#include "quakedef.h"
#define MAX_LIGHTMAP_SIZE 256
+#define USEMESHBUFFER 1
static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
red = r_dlight[lnum].light[0];
green = r_dlight[lnum].light[1];
blue = r_dlight[lnum].light[2];
- subtract = (int) (r_dlight[lnum].lightsubtract * 4194304.0f);
+ subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
bl = intblocklights;
i = impactt;
k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
if (k > 0)
{
- bl[0] += (red * k) >> 8;
- bl[1] += (green * k) >> 8;
- bl[2] += (blue * k) >> 8;
+ bl[0] += (red * k) >> 7;
+ bl[1] += (green * k) >> 7;
+ bl[2] += (blue * k) >> 7;
lit = true;
}
}
red = r_dlight[lnum].light[0];
green = r_dlight[lnum].light[1];
blue = r_dlight[lnum].light[2];
- subtract = r_dlight[lnum].lightsubtract * 16384.0f;
+ subtract = r_dlight[lnum].subtract * 32768.0f;
bl = floatblocklights;
td1 = impactt;
{
if (sdtable[s] < maxdist2)
{
- k = (16384.0f / (sdtable[s] + td)) - subtract;
+ k = (32768.0f / (sdtable[s] + td)) - subtract;
bl[0] += red * k;
bl[1] += green * k;
bl[2] += blue * k;
static int RSurf_Light(int *dlightbits, int numverts)
{
- float f;
- int i, l, lit = false;
- rdlight_t *rd;
- vec3_t lightorigin;
- surfvert_t *sv;
+ float f;
+ int i, l, lit = false;
+ rdlight_t *rd;
+ vec3_t lightorigin;
+ surfvert_t *sv;
for (l = 0;l < r_numdlights;l++)
{
if (dlightbits[l >> 5] & (1 << (l & 31)))
VectorCopy(rd->origin, lightorigin);
for (i = 0, sv = svert;i < numverts;i++, sv++)
{
- f = VectorDistance2(sv->v, lightorigin) + LIGHTOFFSET;
+ f = VectorDistance2(sv->v, lightorigin);
if (f < rd->cullradius2)
{
- f = (1.0f / f) - rd->lightsubtract;
+ f = (1.0f / f) - rd->subtract;
sv->c[0] += rd->light[0] * f;
sv->c[1] += rd->light[1] * f;
sv->c[2] += rd->light[2] * f;
return lit;
}
+#if USEMESHBUFFER
+static int RSurf_LightSeparate(int *dlightbits, int numverts, float *vert, float *color)
+{
+ float f, *v, *c;
+ int i, l, lit = false;
+ rdlight_t *rd;
+ vec3_t lightorigin;
+ for (l = 0;l < r_numdlights;l++)
+ {
+ if (dlightbits[l >> 5] & (1 << (l & 31)))
+ {
+ rd = &r_dlight[l];
+ // FIXME: support softwareuntransform here and make bmodels use hardware transform?
+ VectorCopy(rd->origin, lightorigin);
+ for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4)
+ {
+ f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
+ if (f < rd->cullradius2)
+ {
+ f = (1.0f / f) - rd->subtract;
+ VectorMA(c, f, rd->light, c);
+ lit = true;
+ }
+ }
+ }
+ }
+ return lit;
+}
+
+// note: this untransforms lights to do the checking,
+// and takes surf->mesh->vertex data
+static int RSurf_LightCheck(int *dlightbits, surfmesh_t *mesh)
+{
+ int i, l;
+ rdlight_t *rd;
+ vec3_t lightorigin;
+ surfvertex_t *sv;
+ for (l = 0;l < r_numdlights;l++)
+ {
+ if (dlightbits[l >> 5] & (1 << (l & 31)))
+ {
+ rd = &r_dlight[l];
+ softwareuntransform(rd->origin, lightorigin);
+ for (i = 0, sv = mesh->vertex;i < mesh->numverts;i++, sv++)
+ if (VectorDistance2(sv->v, lightorigin) < rd->cullradius2)
+ return true;
+ }
+ }
+ return false;
+}
+#endif
+
static void RSurfShader_Water_Pass_Base(msurface_t *surf)
{
+#if 0
+ int i, size3;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+ float base[3], scale, f;
+ qbyte *lm;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+
+ size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
+
+ base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f) + surf->flags & SURF_LIGHTMAP ? 0 : ;
+
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorCopy(base, outc);
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+
+ if (surf->dlightframe == r_framecount)
+ RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+ {
+ if (surf->flags & SURF_LIGHTMAP)
+ if (surf->styles[0] != 255)
+ {
+ lm = surf->samples + v->lightmapoffset;
+ scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ if (surf->styles[1] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ if (surf->styles[2] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ if (surf->styles[3] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ }
+ }
+ }
+ }
+ if (fogenabled)
+ {
+ VectorSubtract(outv, r_origin, diff);
+ f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ VectorScale(outc, f, outc);
+ }
+ else
+ VectorScale(outc, cl, outc);
+ }
+ }
+ }
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ m.tex[1] = R_GetTexture(surf->lightmaptexture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = (float) (1 << lightscalebit) * m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ if (r_waterripple.value)
+ outv[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
+ outv[3] = 1;
+ if (fogenabled)
+ {
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ }
+ else
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ }
+#else
int i;
float diff[3], alpha, ifog;
surfvertex_t *v;
}
R_Mesh_Draw(&m);
}
-}
-
-static void RSurfShader_Water_Pass_Glow(msurface_t *surf)
-{
- int i;
- float diff[3], alpha, ifog;
- surfvertex_t *v;
- surfvert_t *sv;
- surfmesh_t *mesh;
- rmeshinfo_t m;
- alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
-
- memset(&m, 0, sizeof(m));
- m.transparent = alpha != 1 || surf->currenttexture->fogtexture != NULL;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.vertex = &svert[0].v[0];
- m.vertexstep = sizeof(surfvert_t);
- m.cr = 1;
- m.cg = 1;
- m.cb = 1;
- m.ca = alpha;
- m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
- m.texcoords[0] = &svert[0].st[0];
- m.texcoordstep[0] = sizeof(surfvert_t);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- m.index = mesh->index;
- if (fogenabled)
- {
- m.color = &svert[0].c[0];
- m.colorstep = sizeof(surfvert_t);
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- {
- softwaretransform(v->v, sv->v);
- if (r_waterripple.value)
- sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
- sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
- sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
- VectorSubtract(sv->v, r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
- sv->c[0] = m.cr * ifog;
- sv->c[1] = m.cg * ifog;
- sv->c[2] = m.cb * ifog;
- sv->c[3] = m.ca;
- }
- }
- else
- {
- for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
- {
- softwaretransform(v->v, sv->v);
- if (r_waterripple.value)
- sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
- sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
- sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
- }
- }
- R_Mesh_Draw(&m);
- }
+#endif
}
static void RSurfShader_Water_Pass_Fog(msurface_t *surf)
{
+#if 0
+#else
int i;
float alpha;
surfvertex_t *v;
}
R_Mesh_Draw(&m);
}
+#endif
}
static void RSurfShader_Water(msurface_t *firstsurf)
msurface_t *surf;
for (surf = firstsurf;surf;surf = surf->chain)
RSurfShader_Water_Pass_Base(surf);
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_Water_Pass_Glow(surf);
if (fogenabled)
for (surf = firstsurf;surf;surf = surf->chain)
RSurfShader_Water_Pass_Fog(surf);
static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *surf)
{
+#if USEMESHBUFFER
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ m.tex[1] = R_GetTexture(surf->lightmaptexture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = (float) (1 << lightscalebit) * m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ if (fogenabled)
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ }
+ else
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ }
+ }
+ }
+#else
int i;
float diff[3], ifog;
surfvertex_t *v;
}
R_Mesh_Draw(&m);
}
+#endif
}
static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *surf)
{
+#if USEMESHBUFFER
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, cl, ca;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = (float) (1 << lightscalebit) * m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ }
+ }
+#else
int i;
surfvertex_t *v;
surfvert_t *sv;
m.vertex = &mesh->vertex->v[0];
m.vertexstep = sizeof(surfvertex_t);
}
- R_Mesh_Draw(&m);
+ R_Mesh_Draw(&m);
+ }
+#endif
+}
+
+static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf)
+{
+#if USEMESHBUFFER
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outuv, cl, ca, diff[3];
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ m.transparent = false;
+ m.blendfunc1 = GL_ZERO;
+ m.blendfunc2 = GL_SRC_COLOR;
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->lightmaptexture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = (float) (1 << lightscalebit) * m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ if (fogenabled)
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ }
+ else
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outuv[0] = v->uv[0];
+ outuv[1] = v->uv[1];
+ }
+ }
+ }
+ }
}
-}
-
-static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf)
-{
+#else
int i;
float diff[3], ifog;
surfvertex_t *v;
}
R_Mesh_Draw(&m);
}
+#endif
}
static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
{
+#if USEMESHBUFFER
+ int i, size3;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+ float base[3], scale, f;
+ qbyte *lm;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+
+ size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
+
+ base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+
+ if (currentrenderentity->effects & EF_FULLBRIGHT)
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ }
+ else
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorCopy(base, outc);
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ VectorCopy(base, outc);
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+
+ if (surf->dlightframe == r_framecount)
+ RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+ {
+ if (surf->styles[0] != 255)
+ {
+ lm = surf->samples + v->lightmapoffset;
+ scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ if (surf->styles[1] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ if (surf->styles[2] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ if (surf->styles[3] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(outc, scale, lm, outc);
+ }
+ }
+ }
+ }
+ if (fogenabled)
+ {
+ VectorSubtract(outv, r_origin, diff);
+ f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ VectorScale(outc, f, outc);
+ }
+ else
+ VectorScale(outc, cl, outc);
+ }
+ }
+ }
+ }
+#else
int i, size3;
float c[3], base[3], scale, diff[3], ifog;
surfvertex_t *v;
size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
- base[0] = base[1] = base[2] = r_ambient.value * (1.0f / 128.0f);
+ base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 128.0f);
memset(&m, 0, sizeof(m));
if (currentrenderentity->effects & EF_ADDITIVE)
}
R_Mesh_Draw(&m);
}
+#endif
}
static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
{
+#if USEMESHBUFFER
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, cl, ca, diff[3];
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ if (fogenabled)
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ }
+ else
+ {
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ }
+ }
+ }
+#else
int i;
float diff[3], ifog;
surfvertex_t *v;
}
R_Mesh_Draw(&m);
}
+#endif
}
static void RSurfShader_Wall_Pass_Light(msurface_t *surf)
{
+#if USEMESHBUFFER
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, *outuv, cl, ca, diff[3], f;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+
+ if (surf->dlightframe != r_framecount)
+ return;
+ if (currentrenderentity->effects & EF_FULLBRIGHT)
+ return;
+
+ memset(&m, 0, sizeof(m));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ if (RSurf_LightCheck(surf->dlightbits, mesh))
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorClear(outc);
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+ if (fogenabled)
+ {
+ for (i = 0, outv = m.vertex, outc = m.color;i < m.numverts;i++, outv += 4, outc += 4)
+ {
+ VectorSubtract(outv, r_origin, diff);
+ f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ VectorScale(outc, f, outc);
+ }
+ }
+ else if (cl != 1)
+ for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4)
+ VectorScale(outc, cl, outc);
+ }
+ }
+ }
+#else
int i;
float diff[3], ifog;
surfvertex_t *v;
R_Mesh_Draw(&m);
}
}
+#endif
}
static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
{
+#if USEMESHBUFFER
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, cl, ca, diff[3];
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ if (fogenabled)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ outc[0] = outc[1] = outc[2] = cl;
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ }
+ }
+#else
int i;
float diff[3], ifog;
surfvertex_t *v;
rmeshinfo_t m;
memset(&m, 0, sizeof(m));
- if (currentrenderentity->effects & EF_ADDITIVE)
- m.transparent = true;
- else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
- m.transparent = true;
- else
- m.transparent = false;
+ m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
m.cr = 1;
}
R_Mesh_Draw(&m);
}
+#endif
}
static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
{
+#if USEMESHBUFFER
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, cl, ca, diff[3], f;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+ memset(&m, 0, sizeof(m));
+ m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ if (softwaretransform_complexity)
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ f = cl * exp(fogdensity/DotProduct(diff, diff));
+ VectorScale(fogcolor, f, outc);
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ else
+ {
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ {
+ VectorCopy(v->v, outv);
+ outv[3] = 1;
+ VectorSubtract(outv, r_origin, diff);
+ VectorSubtract(outv, r_origin, diff);
+ f = cl * exp(fogdensity/DotProduct(diff, diff));
+ VectorScale(fogcolor, f, outc);
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ }
+ }
+ }
+#else
int i;
surfvertex_t *v;
surfvert_t *sv;
vec3_t diff;
memset(&m, 0, sizeof(m));
- if (currentrenderentity->effects & EF_ADDITIVE)
- m.transparent = true;
- else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
- m.transparent = true;
- else
- m.transparent = false;
+ m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
m.color = &svert[0].c[0];
}
R_Mesh_Draw(&m);
}
+#endif
}
static void RSurfShader_Wall_Fullbright(msurface_t *firstsurf)