#include "quakedef.h"
-extern int skytexturenum;
-
int lightmap_textures;
-signed blocklights[18*18*3]; // LordHavoc: *3 for colored lighting
-
// LordHavoc: skinny but tall lightmaps for quicker subimage uploads
-#define BLOCK_WIDTH 128
-#define BLOCK_HEIGHT 128
+#define BLOCK_WIDTH 256
+#define BLOCK_HEIGHT 256
// LordHavoc: increased lightmap limit from 64 to 1024
#define MAX_LIGHTMAPS 1024
#define LIGHTMAPSIZE (BLOCK_WIDTH*BLOCK_HEIGHT*4)
byte *lightmaps[MAX_LIGHTMAPS];
short lightmapupdate[MAX_LIGHTMAPS][2];
+signed int blocklights[BLOCK_WIDTH*BLOCK_HEIGHT*3]; // LordHavoc: *3 for colored lighting
+
int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes
cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"};
cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "1"};
cvar_t gl_nosubimage = {"gl_nosubimage", "0"};
cvar_t r_ambient = {"r_ambient", "0"};
cvar_t gl_vertex = {"gl_vertex", "0"};
-//cvar_t gl_funnywalls = {"gl_funnywalls", "0"}; // LordHavoc: see BuildSurfaceDisplayList
+cvar_t gl_texsort = {"gl_texsort", "1"};
+cvar_t r_newworldnode = {"r_newworldnode", "0"};
+cvar_t r_oldclip = {"r_oldclip", "1"};
+cvar_t r_dlightmap = {"r_dlightmap", "1"};
-qboolean lightmaprgba, nosubimagefragments, nosubimage;
+qboolean lightmaprgba, nosubimagefragments, nosubimage, skyisvisible;
int lightmapbytes;
-qboolean skyisvisible;
-extern qboolean gl_arrays;
+void gl_surf_start()
+{
+}
-extern int r_dlightframecount;
+void gl_surf_shutdown()
+{
+}
-void glrsurf_init()
+void gl_surf_newmap()
+{
+}
+
+void GL_Surf_Init()
{
int i;
for (i = 0;i < MAX_LIGHTMAPS;i++)
Cvar_RegisterVariable(&gl_nosubimagefragments);
Cvar_RegisterVariable(&gl_nosubimage);
Cvar_RegisterVariable(&r_ambient);
-// Cvar_RegisterVariable(&gl_funnywalls);
Cvar_RegisterVariable(&gl_vertex);
- // check if it's the glquake minigl driver
- if (strncasecmp(gl_vendor,"3Dfx",4)==0)
- if (!gl_arrays)
+ Cvar_RegisterVariable(&gl_texsort);
+ Cvar_RegisterVariable(&r_newworldnode);
+ Cvar_RegisterVariable(&r_oldclip);
+ Cvar_RegisterVariable(&r_dlightmap);
+
+ R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
+}
+
+int dlightdivtable[32768];
+
+/*
+ R_AddDynamicLights
+*/
+int R_AddDynamicLights (msurface_t *surf)
+{
+ int sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, lit, dist2, impacts, impactt;
+ unsigned int *bl;
+ float dist;
+ vec3_t impact, local;
+
+ // LordHavoc: use 64bit integer... shame it's not very standardized...
+#if _MSC_VER || __BORLANDC__
+ __int64 k;
+#else
+ long long k;
+#endif
+
+ lit = false;
+
+ if (!dlightdivtable[1])
{
-// Cvar_SetValue("gl_nosubimagefragments", 1);
-// Cvar_SetValue("gl_nosubimage", 1);
- Cvar_SetValue("gl_lightmode", 0);
+ dlightdivtable[0] = 4194304;
+ for (s = 1; s < 32768; s++)
+ dlightdivtable[s] = 4194304 / (s << 7);
+ }
+
+ smax = (surf->extents[0] >> 4) + 1;
+ tmax = (surf->extents[1] >> 4) + 1;
+
+ for (lnum = 0; lnum < MAX_DLIGHTS; lnum++)
+ {
+ if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+ continue; // not lit by this light
+
+ VectorSubtract (cl_dlights[lnum].origin, currententity->origin, local);
+ dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+
+ // for comparisons to minimum acceptable light
+ maxdist = (int) ((cl_dlights[lnum].radius * cl_dlights[lnum].radius));
+
+ // clamp radius to avoid exceeding 32768 entry division table
+ if (maxdist > 4194304)
+ maxdist = 4194304;
+
+ dist2 = dist * dist;
+ if (dist2 >= maxdist)
+ continue;
+
+ impact[0] = cl_dlights[lnum].origin[0] - surf->plane->normal[0] * dist;
+ impact[1] = cl_dlights[lnum].origin[1] - surf->plane->normal[1] * dist;
+ impact[2] = cl_dlights[lnum].origin[2] - surf->plane->normal[2] * dist;
+
+ impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+ impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+ s = bound(0, impacts, smax * 16) - impacts;
+ t = bound(0, impactt, tmax * 16) - impactt;
+ i = s * s + t * t + dist2;
+ if (i > maxdist)
+ continue;
+
+ // reduce calculations
+ for (s = 0, i = impacts; s < smax; s++, i -= 16)
+ sdtable[s] = i * i + dist2 + LIGHTOFFSET;
+
+ maxdist3 = maxdist - (int) (dist * dist);
+
+ // convert to 8.8 blocklights format and scale up by radius
+ red = cl_dlights[lnum].color[0] * maxdist;
+ green = cl_dlights[lnum].color[1] * maxdist;
+ blue = cl_dlights[lnum].color[2] * maxdist;
+ bl = blocklights;
+
+ i = impactt;
+ for (t = 0; t < tmax; t++, i -= 16)
+ {
+ td = i * i;
+ // make sure some part of it is visible on this line
+ if (td < maxdist3)
+ {
+ maxdist2 = maxdist - td;
+ for (s = 0; s < smax; s++)
+ {
+ if (sdtable[s] < maxdist2)
+ {
+ k = dlightdivtable[(sdtable[s] + td) >> 7];
+ bl[0] += (red * k) >> 9;
+ bl[1] += (green * k) >> 9;
+ bl[2] += (blue * k) >> 9;
+ lit = true;
+ }
+ bl += 3;
+ }
+ }
+ else // skip line
+ bl += smax * 3;
+ }
+ }
+ return lit;
+}
+
+
+void R_ConvertLightmap (int *in, byte *out, int width, int height, int stride)
+{
+ int i, j;
+ stride -= (width*lightmapbytes);
+ if (lighthalf)
+ {
+ // LordHavoc: I shift down by 8 unlike GLQuake's 7,
+ // the image is brightened as a processing pass
+ if (lightmaprgba)
+ {
+ for (i = 0;i < height;i++, out += stride)
+ {
+ for (j = 0;j < width;j++, in += 3, out += 4)
+ {
+ out[0] = min(in[0] >> 8, 255);
+ out[1] = min(in[1] >> 8, 255);
+ out[2] = min(in[2] >> 8, 255);
+ out[3] = 255;
+ }
+ }
+ }
+ else
+ {
+ for (i = 0;i < height;i++, out += stride)
+ {
+ for (j = 0;j < width;j++, in += 3, out += 3)
+ {
+ out[0] = min(in[0] >> 8, 255);
+ out[1] = min(in[1] >> 8, 255);
+ out[2] = min(in[2] >> 8, 255);
+ }
+ }
+ }
+ }
+ else
+ {
+ if (lightmaprgba)
+ {
+ for (i = 0;i < height;i++, out += stride)
+ {
+ for (j = 0;j < width;j++, in += 3, out += 4)
+ {
+ out[0] = min(in[0] >> 7, 255);
+ out[1] = min(in[1] >> 7, 255);
+ out[2] = min(in[2] >> 7, 255);
+ out[3] = 255;
+ }
+ }
+ }
+ else
+ {
+ for (i = 0;i < height;i++, out += stride)
+ {
+ for (j = 0;j < width;j++, in += 3, out += 3)
+ {
+ out[0] = min(in[0] >> 7, 255);
+ out[1] = min(in[1] >> 7, 255);
+ out[2] = min(in[2] >> 7, 255);
+ }
+ }
+ }
}
}
-extern qboolean lighthalf;
/*
===============
R_BuildLightMap
void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
{
int smax, tmax;
- int t;
- int i, j, size;
+ int i, j, size, size3;
byte *lightmap;
int scale;
int maps;
int *bl;
+ surf->cached_dlight = 0;
surf->cached_lighthalf = lighthalf;
surf->cached_ambient = r_ambient.value;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
size = smax*tmax;
+ size3 = size*3;
lightmap = surf->samples;
// set to full bright if no light data
- if (currententity->effects & EF_FULLBRIGHT || !cl.worldmodel->lightdata)
+ if ((currententity && (currententity->effects & EF_FULLBRIGHT)) || !cl.worldmodel->lightdata)
{
bl = blocklights;
for (i=0 ; i<size ; i++)
else
{
// clear to no light
- bl = blocklights;
j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style
- for (i=0 ; i<size ; i++)
+ if (j)
{
- *bl++ = j;
- *bl++ = j;
- *bl++ = j;
+ bl = blocklights;
+ for (i = 0;i < size3;i++)
+ *bl++ = j;
}
+ else
+ memset(&blocklights[0], 0, size*3*sizeof(int));
// add all the lightmaps
if (lightmap)
+ {
for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
bl = blocklights;
- for (i=0 ; i<size ; i++)
- {
- *bl++ += *lightmap++ * scale;
- *bl++ += *lightmap++ * scale;
+ for (i = 0;i < size3;i++)
*bl++ += *lightmap++ * scale;
- }
- }
- }
- stride -= (smax*lightmapbytes);
- bl = blocklights;
- if (lighthalf)
- {
- // LordHavoc: I shift down by 8 unlike GLQuake's 7,
- // the image is brightened as a processing pass
- if (lightmaprgba)
- {
- for (i=0 ; i<tmax ; i++, dest += stride)
- {
- for (j=0 ; j<smax ; j++)
- {
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- *dest++ = 255;
- }
- }
- }
- else
- {
- for (i=0 ; i<tmax ; i++, dest += stride)
- {
- for (j=0 ; j<smax ; j++)
- {
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- }
- }
- }
- }
- else
- {
- if (lightmaprgba)
- {
- for (i=0 ; i<tmax ; i++, dest += stride)
- {
- for (j=0 ; j<smax ; j++)
- {
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- *dest++ = 255;
- }
- }
- }
- else
- {
- for (i=0 ; i<tmax ; i++, dest += stride)
- {
- for (j=0 ; j<smax ; j++)
- {
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
- }
}
}
+ if (r_dlightmap.value && surf->dlightframe == r_dlightframecount)
+ if ((surf->cached_dlight = R_AddDynamicLights(surf)))
+ c_light_polys++;
}
+ R_ConvertLightmap(blocklights, dest, smax, tmax, stride);
}
-byte templight[32*32*4];
+byte templight[BLOCK_WIDTH*BLOCK_HEIGHT*4];
void R_UpdateLightmap(msurface_t *s, int lnum)
{
int smax, tmax;
// upload the new lightmap texture fragment
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
+ if(r_upload.value)
+ glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
if (nosubimage || nosubimagefragments)
{
if (lightmapupdate[lnum][0] > s->light_t)
if (lightmaprgba)
{
R_BuildLightMap (s, templight, smax * 4);
- glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
+ if(r_upload.value)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
}
else
{
R_BuildLightMap (s, templight, smax * 3);
- glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
+ if(r_upload.value)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
}
}
}
extern int alphaskytexture;
extern float speedscale; // for top sky and bottom sky
-qboolean mtexenabled = false;
-
extern char skyname[];
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-//extern cvar_t r_dynamicwater;
float turbsin[256] =
{
#include "gl_warp_sin.h"
{
if (lightmapupdate[i][0] < lightmapupdate[i][1])
{
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
- if (nosubimage)
- {
- if (lightmaprgba)
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
- else
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
- }
- else
+ if(r_upload.value)
{
- if (lightmaprgba)
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0]));
+ glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
+ if (nosubimage)
+ {
+ if (lightmaprgba)
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
+ else
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
+ }
else
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0]));
+ {
+ if (lightmaprgba)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0]));
+ else
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0]));
+ }
}
}
lightmapupdate[i][0] = BLOCK_HEIGHT;
}
}
-void R_SkySurf(msurface_t *s, qboolean transform)
+float wvert[1024*6]; // used by the following functions
+
+void RSurf_DrawSky(msurface_t *s, int transform)
{
glpoly_t *p;
int i;
{
for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
{
- skyvert[currentskyvert].v[0] = v[0];
- skyvert[currentskyvert].v[1] = v[1];
- skyvert[currentskyvert++].v[2] = v[2];
+ VectorCopy(v, skyvert[currentskyvert].v);
+ currentskyvert++;
}
}
}
}
}
-void R_LightSurface(int *dlightbits, glpoly_t *polys, float *wvert)
+int RSurf_Light(int *dlightbits, glpoly_t *polys)
{
float cr, cg, cb, radius, radius2, f, *v, *wv;
- int i, a, b;
- unsigned int c;
+ int i, a, b, lit = false;
+ unsigned int c, d;
dlight_t *light;
vec_t *lightorigin;
glpoly_t *p;
for (a = 0;a < 8;a++)
{
- if (c = dlightbits[a])
+ if ((c = dlightbits[a]))
{
- for (b = 0;c && b < 32;b++)
+ for (b = 0, d = 1;c;b++, d <<= 1)
{
- if (c & (1 << b))
+ if (c & d)
{
- c -= (1 << b);
+ c -= d;
light = &cl_dlights[a * 32 + b];
lightorigin = light->origin;
cr = light->color[0];
cg = light->color[1];
cb = light->color[2];
- radius = light->radius*light->radius*16.0f;
- radius2 = radius * 16.0f;
+ radius = light->radius*light->radius;
+ radius2 = radius * 256.0f;
wv = wvert;
for (p = polys;p;p = p->next)
{
f = VectorDistance2(wv, lightorigin);
if (f < radius)
{
- f = radius2 / (f + 65536.0f);
+ f = radius2 / (f + LIGHTOFFSET);
wv[3] += cr * f;
wv[4] += cg * f;
wv[5] += cb * f;
+ lit = true;
}
wv += 6;
}
}
}
- c >>= 1;
- b++;
}
}
}
+ return lit;
}
-void R_WaterSurf(msurface_t *s, texture_t *t, qboolean transform, int alpha)
+void RSurf_DrawWater(msurface_t *s, texture_t *t, int transform, int alpha)
{
int i;
- float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
+ float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(cl.time * TURBSCALE + 96.0) & 255];
glpoly_t *p;
- float wvert[64*6], *wv, *v;
- wv = wvert;
- for (p = s->polys;p;p = p->next)
+ float *v;
+ // FIXME: make fog texture if water texture is transparent?
+
+ if (s->dlightframe != r_dlightframecount)
{
- for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ vec3_t temp;
+ // LordHavoc: fast path for no vertex lighting cases
+ if (transform)
{
- if (transform)
- softwaretransform(v, wv);
- else
- VectorCopy(v, wv);
if (r_waterripple.value)
- wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
- wv[3] = wv[4] = wv[5] = 128.0f;
- wv += 6;
+ {
+ for (p=s->polys ; p ; p=p->next)
+ {
+ transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ {
+ softwaretransform(v, temp);
+ transpolyvert(temp[0], temp[1], temp[2] + r_waterripple.value * turbsin[(int)((temp[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((temp[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
+ }
+ transpolyend();
+ }
+ }
+ else
+ {
+ for (p=s->polys ; p ; p=p->next)
+ {
+ transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ {
+ softwaretransform(v, temp);
+ transpolyvert(temp[0], temp[1], temp[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
+ }
+ transpolyend();
+ }
+ }
}
- }
- if (s->dlightframe == r_dlightframecount && r_dynamic.value)
- R_LightSurface(s->dlightbits, s->polys, wvert);
- wv = wvert;
- // FIXME: make fog texture if water texture is transparent?
- if (lighthalf)
- {
- for (p=s->polys ; p ; p=p->next)
+ else
{
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
- transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) wv[3] >> 1,(int) wv[4] >> 1,(int) wv[5] >> 1,alpha);
- transpolyend();
+ if (r_waterripple.value)
+ {
+ for (p=s->polys ; p ; p=p->next)
+ {
+ transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ transpolyvert(v[0], v[1], v[2] + r_waterripple.value * turbsin[(int)((v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
+ transpolyend();
+ }
+ }
+ else
+ {
+ for (p=s->polys ; p ; p=p->next)
+ {
+ transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
+ transpolyend();
+ }
+ }
}
}
else
{
+ float *wv;
+ wv = wvert;
+ for (p = s->polys;p;p = p->next)
+ {
+ for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ {
+ if (transform)
+ softwaretransform(v, wv);
+ else
+ VectorCopy(v, wv);
+ if (r_waterripple.value)
+ wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
+ wv[3] = wv[4] = wv[5] = 128.0f;
+ wv += 6;
+ }
+ }
+ if (s->dlightframe == r_dlightframecount)
+ RSurf_Light(s->dlightbits, s->polys);
+ wv = wvert;
for (p=s->polys ; p ; p=p->next)
{
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
+ transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
- transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) wv[3],(int) wv[4],(int) wv[5],alpha);
+ transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), wv[3], wv[4], wv[5], alpha);
transpolyend();
}
}
}
-void R_WallSurf(msurface_t *s, texture_t *t, qboolean transform)
+void RSurf_DrawWall(msurface_t *s, texture_t *t, int transform)
{
- int i;
- glpoly_t *p;
- float wvert[64*6], *wv, *v;
+ int i, lit = false, polys = 0, verts = 0;
+ float *v;
+ glpoly_t *p;
+ wallpoly_t *wp;
+ wallvert_t *out;
+ wallvertcolor_t *outcolor;
// check for lightmap modification
- if (r_dynamic.value)
- {
- if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf
- || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
- || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
- || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
- || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
- R_UpdateLightmap(s, s->lightmaptexturenum);
- }
- wv = wvert;
- for (p = s->polys;p;p = p->next)
+ if (s->cached_dlight
+ || (r_dynamic.value && r_dlightmap.value && s->dlightframe == r_dlightframecount)
+ || r_ambient.value != s->cached_ambient
+ || lighthalf != s->cached_lighthalf
+ || (r_dynamic.value
+ && ((s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
+ || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
+ || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
+ || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))))
+ R_UpdateLightmap(s, s->lightmaptexturenum);
+ if (r_dlightmap.value || s->dlightframe != r_dlightframecount)
{
- for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+ // LordHavoc: fast path version for no vertex lighting cases
+ wp = &wallpoly[currentwallpoly];
+ out = &wallvert[currentwallvert];
+ for (p = s->polys;p;p = p->next)
{
+ if ((currentwallpoly >= MAX_WALLPOLYS) || (currentwallvert+p->numverts > MAX_WALLVERTS))
+ return;
+ wp->texnum = (unsigned short) R_GetTexture(t->texture);
+ wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
+ wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture);
+ wp->firstvert = currentwallvert;
+ wp->numverts = p->numverts;
+ wp->lit = lit;
+ wp++;
+ currentwallpoly++;
+ currentwallvert += p->numverts;
+ v = p->verts[0];
if (transform)
- softwaretransform(v, wv);
+ {
+ for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++)
+ {
+ softwaretransform(v, out->vert);
+ out->vert[3] = v[3];
+ out->vert[4] = v[4];
+ out->vert[5] = v[5];
+ out->vert[6] = v[6];
+ }
+ }
else
- VectorCopy(v, wv);
- wv[3] = wv[4] = wv[5] = 0.0f;
- wv += 6;
+ {
+ /*
+ for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++)
+ {
+ VectorCopy(v, out->vert);
+ out->vert[3] = v[3];
+ out->vert[4] = v[4];
+ out->vert[5] = v[5];
+ out->vert[6] = v[6];
+ }
+ */
+ memcpy(out, v, sizeof(vec_t) * VERTEXSIZE * p->numverts);
+ out += p->numverts;
+ }
}
}
- if (s->dlightframe == r_dlightframecount && r_dynamic.value)
- R_LightSurface(s->dlightbits, s->polys, wvert);
- wv = wvert;
- for (p = s->polys;p;p = p->next)
+ else
{
- if (currentwallpoly >= MAX_WALLPOLYS)
- break;
- v = p->verts[0];
- wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
- wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
- wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
- wallpoly[currentwallpoly].firstvert = currentwallvert;
- wallpoly[currentwallpoly].numverts = p->numverts;
- wallpoly[currentwallpoly++].lit = true;
- for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
+ float *wv;
+ wv = wvert;
+ for (p = s->polys;p;p = p->next)
{
- if (lighthalf)
+ for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
{
- wallvert[currentwallvert].r = (byte) (bound(0, (int) wv[3] >> 1, 255));
- wallvert[currentwallvert].g = (byte) (bound(0, (int) wv[4] >> 1, 255));
- wallvert[currentwallvert].b = (byte) (bound(0, (int) wv[5] >> 1, 255));
- wallvert[currentwallvert].a = 255;
+ if (transform)
+ softwaretransform(v, wv);
+ else
+ VectorCopy(v, wv);
+ wv[3] = wv[4] = wv[5] = 0.0f;
+ wv += 6;
}
- else
+ verts += p->numverts;
+ polys++;
+ }
+ if ((currentwallpoly + polys > MAX_WALLPOLYS) || (currentwallvert+verts > MAX_WALLVERTS))
+ return;
+ if ((!r_dlightmap.value) && s->dlightframe == r_dlightframecount)
+ lit = RSurf_Light(s->dlightbits, s->polys);
+ wv = wvert;
+ wp = &wallpoly[currentwallpoly];
+ out = &wallvert[currentwallvert];
+ outcolor = &wallvertcolor[currentwallvert];
+ currentwallpoly += polys;
+ for (p = s->polys;p;p = p->next)
+ {
+ v = p->verts[0];
+ wp->texnum = (unsigned short) R_GetTexture(t->texture);
+ wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
+ wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture);
+ wp->firstvert = currentwallvert;
+ wp->numverts = p->numverts;
+ wp->lit = lit;
+ wp++;
+ currentwallvert += p->numverts;
+ for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, wv += 6, out++, outcolor++)
{
- wallvert[currentwallvert].r = (byte) (bound(0, (int) wv[3], 255));
- wallvert[currentwallvert].g = (byte) (bound(0, (int) wv[4], 255));
- wallvert[currentwallvert].b = (byte) (bound(0, (int) wv[5], 255));
- wallvert[currentwallvert].a = 255;
+ if (lit)
+ {
+ if (lighthalf)
+ {
+ outcolor->r = (byte) (bound(0, (int) wv[3] >> 1, 255));
+ outcolor->g = (byte) (bound(0, (int) wv[4] >> 1, 255));
+ outcolor->b = (byte) (bound(0, (int) wv[5] >> 1, 255));
+ outcolor->a = 255;
+ }
+ else
+ {
+ outcolor->r = (byte) (bound(0, (int) wv[3], 255));
+ outcolor->g = (byte) (bound(0, (int) wv[4], 255));
+ outcolor->b = (byte) (bound(0, (int) wv[5], 255));
+ outcolor->a = 255;
+ }
+ }
+ out->vert[0] = wv[0];
+ out->vert[1] = wv[1];
+ out->vert[2] = wv[2];
+ out->vert[3] = v[3];
+ out->vert[4] = v[4];
+ out->vert[5] = v[5];
+ out->vert[6] = v[6];
}
- wallvert[currentwallvert].vert[0] = wv[0];
- wallvert[currentwallvert].vert[1] = wv[1];
- wallvert[currentwallvert].vert[2] = wv[2];
- wallvert[currentwallvert].s = v[3];
- wallvert[currentwallvert].t = v[4];
- wallvert[currentwallvert].u = v[5];
- wallvert[currentwallvert++].v = v[6];
- wv += 6;
}
}
}
// LordHavoc: transparent brush models
-extern int r_dlightframecount;
extern float modelalpha;
-//extern vec3_t shadecolor;
-//qboolean R_CullBox (vec3_t mins, vec3_t maxs);
-//void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-//void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
-//void EmitWaterPolys (msurface_t *fa);
-void R_WallSurfVertex(msurface_t *s, texture_t *t, qboolean transform, qboolean isbmodel)
+void RSurf_DrawWallVertex(msurface_t *s, texture_t *t, int transform, int isbmodel)
{
- int i, alpha;
- glpoly_t *p;
- float wvert[64*6], *wv, *v;
- int size3;
- float scale;
- byte *lm;
- size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3; // *3 for colored lighting
+ int i, alpha, size3;
+ float *v, *wv, scale;
+ glpoly_t *p;
+ byte *lm;
alpha = (int) (modelalpha * 255.0f);
- // check for lightmap modification
- if (r_dynamic.value)
- {
- if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf
- || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
- || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
- || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
- || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
- R_UpdateLightmap(s, s->lightmaptexturenum);
- }
+ size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3; // *3 for colored lighting
wv = wvert;
for (p = s->polys;p;p = p->next)
{
wv += 6;
}
}
- if (s->dlightframe == r_dlightframecount && r_dynamic.value)
- R_LightSurface(s->dlightbits, s->polys, wvert);
+ if (s->dlightframe == r_dlightframecount)
+ RSurf_Light(s->dlightbits, s->polys);
wv = wvert;
if (isbmodel && (currententity->colormod[0] != 1 || currententity->colormod[1] != 1 || currententity->colormod[2] != 1))
{
- if (lighthalf)
+ for (p = s->polys;p;p = p->next)
{
- for (p = s->polys;p;p = p->next)
- {
- v = p->verts[0];
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
- transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) (wv[3] * currententity->colormod[0]) >> 1,(int) (wv[4] * currententity->colormod[1]) >> 1,(int) (wv[5] * currententity->colormod[0]) >> 1,alpha);
- transpolyend();
- }
- }
- else
- {
- for (p = s->polys;p;p = p->next)
- {
- v = p->verts[0];
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
- transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) (wv[3] * currententity->colormod[0]),(int) (wv[4] * currententity->colormod[1]),(int) (wv[5] * currententity->colormod[2]),alpha);
- transpolyend();
- }
+ v = p->verts[0];
+ transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+ transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3] * currententity->colormod[0], wv[4] * currententity->colormod[1], wv[5] * currententity->colormod[2], alpha);
+ transpolyend();
}
}
else
{
- if (lighthalf)
+ for (p = s->polys;p;p = p->next)
{
- for (p = s->polys;p;p = p->next)
- {
- v = p->verts[0];
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
- transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) wv[3] >> 1,(int) wv[4] >> 1,(int) wv[5] >> 1,alpha);
- transpolyend();
- }
- }
- else
- {
- for (p = s->polys;p;p = p->next)
- {
- v = p->verts[0];
- transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
- transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) wv[3],(int) wv[4],(int) wv[5],alpha);
- transpolyend();
- }
+ v = p->verts[0];
+ transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+ for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+ transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3], wv[4], wv[5], alpha);
+ transpolyend();
}
}
}
*/
extern qboolean hlbsp;
extern char skyname[];
-//extern qboolean SV_TestLine (hull_t *hull, int num, vec3_t p1, vec3_t p2);
+void R_DrawSurf(msurface_t *s, int isbmodel, int vertexlit)
+{
+ texture_t *t;
+ if (s->flags & SURF_DRAWSKY)
+ {
+ skyisvisible = true;
+ if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
+ RSurf_DrawSky(s, false);
+ return;
+ }
+ t = R_TextureAnimation (s->texinfo->texture);
+ if (s->flags & SURF_DRAWTURB)
+ {
+ RSurf_DrawWater(s, t, false, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
+ return;
+ }
+ if (vertexlit)
+ RSurf_DrawWallVertex(s, t, false, false);
+ else
+ RSurf_DrawWall(s, t, false);
+}
+
void DrawTextureChains (void)
{
int n;
{
if (!cl.worldmodel->textures[n] || !(s = cl.worldmodel->textures[n]->texturechain))
continue;
- // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
cl.worldmodel->textures[n]->texturechain = NULL;
- t = R_TextureAnimation (cl.worldmodel->textures[n]);
+// for (;s;s = s->texturechain)
+// R_DrawSurf(s, false, gl_vertex.value);
+ // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
// sky
if (s->flags & SURF_DRAWSKY)
{
skyisvisible = true;
if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
for (;s;s = s->texturechain)
- R_SkySurf(s, false);
+ RSurf_DrawSky(s, false);
continue;
}
+ t = R_TextureAnimation (cl.worldmodel->textures[n]);
// subdivided water surface warp
if (s->flags & SURF_DRAWTURB)
{
int alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
for (;s;s = s->texturechain)
- R_WaterSurf(s, t, false, alpha);
+ RSurf_DrawWater(s, t, false, alpha);
continue;
}
if (gl_vertex.value)
for (;s;s = s->texturechain)
- R_WallSurfVertex(s, t, false, false);
+ RSurf_DrawWallVertex(s, t, false, false);
else
for (;s;s = s->texturechain)
- R_WallSurf(s, t, false);
+ RSurf_DrawWall(s, t, false);
}
}
vec3_t mins, maxs;
msurface_t *s;
model_t *clmodel;
- qboolean rotated, vertexlit = false;
+ int rotated, vertexlit = false;
texture_t *t;
vec3_t org;
if (R_CullBox (mins, maxs))
return;
+ c_bmodels++;
+
VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
if (rotated)
{
// instanced model
for (i = 0;i < MAX_DLIGHTS;i++)
{
- if ((cl_dlights[i].die < cl.time) || (!cl_dlights[i].radius))
+ if (!cl_dlights[i].radius)
continue;
VectorSubtract(cl_dlights[i].origin, currententity->origin, org);
{
if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
{
+// R_DrawSurf(s, true, vertexlit || s->texinfo->texture->transparent);
if (s->flags & SURF_DRAWSKY)
{
- R_SkySurf(s, true);
+ RSurf_DrawSky(s, true);
continue;
}
t = R_TextureAnimation (s->texinfo->texture);
if (s->flags & SURF_DRAWTURB)
{
- R_WaterSurf(s, t, true, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
+ RSurf_DrawWater(s, t, true, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
continue;
}
if (vertexlit || s->texinfo->texture->transparent)
- R_WallSurfVertex(s, t, true, true);
+ RSurf_DrawWallVertex(s, t, true, true);
else
- R_WallSurf(s, t, true);
+ RSurf_DrawWall(s, t, true);
}
}
UploadLightmaps();
void R_StoreEfrags (efrag_t **ppefrag);
+void R_NewWorldNode ()
+{
+ int l, texsort = gl_texsort.value, vertex = gl_vertex.value;
+ mleaf_t *leaf;
+ msurface_t *surf, **mark, **endmark;
+
+ for (l = 0, leaf = cl.worldmodel->leafs;l < cl.worldmodel->numleafs;l++, leaf++)
+ {
+ if ((leaf->visframe == r_visframecount) && (leaf->efrags || leaf->nummarksurfaces))
+ {
+ if (R_CullBox(leaf->minmaxs, leaf->minmaxs+3))
+ continue;
+
+ c_leafs++;
+
+ // deal with model fragments in this leaf
+ if (leaf->efrags)
+ R_StoreEfrags (&leaf->efrags);
+
+ if (leaf->nummarksurfaces)
+ {
+ mark = leaf->firstmarksurface;
+ endmark = mark + leaf->nummarksurfaces;
+ do
+ {
+ surf = *mark++;
+ // make sure surfaces are only processed once
+ if (surf->worldnodeframe == r_framecount)
+ continue;
+ surf->worldnodeframe = r_framecount;
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+ {
+ if ( (surf->flags & SURF_PLANEBACK))
+ {
+ surf->visframe = r_framecount;
+ c_faces++;
+ if (texsort)
+ {
+ surf->texturechain = surf->texinfo->texture->texturechain;
+ surf->texinfo->texture->texturechain = surf;
+ }
+ else
+ R_DrawSurf(surf, false, vertex);
+ }
+ }
+ else
+ {
+ if (!(surf->flags & SURF_PLANEBACK))
+ {
+ surf->visframe = r_framecount;
+ c_faces++;
+ if (texsort)
+ {
+ surf->texturechain = surf->texinfo->texture->texturechain;
+ surf->texinfo->texture->texturechain = surf;
+ }
+ else
+ R_DrawSurf(surf, false, vertex);
+ }
+ }
+ }
+ while (mark < endmark);
+ }
+ }
+ }
+}
+
+struct nodestack_s
+{
+ int side;
+ mnode_t *node;
+ int noclipping;
+} nodestack[8192];
+
/*
================
R_WorldNode
*/
void R_WorldNode ()
{
- int c, side, s = 0;
- double dot;
- struct
- {
- double dot;
- mnode_t *node;
- } nodestack[8192];
+ int side, texsort = gl_texsort.value, vertex = gl_vertex.value, ca, cb, cc, cd, noclipping = false, oldclip = r_oldclip.value;
+ struct nodestack_s *nstack;
mnode_t *node;
+ mleaf_t *pleaf;
+ msurface_t *surf, *endsurf, **mark, **endmark;
+ nstack = nodestack;
if (!(node = cl.worldmodel->nodes))
return;
while(1)
{
+ if (oldclip)
+ {
+ if (R_CullBox(node->minmaxs, node->minmaxs+3))
+ {
+backupstack:
+ if (nstack <= nodestack)
+ break;
+ nstack--;
+ node = nstack->node;
+ side = nstack->side;
+ noclipping = nstack->noclipping;
+ goto loc0;
+ }
+ }
+ else
+ if (!noclipping)
+ {
+ ca = frustum[0].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[0]);if (ca == 2) goto backupstack; // completely clipped away
+ cb = frustum[1].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[1]);if (cb == 2) goto backupstack; // completely clipped away
+ cc = frustum[2].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[2]);if (cc == 2) goto backupstack; // completely clipped away
+ cd = frustum[3].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[3]);if (cd == 2) goto backupstack; // completely clipped away
+ if (ca == 0 && cb == 0 && cc == 0 && cd == 0)
+ noclipping = true; // not clipped at all, no need to clip any children of this node
+ // partially clipped node
+ }
// if a leaf node, draw stuff
if (node->contents < 0)
{
if (node->contents != CONTENTS_SOLID)
{
- mleaf_t *pleaf;
pleaf = (mleaf_t *)node;
c_leafs++;
- if ((c = pleaf->nummarksurfaces))
+ if (pleaf->nummarksurfaces)
{
- msurface_t **mark;
mark = pleaf->firstmarksurface;
+ endmark = mark + pleaf->nummarksurfaces;
do
{
(*mark)->visframe = r_framecount;
mark++;
- } while (--c);
+ }
+ while (mark < endmark);
}
// deal with model fragments in this leaf
R_StoreEfrags (&pleaf->efrags);
}
- if (!s)
+ if (nstack <= nodestack)
break;
- node = nodestack[--s].node;
- dot = nodestack[s].dot;
+ nstack--;
+ node = nstack->node;
+ side = nstack->side;
+ noclipping = nstack->noclipping;
goto loc0;
}
c_nodes++;
- // node is just a decision point, so go down the apropriate sides
+ // node is just a decision point, so go down the apropriate sides
- // find which side of the node we are on
- dot = (node->plane->type < 3 ? modelorg[node->plane->type] : DotProduct (modelorg, node->plane->normal)) - node->plane->dist;
+ // find which side of the node we are on
+ side = PlaneDist(modelorg, node->plane) < node->plane->dist;
- // recurse down the children, front side first
- side = dot < 0;
- if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3))
+ // recurse down the children, front side first
+ if (node->children[side]->visframe == r_visframecount)
{
- nodestack[s].node = node;
- nodestack[s++].dot = dot;
+ nstack->node = node;
+ nstack->side = !side; // go down back side when we come back up
+ nstack->noclipping = noclipping;
+ nstack++;
node = node->children[side];
continue;
}
+ side = !side;
loc0:
- // backside
- side = dot >= 0;
// draw stuff
- if ((c = node->numsurfaces))
+ if (node->numsurfaces)
{
- msurface_t *surf;
surf = cl.worldmodel->surfaces + node->firstsurface;
+ endsurf = surf + node->numsurfaces;
- if (side)
+ if (texsort)
{
- for (;c;c--, surf++)
+ if (side)
+ {
+ do
+ {
+ if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
+ {
+ c_faces++;
+ surf->texturechain = surf->texinfo->texture->texturechain;
+ surf->texinfo->texture->texturechain = surf;
+ }
+ else
+ surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it
+ surf++;
+ }
+ while (surf < endsurf);
+ }
+ else
{
- if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
+ do
{
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = surf;
+ if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+ {
+ c_faces++;
+ surf->texturechain = surf->texinfo->texture->texturechain;
+ surf->texinfo->texture->texturechain = surf;
+ }
+ else
+ surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it
+ surf++;
}
+ while (surf < endsurf);
}
}
else
{
- for (;c;c--, surf++)
+ if (side)
{
- if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+ do
{
- surf->texturechain = surf->texinfo->texture->texturechain;
- surf->texinfo->texture->texturechain = surf;
+ if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
+ {
+ c_faces++;
+ R_DrawSurf(surf, false, vertex);
+ }
+ else
+ surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it
+ surf++;
}
+ while (surf < endsurf);
+ }
+ else
+ {
+ do
+ {
+ if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+ {
+ c_faces++;
+ R_DrawSurf(surf, false, vertex);
+ }
+ else
+ surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it
+ surf++;
+ }
+ while (surf < endsurf);
}
}
}
// recurse down the back side
- if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3))
+ if (node->children[side]->visframe == r_visframecount)
{
node = node->children[side];
continue;
}
- if (!s)
+ if (nstack <= nodestack)
break;
- node = nodestack[--s].node;
- dot = nodestack[s].dot;
+ nstack--;
+ node = nstack->node;
+ side = nstack->side;
+ noclipping = nstack->noclipping;
goto loc0;
}
}
softwaretransformidentity(); // LordHavoc: clear transform
if (cl.worldmodel)
- R_WorldNode ();
-
- glClear (GL_DEPTH_BUFFER_BIT);
+ {
+ if (r_newworldnode.value)
+ R_NewWorldNode ();
+ else
+ R_WorldNode ();
+ }
R_PushDlights (); // now mark the lit surfaces
DrawTextureChains ();
-
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
*/
// returns a texture number and the position inside it
-int AllocBlock (int w, int h, int *x, int *y)
+int AllocBlock (int w, int h, short *x, short *y)
{
int i, j;
int best, best2;
if (nosubimagefragments || nosubimage)
{
if (!lightmaps[texnum])
- lightmaps[texnum] = calloc(BLOCK_WIDTH*BLOCK_HEIGHT*4, 1);
+ {
+ lightmaps[texnum] = qmalloc(BLOCK_WIDTH*BLOCK_HEIGHT*4);
+ memset(lightmaps[texnum], 0, BLOCK_WIDTH*BLOCK_HEIGHT*4);
+ }
}
// LordHavoc: clear texture to blank image, fragments are uploaded using subimage
else if (!allocated[texnum][0])
{
- byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*3];
+ byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*4];
memset(blank, 0, sizeof(blank));
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- if (lightmaprgba)
- glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
- else
- glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank);
+ if(r_upload.value)
+ {
+ glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ if (lightmaprgba)
+ glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
+ else
+ glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank);
+ }
}
for (i=0 ; i<w ; i++)
return texnum;
}
- Sys_Error ("AllocBlock: full");
+ Host_Error ("AllocBlock: full, unable to find room for %i by %i lightmap", w, h);
return 0;
}
//
// draw texture
//
- poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
+ poly = Hunk_AllocName (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float), "surfaces");
poly->next = fa->polys;
poly->flags = fa->flags;
fa->polys = poly;
if (lightmaprgba)
{
R_BuildLightMap (surf, templight, smax * 4);
- glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
+ if(r_upload.value)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
}
else
{
R_BuildLightMap (surf, templight, smax * 3);
- glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
+ if(r_upload.value)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
}
}
}
if (!lightmap_textures)
- {
- lightmap_textures = texture_extension_number;
- texture_extension_number += MAX_LIGHTMAPS;
- }
+ lightmap_textures = R_GetTextureSlots(MAX_LIGHTMAPS);
for (j=1 ; j<MAX_MODELS ; j++)
{
if (nosubimage || nosubimagefragments)
{
- if (gl_mtexable)
- qglSelectTexture(gl_mtex_enum+1);
+ if(r_upload.value)
+ if (gl_mtexable)
+ qglSelectTexture(gl_mtex_enum+1);
for (i = 0;i < MAX_LIGHTMAPS;i++)
{
if (!allocated[i][0])
break;
lightmapupdate[i][0] = BLOCK_HEIGHT;
lightmapupdate[i][1] = 0;
- glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- if (lightmaprgba)
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
- else
- glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
+ if(r_upload.value)
+ {
+ glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ if (lightmaprgba)
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
+ else
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
+ }
}
- if (gl_mtexable)
- qglSelectTexture(gl_mtex_enum+0);
+ if(r_upload.value)
+ if (gl_mtexable)
+ qglSelectTexture(gl_mtex_enum+0);
}
}