X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=f84e671d635fa32c3728834d9b967798c14fcf05;hp=e4f37671509caaab33469da1b8db72e882451a60;hb=0dab13d8227daa31cf55e80977cef0397e7357c6;hpb=1c752af2259f5ad9de6d57ae795e6a88f021aa07 diff --git a/gl_rsurf.c b/gl_rsurf.c index e4f37671..f84e671d 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -35,7 +35,27 @@ 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_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "-4"}; +cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"}; +cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"}; +cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"}; + +/* +// 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; +q3mface_t *r_q3bsp_maxsurfacelist[65536]; +*/ static int dlightdivtable[32768]; @@ -44,6 +64,7 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k; unsigned int *bl; float dist, impact[3], local[3]; + dlight_t *light; lit = false; @@ -51,17 +72,17 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) tmax = (surf->extents[1] >> 4) + 1; smax3 = smax * 3; - for (lnum = 0; lnum < r_numdlights; lnum++) + for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) { if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) continue; // not lit by this light - Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local); + 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) r_dlight[lnum].cullradius2 + LIGHTOFFSET; + maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET; dist2 = dist * dist; dist2 += LIGHTOFFSET; @@ -96,10 +117,10 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) maxdist3 = maxdist - dist2; // convert to 8.8 blocklights format - red = r_dlight[lnum].light[0] * (1.0f / 128.0f); - green = r_dlight[lnum].light[1] * (1.0f / 128.0f); - blue = r_dlight[lnum].light[2] * (1.0f / 128.0f); - subtract = (int) (r_dlight[lnum].subtract * 4194304.0f); + 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; @@ -137,6 +158,7 @@ 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; lit = false; @@ -144,17 +166,17 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) tmax = (surf->extents[1] >> 4) + 1; smax3 = smax * 3; - for (lnum = 0; lnum < r_numdlights; lnum++) + for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) { if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) continue; // not lit by this light - Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local); + 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) r_dlight[lnum].cullradius2 + LIGHTOFFSET; + maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET; dist2 = dist * dist; dist2 += LIGHTOFFSET; @@ -189,10 +211,10 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf) maxdist3 = maxdist - dist2; // convert to 8.8 blocklights format - red = r_dlight[lnum].light[0]; - green = r_dlight[lnum].light[1]; - blue = r_dlight[lnum].light[2]; - subtract = r_dlight[lnum].subtract * 32768.0f; + 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; @@ -234,7 +256,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) { if (!r_floatbuildlightmap.integer) { - int smax, tmax, i, j, size, size3, shift, maps, stride, l; + int smax, tmax, i, j, size, size3, maps, stride, l; unsigned int *bl, scale; qbyte *lightmap, *out, *stain; @@ -249,7 +271,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) // set to full bright if no light data bl = intblocklights; - if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata) + if (!ent->model->brushq1.lightdata) { for (i = 0;i < size3;i++) bl[i] = 255*256; @@ -286,8 +308,10 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) stain = surf->stainsamples; bl = intblocklights; out = templight; - // deal with lightmap brightness scale - shift = 7 + r_lightmapscalebit + 8; + // 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; @@ -295,9 +319,9 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) { for (j = 0;j < smax;j++) { - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); *out++ = 255; } } @@ -309,9 +333,9 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) { for (j = 0;j < smax;j++) { - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); } } } @@ -335,7 +359,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) // set to full bright if no light data bl = floatblocklights; - if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata) + if (!ent->model->brushq1.lightdata) j = 255*256; else j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style @@ -368,8 +392,11 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf) stain = surf->stainsamples; bl = floatblocklights; out = templight; - // deal with lightmap brightness scale - scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8)); + // 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) { stride = (surf->lightmaptexturestride - smax) * 4; @@ -677,21 +704,21 @@ static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const const float *v; float *c; int i, l, lit = false; - const rdlight_t *rd; + const dlight_t *light; vec3_t lightorigin; for (l = 0;l < r_numdlights;l++) { if (dlightbits[l >> 5] & (1 << (l & 31))) { - rd = &r_dlight[l]; - Matrix4x4_Transform(matrix, rd->origin, lightorigin); + light = &r_dlight[l]; + Matrix4x4_Transform(matrix, light->origin, lightorigin); for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4) { f = VectorDistance2(v, lightorigin) + LIGHTOFFSET; - if (f < rd->cullradius2) + if (f < light->rtlight.lightmap_cullradius2) { - f = ((1.0f / f) - rd->subtract) * scale; - VectorMA(c, f, rd->light, c); + f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale; + VectorMA(c, f, light->rtlight.lightmap_light, c); lit = true; } } @@ -703,7 +730,6 @@ static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; // LordHavoc: HalfLife maps have freaky skypolys... @@ -723,7 +749,7 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture if (skyrendermasked) { // depth-only (masking) - qglColorMask(0,0,0,0); + 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); @@ -737,51 +763,33 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture GL_DepthTest(true); memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); - while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + 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); } } - qglColorMask(1,1,1,1); + GL_ColorMask(1,1,1,1); } static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) { const entity_render_t *ent = calldata1; const msurface_t *surf = ent->model->brushq1.surfaces + calldata2; - float colorscale; - const surfmesh_t *mesh; rmeshstate_t m; float alpha; float modelorg[3]; texture_t *texture; - matrix4x4_t tempmatrix; - float args[4] = {0.05f,0,0,0.04f}; - - if (r_waterscroll.value) - { - // scrolling in texture matrix - Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - if (gl_textureshader && r_watershader.integer) - { - R_Mesh_TextureMatrix(1, &tempmatrix); - Matrix4x4_CreateTranslate(&tempmatrix, -sin(cl.time) * 0.025 * r_waterscroll.value, -sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - } - R_Mesh_TextureMatrix(0, &tempmatrix); - } + float args[4] = {0.05f,0,0,0.04f}; R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - memset(&m, 0, sizeof(m)); texture = surf->texinfo->texture->currentframe; alpha = texture->currentalpha; if (texture->rendertype == SURFRENDER_ADD) @@ -799,78 +807,70 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2) GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); } - if (gl_textureshader && r_watershader.integer) + GL_DepthTest(true); + GL_Color(1, 1, 1, alpha); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = surf->mesh.data_vertex3f; + if (gl_textureshader && r_watershader.value && !fogenabled) { - m.tex[0] = R_GetTexture(mod_shared_distorttexture); + 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 - m.tex[0] = R_GetTexture(texture->skin.base); - colorscale = 1; - if (gl_combine.integer) { - m.texrgbscale[0] = 4; - colorscale *= 0.25f; - } - GL_DepthTest(true); - if (fogenabled) - GL_ColorPointer(varray_color4f); - else - GL_Color(1, 1, 1, alpha); - if (gl_textureshader && r_watershader.integer) - { - 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_TEXTURE_2D); - qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV); - qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB); - qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]); - qglEnable (GL_TEXTURE_SHADER_NV); - } - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - m.pointer_texcoord[1] = mesh->texcoordtexture2f; - m.texcombinergb[1] = GL_REPLACE; - R_Mesh_State_Texture(&m); if (fogenabled) { - R_FillColors(varray_color4f, mesh->numverts, 1, 1, 1, alpha); - RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg); + R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha); + RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg); + m.pointer_color = varray_color4f; } - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } - if (gl_textureshader && r_watershader.integer) - { - qglDisable (GL_TEXTURE_SHADER_NV); - GL_ActiveTexture (0); - } - - if (fogenabled) - { - 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.fog); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + m.tex[0] = R_GetTexture(texture->skin.base); + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + if (r_waterscroll.value) { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - GL_ColorPointer(varray_color4f); - R_Mesh_State_Texture(&m); - RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); + // 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_Mesh_State(&m); - if (r_waterscroll.value) - { - Matrix4x4_CreateIdentity(&tempmatrix); - R_Mesh_TextureMatrix(0, &tempmatrix); - R_Mesh_TextureMatrix(1, &tempmatrix); + 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 && texture->rendertype != SURFRENDER_ADD) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg); + m.tex[0] = R_GetTexture(texture->skin.fog); + 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); + } } } @@ -899,10 +899,9 @@ static void RSurfShader_Water(const entity_render_t *ent, const texture_t *textu static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) { float base, colorscale; - const surfmesh_t *mesh; rmeshstate_t m; float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); memset(&m, 0, sizeof(m)); if (rendertype == SURFRENDER_ADD) { @@ -928,118 +927,152 @@ static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const m } base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f); GL_DepthTest(true); - GL_ColorPointer(varray_color4f); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + + m.pointer_color = varray_color4f; + m.pointer_vertex = surf->mesh.data_vertex3f; + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + R_Mesh_State(&m); + R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha); + if (!(ent->effects & EF_FULLBRIGHT)) { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha); - if (!(ent->effects & EF_FULLBRIGHT)) - { - if (surf->dlightframe == r_framecount) - RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1); - if (surf->flags & SURF_LIGHTMAP) - RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles); - } - RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + 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->flags & SURF_LIGHTMAP) + 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); + } + RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, 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_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) { - const surfmesh_t *mesh; rmeshstate_t m; float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); + m.pointer_color = varray_color4f; m.tex[0] = R_GetTexture(texture->skin.glow); - GL_ColorPointer(varray_color4f); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - if (m.tex[0]) - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + + m.pointer_vertex = surf->mesh.data_vertex3f; + if (m.tex[0]) + m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f; + 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); } static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha) { - const surfmesh_t *mesh; rmeshstate_t m; float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); + m.pointer_color = varray_color4f; m.tex[0] = R_GetTexture(texture->skin.fog); - GL_ColorPointer(varray_color4f); - for (mesh = surf->mesh;mesh;mesh = mesh->chain) + + 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], 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) +{ + 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; + } + if (r_shadow_realtime_world.integer) + GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); + else + GL_Color(1, 1, 1, 1); + + while((surf = *surfchain++) != NULL) { - GL_VertexPointer(mesh->vertex3f); - if (m.tex[0]) - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); + 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); + } } } -static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; int lightmaptexturenum; - float cl; 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[0] = 1; - m.texrgbscale[1] = 4; m.texrgbscale[2] = 2; - cl = (float) (1 << r_lightmapscalebit); - GL_Color(cl, cl, cl, 1); + if (r_shadow_realtime_world.integer) + GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); + else + GL_Color(1, 1, 1, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - //if (m.tex[1] != lightmaptexturenum) - //{ - m.tex[1] = lightmaptexturenum; - // R_Mesh_State_Texture(&m); - //} - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - m.pointer_texcoord[1] = mesh->texcoordlightmap2f; - m.pointer_texcoord[2] = mesh->texcoorddetail2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + 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); } } } -static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) +static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; int lightmaptexturenum; memset(&m, 0, sizeof(m)); @@ -1048,27 +1081,24 @@ static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent GL_DepthTest(true); m.tex[0] = R_GetTexture(texture->skin.base); m.tex[1] = R_GetTexture((**surfchain).lightmaptexture); - if (gl_combine.integer) - m.texrgbscale[1] = 4; - GL_Color(1, 1, 1, 1); + m.texrgbscale[1] = 2; + if (r_shadow_realtime_world.integer) + GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); + else + GL_Color(1, 1, 1, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - //if (m.tex[1] != lightmaptexturenum) - //{ - m.tex[1] = lightmaptexturenum; - // R_Mesh_State_Texture(&m); - //} - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - m.pointer_texcoord[1] = mesh->texcoordlightmap2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + 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); } } } @@ -1076,25 +1106,26 @@ static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_DepthMask(true); GL_DepthTest(true); GL_BlendFunc(GL_ONE, GL_ZERO); m.tex[0] = R_GetTexture(texture->skin.base); - GL_Color(1, 1, 1, 1); + if (r_shadow_realtime_world.integer) + GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); + else + GL_Color(1, 1, 1, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + 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); } } } @@ -1102,34 +1133,26 @@ static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; int lightmaptexturenum; memset(&m, 0, sizeof(m)); - GL_BlendFunc(GL_ZERO, GL_SRC_COLOR); + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); GL_DepthMask(false); GL_DepthTest(true); m.tex[0] = R_GetTexture((**surfchain).lightmaptexture); - if (gl_combine.integer) - m.texrgbscale[0] = 4; GL_Color(1, 1, 1, 1); while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { lightmaptexturenum = R_GetTexture(surf->lightmaptexture); - //if (m.tex[0] != lightmaptexturenum) - //{ - m.tex[0] = lightmaptexturenum; - // R_Mesh_State_Texture(&m); - //} - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordlightmap2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + 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); } } } @@ -1137,28 +1160,26 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + 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); - GL_ColorPointer(varray_color4f); + m.pointer_color = varray_color4f; while((surf = *surfchain++) != NULL) { if (surf->visframe == r_framecount) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - if (m.tex[0]) - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, mesh->numverts, modelorg); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + 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); } } } @@ -1166,7 +1187,6 @@ static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const te static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); @@ -1178,13 +1198,12 @@ static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, c { if (surf->visframe == r_framecount) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoorddetail2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + 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); } } } @@ -1192,7 +1211,6 @@ static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, c static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain) { const msurface_t *surf; - const surfmesh_t *mesh; rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); @@ -1204,21 +1222,20 @@ static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const t { if (surf->visframe == r_framecount) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + 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; - const surfmesh_t *mesh; rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); @@ -1232,13 +1249,43 @@ static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, c { if (surf->visframe == r_framecount) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - GL_VertexPointer(mesh->vertex3f); - m.pointer_texcoord[0] = mesh->texcoordtexture2f; - R_Mesh_State_Texture(&m); - R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i); - } + 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); + if (r_shadow_realtime_world.integer) + GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); + else + 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); } } } @@ -1288,36 +1335,71 @@ static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_ } } } - else if (r_shadow_realtime_world.integer) + else if (ent->effects & EF_FULLBRIGHT) { - // opaque base lighting - RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain); + 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); if (fogenabled) RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); } - else + /* + // opaque base lighting + else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0) { - // opaque lightmapped - if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain); - else if (r_textureunits.integer >= 2) + if (r_ambient.value > 0) { - RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain); - if (r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); } else - { - RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); - RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain); - if (r_detailtextures.integer) - RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain); - } + RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain); + if (fogenabled) + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); + } + */ + // opaque lightmapped + else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer) + { + RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain); + if (fogenabled) + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); + } + else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer) + { + RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(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 (r_textureunits.integer >= 2 && gl_combine.integer && !gl_lightmaps.integer) + { + RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(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 (!gl_lightmaps.integer) + { + RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain); + RSurfShader_OpaqueWall_Pass_BaseLightmap(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 + { + RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain); + if (fogenabled) + RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain); + } } Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP}; @@ -1372,7 +1454,7 @@ void R_PrepareSurfaces(entity_render_t *ent) return; model = ent->model; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); numsurfaces = model->brushq1.nummodelsurfaces; surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface; surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface; @@ -1382,10 +1464,9 @@ void R_PrepareSurfaces(entity_render_t *ent) if (r_dynamic.integer && !r_shadow_realtime_dlight.integer) R_MarkLights(ent); - if (model->brushq1.light_ambient != r_ambient.value || model->brushq1.light_scalebit != r_lightmapscalebit) + if (model->brushq1.light_ambient != r_ambient.value) { model->brushq1.light_ambient = r_ambient.value; - model->brushq1.light_scalebit = r_lightmapscalebit; for (i = 0;i < model->brushq1.nummodelsurfaces;i++) model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true; } @@ -1453,17 +1534,17 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2) GL_DepthMask(false); GL_DepthTest(true); R_Mesh_Matrix(&ent->matrix); - GL_VertexPointer(varray_vertex3f); memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&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_origin, (&portal->plane)) < 0) + 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); @@ -1471,7 +1552,9 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2) 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 @@ -1512,7 +1595,7 @@ void R_PrepareBrushModel(entity_render_t *ent) if (model == NULL) return; #if WORLDNODECULLBACKFACES - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); #endif numsurfaces = model->brushq1.nummodelsurfaces; surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface; @@ -1551,7 +1634,7 @@ void R_SurfaceWorldNode (entity_render_t *ent) return; surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface; surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain) { @@ -1586,7 +1669,7 @@ void R_SurfaceWorldNode (entity_render_t *ent) static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) { - int c, leafstackpos, *mark, *surfacevisframes, bitnum; + int c, leafstackpos, *mark, *surfacevisframes; #if WORLDNODECULLBACKFACES int n; msurface_t *surf; @@ -1603,7 +1686,7 @@ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) // RecursiveWorldNode surfaces = ent->model->brushq1.surfaces; surfacevisframes = ent->model->brushq1.surfacevisframes; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); viewleaf->worldnodeframe = r_framecount; leafstack[0] = viewleaf; leafstackpos = 1; @@ -1650,8 +1733,7 @@ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf) { leaf->worldnodeframe = r_framecount; // FIXME: R_CullBox is absolute, should be done relative - bitnum = (leaf - ent->model->brushq1.leafs) - 1; - if ((r_pvsbits[bitnum >> 3] & (1 << (bitnum & 7))) && !R_CullBox(leaf->mins, leaf->maxs)) + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) leafstack[leafstackpos++] = leaf; } } @@ -1676,11 +1758,10 @@ void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf) if (viewleaf) { surfacepvsframes = model->brushq1.surfacepvsframes; - for (j = 0;j < model->brushq1.visleafs;j++) + for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++) { - if (r_pvsbits[j >> 3] & (1 << (j & 7))) + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) { - leaf = model->brushq1.leafs + j + 1; leaf->pvsframe = model->brushq1.pvsframecount; leaf->pvschain = model->brushq1.pvsleafchain; model->brushq1.pvsleafchain = leaf; @@ -1699,7 +1780,7 @@ void R_WorldVisibility(entity_render_t *ent) vec3_t modelorg; mleaf_t *viewleaf; - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); + 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); @@ -1716,8 +1797,13 @@ void R_DrawWorld(entity_render_t *ent) { if (ent->model == NULL) return; - if (!ent->model->brushq1.numleafs && ent->model->Draw) - ent->model->Draw(ent); + if (!ent->model->brushq1.num_leafs) + { + if (ent->model->DrawSky) + ent->model->DrawSky(ent); + if (ent->model->Draw) + ent->model->Draw(ent); + } else { R_PrepareSurfaces(ent); @@ -1747,102 +1833,158 @@ void R_Model_Brush_Draw(entity_render_t *ent) R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains); } -void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius) +void R_Model_Brush_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) { - int i; - msurface_t *surf; - float projectdistance, f, temp[3], lightradius2; - surfmesh_t *mesh; - if (ent->model == NULL) + 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->numsurfaces + 7) >> 3); + if (model == NULL) + { + VectorCopy(lightmins, outmins); + VectorCopy(lightmaxs, outmaxs); return; - R_Mesh_Matrix(&ent->matrix); - lightradius2 = lightradius * lightradius; - R_UpdateTextureInfo(ent); - projectdistance = 1000000000.0f;//lightradius + ent->model->radius; - for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++) + } + 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 (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST) + if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) { - f = PlaneDiff(relativelightorigin, surf->plane); - if (surf->flags & SURF_PLANEBACK) - f = -f; - // draw shadows only for frontfaces and only if they are close - if (f >= 0.1 && f < lightradius) + 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 (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) { - temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0]; - temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1]; - temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2]; - if (DotProduct(temp, temp) < lightradius2) - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance); + SETPVSBIT(outclusterpvs, leaf->clusterindex); + outclusterlist[outnumclusters++] = leaf->clusterindex; + } + 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)) + { + 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; + } + } + } + } } } } + + // 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_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) +void R_Model_Brush_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) { - int surfnum; - msurface_t *surf; - texture_t *t; - surfmesh_t *mesh; - if (ent->model == NULL) - return; - R_Mesh_Matrix(&ent->matrix); - R_UpdateTextureInfo(ent); - for (surfnum = 0;surfnum < numsurfaces;surfnum++) + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + msurface_t *surface; + int surfacelistindex, j, t; + const int *e; + const float *v[3]; + if (r_drawcollisionbrushes.integer < 2) { - surf = surflist[surfnum]; - if (surf->visframe == r_framecount) + 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++) { - t = surf->texinfo->texture->currentframe; - if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT) + surface = model->brushq1.surfaces + surfacelist[surfacelistindex]; + for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->mesh.num_triangles;j++, t++, e += 3) { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL); - R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL); - } + 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]))) + shadowmarklist[numshadowmark++] = t; } } + 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, numshadowmark, shadowmarklist); } } -void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) +void R_Model_Brush_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) { - int surfnum; - msurface_t *surf; + model_t *model = ent->model; + vec3_t lightmins, lightmaxs, modelorg; + msurface_t *surface; texture_t *t; - float f, lightmins[3], lightmaxs[3]; - surfmesh_t *mesh; - if (ent->model == NULL) - return; - R_Mesh_Matrix(&ent->matrix); - 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_UpdateTextureInfo(ent); - for (surfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;surfnum < ent->model->brushq1.nummodelsurfaces;surfnum++, surf++) + int surfacelistindex; + if (r_drawcollisionbrushes.integer < 2) { - if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs)) + 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++) { - f = PlaneDiff(relativelightorigin, surf->plane); - if (surf->flags & SURF_PLANEBACK) - f = -f; - if (f >= -0.1 && f < lightradius) + surface = model->brushq1.surfaces + surfacelist[surfacelistindex]; + if (r_shadow_compilingrtlight) { - t = surf->texinfo->texture->currentframe; - if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT) - { - for (mesh = surf->mesh;mesh;mesh = mesh->chain) - { - R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL); - R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL); - } - } + // if compiling an rtlight, capture the mesh + t = surface->texinfo->texture; + if (t->shader == &Cshader_wall_lightmap && t->skin.fog == NULL && (t->flags & SURF_SHADOWLIGHT)) + 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; + if (t->rendertype == SURFRENDER_OPAQUE && (t->flags & SURF_SHADOWLIGHT)) + 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); } } } @@ -1851,120 +1993,479 @@ void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v 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_VertexPointer(brush->points->v); + GL_LockArrays(0, brush->numpoints); R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements); + GL_LockArrays(0, 0); } -void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face) +void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3mface_t *face) { + int i; rmeshstate_t m; - if (!face->numtriangles) + if (!face->num_collisiontriangles) return; - if (face->texture->renderflags) - { - if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY) - { - if (skyrendernow) - { - skyrendernow = false; - if (skyrendermasked) - R_Sky(); - } + memset(&m, 0, sizeof(m)); + m.pointer_vertex = face->data_collisionvertex3f; + R_Mesh_State(&m); + i = ((int)face) / sizeof(q3mface_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); +} - R_Mesh_Matrix(&ent->matrix); +void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face) +{ + rmeshstate_t m; + if (!face->num_triangles) + return; + c_faces++; + if (skyrendernow) + { + skyrendernow = false; + if (skyrendermasked) + R_Sky(); + } - GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); - if (skyrendermasked) - { - // depth-only (masking) - qglColorMask(0,0,0,0); - // just to make sure that braindead drivers don't draw anything - // despite that colormask... - GL_BlendFunc(GL_ZERO, GL_ONE); - } - else - { - // fog sky - GL_BlendFunc(GL_ONE, GL_ZERO); - } - GL_DepthMask(true); - GL_DepthTest(true); + R_Mesh_Matrix(&ent->matrix); - memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); + GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); + if (skyrendermasked) + { + // depth-only (masking) + GL_ColorMask(0,0,0,0); + // just to make sure that braindead drivers don't draw anything + // despite that colormask... + GL_BlendFunc(GL_ZERO, GL_ONE); + } + else + { + // fog sky + GL_BlendFunc(GL_ONE, GL_ZERO); + } + GL_DepthMask(true); + GL_DepthTest(true); - GL_VertexPointer(face->data_vertex3f); - R_Mesh_Draw(face->numvertices, face->numtriangles, face->data_element3i); - qglColorMask(1,1,1,1); - return; - } - if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) - return; + memset(&m, 0, sizeof(m)); + 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(1,1,1,1); +} + +void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + if (face->texture->skin.glow) + { + m.tex[0] = R_GetTexture(face->texture->skin.glow); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + GL_Color(1, 1, 1, 1); } - R_Mesh_Matrix(&ent->matrix); - face->visframe = r_framecount; + else + GL_Color(0, 0, 0, 1); + 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_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face) +{ + rmeshstate_t m; memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); m.tex[0] = R_GetTexture(face->texture->skin.base); m.pointer_texcoord[0] = face->data_texcoordtexture2f; - if (face->lightmaptexture) + m.tex[1] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[1] = face->data_texcoordlightmap2f; + m.texrgbscale[1] = 2; + GL_Color(1, 1, 1, 1); + 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_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->texture->skin.base); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + GL_Color(1, 1, 1, 1); + 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_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face) +{ + 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(face->lightmaptexture); + m.pointer_texcoord[0] = face->data_texcoordlightmap2f; + GL_Color(1, 1, 1, 1); + 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_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->lightmaptexture); + m.pointer_texcoord[0] = face->data_texcoordlightmap2f; + if (r_shadow_realtime_world.integer) + GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1); + else + GL_Color(1, 1, 1, 1); + 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_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(true); + if (face->texture->skin.glow) { - m.tex[1] = R_GetTexture(face->lightmaptexture); - m.pointer_texcoord[1] = face->data_texcoordlightmap2f; - m.texrgbscale[1] = 2; + m.tex[0] = R_GetTexture(face->texture->skin.glow); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; GL_Color(1, 1, 1, 1); } else + GL_Color(0, 0, 0, 1); + 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_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face) +{ + int i; + float mul; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->texture->skin.base); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + mul = 2.0f; + if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1) + mul *= r_shadow_realtime_world_lightmaps.value; + if (mul == 2 && gl_combine.integer) { m.texrgbscale[0] = 2; - GL_ColorPointer(face->data_color4f); + m.pointer_color = face->data_color4f; } - R_Mesh_State_Texture(&m); - GL_VertexPointer(face->data_vertex3f); - R_Mesh_Draw(face->numvertices, face->numtriangles, face->data_element3i); + else if (mul == 1) + m.pointer_color = face->data_color4f; + else + { + for (i = 0;i < face->num_vertices;i++) + { + varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul; + varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul; + varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul; + varray_color4f[i*4+3] = face->data_color4f[i*4+3]; + } + m.pointer_color = varray_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); } -/* -void R_Q3BSP_DrawSky(entity_render_t *ent) +void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face) { + int i; + float mul; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + mul = 2.0f; + if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1) + mul *= r_shadow_realtime_world_lightmaps.value; + if (mul == 1) + m.pointer_color = face->data_color4f; + else + { + for (i = 0;i < face->num_vertices;i++) + { + 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]; + } + m.pointer_color = varray_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); } -*/ -void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe) +void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face) +{ + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthMask(true); + GL_DepthTest(true); + m.tex[0] = R_GetTexture(face->texture->skin.base); + m.pointer_texcoord[0] = face->data_texcoordtexture2f; + GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1); + 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_DrawFace_TransparentCallback(const void *voident, int facenumber) +{ + const entity_render_t *ent = voident; + q3mface_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(true); + 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) + { + 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 + { + 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; + } + } + } + else + { + int i; + for (i = 0;i < face->num_vertices;i++) + { + 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; + } + m.pointer_color = varray_color4f; + } + 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); +} + +void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face) +{ + if (!face->num_triangles) + return; + if (face->texture->surfaceparms) + { + if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) + return; + } + c_faces++; + if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE)) + { + vec3_t facecenter, center; + 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; + } + R_Mesh_Matrix(&ent->matrix); + if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0) + R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face); + else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer) + { + R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face); + if (face->texture->skin.glow) + R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face); + } + else if (face->lightmaptexture) + { + if (gl_lightmaps.integer) + R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face); + else + { + if (r_textureunits.integer >= 2 && gl_combine.integer) + R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face); + else + { + R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face); + R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face); + } + if (face->texture->skin.glow) + R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face); + } + } + else + { + if (gl_lightmaps.integer) + R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face); + else + { + R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face); + if (face->texture->skin.glow) + R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face); + } + } + if (r_ambient.value) + R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face); +} + +void R_Q3BSP_RecursiveWorldNode(q3mnode_t *node) { int i; q3mleaf_t *leaf; - q3mface_t *face; - while (node->isnode) + for (;;) { if (R_CullBox(node->mins, node->maxs)) return; - R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe); + if (!node->plane) + break; + c_nodes++; + R_Q3BSP_RecursiveWorldNode(node->children[0]); node = node->children[1]; } - if (R_CullBox(node->mins, node->maxs)) - return; leaf = (q3mleaf_t *)node; - if (pvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7))) + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) { + c_leafs++; for (i = 0;i < leaf->numleaffaces;i++) + leaf->firstleafface[i]->visframe = r_framecount; + } +} + +// FIXME: num_leafs needs to be recalculated at load time to include only +// node-referenced leafs, as some maps are incorrectly compiled with leafs for +// the submodels (which would render the submodels occasionally, as part of +// the world - not good) +void R_Q3BSP_MarkLeafPVS(void) +{ + int i, j; + q3mleaf_t *leaf; + for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++) + { + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex)) { - face = leaf->firstleafface[i]; - if (face->markframe != markframe) - { - face->markframe = markframe; - if (!R_CullBox(face->mins, face->maxs)) - R_Q3BSP_DrawFace(ent, face); - } + c_leafs++; + for (i = 0;i < leaf->numleaffaces;i++) + leaf->firstleafface[i]->visframe = r_framecount; } } } +static int r_q3bsp_framecount = -1; +void R_Q3BSP_DrawSky(entity_render_t *ent) +{ + int i; + q3mface_t *face; + vec3_t modelorg; + model_t *model; + R_Mesh_Matrix(&ent->matrix); + model = ent->model; + if (r_drawcollisionbrushes.integer < 2) + { + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + if (ent == &cl_entities[0].render) + { + if (r_q3bsp_framecount != r_framecount) + { + r_q3bsp_framecount = r_framecount; + R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes); + //R_Q3BSP_MarkLeafPVS(); + } + for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) + if (face->visframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs)) + R_Q3BSP_DrawSkyFace(ent, face); + } + else + for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) + if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY)) + R_Q3BSP_DrawSkyFace(ent, face); + } +} void R_Q3BSP_Draw(entity_render_t *ent) { @@ -1973,93 +2474,195 @@ void R_Q3BSP_Draw(entity_render_t *ent) vec3_t modelorg; model_t *model; qbyte *pvs; - static int markframe = 0; R_Mesh_Matrix(&ent->matrix); model = ent->model; if (r_drawcollisionbrushes.integer < 2) { - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); - if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) - R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + if (ent == &cl_entities[0].render) + { + if (model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) + if (r_q3bsp_framecount != r_framecount) + { + r_q3bsp_framecount = r_framecount; + R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes); + //R_Q3BSP_MarkLeafPVS(); + } + for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) + if (face->visframe == r_framecount && !R_CullBox(face->mins, face->maxs)) + R_Q3BSP_DrawFace(ent, face); + } else for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) R_Q3BSP_DrawFace(ent, face); } if (r_drawcollisionbrushes.integer >= 1) { - rmeshstate_t m; - memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); - R_Mesh_State_Texture(&m); + 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); } } -void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius) +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) { - int i; - q3mface_t *face; - vec3_t modelorg, lightmins, lightmaxs; - model_t *model; - float projectdistance; - projectdistance = 1000000000.0f;//lightradius + ent->model->radius; + 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]; + q3mface_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->numsurfaces + 7) >> 3); + if (model == NULL) + { + VectorCopy(lightmins, outmins); + VectorCopy(lightmaxs, outmaxs); + 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++) + { + 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 (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) + { + SETPVSBIT(outclusterpvs, leaf->clusterindex); + outclusterlist[outnumclusters++] = leaf->clusterindex; + } + 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)) + { + 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; + } + } + } + } + } + } + } + + // 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) +{ + model_t *model = ent->model; + vec3_t lightmins, lightmaxs; + q3mface_t *surface; + int surfacelistindex, j, t; + const int *e; + const float *v[3]; if (r_drawcollisionbrushes.integer < 2) { - model = ent->model; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); 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; - //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) - // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe); - //else - for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs)) - R_Shadow_Volume(face->numvertices, face->numtriangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance); + 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->skin.fog) + { + for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->num_triangles;j++, 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]))) + shadowmarklist[numshadowmark++] = t; + } + } + } + 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, numshadowmark, shadowmarklist); } } -void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) +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) { - if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->numtriangles) - return; - R_Shadow_DiffuseLighting(face->numvertices, face->numtriangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, NULL); - R_Shadow_SpecularLighting(face->numvertices, face->numtriangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, NULL); -} - -void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) -{ - int i; - q3mface_t *face; - vec3_t modelorg, lightmins, lightmaxs; - model_t *model; - //qbyte *pvs; - //static int markframe = 0; + model_t *model = ent->model; + vec3_t lightmins, lightmaxs, modelorg; + q3mface_t *surface; + int surfacelistindex; if (r_drawcollisionbrushes.integer < 2) { - model = ent->model; - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg); 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; - //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg))) - // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe); - //else - for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++) - if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs)) - R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz); + 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); + } } } @@ -2088,7 +2691,9 @@ void GL_Surf_Init(void) Cvar_RegisterVariable(&r_floatbuildlightmap); Cvar_RegisterVariable(&r_detailtextures); Cvar_RegisterVariable(&r_surfaceworldnode); + Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor); Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset); + Cvar_RegisterVariable(&gl_lightmaps); R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }