X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=cbab40d45d30aea1794be85a4342e3b5d79ff287;hp=4fbf788fac134633e46a8dcc375ae4b66945a257;hb=1f38eee898a31c94cd3b9931ea3af6e83d51c2c4;hpb=1210b4c3aa84b05ed2f17d1cb4a74f412a397bf9 diff --git a/gl_rsurf.c b/gl_rsurf.c index 4fbf788f..cbab40d4 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -21,432 +21,160 @@ 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 -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 - -static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; - -static mempool_t *r_surf_mempool = NULL; -static int r_surf_surfacevisiblelimit = 0; -static qbyte *r_surf_surfacevisible = NULL; - -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_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"}; -cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; -cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"}; -cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"}; -cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"}; -cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"}; -cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"}; +cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"}; +cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"}; +cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"}; +cvar_t r_useportalculling = {0, "r_useportalculling", "1", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"}; +cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"}; /* -// FIXME: these arrays are huge! -int r_q1bsp_maxmarkleafs; -int r_q1bsp_nummarkleafs; -mleaf_t *r_q1bsp_maxleaflist[65536]; -int r_q1bsp_maxmarksurfaces; -int r_q1bsp_nummarksurfaces; -msurface_t *r_q1bsp_maxsurfacelist[65536]; - -// FIXME: these arrays are huge! -int r_q3bsp_maxmarkleafs; -int r_q3bsp_nummarkleafs; -q3mleaf_t *r_q3bsp_maxleaflist[65536]; -int r_q3bsp_maxmarksurfaces; -int r_q3bsp_nummarksurfaces; -q3msurface_t *r_q3bsp_maxsurfacelist[65536]; -*/ - -void R_Surf_ClearSurfaceVisible(int num) -{ - if (r_surf_surfacevisiblelimit < num) - { - Mem_Free(r_surf_surfacevisible); - r_surf_surfacevisiblelimit = num; - r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit); - } - memset(r_surf_surfacevisible, 0, num); -} - -static int dlightdivtable[32768]; +=============== +R_BuildLightMap -static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) +Combine and scale multiple lightmaps into the 8.8 format in blocklights +=============== +*/ +void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) { - int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k; - unsigned int *bl; - float dist, impact[3], local[3]; - dlight_t *light; + int smax, tmax, i, size, size3, maps, l; + int *bl, scale; + unsigned char *lightmap, *out, *stain; + dp_model_t *model = ent->model; + int *intblocklights; + unsigned char *templight; - lit = false; + smax = (surface->lightmapinfo->extents[0]>>4)+1; + tmax = (surface->lightmapinfo->extents[1]>>4)+1; + size = smax*tmax; + size3 = size*3; - smax = (surf->extents[0] >> 4) + 1; - tmax = (surf->extents[1] >> 4) + 1; - smax3 = smax * 3; + r_refdef.stats.lightmapupdatepixels += size; + r_refdef.stats.lightmapupdates++; - for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) + if (cl.buildlightmapmemorysize < size*sizeof(int[3])) { - if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) - continue; // not lit by this light - - Matrix4x4_Transform(matrix, light->origin, local); - dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; - - // for comparisons to minimum acceptable light - // compensate for LIGHTOFFSET - maxdist = (int) light->rtlight.lightmap_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]; - - 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; - - maxdist3 = maxdist - dist2; - - // convert to 8.8 blocklights format - red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f); - green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f); - blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f); - subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f); - bl = intblocklights; - - i = impactt; - for (t = 0;t < tmax;t++, i -= 16) - { - td = i * i; - // make sure some part of it is visible on this line - if (td < maxdist3) - { - maxdist2 = maxdist - td; - for (s = 0;s < smax;s++) - { - if (sdtable[s] < maxdist2) - { - k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract; - if (k > 0) - { - bl[0] += (red * k); - bl[1] += (green * k); - bl[2] += (blue * k); - lit = true; - } - } - bl += 3; - } - } - else // skip line - bl += smax3; - } + cl.buildlightmapmemorysize = size*sizeof(int[3]); + if (cl.buildlightmapmemory) + Mem_Free(cl.buildlightmapmemory); + cl.buildlightmapmemory = Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize); } - return lit; -} -static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) -{ - int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt; - float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract; - dlight_t *light; + // these both point at the same buffer, templight is only used for final + // processing and can replace the intblocklights data as it goes + intblocklights = (int *)cl.buildlightmapmemory; + templight = (unsigned char *)cl.buildlightmapmemory; - lit = false; + // update cached lighting info + model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false; - smax = (surf->extents[0] >> 4) + 1; - tmax = (surf->extents[1] >> 4) + 1; - smax3 = smax * 3; + lightmap = surface->lightmapinfo->samples; - for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) +// set to full bright if no light data + bl = intblocklights; + if (!model->brushq1.lightdata) { - if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) - continue; // not lit by this light - - Matrix4x4_Transform(matrix, light->origin, local); - dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; - - // for comparisons to minimum acceptable light - // compensate for LIGHTOFFSET - maxdist = (int) light->rtlight.lightmap_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 = light->rtlight.lightmap_light[0]; - green = light->rtlight.lightmap_light[1]; - blue = light->rtlight.lightmap_light[2]; - subtract = light->rtlight.lightmap_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; - } + for (i = 0;i < size3;i++) + bl[i] = 128*256; } - return lit; -} - -/* -=============== -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 *surf) -{ - if (!r_floatbuildlightmap.integer) + else { - int smax, tmax, i, j, size, size3, maps, stride, l; - unsigned int *bl, scale; - qbyte *lightmap, *out, *stain; - - // update cached lighting info - surf->cached_dlight = 0; - - smax = (surf->extents[0]>>4)+1; - tmax = (surf->extents[1]>>4)+1; - size = smax*tmax; - size3 = size*3; - lightmap = surf->samples; - - // set to full bright if no light data - bl = intblocklights; - if (!ent->model->brushq1.lightdata) - { - for (i = 0;i < size3;i++) - bl[i] = 255*256; - } - else - { - // clear to no light - memset(bl, 0, size*3*sizeof(unsigned int)); - - if (surf->dlightframe == r_framecount) - { - surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf); - if (surf->cached_dlight) - c_light_polys++; - } +// clear to no light + memset(bl, 0, size3*sizeof(*bl)); - // 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; - } - } +// add all the lightmaps + if (lightmap) + for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3) + for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++) + bl[i] += lightmap[i] * scale; + } - stain = surf->stainsamples; - bl = intblocklights; - out = templight; - // the >> 16 shift adjusts down 8 bits to account for the stainmap - // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will - // be doubled during rendering to achieve 2x overbright - // (0 = 0.0, 128 = 1.0, 256 = 2.0) - if (ent->model->brushq1.lightmaprgba) - { - stride = (surf->lightmaptexturestride - smax) * 4; - for (i = 0;i < tmax;i++, out += stride) - { - for (j = 0;j < smax;j++) - { - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - *out++ = 255; - } - } - } - else + stain = surface->lightmapinfo->stainsamples; + bl = intblocklights; + out = templight; + // the >> 16 shift adjusts down 8 bits to account for the stainmap + // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will + // be doubled during rendering to achieve 2x overbright + // (0 = 0.0, 128 = 1.0, 256 = 2.0) + if (stain) + { + for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4) { - stride = (surf->lightmaptexturestride - smax) * 3; - for (i = 0;i < tmax;i++, out += stride) - { - for (j = 0;j < smax;j++) - { - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - } - } + l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255); + l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255); + l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255); + out[3] = 255; } - - R_UpdateTexture(surf->lightmaptexture, templight); } else { - 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; - - smax = (surf->extents[0]>>4)+1; - tmax = (surf->extents[1]>>4)+1; - size = smax*tmax; - size3 = size*3; - lightmap = surf->samples; - - // set to full bright if no light data - bl = floatblocklights; - if (!ent->model->brushq1.lightdata) - { - for (i = 0;i < size3;i++) - bl[i] = 255*256; - } - else + for (i = 0;i < size;i++, bl += 3, out += 4) { - memset(bl, 0, size*3*sizeof(float)); - - if (surf->dlightframe == r_framecount) - { - surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf); - if (surf->cached_dlight) - c_light_polys++; - } - - // add all the lightmaps - if (lightmap) - { - bl = floatblocklights; - for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3) - for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++) - bl[i] += lightmap[i] * scale; - } + l = bl[0] >> 8;out[2] = min(l, 255); + l = bl[1] >> 8;out[1] = min(l, 255); + l = bl[2] >> 8;out[0] = min(l, 255); + out[3] = 255; } + } - stain = surf->stainsamples; - bl = floatblocklights; - out = templight; - // this scaling adjusts down 8 bits to account for the stainmap - // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will - // be doubled during rendering to achieve 2x overbright - // (0 = 0.0, 128 = 1.0, 256 = 2.0) - scale = 1.0f / (1 << 16); - if (ent->model->brushq1.lightmaprgba) + R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax); + + // update the surface's deluxemap if it has one + if (surface->deluxemaptexture != r_texture_blanknormalmap) + { + vec3_t n; + unsigned char *normalmap = surface->lightmapinfo->nmapsamples; + lightmap = surface->lightmapinfo->samples; + // clear to no normalmap + bl = intblocklights; + memset(bl, 0, size3*sizeof(*bl)); + // add all the normalmaps + if (lightmap && normalmap) { - stride = (surf->lightmaptexturestride - smax) * 4; - for (i = 0;i < tmax;i++, out += stride) + for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3) { - for (j = 0;j < smax;j++) + for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++) { - 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; + // add the normalmap with weighting proportional to the style's lightmap intensity + l = (int)(VectorLength(lightmap + i*3) * scale); + bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l; + bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l; + bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l; } } } - else + bl = intblocklights; + out = templight; + // we simply renormalize the weighted normals to get a valid deluxemap + for (i = 0;i < size;i++, bl += 3, out += 4) { - stride = (surf->lightmaptexturestride - smax) * 3; - for (i = 0;i < tmax;i++, out += stride) - { - for (j = 0;j < smax;j++) - { - l = *bl++ * *stain++ * scale;*out++ = min(l, 255); - l = *bl++ * *stain++ * scale;*out++ = min(l, 255); - l = *bl++ * *stain++ * scale;*out++ = min(l, 255); - } - } + VectorCopy(bl, n); + VectorNormalize(n); + l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255); + l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255); + l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255); + out[3] = 255; } - - R_UpdateTexture(surf->lightmaptexture, templight); + R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax); } } -void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8]) +void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8]) { float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2; - msurface_t *surf, *endsurf; + msurface_t *surface, *endsurface; int i, s, t, smax, tmax, smax3, impacts, impactt, stained; - qbyte *bl; + unsigned char *bl; vec3_t impact; maxdist = radius * radius; invradius = 1.0f / radius; loc0: - if (node->contents < 0) + if (!node->plane) return; ndist = PlaneDiff(origin, node->plane); if (ndist > radius) @@ -475,27 +203,27 @@ loc0: impact[2] = origin[2] - node->plane->normal[2] * ndist; } - for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++) + for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++) { - if (surf->stainsamples) + if (surface->lightmapinfo->stainsamples) { - smax = (surf->extents[0] >> 4) + 1; - tmax = (surf->extents[1] >> 4) + 1; + smax = (surface->lightmapinfo->extents[0] >> 4) + 1; + tmax = (surface->lightmapinfo->extents[1] >> 4) + 1; - impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; - impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; + impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]); + impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]); s = bound(0, impacts, smax * 16) - impacts; t = bound(0, impactt, tmax * 16) - impactt; - i = s * s + t * t + dist2; - if (i > maxdist) + i = (int)(s * s + t * t + dist2); + if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel continue; // reduce calculations for (s = 0, i = impacts; s < smax; s++, i -= 16) sdtable[s] = i * i + dist2; - bl = surf->stainsamples; + bl = surface->lightmapinfo->stainsamples; smax3 = smax * 3; stained = false; @@ -517,9 +245,9 @@ loc0: { if (a > 1) a = 1; - bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0])); - bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1])); - bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2])); + bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0])); + bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1])); + bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2])); stained = true; } } @@ -531,13 +259,13 @@ loc0: } // force lightmap upload if (stained) - surf->cached_dlight = true; + model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true; } } - if (node->children[0]->contents >= 0) + if (node->children[0]->plane) { - if (node->children[1]->contents >= 0) + if (node->children[1]->plane) { R_StainNode(node->children[0], model, origin, radius, fcolor); node = node->children[1]; @@ -549,7 +277,7 @@ loc0: goto loc0; } } - else if (node->children[1]->contents >= 0) + else if (node->children[1]->plane) { node = node->children[1]; goto loc0; @@ -561,9 +289,9 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int int n; float fcolor[8]; entity_render_t *ent; - model_t *model; + dp_model_t *model; vec3_t org; - if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes) + if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata) return; fcolor[0] = cr1; fcolor[1] = cg1; @@ -574,20 +302,19 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int fcolor[6] = cb2 - cb1; fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f); - R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor); + R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor); // look for embedded bmodels - for (n = 0;n < cl_num_brushmodel_entities;n++) + for (n = 0;n < cl.num_brushmodel_entities;n++) { - ent = cl_brushmodel_entities[n]; + ent = &cl.entities[cl.brushmodel_entities[n]].render; model = ent->model; if (model && model->name[0] == '*') { - Mod_CheckLoaded(model); - if (model->brushq1.nodes) + if (model->brush.data_nodes) { Matrix4x4_Transform(&ent->inversematrix, origin, org); - R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor); + R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor); } } } @@ -602,1952 +329,950 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ============================================================= */ -static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles) +static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { - int i; - float scale; - const qbyte *lm; - if (styles[0] != 255) - { - for (i = 0;i < numverts;i++, c += 4) - { - lm = samples + lightmapoffsets[i]; - scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (styles[1] != 255) - { - lm += size3; - scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (styles[2] != 255) - { - lm += size3; - scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (styles[3] != 255) - { - lm += size3; - scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - } - } - } - } - } -} + // due to the hacky nature of this function's parameters, this is never + // called with a batch, so numsurfaces is always 1, and the surfacelist + // contains only a leaf number for coloring purposes + const mportal_t *portal = (mportal_t *)ent; + int i, numpoints; + float *v; + float vertex3f[POLYGONELEMENTS_MAXPOINTS*3]; + CHECKGLERROR + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthRange(0, 1); + GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); + GL_DepthTest(true); + GL_CullFace(GL_NONE); + R_Mesh_Matrix(&identitymatrix); -static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg) -{ - int i; - float diff[3], f; - if (fogenabled) - { - for (i = 0;i < numverts;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff))); - VectorScale(c, f, c); - } - } - else if (colorscale != 1) - for (i = 0;i < numverts;i++, c += 4) - VectorScale(c, colorscale, c); -} + numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS); -static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg) -{ - int i; - float diff[3], f; - r *= colorscale; - g *= colorscale; - b *= colorscale; - if (fogenabled) - { - for (i = 0;i < numverts;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; - } - } - else - { - for (i = 0;i < numverts;i++, c += 4) - { - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = a; - } - } -} + R_Mesh_VertexPointer(vertex3f, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_ResetTextureState(); + R_SetupGenericShader(false); -static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg) -{ - int i; - float diff[3], f; - r *= colorscale; - g *= colorscale; - b *= colorscale; - for (i = 0;i < numverts;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = exp(fogdensity/DotProduct(diff, diff)); - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = a * f; - } + i = surfacelist[0]; + GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale, + ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale, + ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale, + 0.125f); + for (i = 0, v = vertex3f;i < numpoints;i++, v += 3) + VectorCopy(portal->points[i].position, v); + R_Mesh_Draw(0, numpoints, 0, numpoints - 2, NULL, polygonelements, 0, 0); } -static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale) +// LordHavoc: this is just a nice debugging tool, very slow +void R_DrawPortals(void) { - float f; - const float *v; - float *c; - int i, l, lit = false; - const dlight_t *light; - vec3_t lightorigin; - for (l = 0;l < r_numdlights;l++) + int i, leafnum; + mportal_t *portal; + float center[3], f; + dp_model_t *model = r_refdef.scene.worldmodel; + if (model == NULL) + return; + for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++) { - if (dlightbits[l >> 5] & (1 << (l & 31))) + if (r_refdef.viewcache.world_leafvisible[leafnum]) { - light = &r_dlight[l]; - Matrix4x4_Transform(matrix, light->origin, lightorigin); - for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4) + //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++) + for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next) { - f = VectorDistance2(v, lightorigin) + LIGHTOFFSET; - if (f < light->rtlight.lightmap_cullradius2) + if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) + if (!R_CullBox(portal->mins, portal->maxs)) { - f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale; - VectorMA(c, f, light->rtlight.lightmap_light, c); - lit = true; + 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, (entity_render_t *)portal, leafnum, rsurface.rtlight); } } } } - return lit; } -static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +void R_View_WorldVisibility(qboolean forcenovis) { - const msurface_t *surf; - rmeshstate_t m; - - // sky rendering transparently would be too difficult - if (ent->flags & RENDER_TRANSPARENT) - return; - - if (skyrendernow) - { - skyrendernow = false; - if (skyrendermasked) - R_Sky(); - } + int i, j, *mark; + mleaf_t *leaf; + mleaf_t *viewleaf; + dp_model_t *model = r_refdef.scene.worldmodel; - // LordHavoc: HalfLife maps have freaky skypolys... - if (ent->model->brush.ishlbsp) + if (!model) return; - 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 + if (r_refdef.view.usecustompvs) { - // fog sky - GL_BlendFunc(GL_ONE, GL_ZERO); - } - GL_DepthMask(true); - GL_DepthTest(true); + // clear the visible surface and leaf flags arrays + memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces); + memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs); + r_refdef.viewcache.world_novis = false; - memset(&m, 0, sizeof(m)); - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) + // simply cull each marked leaf to the frustum (view pyramid) + for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) { - m.pointer_vertex = surf->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surf->mesh.num_vertices); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - GL_LockArrays(0, 0); + // if leaf is in current pvs and on the screen, mark its surfaces + if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) + { + r_refdef.stats.world_leafs++; + r_refdef.viewcache.world_leafvisible[j] = true; + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_refdef.viewcache.world_surfacevisible[*mark] = true; + } } + return; } - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); -} -static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2) -{ - const entity_render_t *ent = calldata1; - const msurface_t *surf = ent->model->brushq1.surfaces + calldata2; - rmeshstate_t m; - float currentalpha; - float base, colorscale; - vec3_t modelorg; - texture_t *texture; - float args[4] = {0.05f,0,0,0.04f}; - int rendertype, turb, fullbright; - - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - - texture = surf->texinfo->texture; - if (texture->animated) - texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0]; - currentalpha = ent->alpha; - if (surf->flags & SURF_WATERALPHA) - currentalpha *= r_wateralpha.value; - - GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); - if (ent->effects & EF_ADDITIVE) - { - rendertype = SURFRENDER_ADD; - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - } - else if (currentalpha < 1 || texture->skin.fog != NULL) - { - rendertype = SURFRENDER_ALPHA; - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - } - else - { - rendertype = SURFRENDER_OPAQUE; - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(!(ent->effects & EF_NODEPTHTEST)); - } + // if possible find the leaf the view origin is in + viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL; + // if possible fetch the visible cluster bits + if (!r_lockpvs.integer && model->brush.FatPVS) + model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, sizeof(r_refdef.viewcache.world_pvsbits), false); - turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value; - fullbright = !(ent->flags & RENDER_LIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples; - base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f); - if (surf->flags & SURF_DRAWTURB) - base *= 0.5f; - if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled) - { - // NVIDIA Geforce3 distortion texture shader on water - GL_Color(1, 1, 1, currentalpha); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = surf->mesh.data_vertex3f; - m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]); - m.tex[1] = R_GetTexture(texture->skin.base); - m.texcombinergb[0] = GL_REPLACE; - m.texcombinergb[1] = GL_REPLACE; - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f; - Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value); - Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - R_Mesh_State(&m); - - GL_ActiveTexture(0); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); - GL_ActiveTexture(1); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB); - qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]); - qglEnable(GL_TEXTURE_SHADER_NV); - - GL_LockArrays(0, surf->mesh.num_vertices); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - GL_LockArrays(0, 0); - - qglDisable(GL_TEXTURE_SHADER_NV); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); - GL_ActiveTexture(0); - } - else + if (!r_lockvisibility.integer) { - memset(&m, 0, sizeof(m)); - m.pointer_vertex = surf->mesh.data_vertex3f; - m.pointer_color = varray_color4f; - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - m.tex[0] = R_GetTexture(texture->skin.base); - if (turb) - { - // scrolling in texture matrix - Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - } - colorscale = 1; - if (gl_combine.integer) - { - m.texrgbscale[0] = 4; - colorscale *= 0.25f; - } - R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha); - if (!fullbright) + // clear the visible surface and leaf flags arrays + memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces); + memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs); + + r_refdef.viewcache.world_novis = false; + + // if floating around in the void (no pvs data available, and no + // portals available), simply use all on-screen leafs. + if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis) { - if (surf->dlightframe == r_framecount) - RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1); - if (surf->samples) - RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); + // no visibility method: (used when floating around in the void) + // simply cull each leaf to the frustum (view pyramid) + // similar to quake's RecursiveWorldNode but without cache misses + r_refdef.viewcache.world_novis = true; + for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) + { + // if leaf is in current pvs and on the screen, mark its surfaces + if (!R_CullBox(leaf->mins, leaf->maxs)) + { + r_refdef.stats.world_leafs++; + r_refdef.viewcache.world_leafvisible[j] = true; + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_refdef.viewcache.world_surfacevisible[*mark] = true; + } + } } - RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg); - R_Mesh_State(&m); - GL_LockArrays(0, surf->mesh.num_vertices); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - GL_LockArrays(0, 0); - if (texture->skin.glow) + // just check if each leaf in the PVS is on screen + // (unless portal culling is enabled) + else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer)) { - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - m.pointer_color = varray_color4f; - m.tex[0] = R_GetTexture(texture->skin.glow); - m.pointer_vertex = surf->mesh.data_vertex3f; - if (m.tex[0]) + // pvs method: + // simply check if each leaf is in the Potentially Visible Set, + // and cull to frustum (view pyramid) + // similar to quake's RecursiveWorldNode but without cache misses + for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) { - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - if (turb) + // if leaf is in current pvs and on the screen, mark its surfaces + if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) { - // scrolling in texture matrix - Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0); + r_refdef.stats.world_leafs++; + r_refdef.viewcache.world_leafvisible[j] = true; + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_refdef.viewcache.world_surfacevisible[*mark] = true; } } - R_Mesh_State(&m); - RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg); - GL_LockArrays(0, surf->mesh.num_vertices); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - GL_LockArrays(0, 0); } - if (fogenabled && rendertype != SURFRENDER_ADD) + // if desired use a recursive portal flow, culling each portal to + // frustum and checking if the leaf the portal leads to is in the pvs + else { - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - m.pointer_color = varray_color4f; - m.tex[0] = R_GetTexture(texture->skin.fog); - m.pointer_vertex = surf->mesh.data_vertex3f; - if (m.tex[0]) + int leafstackpos; + mportal_t *p; + mleaf_t *leafstack[8192]; + // simple-frustum portal method: + // follows portals leading outward from viewleaf, does not venture + // offscreen or into leafs that are not visible, faster than + // Quake's RecursiveWorldNode and vastly better in unvised maps, + // often culls some surfaces that pvs alone would miss + // (such as a room in pvs that is hidden behind a wall, but the + // passage leading to the room is off-screen) + leafstack[0] = viewleaf; + leafstackpos = 1; + while (leafstackpos) { - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - if (turb) + leaf = leafstack[--leafstackpos]; + if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs]) + continue; + r_refdef.stats.world_leafs++; + r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true; + // mark any surfaces bounding this leaf + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_refdef.viewcache.world_surfacevisible[*mark] = true; + // follow portals into other leafs + // the checks are: + // if viewer is behind portal (portal faces outward into the scene) + // and the portal polygon's bounding box is on the screen + // and the leaf has not been visited yet + // and the leaf is visible in the pvs + // (the first two checks won't cause as many cache misses as the leaf checks) + for (p = leaf->portals;p;p = p->next) { - // scrolling in texture matrix - Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0); + r_refdef.stats.world_portals++; + if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1) + && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs] + && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex) + && !R_CullBox(p->mins, p->maxs) + && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0]))) + leafstack[leafstackpos++] = p->past; } } - R_Mesh_State(&m); - RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg); - GL_LockArrays(0, surf->mesh.num_vertices); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - GL_LockArrays(0, 0); } } } -static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +void R_Q1BSP_DrawSky(entity_render_t *ent) { - const msurface_t *surf; - rmeshstate_t m; - int lightmaptexturenum; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(texture->skin.base); - m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); - m.texrgbscale[1] = 2; - m.tex[2] = R_GetTexture(texture->skin.detail); - m.texrgbscale[2] = 2; - if (texture->skin.glow) - { - m.tex[3] = R_GetTexture(texture->skin.glow); - m.texcombinergb[3] = GL_ADD; - } - GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); - - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - m.tex[1] = lightmaptexturenum; - m.pointer_vertex = surf->mesh.data_vertex3f; - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f; - m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f; - m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - GL_LockArrays(0, surf->mesh.num_vertices); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } + if (ent->model == NULL) + return; + if (ent == r_refdef.scene.worldentity) + R_DrawWorldSurfaces(true, true, false, false, false); + else + R_DrawModelSurfaces(ent, true, true, false, false, false); } -static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent) { - const msurface_t *surf; - rmeshstate_t m; - int lightmaptexturenum; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(texture->skin.base); - m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); - m.texrgbscale[1] = 2; - m.tex[2] = R_GetTexture(texture->skin.detail); - m.texrgbscale[2] = 2; - GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); - - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - m.tex[1] = lightmaptexturenum; - m.pointer_vertex = surf->mesh.data_vertex3f; - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f; - m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f; - R_Mesh_State(&m); - GL_LockArrays(0, surf->mesh.num_vertices); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } + dp_model_t *model = ent->model; + if (model == NULL) + return; + if (ent == r_refdef.scene.worldentity) + R_DrawWorldSurfaces(false, false, false, true, false); + else + R_DrawModelSurfaces(ent, false, false, false, true, false); } -static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +void R_Q1BSP_Draw(entity_render_t *ent) { - const msurface_t *surf; - rmeshstate_t m; - int lightmaptexturenum; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(texture->skin.base); - m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); - m.texrgbscale[1] = 2; - GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - m.tex[1] = lightmaptexturenum; - m.pointer_vertex = surf->mesh.data_vertex3f; - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f; - R_Mesh_State(&m); - GL_LockArrays(0, surf->mesh.num_vertices); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } + dp_model_t *model = ent->model; + if (model == NULL) + return; + if (ent == r_refdef.scene.worldentity) + R_DrawWorldSurfaces(false, true, false, false, false); + else + R_DrawModelSurfaces(ent, false, true, false, false, false); } -static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +void R_Q1BSP_DrawDepth(entity_render_t *ent) { - const msurface_t *surf; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_DepthMask(true); + dp_model_t *model = ent->model; + if (model == NULL) + return; + GL_ColorMask(0,0,0,0); + GL_Color(1,1,1,1); GL_DepthTest(true); GL_BlendFunc(GL_ONE, GL_ZERO); - m.tex[0] = R_GetTexture(texture->skin.base); - if (ent->flags & RENDER_LIGHT) - GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); + GL_DepthMask(true); + GL_AlphaTest(false); + R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_ResetTextureState(); + R_SetupDepthOrShadowShader(); + if (ent == r_refdef.scene.worldentity) + R_DrawWorldSurfaces(false, false, true, false, false); else - GL_Color(1, 1, 1, 1); - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - m.pointer_vertex = surf->mesh.data_vertex3f; - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - GL_LockArrays(0, surf->mesh.num_vertices); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } + R_DrawModelSurfaces(ent, false, false, true, false, false); + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); } -static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +void R_Q1BSP_DrawDebug(entity_render_t *ent) { - const msurface_t *surf; - rmeshstate_t m; - int lightmaptexturenum; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_DepthTest(true); - m.tex[0] = R_GetTexture((**surfchain).lightmaptexture); - GL_Color(1, 1, 1, 1); - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - m.tex[0] = lightmaptexturenum; - m.pointer_vertex = surf->mesh.data_vertex3f; - m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f; - R_Mesh_State(&m); - GL_LockArrays(0, surf->mesh.num_vertices); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } -} - -static void RSurfShader_OpaqueWall_Pass_BaseAmbient(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(texture->skin.base); - GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1); - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - m.pointer_vertex = surf->mesh.data_vertex3f; - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - GL_LockArrays(0, surf->mesh.num_vertices); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } -} - -static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - rmeshstate_t m; - float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - GL_DepthTest(true); - m.pointer_color = varray_color4f; - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - m.pointer_vertex = surf->mesh.data_vertex3f; - if (m.tex[0]) - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg); - GL_LockArrays(0, surf->mesh.num_vertices); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } -} - -static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(texture->skin.detail); - GL_Color(1, 1, 1, 1); - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - m.pointer_vertex = surf->mesh.data_vertex3f; - m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f; - R_Mesh_State(&m); - GL_LockArrays(0, surf->mesh.num_vertices); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } -} - -static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - m.tex[0] = R_GetTexture(texture->skin.glow); - GL_Color(1, 1, 1, 1); - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - m.pointer_vertex = surf->mesh.data_vertex3f; - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - GL_LockArrays(0, surf->mesh.num_vertices); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } -} - -/* -static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - GL_DepthMask(true); - m.tex[0] = R_GetTexture(texture->skin.glow); - if (m.tex[0]) - GL_Color(1, 1, 1, 1); - else - GL_Color(0, 0, 0, 1); - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - m.pointer_vertex = surf->mesh.data_vertex3f; - m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - GL_LockArrays(0, surf->mesh.num_vertices); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } -} -*/ - -static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) -{ - const msurface_t *surf; - rmeshstate_t m; - int lightmaptexturenum; - memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - m.tex[0] = R_GetTexture((**surfchain).lightmaptexture); - GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); - while((surf = *surfchain++) != NULL) - { - if (surf->visframe == r_framecount) - { - lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - m.tex[0] = lightmaptexturenum; - m.pointer_vertex = surf->mesh.data_vertex3f; - m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f; - R_Mesh_State(&m); - GL_LockArrays(0, surf->mesh.num_vertices); - R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } -} - -void R_UpdateTextureInfo(entity_render_t *ent) -{ - int i, texframe, alttextures; - texture_t *t; - - if (!ent->model) + if (ent->model == NULL) return; - - alttextures = ent->frame != 0; - texframe = (int)(cl.time * 5.0f); - for (i = 0;i < ent->model->brushq1.numtextures;i++) - { - t = ent->model->brushq1.textures + i; - t->currentalpha = ent->alpha; - if (t->flags & SURF_WATERALPHA) - t->currentalpha *= r_wateralpha.value; - if (ent->effects & EF_ADDITIVE) - t->rendertype = SURFRENDER_ADD; - else if (t->currentalpha < 1 || t->skin.fog != NULL) - t->rendertype = SURFRENDER_ALPHA; - else - t->rendertype = SURFRENDER_OPAQUE; - // 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[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0]; - } + if (ent == r_refdef.scene.worldentity) + R_DrawWorldSurfaces(false, false, false, false, true); + else + R_DrawModelSurfaces(ent, false, false, false, false, true); } -void R_UpdateLightmapInfo(entity_render_t *ent) +typedef struct r_q1bsp_getlightinfo_s { - int i; - msurface_t *surface, **surfacechain; - model_t *model = ent->model; - if (!model) - return; - if (r_dynamic.integer && !r_rtdlight) - R_MarkLights(ent); - for (i = 0;i < model->brushq1.light_styles;i++) - { - if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]]) - { - model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]]; - for (surfacechain = model->brushq1.light_styleupdatechains[i];(surface = *surfacechain);surfacechain++) - surface->cached_dlight = true; - } - } + dp_model_t *model; + vec3_t relativelightorigin; + float lightradius; + int *outleaflist; + unsigned char *outleafpvs; + int outnumleafs; + unsigned char *visitingleafpvs; + int *outsurfacelist; + unsigned char *outsurfacepvs; + unsigned char *tempsurfacepvs; + unsigned char *outshadowtrispvs; + unsigned char *outlighttrispvs; + int outnumsurfaces; + vec3_t outmins; + vec3_t outmaxs; + vec3_t lightmins; + vec3_t lightmaxs; + const unsigned char *pvs; + qboolean svbsp_active; + qboolean svbsp_insertoccluder; } +r_q1bsp_getlightinfo_t; -void R_PrepareSurfaces(entity_render_t *ent) +void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node) { - int i, numsurfaces, *surfacevisframes; - model_t *model; - msurface_t *surf, *surfaces; - vec3_t modelorg; - - if (!ent->model) - return; - - model = ent->model; - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - numsurfaces = model->nummodelsurfaces; - surfaces = model->brushq1.surfaces + model->firstmodelsurface; - surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface; - for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++) - { - if (surfacevisframes[i] == r_framecount) - { -#if !WORLDNODECULLBACKFACES - // mark any backface surfaces as not visible - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) + int sides; + mleaf_t *leaf; + for (;;) + { + mplane_t *plane = node->plane; + //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs)) + // return; + if (!plane) + break; + //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes)) + // return; + if (plane->type < 3) + { + if (info->lightmins[plane->type] > plane->dist) + node = node->children[0]; + else if (info->lightmaxs[plane->type] < plane->dist) + node = node->children[1]; + else if (info->relativelightorigin[plane->type] >= plane->dist) { - if (!(surf->flags & SURF_PLANEBACK)) - surfacevisframes[i] = -1; + R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]); + node = node->children[1]; } else { - if ((surf->flags & SURF_PLANEBACK)) - surfacevisframes[i] = -1; - } - if (surfacevisframes[i] == r_framecount) -#endif - { - c_faces++; - surf->visframe = r_framecount; - if (surf->cached_dlight && surf->lightmaptexture != NULL) - R_BuildLightMap(ent, surf); + R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]); + node = node->children[0]; } } - } -} - -void R_DrawSurfaces(entity_render_t *ent, int flagsmask) -{ - int texturenumber, f; - vec3_t center; - msurface_t *surf, **chain, **surfchain; - texture_t *t, *texture; - model_t *model = ent->model; - if (model == NULL) - return; - R_Mesh_Matrix(&ent->matrix); - for (texturenumber = 0, t = model->brushq1.textures;texturenumber < model->brushq1.numtextures;texturenumber++, t++) - { - if ((f = t->flags & flagsmask) && (texture = t->currentframe) && (surfchain = model->brushq1.pvstexturechains[texturenumber]) != NULL) + else { - if (texture->flags & SURF_LIGHTMAP) + sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane); + if (sides == 3) { - if (gl_lightmaps.integer) + // recurse front side first because the svbsp building prefers it + if (PlaneDist(info->relativelightorigin, plane) >= 0) { - RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain); - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } - else if (texture->rendertype != SURFRENDER_OPAQUE) - { - // transparent vertex shaded from lightmap - for (chain = surfchain;(surf = *chain) != NULL;chain++) - { - if (surf->visframe == r_framecount) - { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces); - } - } + R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]); + node = node->children[1]; } else { - if (!(ent->flags & RENDER_LIGHT)) - { - RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); - if (r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); - if (texture->skin.glow) - RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); - } - else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0) - RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain); - else - { - if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0) - RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain); - else - { - if (r_textureunits.integer >= 2 && gl_combine.integer) - RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain); - else - { - RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); - RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain); - } - if (r_ambient.value > 0) - RSurfShader_OpaqueWall_Pass_BaseAmbient(ent, texture, surfchain); - if (r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); - } - if (texture->skin.glow) - RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain); - } - if (fogenabled) - RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); - } - } - else if (texture->flags & SURF_DRAWTURB) - { - for (chain = surfchain;(surf = *chain) != NULL;chain++) - { - if (surf->visframe == r_framecount) - { - if (texture->rendertype == SURFRENDER_OPAQUE) - RSurfShader_Transparent_Callback(ent, surf - ent->model->brushq1.surfaces); - else - { - Matrix4x4_Transform(&ent->matrix, surf->poly_center, center); - R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces); - } - } + R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]); + node = node->children[0]; } } - else if (texture->flags & SURF_DRAWSKY) - RSurfShader_Sky(ent, texture, surfchain); + else if (sides == 0) + return; // ERROR: NAN bounding box! + else + node = node->children[sides - 1]; } } -} - -static void R_DrawPortal_Callback(const void *calldata1, int calldata2) -{ - int i; - float *v; - rmeshstate_t m; - const entity_render_t *ent = calldata1; - const mportal_t *portal = ent->model->brushq1.portals + calldata2; - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - GL_DepthTest(true); - R_Mesh_Matrix(&ent->matrix); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = varray_vertex3f; - R_Mesh_State(&m); - - i = portal - ent->model->brushq1.portals; - GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f), - ((i & 0x0038) >> 3) * (1.0f / 7.0f), - ((i & 0x01C0) >> 6) * (1.0f / 7.0f), - 0.125f); - if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0) - { - for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3) - VectorCopy(portal->points[i].position, v); - } - else - for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3) - VectorCopy(portal->points[i].position, v); - GL_LockArrays(0, portal->numpoints); - R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements); - GL_LockArrays(0, 0); -} - -// LordHavoc: this is just a nice debugging tool, very slow -static void R_DrawPortals(entity_render_t *ent) -{ - int i; - mportal_t *portal, *endportal; - float temp[3], center[3], f; - if (ent->model == NULL) + if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes)) return; - for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++) + leaf = (mleaf_t *)node; + if (info->svbsp_active) { - if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) + int i; + mportal_t *portal; + double points[128][3]; + for (portal = leaf->portals;portal;portal = portal->next) { - VectorClear(temp); for (i = 0;i < portal->numpoints;i++) - VectorAdd(temp, portal->points[i].position, temp); - f = ixtable[portal->numpoints]; - VectorScale(temp, f, temp); - Matrix4x4_Transform(&ent->matrix, temp, center); - R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals); + VectorCopy(portal->points[i].position, points[i]); + if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2) + break; } + if (portal == NULL) + return; // no portals of this leaf visible } -} - -void R_PrepareBrushModel(entity_render_t *ent) -{ - int i, numsurfaces, *surfacevisframes, *surfacepvsframes; - msurface_t *surf; - model_t *model; -#if WORLDNODECULLBACKFACES - vec3_t modelorg; -#endif - - // because bmodels can be reused, we have to decide which things to render - // from scratch every time - model = ent->model; - if (model == NULL) - return; -#if WORLDNODECULLBACKFACES - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); -#endif - numsurfaces = model->nummodelsurfaces; - surf = model->brushq1.surfaces + model->firstmodelsurface; - surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface; - surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface; - for (i = 0;i < numsurfaces;i++, surf++) - { -#if WORLDNODECULLBACKFACES - // mark any backface surfaces as not visible - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) - { - if ((surf->flags & SURF_PLANEBACK)) - surfacevisframes[i] = r_framecount; - } - else if (!(surf->flags & SURF_PLANEBACK)) - surfacevisframes[i] = r_framecount; -#else - surfacevisframes[i] = r_framecount; -#endif - surf->dlightframe = -1; - } - R_UpdateTextureInfo(ent); - R_UpdateLightmapInfo(ent); -} - -void R_SurfaceWorldNode (entity_render_t *ent) -{ - int i, *surfacevisframes, *surfacepvsframes, surfnum; - msurface_t *surf; - mleaf_t *leaf; - model_t *model; - vec3_t modelorg; - - // equivilant to quake's RecursiveWorldNode but faster and more effective - model = ent->model; - if (model == NULL) - return; - surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface; - surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface; - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - - for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain) + else { - if (!R_CullBox (leaf->mins, leaf->maxs)) - { - c_leafs++; - leaf->visframe = r_framecount; - } + if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex)) + return; } - - for (i = 0;i < model->brushq1.pvssurflistlength;i++) + // inserting occluders does not alter the leaf info + if (!info->svbsp_insertoccluder) { - surfnum = model->brushq1.pvssurflist[i]; - surf = model->brushq1.surfaces + surfnum; -#if WORLDNODECULLBACKFACES - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) + 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) { - if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs)) - surfacevisframes[surfnum] = r_framecount; - } - else - { - if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs)) - surfacevisframes[surfnum] = r_framecount; + int leafindex = leaf - info->model->brush.data_leafs; + if (!CHECKPVSBIT(info->outleafpvs, leafindex)) + { + SETPVSBIT(info->outleafpvs, leafindex); + info->outleaflist[info->outnumleafs++] = leafindex; + } } -#else - if (!R_CullBox (surf->poly_mins, surf->poly_maxs)) - surfacevisframes[surfnum] = r_framecount; -#endif } -} - -static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) -{ - int c, leafstackpos, *mark, *surfacevisframes; -#if WORLDNODECULLBACKFACES - int n; - msurface_t *surf; -#endif - mleaf_t *leaf, *leafstack[8192]; - mportal_t *p; - vec3_t modelorg; - msurface_t *surfaces; - if (ent->model == NULL) - return; - // LordHavoc: portal-passage worldnode with PVS; - // follows portals leading outward from viewleaf, does not venture - // offscreen or into leafs that are not visible, faster than Quake's - // RecursiveWorldNode - surfaces = ent->model->brushq1.surfaces; - surfacevisframes = ent->model->brushq1.surfacevisframes; - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - viewleaf->worldnodeframe = r_framecount; - leafstack[0] = viewleaf; - leafstackpos = 1; - while (leafstackpos) + if (info->outsurfacepvs) { - c_leafs++; - leaf = leafstack[--leafstackpos]; - leaf->visframe = r_framecount; - // draw any surfaces bounding this leaf - if (leaf->nummarksurfaces) + int leafsurfaceindex; + int surfaceindex; + int triangleindex, t; + msurface_t *surface; + const int *e; + const vec_t *v[3]; + double v2[3][3]; + for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++) { - for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--) + surfaceindex = leaf->firstleafsurface[leafsurfaceindex]; + if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex)) { -#if WORLDNODECULLBACKFACES - n = *mark++; - if (surfacevisframes[n] != r_framecount) + surface = info->model->data_surfaces + surfaceindex; + if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs) + && (!info->svbsp_insertoccluder || !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))) { - surf = surfaces + n; - if (PlaneDist(modelorg, surf->plane) < surf->plane->dist) + qboolean addedtris = false; + qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs); + for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3) { - if ((surf->flags & SURF_PLANEBACK)) - surfacevisframes[n] = r_framecount; + 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 (insidebox || TriangleOverlapsBox(v[0], v[1], v[2], info->lightmins, info->lightmaxs)) + { + if (info->svbsp_insertoccluder) + { + if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2])) + continue; + if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW) + continue; + VectorCopy(v[0], v2[0]); + VectorCopy(v[1], v2[1]); + VectorCopy(v[2], v2[2]); + if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0) & 2)) + continue; + addedtris = true; + } + else + { + if (info->svbsp_active) + { + VectorCopy(v[0], v2[0]); + VectorCopy(v[1], v2[1]); + VectorCopy(v[2], v2[2]); + if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2)) + continue; + } + if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE) + { + // if the material is double sided we + // can't cull by direction + SETPVSBIT(info->outlighttrispvs, t); + addedtris = true; + if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)) + SETPVSBIT(info->outshadowtrispvs, t); + } + else if (r_shadow_frontsidecasting.integer) + { + // front side casting occludes backfaces, + // so they are completely useless as both + // casters and lit polygons + if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2])) + continue; + SETPVSBIT(info->outlighttrispvs, t); + addedtris = true; + if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)) + SETPVSBIT(info->outshadowtrispvs, t); + } + else + { + // back side casting does not occlude + // anything so we can't cull lit polygons + SETPVSBIT(info->outlighttrispvs, t); + addedtris = true; + if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)) + SETPVSBIT(info->outshadowtrispvs, t); + } + } + } } - else + if (addedtris) { - if (!(surf->flags & SURF_PLANEBACK)) - surfacevisframes[n] = r_framecount; + SETPVSBIT(info->outsurfacepvs, surfaceindex); + info->outsurfacelist[info->outnumsurfaces++] = surfaceindex; } } -#else - surfacevisframes[*mark++] = r_framecount; -#endif - } - } - // follow portals into other leafs - for (p = leaf->portals;p;p = p->next) - { - // LordHavoc: this DotProduct hurts less than a cache miss - // (which is more likely to happen if backflowing through leafs) - if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1)) - { - leaf = p->past; - if (leaf->worldnodeframe != r_framecount) - { - leaf->worldnodeframe = r_framecount; - // FIXME: R_CullBox is absolute, should be done relative - if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) - leafstack[leafstackpos++] = leaf; - } } } } } -void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf) +void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp) { - int j, c, *surfacepvsframes, *mark; - mleaf_t *leaf; - model_t *model; - - model = ent->model; - if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer)) + if (use_svbsp) { - model->brushq1.pvsframecount++; - model->brushq1.pvsviewleaf = viewleaf; - model->brushq1.pvsviewleafnovis = r_novis.integer; - model->brushq1.pvsleafchain = NULL; - model->brushq1.pvssurflistlength = 0; - if (viewleaf) + double origin[3]; + VectorCopy(info->relativelightorigin, origin); + if (!r_svbsp.nodes) + { + r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18); + r_svbsp.nodes = Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t)); + } + info->svbsp_active = true; + info->svbsp_insertoccluder = true; + for (;;) { - surfacepvsframes = model->brushq1.surfacepvsframes; - for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++) + SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes); + R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes); + // if that failed, retry with more nodes + if (r_svbsp.ranoutofnodes) { - if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) - { - leaf->pvsframe = model->brushq1.pvsframecount; - leaf->pvschain = model->brushq1.pvsleafchain; - model->brushq1.pvsleafchain = leaf; - // mark surfaces bounding this leaf as visible - for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++) - surfacepvsframes[*mark] = model->brushq1.pvsframecount; - } + // an upper limit is imposed + if (r_svbsp.maxnodes >= 2<<22) + break; + Mem_Free(r_svbsp.nodes); + r_svbsp.maxnodes *= 2; + r_svbsp.nodes = Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t)); } - model->brushq1.BuildPVSTextureChains(model); + else + break; } + // now clear the surfacepvs array because we need to redo it + memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3); + info->outnumsurfaces = 0; } -} - -void R_WorldVisibility(entity_render_t *ent) -{ - vec3_t modelorg; - mleaf_t *viewleaf; - - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL; - R_PVSUpdate(ent, viewleaf); - - if (!viewleaf) - return; - - if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID) - R_SurfaceWorldNode (ent); else - R_PortalWorldNode (ent, viewleaf); - - if (r_drawportals.integer) - R_DrawPortals(ent); -} + info->svbsp_active = false; + + // we HAVE to mark the leaf the light is in as lit, because portals are + // irrelevant to a leaf that the light source is inside of + // (and they are all facing away, too) + { + mnode_t *node = info->model->brush.data_nodes; + mleaf_t *leaf; + while (node->plane) + node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist]; + leaf = (mleaf_t *)node; + 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) + { + int leafindex = leaf - info->model->brush.data_leafs; + if (!CHECKPVSBIT(info->outleafpvs, leafindex)) + { + SETPVSBIT(info->outleafpvs, leafindex); + info->outleaflist[info->outnumleafs++] = leafindex; + } + } + } -void R_Q1BSP_DrawSky(entity_render_t *ent) -{ - if (ent->model == NULL) - return; - if (ent != &cl_entities[0].render) - R_PrepareBrushModel(ent); - R_PrepareSurfaces(ent); - R_DrawSurfaces(ent, SURF_DRAWSKY); + info->svbsp_insertoccluder = false; + R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes); + if (developer.integer >= 100 && use_svbsp) + { + Con_Printf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes); + Con_Printf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected); + Con_Printf("queries : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected); + } } -void R_Q1BSP_Draw(entity_render_t *ent) +void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs) { + 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; - c_bmodels++; - if (ent != &cl_entities[0].render) - R_PrepareBrushModel(ent); - R_PrepareSurfaces(ent); - R_UpdateTextureInfo(ent); - R_UpdateLightmapInfo(ent); - R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP); -} + } + info.model = ent->model; + info.outleaflist = outleaflist; + info.outleafpvs = outleafpvs; + info.outnumleafs = 0; + info.visitingleafpvs = visitingleafpvs; + info.outsurfacelist = outsurfacelist; + info.outsurfacepvs = outsurfacepvs; + info.outshadowtrispvs = outshadowtrispvs; + info.outlighttrispvs = outlighttrispvs; + info.outnumsurfaces = 0; + VectorCopy(info.relativelightorigin, info.outmins); + VectorCopy(info.relativelightorigin, info.outmaxs); + memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3); + memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3); + memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3); + if (info.model->brush.shadowmesh) + memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3); + else + memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3); + memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3); + if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer) + info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin); + else + info.pvs = NULL; + R_UpdateAllTextureInfo(ent); -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) -{ - model_t *model = ent->model; - vec3_t lightmins, lightmaxs; - int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; - const int *e; - const float *v[3]; - msurface_t *surface; - mleaf_t *leaf; - 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) + if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals) { - VectorCopy(lightmins, outmins); - VectorCopy(lightmaxs, outmaxs); - return; + // 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, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs); + } + else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals) + { + // 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, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs); } - VectorCopy(relativelightorigin, outmins); - VectorCopy(relativelightorigin, outmaxs); - if (model->brush.GetPVS) - pvs = model->brush.GetPVS(model, relativelightorigin); else - pvs = NULL; - // FIXME: use BSP recursion as lights are often small - for (leafindex = 0, leaf = model->brushq1.data_leafs;leafindex < model->brushq1.num_leafs;leafindex++, leaf++) { - if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) - { - outmins[0] = min(outmins[0], leaf->mins[0]); - outmins[1] = min(outmins[1], leaf->mins[1]); - outmins[2] = min(outmins[2], leaf->mins[2]); - outmaxs[0] = max(outmaxs[0], leaf->maxs[0]); - outmaxs[1] = max(outmaxs[1], leaf->maxs[1]); - outmaxs[2] = max(outmaxs[2], leaf->maxs[2]); - if (outclusterpvs) - { - if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) - { - SETPVSBIT(outclusterpvs, leaf->clusterindex); - outclusterlist[outnumclusters++] = leaf->clusterindex; - } - } - if (outsurfacepvs) - { - for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++) - { - surfaceindex = leaf->firstmarksurface[marksurfaceindex]; - if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) - { - surface = model->brushq1.surfaces + surfaceindex; - if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog) - { - for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3) - { - v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - { - SETPVSBIT(outsurfacepvs, surfaceindex); - outsurfacelist[outnumsurfaces++] = surfaceindex; - break; - } - } - } - } - } - } - } + // recurse the bsp tree, checking leafs and surfaces for visibility + // optionally using svbsp for exact culling of compiled lights + // (or if the user enables dlight svbsp culling, which is mostly for + // debugging not actual use) + R_Q1BSP_CallRecursiveGetLightInfo(&info, r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer); } // 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_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) +void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist) { - model_t *model = ent->model; - vec3_t lightmins, lightmaxs; + dp_model_t *model = ent->model; msurface_t *surface; int surfacelistindex; - if (r_drawcollisionbrushes.integer < 2) + float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value; + r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); + R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - lightmins[0] = relativelightorigin[0] - lightradius; - lightmins[1] = relativelightorigin[1] - lightradius; - lightmins[2] = relativelightorigin[2] - lightradius; - lightmaxs[0] = relativelightorigin[0] + lightradius; - lightmaxs[1] = relativelightorigin[1] + lightradius; - lightmaxs[2] = relativelightorigin[2] + lightradius; - R_Mesh_Matrix(&ent->matrix); - R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - surface = model->brushq1.surfaces + surfacelist[surfacelistindex]; - R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs); - } - R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); + surface = model->data_surfaces + surfacelist[surfacelistindex]; + if (surface->texture->currentframe->basematerialflags & MATERIALFLAG_NOSHADOW) + continue; + R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, 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, relativelightdirection, projectdistance, numshadowmark, shadowmarklist); + r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false, true); } -void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist) +extern cvar_t r_polygonoffset_submodel_factor; +extern cvar_t r_polygonoffset_submodel_offset; +void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs) { - model_t *model = ent->model; - vec3_t lightmins, lightmaxs, modelorg; + dp_model_t *model = ent->model; msurface_t *surface; - texture_t *t; - int surfacelistindex; - if (r_drawcollisionbrushes.integer < 2) - { - lightmins[0] = relativelightorigin[0] - lightradius; - lightmins[1] = relativelightorigin[1] - lightradius; - lightmins[2] = relativelightorigin[2] - lightradius; - lightmaxs[0] = relativelightorigin[0] + lightradius; - lightmaxs[1] = relativelightorigin[1] + lightradius; - lightmaxs[2] = relativelightorigin[2] + lightradius; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - R_UpdateTextureInfo(ent); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - surface = model->brushq1.surfaces + surfacelist[surfacelistindex]; - if (r_shadow_compilingrtlight) - { - // if compiling an rtlight, capture the mesh - t = surface->texinfo->texture; - if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texinfo->texture->skin.base, surface->texinfo->texture->skin.gloss, surface->texinfo->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i); - } - else if (ent != &cl_entities[0].render || surface->visframe == r_framecount) - { - t = surface->texinfo->texture->currentframe; - // FIXME: transparent surfaces need to be lit later - if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE) - R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR); - } - } - } -} - -void R_DrawCollisionBrush(colbrushf_t *brush) -{ - int i; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = brush->points->v; - R_Mesh_State(&m); - i = ((int)brush) / sizeof(colbrushf_t); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); - GL_LockArrays(0, brush->numpoints); - R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements); - GL_LockArrays(0, 0); -} - -void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face) -{ - int i; - rmeshstate_t m; - if (!face->num_collisiontriangles) + int modelsurfacelistindex; + float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value; + // check the box in modelspace, it was already checked in worldspace + if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs)) return; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = face->data_collisionvertex3f; - R_Mesh_State(&m); - i = ((int)face) / sizeof(q3msurface_t); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); - GL_LockArrays(0, face->num_collisionvertices); - R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i); - GL_LockArrays(0, 0); -} - -void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber) -{ - const entity_render_t *ent = voident; - q3msurface_t *face = ent->model->brushq3.data_faces + facenumber; - rmeshstate_t m; - R_Mesh_Matrix(&ent->matrix); - memset(&m, 0, sizeof(m)); - if (ent->effects & EF_ADDITIVE) - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - else - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); - m.tex[0] = R_GetTexture(face->texture->skin.base); - m.pointer_texcoord[0] = face->data_texcoordtexture2f; - // LordHavoc: quake3 was not able to do this; lit transparent surfaces - if (gl_combine.integer) + R_UpdateAllTextureInfo(ent); + if (ent->model->brush.submodel) + GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value); + if (model->brush.shadowmesh) { - m.texrgbscale[0] = 2; - if (r_textureunits.integer >= 2) - { - m.tex[1] = R_GetTexture(face->lightmaptexture); - m.pointer_texcoord[1] = face->data_texcoordlightmap2f; - GL_Color(1, 1, 1, ent->alpha); - } - else + R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) { - if (ent->alpha == 1) - m.pointer_color = face->data_color4f; - else - { - int i; - for (i = 0;i < face->num_vertices;i++) - { - varray_color4f[i*4+0] = face->data_color4f[i*4+0]; - varray_color4f[i*4+1] = face->data_color4f[i*4+1]; - varray_color4f[i*4+2] = face->data_color4f[i*4+2]; - varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha; - } - m.pointer_color = varray_color4f; - } + surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; + if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW) + continue; + R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, 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, relativelightdirection, projectdistance, numshadowmark, shadowmarklist); } else { - int i; - for (i = 0;i < face->num_vertices;i++) + projectdistance = lightradius + model->radius*2; + R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles); + // identify lit faces within the bounding box + for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) { - varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f; - varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f; - varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f; - varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha; + surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; + rsurface.texture = surface->texture->currentframe; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW) + continue; + RSurf_PrepareVerticesForBatch(false, false, 1, &surface); + R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs); } - m.pointer_color = varray_color4f; + R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist); } - m.pointer_vertex = face->data_vertex3f; - R_Mesh_State(&m); - qglDisable(GL_CULL_FACE); - GL_LockArrays(0, face->num_vertices); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - GL_LockArrays(0, 0); - qglEnable(GL_CULL_FACE); + if (ent->model->brush.submodel) + GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset); } -void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumfaces, q3msurface_t **texturefacelist) +#define BATCHSIZE 1024 + +static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { - int i, texturefaceindex; - rmeshstate_t m; - if (!texturenumfaces) - return; - c_faces += texturenumfaces; - // transparent surfaces get sorted for later drawing - if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE)) - { - vec3_t facecenter, center; - // drawing sky transparently would be too difficult - if (t->surfaceparms & Q3SURFACEPARM_SKY) - return; - for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) - { - q3msurface_t *face = texturefacelist[texturefaceindex]; - facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f; - facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f; - facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f; - Matrix4x4_Transform(&ent->matrix, facecenter, center); - R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces); - } - return; - } - // sky surfaces draw sky if needed and render themselves as a depth mask - if (t->surfaceparms & Q3SURFACEPARM_SKY) - { - if (skyrendernow) - { - skyrendernow = false; - if (skyrendermasked) - R_Sky(); - } - if (!r_q3bsp_renderskydepth.integer) - return; + int i, j, endsurface; + texture_t *t; + msurface_t *surface; + // note: in practice this never actually receives batches), oh well + R_Shadow_RenderMode_Begin(); + R_Shadow_RenderMode_ActiveLight(rtlight); + R_Shadow_RenderMode_Lighting(false, true); + R_Shadow_SetupEntityLight(ent); + for (i = 0;i < numsurfaces;i = j) + { + j = i + 1; + surface = rsurface.modelsurfaces + surfacelist[i]; + t = surface->texture; + R_UpdateTextureInfo(ent, t); + rsurface.texture = t->currentframe; + endsurface = min(j + BATCHSIZE, numsurfaces); + for (j = i;j < endsurface;j++) + { + surface = rsurface.modelsurfaces + surfacelist[j]; + if (t != surface->texture) + break; + RSurf_PrepareVerticesForBatch(true, true, 1, &surface); + R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s); + } + } + R_Shadow_RenderMode_End(); +} - R_Mesh_Matrix(&ent->matrix); +#define RSURF_MAX_BATCHSURFACES 8192 - 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); +void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs) +{ + dp_model_t *model = ent->model; + msurface_t *surface; + int i, k, kend, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex, batchfirsttriangle; + qboolean usebufferobject, culltriangles; + const int *element3i; + msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES]; + int batchelements[BATCHSIZE*3]; + texture_t *tex; + CHECKGLERROR + R_UpdateAllTextureInfo(ent); + culltriangles = r_shadow_culltriangles.integer && !(ent->flags & RENDER_NOSELFSHADOW); + element3i = rsurface.modelelement3i; + // this is a double loop because non-visible surface skipping has to be + // fast, and even if this is not the world model (and hence no visibility + // checking) the input surface list and batch buffer are different formats + // so some processing is necessary. (luckily models have few surfaces) + for (i = 0;i < numsurfaces;) + { + batchnumsurfaces = 0; + endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces); + if (ent == r_refdef.scene.worldentity) + { + for (;i < endsurface;i++) + if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]]) + batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i]; } else { - // fog sky - GL_BlendFunc(GL_ONE, GL_ZERO); - } - GL_DepthMask(true); - GL_DepthTest(true); - - memset(&m, 0, sizeof(m)); - for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) - { - q3msurface_t *face = texturefacelist[texturefaceindex]; - m.pointer_vertex = face->data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, face->num_vertices); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - GL_LockArrays(0, 0); - } - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - return; - } - // gl_lightmaps debugging mode skips normal texturing - if (gl_lightmaps.integer) - { - GL_DepthMask(true); - GL_DepthTest(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - memset(&m, 0, sizeof(m)); - for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) - { - q3msurface_t *face = texturefacelist[texturefaceindex]; - m.tex[0] = R_GetTexture(face->lightmaptexture); - m.pointer_texcoord[0] = face->data_texcoordlightmap2f; - if (face->lightmaptexture) - { - GL_Color(1, 1, 1, 1); - m.pointer_color = NULL; - } - else - m.pointer_color = face->data_color4f; - m.pointer_vertex = face->data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, face->num_vertices); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - GL_LockArrays(0, 0); - } - return; - } - // anything else is a typical wall, lightmap * texture + glow - if (!(ent->flags & RENDER_LIGHT)) - { - GL_DepthMask(true); - GL_DepthTest(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.base); - for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) - { - q3msurface_t *face = texturefacelist[texturefaceindex]; - m.pointer_texcoord[0] = face->data_texcoordtexture2f; - m.pointer_vertex = face->data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, face->num_vertices); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - GL_LockArrays(0, 0); - } - if (t->skin.glow) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - m.tex[0] = R_GetTexture(t->skin.glow); - for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) - { - q3msurface_t *face = texturefacelist[texturefaceindex]; - m.pointer_texcoord[0] = face->data_texcoordtexture2f; - m.pointer_vertex = face->data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, face->num_vertices); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - GL_LockArrays(0, 0); - } - } - return; - } - if (r_lightmapintensity <= 0) - { - GL_DepthMask(true); - GL_DepthTest(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_Color(0, 0, 0, 1); - memset(&m, 0, sizeof(m)); - for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) - { - q3msurface_t *face = texturefacelist[texturefaceindex]; - m.pointer_vertex = face->data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, face->num_vertices); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - GL_LockArrays(0, 0); + for (;i < endsurface;i++) + batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i]; } - } - else if (r_textureunits.integer >= 2 && gl_combine.integer) - { - // dualtexture combine - GL_DepthMask(true); - GL_DepthTest(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.base); - for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) - { - q3msurface_t *face = texturefacelist[texturefaceindex]; - m.tex[1] = R_GetTexture(face->lightmaptexture); - m.pointer_texcoord[0] = face->data_texcoordtexture2f; - m.pointer_texcoord[1] = face->data_texcoordlightmap2f; - m.texrgbscale[1] = 2; - if (face->lightmaptexture) - { - GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); - m.pointer_color = NULL; - } - else if (r_lightmapintensity == 1) - m.pointer_color = face->data_color4f; - else + if (!batchnumsurfaces) + continue; + for (k = 0;k < batchnumsurfaces;k = kend) + { + surface = batchsurfacelist[k]; + tex = surface->texture; + rsurface.texture = tex->currentframe; + // gather surfaces into a batch range + for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++) + ; + // now figure out what to do with this particular range of surfaces + if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL)) + continue; + if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))) + continue; + if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) { - m.pointer_color = varray_color4f; - for (i = 0;i < face->num_vertices;i++) + vec3_t tempcenter, center; + for (l = k;l < kend;l++) { - varray_color4f[i*4+0] = face->data_color4f[i*4+0] * r_lightmapintensity; - varray_color4f[i*4+1] = face->data_color4f[i*4+1] * r_lightmapintensity; - varray_color4f[i*4+2] = face->data_color4f[i*4+2] * r_lightmapintensity; - varray_color4f[i*4+3] = face->data_color4f[i*4+3]; + surface = batchsurfacelist[l]; + 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(&rsurface.matrix, tempcenter, center); + R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight); } + continue; } - m.pointer_vertex = face->data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, face->num_vertices); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - GL_LockArrays(0, 0); - } - } - else - { - // single texture - GL_DepthMask(true); - GL_DepthTest(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - memset(&m, 0, sizeof(m)); - for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) - { - q3msurface_t *face = texturefacelist[texturefaceindex]; - m.tex[0] = R_GetTexture(face->lightmaptexture); - m.pointer_texcoord[0] = face->data_texcoordlightmap2f; - if (face->lightmaptexture) - m.pointer_color = NULL; - else - m.pointer_color = face->data_color4f; - m.pointer_vertex = face->data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, face->num_vertices); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - GL_LockArrays(0, 0); - } - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.base); - for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) - { - q3msurface_t *face = texturefacelist[texturefaceindex]; - m.pointer_texcoord[0] = face->data_texcoordtexture2f; - m.pointer_vertex = face->data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, face->num_vertices); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - GL_LockArrays(0, 0); - } - } - if (r_ambient.value) - { - GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthMask(false); - GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.base); - for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) - { - q3msurface_t *face = texturefacelist[texturefaceindex]; - m.pointer_texcoord[0] = face->data_texcoordtexture2f; - m.pointer_vertex = face->data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, face->num_vertices); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - GL_LockArrays(0, 0); - } - } - if (t->skin.glow) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.glow); - for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++) - { - q3msurface_t *face = texturefacelist[texturefaceindex]; - m.pointer_texcoord[0] = face->data_texcoordtexture2f; - m.pointer_vertex = face->data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, face->num_vertices); - R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i); - GL_LockArrays(0, 0); - } - } -} - -void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces) -{ - int i, ti, flagsmask, flags; - q3msurface_t *face; - model_t *model; - q3mtexture_t *t; - const int maxfaces = 1024; - int numfaces = 0; - q3msurface_t *facelist[1024]; - R_Mesh_Matrix(&ent->matrix); - model = ent->model; - flagsmask = Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY; - if (skyfaces) - flags = Q3SURFACEFLAG_SKY; - else - flags = 0; - if (ent == &cl_entities[0].render) - { - int j; - q3mleaf_t *leaf; - R_Surf_ClearSurfaceVisible(cl.worldmodel->brushq3.num_faces); - for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++) - { - if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) - { - c_leafs++; - for (i = 0;i < leaf->numleaffaces;i++) - r_surf_surfacevisible[leaf->firstleaffacenum[i]] = 1; - } - } - for (ti = 0, t = model->brushq3.data_textures;ti < model->brushq3.num_textures;ti++, t++) - { - if ((t->surfaceflags & flagsmask) == flags) + batchnumtriangles = 0; + batchfirsttriangle = surface->num_firsttriangle; + m = 0; // hush warning + for (l = k;l < kend;l++) { - numfaces = 0; - for (i = 0;i < t->numfaces;i++) + surface = batchsurfacelist[l]; + RSurf_PrepareVerticesForBatch(true, true, 1, &surface); + for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++) { - if (r_surf_surfacevisible[t->facenumlist[i]]) + if (trispvs) { - face = t->facelist[i]; - if (!R_CullBox(face->mins, face->maxs)) + if (!CHECKPVSBIT(trispvs, m)) { - if (numfaces >= maxfaces) - { - if (numfaces) - R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist); - numfaces = 0; - } - facelist[numfaces++] = face; + usebufferobject = false; + continue; } } + else if (culltriangles) + { + if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(rsurface.entitylightorigin, rsurface.vertex3f + element3i[m*3+0]*3, rsurface.vertex3f + element3i[m*3+1]*3, rsurface.vertex3f + element3i[m*3+2]*3)) + { + usebufferobject = false; + continue; + } + } + if (batchnumtriangles >= BATCHSIZE) + { + r_refdef.stats.lights_lighttriangles += batchnumtriangles; + Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex); + // use the element buffer if all triangles are consecutive + if (m == batchfirsttriangle + batchnumtriangles) + R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s); + else + R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0); + usebufferobject = true; + batchnumtriangles = 0; + batchfirsttriangle = m; + } + batchelements[batchnumtriangles*3+0] = element3i[m*3+0]; + batchelements[batchnumtriangles*3+1] = element3i[m*3+1]; + batchelements[batchnumtriangles*3+2] = element3i[m*3+2]; + batchnumtriangles++; } - if (numfaces) - R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist); } - } - } - else - { - t = NULL; - numfaces = 0; - for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - { - if ((face->texture->surfaceflags & flagsmask) == flags) + if (batchnumtriangles > 0) { - if (t != face->texture || numfaces >= maxfaces) - { - if (numfaces) - R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist); - numfaces = 0; - t = face->texture; - } - facelist[numfaces++] = face; + r_refdef.stats.lights_lighttriangles += batchnumtriangles; + Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex); + // use the element buffer if all triangles are consecutive + if (m == batchfirsttriangle + batchnumtriangles) + R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s); + else + R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0); } } - if (numfaces) - R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist); } } -void R_Q3BSP_DrawSky(entity_render_t *ent) +//Made by [515] +void R_ReplaceWorldTexture (void) { - if (r_drawcollisionbrushes.integer < 2) - R_Q3BSP_DrawFaces(ent, true); -} + dp_model_t *m; + texture_t *t; + int i; + const char *r, *newt; + skinframe_t *skinframe; + if (!r_refdef.scene.worldmodel) + { + Con_Printf("There is no worldmodel\n"); + return; + } + m = r_refdef.scene.worldmodel; -void R_Q3BSP_Draw(entity_render_t *ent) -{ - if (r_drawcollisionbrushes.integer < 2) - R_Q3BSP_DrawFaces(ent, false); - if (r_drawcollisionbrushes.integer >= 1) + if(Cmd_Argc() < 2) { - int i; - model_t *model = ent->model; - q3msurface_t *face; - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value); - for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++) - if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles) - R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf); - for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - if (face->num_collisiontriangles) - R_Q3BSP_DrawCollisionFace(ent, face); - qglPolygonOffset(0, 0); + Con_Print("r_replacemaptexture - replaces texture\n"); + Con_Print("r_replacemaptexture - switch back to default texture\n"); + return; } -} - -void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) -{ - model_t *model = ent->model; - vec3_t lightmins, lightmaxs; - int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; - const int *e; - const float *v[3]; - q3msurface_t *surface; - q3mleaf_t *leaf; - 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) + if(!cl.islocalgame || !cl.worldmodel) { - VectorCopy(lightmins, outmins); - VectorCopy(lightmaxs, outmaxs); + Con_Print("This command works only in singleplayer\n"); return; } - VectorCopy(relativelightorigin, outmins); - VectorCopy(relativelightorigin, outmaxs); - if (model->brush.GetPVS) - pvs = model->brush.GetPVS(model, relativelightorigin); - else - pvs = NULL; - // FIXME: use BSP recursion as lights are often small - for (leafindex = 0, leaf = model->brushq3.data_leafs;leafindex < model->brushq3.num_leafs;leafindex++, leaf++) + r = Cmd_Argv(1); + newt = Cmd_Argv(2); + if(!newt[0]) + newt = r; + for(i=0,t=m->data_textures;inum_textures;i++,t++) { - if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) + if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) ) { - outmins[0] = min(outmins[0], leaf->mins[0]); - outmins[1] = min(outmins[1], leaf->mins[1]); - outmins[2] = min(outmins[2], leaf->mins[2]); - outmaxs[0] = max(outmaxs[0], leaf->maxs[0]); - outmaxs[1] = max(outmaxs[1], leaf->maxs[1]); - outmaxs[2] = max(outmaxs[2], leaf->maxs[2]); - if (outclusterpvs) + if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true))) { - if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) - { - SETPVSBIT(outclusterpvs, leaf->clusterindex); - outclusterlist[outnumclusters++] = leaf->clusterindex; - } +// t->skinframes[0] = skinframe; + t->currentskinframe = skinframe; + t->currentskinframe = skinframe; + Con_Printf("%s replaced with %s\n", r, newt); } - if (outsurfacepvs) + else { - for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++) - { - surface = leaf->firstleafface[marksurfaceindex]; - surfaceindex = surface - model->brushq3.data_faces; - if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) - { - if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))) - { - for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3) - { - v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - { - SETPVSBIT(outsurfacepvs, surfaceindex); - outsurfacelist[outnumsurfaces++] = surfaceindex; - break; - } - } - } - } - } + Con_Printf("%s was not found\n", newt); + return; } } } - - // limit combined leaf box to light boundaries - outmins[0] = max(outmins[0], lightmins[0]); - outmins[1] = max(outmins[1], lightmins[1]); - outmins[2] = max(outmins[2], lightmins[2]); - outmaxs[0] = min(outmaxs[0], lightmaxs[0]); - outmaxs[1] = min(outmaxs[1], lightmaxs[1]); - outmaxs[2] = min(outmaxs[2], lightmaxs[2]); - - *outnumclusterspointer = outnumclusters; - *outnumsurfacespointer = outnumsurfaces; } -void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) +//Made by [515] +void R_ListWorldTextures (void) { - model_t *model = ent->model; - vec3_t lightmins, lightmaxs; - q3msurface_t *surface; - int surfacelistindex; - if (r_drawcollisionbrushes.integer < 2) + dp_model_t *m; + texture_t *t; + int i; + if (!r_refdef.scene.worldmodel) { - lightmins[0] = relativelightorigin[0] - lightradius; - lightmins[1] = relativelightorigin[1] - lightradius; - lightmins[2] = relativelightorigin[2] - lightradius; - lightmaxs[0] = relativelightorigin[0] + lightradius; - lightmaxs[1] = relativelightorigin[1] + lightradius; - lightmaxs[2] = relativelightorigin[2] + lightradius; - R_Mesh_Matrix(&ent->matrix); - R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - surface = model->brushq3.data_faces + surfacelist[surfacelistindex]; - // FIXME: check some manner of face->rendermode here? - if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS)) - R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); - } - R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); + Con_Printf("There is no worldmodel\n"); + return; } -} + m = r_refdef.scene.worldmodel; -void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist) -{ - model_t *model = ent->model; - vec3_t lightmins, lightmaxs, modelorg; - q3msurface_t *surface; - int surfacelistindex; - if (r_drawcollisionbrushes.integer < 2) - { - lightmins[0] = relativelightorigin[0] - lightradius; - lightmins[1] = relativelightorigin[1] - lightradius; - lightmins[2] = relativelightorigin[2] - lightradius; - lightmaxs[0] = relativelightorigin[0] + lightradius; - lightmaxs[1] = relativelightorigin[1] + lightradius; - lightmaxs[2] = relativelightorigin[2] + lightradius; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - surface = model->brushq3.data_faces + surfacelist[surfacelistindex]; - if (r_shadow_compilingrtlight) - { - // if compiling an rtlight, capture the mesh - Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, surface->num_triangles, surface->data_element3i); - } - else if ((ent != &cl_entities[0].render || surface->visframe == r_framecount) && !(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles) - R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR); - } - } + Con_Print("Worldmodel textures :\n"); + for(i=0,t=m->data_textures;inum_textures;i++,t++) + if (t->numskinframes) + Con_Printf("%s\n", t->name); } +#if 0 static void gl_surf_start(void) { - r_surf_mempool = Mem_AllocPool("gl_rsurf", 0, NULL); - r_surf_surfacevisiblelimit = 65536; - r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit); } static void gl_surf_shutdown(void) { - r_surf_surfacevisiblelimit = 0; - r_surf_surfacevisible = NULL; - Mem_FreePool(&r_surf_mempool); } static void gl_surf_newmap(void) { } +#endif 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_drawportals); - Cvar_RegisterVariable(&r_testvis); - Cvar_RegisterVariable(&r_floatbuildlightmap); - Cvar_RegisterVariable(&r_detailtextures); - Cvar_RegisterVariable(&r_surfaceworldnode); - Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor); - Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset); + Cvar_RegisterVariable(&r_lockpvs); + Cvar_RegisterVariable(&r_lockvisibility); + Cvar_RegisterVariable(&r_useportalculling); Cvar_RegisterVariable(&r_q3bsp_renderskydepth); - Cvar_RegisterVariable(&gl_lightmaps); - R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); + Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes"); + Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); + + //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }