBuffer(&m, false)) + { + cl = m.colorscale; + memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3])); + for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2) + { + softwaretransform(v->v, outv); + outv[3] = 1; + outc[0] = outc[1] = outc[2] = cl; + outc[3] = 1; + outst[0] = v->st[0]; + outst[1] = v->st[1]; + } + R_Mesh_Render(); + } + } +} - VectorSubtract(cl_dlights[i].origin, currententity->origin, org); - R_NoVisMarkLights (org, &cl_dlights[i], 1<<(i&31), i >> 5, clmodel); +static void RSurfShader_Wall_Fullbright(msurface_t *firstsurf) +{ + msurface_t *surf; + for (surf = firstsurf;surf;surf = surf->chain) + { + c_brush_polys++; + RSurfShader_Wall_Pass_BaseFullbright(surf); } - vertexlit = modelalpha != 1 || clmodel->firstmodelsurface == 0 || (currententity->effects & EF_FULLBRIGHT) || currententity->colormod[0] != 1 || currententity->colormod[2] != 1 || currententity->colormod[2] != 1; + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->glowtexture) + RSurfShader_Wall_Pass_Glow(surf); + if (fogenabled) + for (surf = firstsurf;surf;surf = surf->chain) + RSurfShader_Wall_Pass_Fog(surf); +} -e->angles[0] = -e->angles[0]; // stupid quake bug - softwaretransformforentity (e); -e->angles[0] = -e->angles[0]; // stupid quake bug +static void RSurfShader_Wall_Vertex(msurface_t *firstsurf) +{ + msurface_t *surf; + for (surf = firstsurf;surf;surf = surf->chain) + { + c_brush_polys++; + RSurfShader_Wall_Pass_BaseVertex(surf); + } + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->glowtexture) + RSurfShader_Wall_Pass_Glow(surf); + if (fogenabled) + for (surf = firstsurf;surf;surf = surf->chain) + RSurfShader_Wall_Pass_Fog(surf); +} - // draw texture - for (i = 0;i < clmodel->nummodelsurfaces;i++, s++) +static void RSurfShader_Wall_Lightmap(msurface_t *firstsurf) +{ + msurface_t *surf; + if (r_vertexsurfaces.integer || firstsurf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE) { - if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0)) + for (surf = firstsurf;surf;surf = surf->chain) { - if (s->flags & SURF_DRAWSKY) + c_brush_polys++; + RSurfShader_Wall_Pass_BaseVertex(surf); + } + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->glowtexture) + RSurfShader_Wall_Pass_Glow(surf); + if (fogenabled) + for (surf = firstsurf;surf;surf = surf->chain) + RSurfShader_Wall_Pass_Fog(surf); + } + else + { + if (r_textureunits.integer >= 2) + { + if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer) { - R_SkySurf(s, true); - continue; + for (surf = firstsurf;surf;surf = surf->chain) + { + c_brush_polys++; + RSurfShader_OpaqueWall_Pass_TripleTexCombine(surf); + } + } + else + { + for (surf = firstsurf;surf;surf = surf->chain) + { + c_brush_polys++; + RSurfShader_OpaqueWall_Pass_BaseMTex(surf); + } + if (r_detailtextures.integer) + for (surf = firstsurf;surf;surf = surf->chain) + RSurfShader_OpaqueWall_Pass_BaseDetail(surf); } - t = R_TextureAnimation (s->texinfo->texture); - if (s->flags & SURF_DRAWTURB) + } + else + { + for (surf = firstsurf;surf;surf = surf->chain) { - R_WaterSurf(s, t, true, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f); - continue; + c_brush_polys++; + RSurfShader_OpaqueWall_Pass_BaseTexture(surf); } - if (vertexlit || s->texinfo->texture->transparent) - R_WallSurfVertex(s, t, true, true); - else - R_WallSurf(s, t, true); + for (surf = firstsurf;surf;surf = surf->chain) + RSurfShader_OpaqueWall_Pass_BaseLightmap(surf); + if (r_detailtextures.integer) + for (surf = firstsurf;surf;surf = surf->chain) + RSurfShader_OpaqueWall_Pass_BaseDetail(surf); } + if (!r_dlightmap.integer) + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->dlightframe == r_framecount) + RSurfShader_OpaqueWall_Pass_Light(surf); + for (surf = firstsurf;surf;surf = surf->chain) + if (surf->currenttexture->glowtexture) + RSurfShader_OpaqueWall_Pass_Glow(surf); + if (fogenabled) + for (surf = firstsurf;surf;surf = surf->chain) + RSurfShader_OpaqueWall_Pass_Fog(surf); } - UploadLightmaps(); } /* @@ -807,539 +1589,501 @@ e->angles[0] = -e->angles[0]; // stupid quake bug ============================================================= */ -void R_StoreEfrags (efrag_t **ppefrag); - -/* -================ -R_WorldNode -================ -*/ -void R_WorldNode () +static void R_SolidWorldNode (void) { - int c, side, s = 0; - double dot; - struct - { - double dot; - mnode_t *node; - } nodestack[8192]; - mnode_t *node; - - if (!(node = cl.worldmodel->nodes)) - return; - - while(1) + if (r_viewleaf->contents != CONTENTS_SOLID) { - // if a leaf node, draw stuff - if (node->contents < 0) + int portalstack; + mportal_t *p, *pstack[8192]; + msurface_t *surf, **mark, **endmark; + mleaf_t *leaf; + // LordHavoc: portal-passage worldnode; follows portals leading + // outward from viewleaf, if a portal leads offscreen it is not + // followed, in indoor maps this can often cull a great deal of + // geometry away when pvs data is not present (useful with pvs as well) + + leaf = r_viewleaf; + leaf->worldnodeframe = r_framecount; + portalstack = 0; + loc0: + c_leafs++; + + leaf->visframe = r_framecount; + + if (leaf->nummarksurfaces) { - if (node->contents != CONTENTS_SOLID) + mark = leaf->firstmarksurface; + endmark = mark + leaf->nummarksurfaces; + do { - mleaf_t *pleaf; - pleaf = (mleaf_t *)node; - - c_leafs++; - if ((c = pleaf->nummarksurfaces)) + surf = *mark++; + // make sure surfaces are only processed once + if (surf->worldnodeframe == r_framecount) + continue; + surf->worldnodeframe = r_framecount; + if (PlaneDist(r_origin, surf->plane) < surf->plane->dist) { - msurface_t **mark; - mark = pleaf->firstmarksurface; - do - { - (*mark)->visframe = r_framecount; - mark++; - } while (--c); + if (surf->flags & SURF_PLANEBACK) + surf->visframe = r_framecount; + } + else + { + if (!(surf->flags & SURF_PLANEBACK)) + surf->visframe = r_framecount; } - - // deal with model fragments in this leaf - if (pleaf->efrags) - R_StoreEfrags (&pleaf->efrags); } - - if (!s) - break; - node = nodestack[--s].node; - dot = nodestack[s].dot; - goto loc0; + while (mark < endmark); } - c_nodes++; - - // node is just a decision point, so go down the apropriate sides - - // find which side of the node we are on - dot = (node->plane->type < 3 ? modelorg[node->plane->type] : DotProduct (modelorg, node->plane->normal)) - node->plane->dist; - - // recurse down the children, front side first - side = dot < 0; - if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3)) + // follow portals into other leafs + p = leaf->portals; + for (;p;p = p->next) { - nodestack[s].node = node; - nodestack[s++].dot = dot; - node = node->children[side]; - continue; + if (DotProduct(r_origin, p->plane.normal) < p->plane.dist) + { + leaf = p->past; + if (leaf->worldnodeframe != r_framecount) + { + leaf->worldnodeframe = r_framecount; + if (leaf->contents != CONTENTS_SOLID) + { + if (R_NotCulledBox(leaf->mins, leaf->maxs)) + { + p->visframe = r_framecount; + pstack[portalstack++] = p; + goto loc0; + + loc1: + p = pstack[--portalstack]; + } + } + } + } } -loc0: - // backside - side = dot >= 0; - // draw stuff - if ((c = node->numsurfaces)) + if (portalstack) + goto loc1; + } + else + { + mnode_t *nodestack[8192], *node = cl.worldmodel->nodes; + int nodestackpos = 0; + // LordHavoc: recursive descending worldnode; if portals are not + // available, this is a good last resort, can cull large amounts of + // geometry, but is more time consuming than portal-passage and renders + // things behind walls + +loc2: + if (R_NotCulledBox(node->mins, node->maxs)) { - msurface_t *surf; - surf = cl.worldmodel->surfaces + node->firstsurface; - - if (side) + if (node->numsurfaces) { - for (;c;c--, surf++) + msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces; + if (PlaneDiff (r_origin, node->plane) < 0) { - if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK)) + for (;surf < surfend;surf++) { - surf->texturechain = surf->texinfo->texture->texturechain; - surf->texinfo->texture->texturechain = surf; + if (surf->flags & SURF_PLANEBACK) + surf->visframe = r_framecount; + } + } + else + { + for (;surf < surfend;surf++) + { + if (!(surf->flags & SURF_PLANEBACK)) + surf->visframe = r_framecount; } } } + + // recurse down the children + if (node->children[0]->contents >= 0) + { + if (node->children[1]->contents >= 0) + { + if (nodestackpos < 8192) + nodestack[nodestackpos++] = node->children[1]; + node = node->children[0]; + goto loc2; + } + else + ((mleaf_t *)node->children[1])->visframe = r_framecount; + node = node->children[0]; + goto loc2; + } else { - for (;c;c--, surf++) + ((mleaf_t *)node->children[0])->visframe = r_framecount; + if (node->children[1]->contents >= 0) { - if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK)) - { - surf->texturechain = surf->texinfo->texture->texturechain; - surf->texinfo->texture->texturechain = surf; - } + node = node->children[1]; + goto loc2; + } + else if (nodestackpos > 0) + { + ((mleaf_t *)node->children[1])->visframe = r_framecount; + node = nodestack[--nodestackpos]; + goto loc2; } } } - - // recurse down the back side - if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3)) + else if (nodestackpos > 0) { - node = node->children[side]; - continue; + node = nodestack[--nodestackpos]; + goto loc2; } - - if (!s) - break; - node = nodestack[--s].node; - dot = nodestack[s].dot; - goto loc0; } } +static int r_portalframecount = 0; -/* -============= -R_DrawWorld -============= -*/ -void R_DrawWorld (void) +static void R_PVSWorldNode() { - entity_t ent; - - memset (&ent, 0, sizeof(ent)); - ent.model = cl.worldmodel; - ent.colormod[0] = ent.colormod[1] = ent.colormod[2] = 1; - modelalpha = ent.alpha = 1; - ent.scale = 1; - - VectorCopy (r_refdef.vieworg, modelorg); - - currententity = &ent; - - softwaretransformidentity(); // LordHavoc: clear transform - - if (cl.worldmodel) - R_WorldNode (); - - glClear (GL_DEPTH_BUFFER_BIT); - - R_PushDlights (); // now mark the lit surfaces - - DrawTextureChains (); - - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); -} + int portalstack, i; + mportal_t *p, *pstack[8192]; + msurface_t *surf, **mark, **endmark; + mleaf_t *leaf; + qbyte *worldvis; + worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel); -/* -=============== -R_MarkLeaves -=============== -*/ -void R_MarkLeaves (void) -{ - byte *vis; - mnode_t *node; - int i; + leaf = r_viewleaf; + leaf->worldnodeframe = r_framecount; + portalstack = 0; +loc0: + c_leafs++; - if (r_oldviewleaf == r_viewleaf && !r_novis.value) - return; - - r_visframecount++; - r_oldviewleaf = r_viewleaf; + leaf->visframe = r_framecount; - if (r_novis.value) + if (leaf->nummarksurfaces) { - for (i=0 ; inumleafs ; i++) + mark = leaf->firstmarksurface; + endmark = mark + leaf->nummarksurfaces; + do { - node = (mnode_t *)&cl.worldmodel->leafs[i+1]; - do + surf = *mark++; + // make sure surfaces are only processed once + if (surf->worldnodeframe == r_framecount) + continue; + surf->worldnodeframe = r_framecount; + if (PlaneDist(r_origin, surf->plane) < surf->plane->dist) + { + if (surf->flags & SURF_PLANEBACK) + surf->visframe = r_framecount; + } + else { - if (node->visframe == r_visframecount) - break; - node->visframe = r_visframecount; - node = node->parent; - } while (node); + if (!(surf->flags & SURF_PLANEBACK)) + surf->visframe = r_framecount; + } } + while (mark < endmark); } - else + + // follow portals into other leafs + for (p = leaf->portals;p;p = p->next) { - vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel); - - for (i=0 ; inumleafs ; i++) + if (DotProduct(r_origin, p->plane.normal) < p->plane.dist) { - if (vis[i>>3] & (1<<(i&7))) + leaf = p->past; + if (leaf->worldnodeframe != r_framecount) { - node = (mnode_t *)&cl.worldmodel->leafs[i+1]; - do + leaf->worldnodeframe = r_framecount; + if (leaf->contents != CONTENTS_SOLID) { - if (node->visframe == r_visframecount) - break; - node->visframe = r_visframecount; - node = node->parent; - } while (node); + i = (leaf - cl.worldmodel->leafs) - 1; + if (worldvis[i>>3] & (1<<(i&7))) + { + if (R_NotCulledBox(leaf->mins, leaf->maxs)) + { + pstack[portalstack++] = p; + goto loc0; + +loc1: + p = pstack[--portalstack]; + } + } + } } } } + + if (portalstack) + goto loc1; } +Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex}, NULL}; +Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, NULL}; +Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, NULL}; +Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, NULL}; +Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, NULL}; +int Cshader_count = 5; +Cshader_t *Cshaders[5] = +{ + &Cshader_wall_vertex, + &Cshader_wall_lightmap, + &Cshader_wall_fullbright, + &Cshader_water, + &Cshader_sky +}; -/* -============================================================================= +void R_PrepareSurfaces(void) +{ + int i, alttextures, texframe, framecount; + texture_t *t; + model_t *model; + msurface_t *surf; - LIGHTMAP ALLOCATION + for (i = 0;i < Cshader_count;i++) + Cshaders[i]->chain = NULL; -============================================================================= -*/ + model = currentrenderentity->model; + alttextures = currentrenderentity->frame != 0; + texframe = (int)(cl.time * 5.0f); + + for (i = 0;i < model->nummodelsurfaces;i++) + { + surf = model->modelsortedsurfaces[i]; + if (surf->visframe == r_framecount) + { + if (surf->insertframe != r_framecount) + { + surf->insertframe = r_framecount; + c_faces++; + t = surf->texinfo->texture; + if (t->animated) + { + framecount = t->anim_total[alttextures]; + if (framecount >= 2) + surf->currenttexture = t->anim_frames[alttextures][texframe % framecount]; + else + surf->currenttexture = t->anim_frames[alttextures][0]; + } + else + surf->currenttexture = t; + } -// returns a texture number and the position inside it -int AllocBlock (int w, int h, int *x, int *y) + surf->chain = surf->shader->chain; + surf->shader->chain = surf; + } + } +} + +void R_DrawSurfaces (int type) { - int i, j; - int best, best2; - int texnum; + int i; + Cshader_t *shader; - for (texnum=0 ; texnumchain && shader->shaderfunc[type]) + shader->shaderfunc[type](shader->chain); + } +} - for (i=0 ; iportals, endportal = portal + cl.worldmodel->numportals;portal < endportal;portal++) + { + if (portal->visframe == r_portalframecount) + { + memset(&m, 0, sizeof(m)); + m.transparent = true; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + m.numverts = portal->numpoints; + m.numtriangles = portal->numpoints - 2; + if (R_Mesh_Draw_GetBuffer(&m, false)) { - if (allocated[texnum][i+j] >= best) - break; - if (allocated[texnum][i+j] > best2) - best2 = allocated[texnum][i+j]; - } - if (j == w) - { // this is a valid spot - *x = i; - *y = best = best2; + for (i = 0;i < m.numtriangles;i++) + { + m.index[i * 3 + 0] = 0; + m.index[i * 3 + 1] = i + 1; + m.index[i * 3 + 2] = i + 2; + } + i = portal - cl.worldmodel->portals; + R_FillColors(m.color, m.numverts, + ((i & 0x0007) >> 0) * (1.0f / 7.0f) * m.colorscale, + ((i & 0x0038) >> 3) * (1.0f / 7.0f) * m.colorscale, + ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * m.colorscale, + 0.125f); + if (PlaneDiff(r_origin, (&portal->plane)) > 0) + { + for (i = portal->numpoints - 1, v = m.vertex;i >= 0;i--, v += 4) + VectorCopy(portal->points[i].position, v); + } + else + for (i = 0, v = m.vertex;i < portal->numpoints;i++, v += 4) + VectorCopy(portal->points[i].position, v); + R_Mesh_Render(); } } + } +} - if (best + h > BLOCK_HEIGHT) - continue; +void R_SetupForBModelRendering(void) +{ + int i; + msurface_t *surf; + model_t *model; + vec3_t modelorg; - if (nosubimagefragments || nosubimage) - { - if (!lightmaps[texnum]) - lightmaps[texnum] = calloc(BLOCK_WIDTH*BLOCK_HEIGHT*4, 1); - } - // LordHavoc: clear texture to blank image, fragments are uploaded using subimage - else if (!allocated[texnum][0]) - { - byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*3]; - memset(blank, 0, sizeof(blank)); - glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - if (lightmaprgba) - glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank); - else - glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank); - } + // because bmodels can be reused, we have to decide which things to render + // from scratch every time - for (i=0 ; imodel; - return texnum; - } + softwaretransformforentity (currentrenderentity); + softwareuntransform(r_origin, modelorg); - Sys_Error ("AllocBlock: full"); - return 0; + for (i = 0;i < model->nummodelsurfaces;i++) + { + surf = model->modelsortedsurfaces[i]; + if (((surf->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, surf->plane) >= 0)) + surf->visframe = r_framecount; + else + surf->visframe = -1; + surf->worldnodeframe = -1; + surf->lightframe = -1; + surf->dlightframe = -1; + surf->insertframe = -1; + } } +void R_SetupForWorldRendering(void) +{ + // there is only one instance of the world, but it can be rendered in + // multiple stages -mvertex_t *r_pcurrentvertbase; -model_t *currentmodel; - -int nColinElim; + currentrenderentity = &cl_entities[0].render; + softwaretransformidentity(); +} -/* -================ -BuildSurfaceDisplayList -================ -*/ -void BuildSurfaceDisplayList (msurface_t *fa) +static void R_SurfMarkLights (void) { - int i, j, lindex, lnumverts; - medge_t *pedges, *r_pedge; - int vertpage; - float *vec; - float s, t; - glpoly_t *poly; - -// reconstruct the polygon - pedges = currentmodel->edges; - lnumverts = fa->numedges; - vertpage = 0; - - // - // draw texture - // - poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float)); - poly->next = fa->polys; - poly->flags = fa->flags; - fa->polys = poly; - poly->numverts = lnumverts; - - for (i=0 ; isurfedges[fa->firstedge + i]; + int i; + msurface_t *surf; - if (lindex > 0) - { - r_pedge = &pedges[lindex]; - vec = r_pcurrentvertbase[r_pedge->v[0]].position; - } - else - { - r_pedge = &pedges[-lindex]; - vec = r_pcurrentvertbase[r_pedge->v[1]].position; - } - s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3]; - t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3]; - - VectorCopy (vec, poly->verts[i]); - poly->verts[i][3] = s / fa->texinfo->texture->width; - poly->verts[i][4] = t / fa->texinfo->texture->height; - - // - // lightmap texture coordinates - // - s -= fa->texturemins[0]; - t -= fa->texturemins[1]; - s += 8; - t += 8; - // LordHavoc: calc lightmap data offset - j = (bound(0l, (int)t>>4, fa->extents[1]>>4) * ((fa->extents[0]>>4)+1) + bound(0l, (int)s>>4, fa->extents[0]>>4)) * 3; - poly->verts[i][7] = j; - s += fa->light_s*16; - s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width; - - t += fa->light_t*16; - t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height; - - poly->verts[i][5] = s; - poly->verts[i][6] = t; - } + if (r_dynamic.integer) + R_MarkLights(); - // - // remove co-linear points - Ed - // - /* - if (!gl_keeptjunctions.value) + if (!r_vertexsurfaces.integer) { - for (i = 0 ; i < lnumverts ; ++i) + for (i = 0;i < currentrenderentity->model->nummodelsurfaces;i++) { - vec3_t v1, v2; - float *prev, *this, *next; - - prev = poly->verts[(i + lnumverts - 1) % lnumverts]; - this = poly->verts[i]; - next = poly->verts[(i + 1) % lnumverts]; - - VectorSubtract( this, prev, v1 ); - VectorNormalize( v1 ); - VectorSubtract( next, prev, v2 ); - VectorNormalize( v2 ); - - // skip co-linear points - #define COLINEAR_EPSILON 0.001 - if ((fabs( v1[0] - v2[0] ) <= COLINEAR_EPSILON) && - (fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) && - (fabs( v1[2] - v2[2] ) <= COLINEAR_EPSILON)) + surf = currentrenderentity->model->modelsortedsurfaces[i]; + if (surf->visframe == r_framecount && surf->lightmaptexture != NULL) { - int j; - for (j = i + 1; j < lnumverts; ++j) + if (surf->cached_dlight + || surf->cached_ambient != r_ambient.value + || surf->cached_lightscalebit != lightscalebit) + R_BuildLightMap(surf, false); // base lighting changed + else if (r_dynamic.integer) { - int k; - for (k = 0; k < VERTEXSIZE; ++k) - poly->verts[j - 1][k] = poly->verts[j][k]; + if (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0] + || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1] + || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2] + || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3])))))))) + R_BuildLightMap(surf, false); // base lighting changed + else if (surf->dlightframe == r_framecount && r_dlightmap.integer) + R_BuildLightMap(surf, true); // only dlights } - --lnumverts; - ++nColinElim; - // retry next vertex next time, which is now current vertex - --i; } } } - */ - poly->numverts = lnumverts; +} + +void R_MarkWorldLights(void) +{ + R_SetupForWorldRendering(); + R_SurfMarkLights(); } /* -======================== -GL_CreateSurfaceLightmap -======================== +============= +R_DrawWorld +============= */ -void GL_CreateSurfaceLightmap (msurface_t *surf) +void R_DrawWorld (void) { - int smax, tmax; - - if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB)) - return; - - smax = (surf->extents[0]>>4)+1; - tmax = (surf->extents[1]>>4)+1; + R_SetupForWorldRendering(); - surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t); - if (nosubimage || nosubimagefragments) - return; - glBindTexture(GL_TEXTURE_2D, lightmap_textures + surf->lightmaptexturenum); - smax = ((surf->extents[0]>>4)+lightmapalign) & lightmapalignmask; - if (lightmaprgba) - { - R_BuildLightMap (surf, templight, smax * 4); - glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight); - } + if (r_viewleaf->contents == CONTENTS_SOLID || r_novis.integer || r_viewleaf->compressed_vis == NULL) + R_SolidWorldNode (); else - { - R_BuildLightMap (surf, templight, smax * 3); - glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight); - } + R_PVSWorldNode (); } - /* -================== -GL_BuildLightmaps - -Builds the lightmap texture -with all the surfaces from all brush models -================== +================= +R_DrawBrushModel +================= */ -void GL_BuildLightmaps (void) +void R_DrawBrushModelSky (void) { - int i, j; - model_t *m; + R_SetupForBModelRendering(); - memset (allocated, 0, sizeof(allocated)); + R_PrepareSurfaces(); + R_DrawSurfaces(SHADERSTAGE_SKY); +} - r_framecount = 1; // no dlightcache +void R_DrawBrushModelNormal (void) +{ + c_bmodels++; - if (gl_nosubimagefragments.value) - nosubimagefragments = 1; - else - nosubimagefragments = 0; + // have to flush queue because of possible lightmap reuse + R_Mesh_Render(); - if (gl_nosubimage.value) - nosubimage = 1; - else - nosubimage = 0; + R_SetupForBModelRendering(); - if (gl_lightmaprgba.value) - { - lightmaprgba = true; - lightmapbytes = 4; - } - else - { - lightmaprgba = false; - lightmapbytes = 3; - } + R_SurfMarkLights(); - // LordHavoc: NVIDIA seems to have a broken glTexSubImage2D, - // it needs to be aligned on 4 pixel boundaries... - // so I implemented an adjustable lightmap alignment - if (gl_lightmapalign.value < 1) - gl_lightmapalign.value = 1; - if (gl_lightmapalign.value > 16) - gl_lightmapalign.value = 16; - lightmapalign = 1; - while (lightmapalign < gl_lightmapalign.value) - lightmapalign <<= 1; - gl_lightmapalign.value = lightmapalign; - lightmapalignmask = ~(lightmapalign - 1); - if (nosubimagefragments || nosubimage) - { - lightmapalign = 1; - lightmapalignmask = ~0; - } + R_PrepareSurfaces(); - if (!lightmap_textures) - { - lightmap_textures = texture_extension_number; - texture_extension_number += MAX_LIGHTMAPS; - } + if (!skyrendermasked) + R_DrawSurfaces(SHADERSTAGE_SKY); + R_DrawSurfaces(SHADERSTAGE_NORMAL); +} - for (j=1 ; jname[0] == '*') - continue; - r_pcurrentvertbase = m->vertexes; - currentmodel = m; - for (i=0 ; inumsurfaces ; i++) - { - if ( m->surfaces[i].flags & SURF_DRAWTURB ) - continue; - if ( m->surfaces[i].flags & SURF_DRAWSKY ) - continue; - GL_CreateSurfaceLightmap (m->surfaces + i); - BuildSurfaceDisplayList (m->surfaces + i); - } - } +static void gl_surf_start(void) +{ +} - if (nosubimage || nosubimagefragments) - { - if (gl_mtexable) - qglSelectTexture(gl_mtex_enum+1); - for (i = 0;i < MAX_LIGHTMAPS;i++) - { - if (!allocated[i][0]) - break; - lightmapupdate[i][0] = BLOCK_HEIGHT; - lightmapupdate[i][1] = 0; - glBindTexture(GL_TEXTURE_2D, lightmap_textures + i); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - if (lightmaprgba) - glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]); - else - glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]); - } - if (gl_mtexable) - qglSelectTexture(gl_mtex_enum+0); - } +static void gl_surf_shutdown(void) +{ +} + +static void gl_surf_newmap(void) +{ +} + +void GL_Surf_Init(void) +{ + int i; + dlightdivtable[0] = 4194304; + for (i = 1;i < 32768;i++) + dlightdivtable[i] = 4194304 / (i << 7); + + Cvar_RegisterVariable(&r_ambient); + Cvar_RegisterVariable(&r_vertexsurfaces); + Cvar_RegisterVariable(&r_dlightmap); + Cvar_RegisterVariable(&r_drawportals); + Cvar_RegisterVariable(&r_testvis); + Cvar_RegisterVariable(&r_floatbuildlightmap); + Cvar_RegisterVariable(&r_detailtextures); + + R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }