#define MAX_LIGHTMAP_SIZE 256
-cvar_t r_ambient = {0, "r_ambient", "0"};
-cvar_t r_drawportals = {0, "r_drawportals", "0"};
-cvar_t r_lockpvs = {0, "r_testpvs", "0"};
-cvar_t r_lockvisibility = {0, "r_lockvisibility", "0"};
-cvar_t r_useportalculling = {0, "r_useportalculling", "0"};
-cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
-cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
-cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
+cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), value is 0-128"};
+cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
+cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
+cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
+cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
+cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
// flag arrays used for visibility checking on world model
// (all other entities have no per-surface/per-leaf visibility checks)
R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
// look for embedded bmodels
- for (n = 0;n < cl_num_brushmodel_entities;n++)
+ for (n = 0;n < cl.num_brushmodel_entities;n++)
{
- ent = &cl_entities[cl_brushmodel_entities[n]].render;
+ ent = &cl.entities[cl.brushmodel_entities[n]].render;
model = ent->model;
if (model && model->name[0] == '*')
{
=============================================================
*/
-static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
+static void R_DrawPortal_Callback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
{
+ const mportal_t *portal = (mportal_t *)ent;
int i;
float *v;
rmeshstate_t m;
- const mportal_t *portal = (mportal_t *)calldata1;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthTest(true);
- R_Mesh_Matrix(&r_identitymatrix);
+ R_Mesh_Matrix(&identitymatrix);
memset(&m, 0, sizeof(m));
m.pointer_vertex = varray_vertex3f;
R_Mesh_State(&m);
- i = calldata2;
+ i = surfacenumber;
GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
((i & 0x0038) >> 3) * (1.0f / 7.0f),
((i & 0x01C0) >> 6) * (1.0f / 7.0f),
// LordHavoc: this is just a nice debugging tool, very slow
static void R_DrawPortals(void)
{
- int i, leafnum;//, portalnum;
+ int i, leafnum;
mportal_t *portal;
float center[3], f;
model_t *model = r_refdef.worldmodel;
VectorAdd(center, portal->points[i].position, center);
f = ixtable[portal->numpoints];
VectorScale(center, f, center);
- //R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum);
- R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, leafnum);
+ R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight);
}
}
}
{
if (ent->model == NULL)
return;
- if (r_drawcollisionbrushes.integer < 2)
- R_DrawSurfaces(ent, true);
+ R_DrawSurfaces(ent, true);
}
void R_Q1BSP_Draw(entity_render_t *ent)
model_t *model = ent->model;
if (model == NULL)
return;
- if (r_drawcollisionbrushes.integer < 2)
- R_DrawSurfaces(ent, false);
- if (r_drawcollisionbrushes.integer >= 1 && model->brush.num_brushes)
+ R_DrawSurfaces(ent, false);
+ if (r_showcollisionbrushes.integer && model->brush.num_brushes && !r_showtrispass)
{
int i;
msurface_t *surface;
R_Mesh_Matrix(&ent->matrix);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
- GL_DepthTest(true);
- qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
+ GL_DepthTest(!r_showdisabledepthtest.integer);
+ qglPolygonOffset(r_showcollisionbrushes_polygonfactor.value, r_showcollisionbrushes_polygonoffset.value);
for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
if (brush->colbrushf && brush->colbrushf->numtriangles)
R_DrawCollisionBrush(brush->colbrushf);
R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
node = node->children[1];
}
+ else if (sides == 0)
+ return; // ERROR: NAN bounding box!
else
node = node->children[sides - 1];
}
{
msurface_t *surface = info->model->data_surfaces + surfaceindex;
if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
- if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
{
int triangleindex, t;
const int *e;
texture = surface->texture;
if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
continue;
- if (texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
continue;
R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
}
extern float *rsurface_svector3f;
extern float *rsurface_tvector3f;
extern float *rsurface_normal3f;
-extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
+extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents);
void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
{
// check the box in modelspace, it was already checked in worldspace
if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs))
return;
- if (r_drawcollisionbrushes.integer >= 2)
- return;
R_UpdateAllTextureInfo(ent);
if (model->brush.shadowmesh)
{
texture = surface->texture->currentframe;
if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
continue;
- if (texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
continue;
R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
}
texture = surface->texture;//R_FetchAliasSkin(ent, surface->groupmesh);
if (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT) || !surface->num_triangles)
continue;
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
// identify lit faces within the bounding box
R_Shadow_PrepareShadowMark(surface->groupmesh->num_triangles);
R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
}
}
+static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+{
+ msurface_t *surface = ent->model->data_surfaces + surfacenumber;
+ texture_t *texture = surface->texture;
+ R_UpdateTextureInfo(ent, texture);
+ texture = texture->currentframe;
+ R_Shadow_RenderMode_Begin();
+ R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
+ R_Shadow_RenderMode_Lighting(false, true);
+ R_Shadow_SetupEntityLight(ent);
+ R_Shadow_RenderSurfacesLighting(ent, texture, 1, &surface);
+ R_Shadow_RenderMode_End();
+}
+
+static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, texture_t *texture, int batchnumsurfaces, msurface_t **batchsurfacelist)
+{
+ int batchsurfaceindex;
+ msurface_t *batchsurface;
+ vec3_t tempcenter, center;
+ for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++)
+ {
+ batchsurface = batchsurfacelist[batchsurfaceindex];
+ tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f;
+ tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f;
+ tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&ent->matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, batchsurface - ent->model->data_surfaces, r_shadow_rtlight);
+ }
+}
+
#define RSURF_MAX_BATCHSURFACES 1024
-void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolorbase, float *lightcolorpants, float *lightcolorshirt, int numsurfaces, const int *surfacelist)
+void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist)
{
model_t *model = ent->model;
msurface_t *surface;
msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
vec3_t modelorg;
texture_t *tex;
- rtexture_t *basetexture = NULL;
- rtexture_t *glosstexture = NULL;
- float specularscale = 0;
qboolean skip;
- if (r_drawcollisionbrushes.integer >= 2)
- return;
- if (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt) < 0.0001)
- return;
R_UpdateAllTextureInfo(ent);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
tex = NULL;
{
if (batchnumsurfaces > 0)
{
- R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
+ if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+ R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+ else
+ R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
batchnumsurfaces = 0;
}
tex = surface->texture;
texture = surface->texture->currentframe;
- // FIXME: transparent surfaces need to be lit later
- skip = (texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL;
+ skip = (texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
if (skip)
continue;
- if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglDisable(GL_CULL_FACE);
- else
- qglEnable(GL_CULL_FACE);
- glosstexture = r_texture_black;
- specularscale = 0;
- if (texture->skin.gloss)
- {
- if (r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
- {
- glosstexture = texture->skin.gloss;
- specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
- }
- }
- else
- {
- if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
- {
- glosstexture = r_texture_white;
- specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
- }
- }
- basetexture = (ent->colormap < 0 && texture->skin.merged) ? texture->skin.merged : texture->skin.base;
- if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
- skip = true;
}
if (!skip && surface->num_triangles)
{
if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
{
- R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
+ if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+ R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+ else
+ R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
batchnumsurfaces = 0;
}
batchsurfacelist[batchnumsurfaces++] = surface;
}
if (batchnumsurfaces > 0)
{
- R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
+ if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+ R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+ else
+ R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
batchnumsurfaces = 0;
}
qglEnable(GL_CULL_FACE);
}
+//Made by [515]
+void R_ReplaceWorldTexture (void)
+{
+ model_t *m;
+ texture_t *t;
+ int i;
+ const char *r, *newt;
+ m = r_refdef.worldmodel;
+
+ if(Cmd_Argc() < 2)
+ {
+ Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
+ Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
+ return;
+ }
+ if(!cl.islocalgame || !cl.worldmodel)
+ {
+ Con_Print("This command works only in singleplayer\n");
+ return;
+ }
+ r = Cmd_Argv(1);
+ newt = Cmd_Argv(2);
+ if(!newt[0])
+ newt = r;
+ for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
+ {
+ if(t->width && !strcasecmp(t->name, r))
+ {
+ if(Mod_LoadSkinFrame(&t->skin, (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer))
+ {
+ Con_Printf("%s replaced with %s\n", r, newt);
+ return;
+ }
+ else
+ {
+ Con_Printf("%s was not found\n", newt);
+ Mod_LoadSkinFrame(&t->skin, (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default
+ return;
+ }
+ }
+ }
+}
+
+//Made by [515]
+void R_ListWorldTextures (void)
+{
+ model_t *m;
+ texture_t *t;
+ int i;
+ m = r_refdef.worldmodel;
+
+ Con_Print("Worldmodel textures :\n");
+ for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
+ if(t->skin.base != r_texture_notexture)
+ Con_Printf("%s\n", t->name);
+}
+
#if 0
static void gl_surf_start(void)
{
Cvar_RegisterVariable(&r_lockpvs);
Cvar_RegisterVariable(&r_lockvisibility);
Cvar_RegisterVariable(&r_useportalculling);
- Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
- Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
+ Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes"); // By [515]
+ Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515]
+
//R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
}