X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=760e60ce4ce36ac7bb596411f14688498a734423;hb=176d5da4901d68110dc57a94110690efad41b512;hp=94cf4e36b94a8056e34c5eb404a8ee80f4da0717;hpb=1d84e5d2c4212a98cc575ac1fce00160e53b6e62;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index 94cf4e36..760e60ce 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -20,99 +20,144 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // r_main.c #include "quakedef.h" +#include "r_shadow.h" +#include "polygon.h" -entity_t r_worldentity; +// used for dlight push checking and other things +int r_framecount; -qboolean r_cache_thrash; // compatability +mplane_t frustum[5]; -vec3_t modelorg, r_entorigin; -entity_t *currententity; +matrix4x4_t r_identitymatrix; -int r_visframecount; // bumped when going to a new PVS -int r_framecount; // used for dlight push checking +int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights, c_meshs, c_meshelements, c_rt_lights, c_rt_clears, c_rt_scissored, c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris, c_rtcached_shadowmeshes, c_rtcached_shadowtris, c_bloom, c_bloomcopies, c_bloomcopypixels, c_bloomdraws, c_bloomdrawpixels; -mplane_t frustum[4]; +// true during envmap command capture +qboolean envmap; -int c_brush_polys, c_alias_polys, c_light_polys, c_nodes, c_leafs; +// maximum visible distance (recalculated from world box each frame) +float r_farclip; +// brightness of world lightmaps and related lighting +// (often reduced when world rtlights are enabled) +float r_lightmapintensity; +// whether to draw world lights realtime, dlights realtime, and their shadows +qboolean r_rtworld; +qboolean r_rtworldshadows; +qboolean r_rtdlight; +qboolean r_rtdlightshadows; -qboolean envmap; // true during envmap command capture -// LordHavoc: moved all code related to particles into r_part.c -//int particletexture; // little dot for particles -//int playertextures; // up to 16 color translated skins +// forces all rendering to draw triangle outlines +int r_showtrispass; -extern qboolean isG200, isRagePro; // LordHavoc: special card hacks - -// // view origin -// -vec3_t vup; -vec3_t vpn; -vec3_t vright; -vec3_t r_origin; - -float r_world_matrix[16]; -float r_base_world_matrix[16]; +vec3_t r_vieworigin; +vec3_t r_viewforward; +vec3_t r_viewleft; +vec3_t r_viewright; +vec3_t r_viewup; +int r_view_x; +int r_view_y; +int r_view_z; +int r_view_width; +int r_view_height; +int r_view_depth; +float r_view_fov_x; +float r_view_fov_y; +matrix4x4_t r_view_matrix; // // screen size info // -refdef_t r_refdef; - -mleaf_t *r_viewleaf, *r_oldviewleaf; - -texture_t *r_notexture_mip; - -unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value - - -void R_MarkLeaves (void); - -//cvar_t r_norefresh = {"r_norefresh","0"}; -cvar_t r_drawentities = {"r_drawentities","1"}; -cvar_t r_drawviewmodel = {"r_drawviewmodel","1"}; -cvar_t r_speeds = {"r_speeds","0"}; -cvar_t r_speeds2 = {"r_speeds2","0"}; -cvar_t r_fullbright = {"r_fullbright","0"}; -//cvar_t r_lightmap = {"r_lightmap","0"}; -cvar_t r_shadows = {"r_shadows","0"}; -cvar_t r_wateralpha = {"r_wateralpha","1"}; -cvar_t r_dynamic = {"r_dynamic","1"}; -cvar_t r_novis = {"r_novis","0"}; -cvar_t r_waterripple = {"r_waterripple","0"}; -cvar_t r_fullbrights = {"r_fullbrights", "1"}; - -cvar_t contrast = {"contrast", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction -cvar_t brightness = {"brightness", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction -cvar_t gl_lightmode = {"gl_lightmode", "1", TRUE}; // LordHavoc: overbright lighting -//cvar_t r_dynamicbothsides = {"r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right... -cvar_t r_farclip = {"r_farclip", "6144"}; - -cvar_t gl_fogenable = {"gl_fogenable", "0"}; -cvar_t gl_fogdensity = {"gl_fogdensity", "0.25"}; -cvar_t gl_fogred = {"gl_fogred","0.3"}; -cvar_t gl_foggreen = {"gl_foggreen","0.3"}; -cvar_t gl_fogblue = {"gl_fogblue","0.3"}; -cvar_t gl_fogstart = {"gl_fogstart", "0"}; -cvar_t gl_fogend = {"gl_fogend","0"}; -cvar_t glfog = {"glfog", "0"}; - -extern qboolean isRagePro; +refdef_t r_refdef; + +// 8.8 fraction of base light value +unsigned short d_lightstylevalue[256]; + +cvar_t r_showtris = {0, "r_showtris", "0"}; +cvar_t r_drawentities = {0, "r_drawentities","1"}; +cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"}; +cvar_t r_speeds = {0, "r_speeds","0"}; +cvar_t r_fullbright = {0, "r_fullbright","0"}; +cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"}; +cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"}; +cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"}; +cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"}; + +cvar_t gl_fogenable = {0, "gl_fogenable", "0"}; +cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"}; +cvar_t gl_fogred = {0, "gl_fogred","0.3"}; +cvar_t gl_foggreen = {0, "gl_foggreen","0.3"}; +cvar_t gl_fogblue = {0, "gl_fogblue","0.3"}; +cvar_t gl_fogstart = {0, "gl_fogstart", "0"}; +cvar_t gl_fogend = {0, "gl_fogend","0"}; + +cvar_t r_textureunits = {0, "r_textureunits", "32"}; + +cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"}; +cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"}; +cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"}; +cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"}; + +cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0"}; +cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "2"}; +cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"}; +cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"}; +cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"}; + +cvar_t developer_texturelogging = {0, "developer_texturelogging", "1"}; + +cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"}; + +rtexturepool_t *r_main_texturepool; +rtexture_t *r_bloom_texture_screen; +rtexture_t *r_bloom_texture_bloom; +rtexture_t *r_texture_blanknormalmap; +rtexture_t *r_texture_white; +rtexture_t *r_texture_black; +rtexture_t *r_texture_notexture; +rtexture_t *r_texture_whitecube; +rtexture_t *r_texture_normalizationcube; +rtexture_t *r_texture_detailtextures[NUM_DETAILTEXTURES]; +rtexture_t *r_texture_distorttexture[64]; + +void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) +{ + int i; + for (i = 0;i < verts;i++) + { + out[0] = in[0] * r; + out[1] = in[1] * g; + out[2] = in[2] * b; + out[3] = in[3]; + in += 4; + out += 4; + } +} -qboolean lighthalf; +void R_FillColors(float *out, int verts, float r, float g, float b, float a) +{ + int i; + for (i = 0;i < verts;i++) + { + out[0] = r; + out[1] = g; + out[2] = b; + out[3] = a; + out += 4; + } +} vec3_t fogcolor; vec_t fogdensity; float fog_density, fog_red, fog_green, fog_blue; qboolean fogenabled; qboolean oldgl_fogenable; -void FOG_framebegin() +void R_UpdateFog(void) { - if (nehahra) + if (gamemode == GAME_NEHAHRA) { -// if (!Nehahrademcompatibility) -// gl_fogenable.value = 0; - if (gl_fogenable.value) + if (gl_fogenable.integer) { oldgl_fogenable = true; fog_density = gl_fogdensity.value; @@ -129,62 +174,26 @@ void FOG_framebegin() fog_blue = 0; } } - if (glfog.value) + if (fog_density) { - if(fog_density) - { - // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler... - //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1}; - GLfloat colors[4]; - colors[0] = fog_red; - colors[1] = fog_green; - colors[2] = fog_blue; - colors[3] = 1; - if (lighthalf) - { - colors[0] *= 0.5f; - colors[1] *= 0.5f; - colors[2] *= 0.5f; - } - - glFogi (GL_FOG_MODE, GL_EXP2); - glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100); - glFogfv (GL_FOG_COLOR, colors); - glEnable (GL_FOG); - } - else - glDisable(GL_FOG); + fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f); + fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f); + fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f); } - else + if (fog_density) { - if (fog_density) - { - fogenabled = true; - fogdensity = -4000.0f / (fog_density * fog_density); - fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f); - fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f); - fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f); - if (lighthalf) - { - fogcolor[0] *= 0.5f; - fogcolor[1] *= 0.5f; - fogcolor[2] *= 0.5f; - } - } - else - fogenabled = false; + fogenabled = true; + fogdensity = -4000.0f / (fog_density * fog_density); + // fog color was already set } + else + fogenabled = false; } -void FOG_frameend() -{ - if (glfog.value) - glDisable(GL_FOG); -} - -void FOG_clear() +// FIXME: move this to client? +void FOG_clear(void) { - if (nehahra) + if (gamemode == GAME_NEHAHRA) { Cvar_Set("gl_fogenable", "0"); Cvar_Set("gl_fogdensity", "0.2"); @@ -195,677 +204,2249 @@ void FOG_clear() fog_density = fog_red = fog_green = fog_blue = 0.0f; } -void FOG_registercvars() +// FIXME: move this to client? +void FOG_registercvars(void) { - Cvar_RegisterVariable (&glfog); - if (nehahra) + if (gamemode == GAME_NEHAHRA) { Cvar_RegisterVariable (&gl_fogenable); Cvar_RegisterVariable (&gl_fogdensity); Cvar_RegisterVariable (&gl_fogred); - Cvar_RegisterVariable (&gl_foggreen); + Cvar_RegisterVariable (&gl_foggreen); Cvar_RegisterVariable (&gl_fogblue); Cvar_RegisterVariable (&gl_fogstart); Cvar_RegisterVariable (&gl_fogend); } } -void glmain_start() +static void R_BuildDetailTextures (void) { + int i, x, y, light; + float vc[3], vx[3], vy[3], vn[3], lightdir[3]; +#define DETAILRESOLUTION 256 + qbyte (*data)[DETAILRESOLUTION][4]; + qbyte (*noise)[DETAILRESOLUTION]; + + // Allocate the buffers dynamically to avoid having such big guys on the stack + data = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*data)); + noise = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*noise)); + + lightdir[0] = 0.5; + lightdir[1] = 1; + lightdir[2] = -0.25; + VectorNormalize(lightdir); + for (i = 0;i < NUM_DETAILTEXTURES;i++) + { + fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4); + for (y = 0;y < DETAILRESOLUTION;y++) + { + for (x = 0;x < DETAILRESOLUTION;x++) + { + vc[0] = x; + vc[1] = y; + vc[2] = noise[y][x] * (1.0f / 32.0f); + vx[0] = x + 1; + vx[1] = y; + vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f); + vy[0] = x; + vy[1] = y + 1; + vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f); + VectorSubtract(vx, vc, vx); + VectorSubtract(vy, vc, vy); + CrossProduct(vx, vy, vn); + VectorNormalize(vn); + light = 128 - DotProduct(vn, lightdir) * 128; + light = bound(0, light, 255); + data[y][x][0] = data[y][x][1] = data[y][x][2] = light; + data[y][x][3] = 255; + } + } + r_texture_detailtextures[i] = R_LoadTexture2D(r_main_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL); + } + + Mem_Free(noise); + Mem_Free(data); } -void glmain_shutdown() +static qbyte R_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph) { + int m = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) + + ((2 * (y0 - y1) + y2 - y3) * morph * morph) + + ((y2 - y0) * morph) + + (y1)); + return (qbyte)bound(0, m, 255); } -void GL_Main_Init() +static void R_BuildDistortTexture (void) { - FOG_registercvars(); - Cvar_RegisterVariable (&r_speeds2); - Cvar_RegisterVariable (&contrast); - Cvar_RegisterVariable (&brightness); - Cvar_RegisterVariable (&gl_lightmode); -// Cvar_RegisterVariable (&r_dynamicwater); -// Cvar_RegisterVariable (&r_dynamicbothsides); - Cvar_RegisterVariable (&r_fullbrights); - if (nehahra) - Cvar_SetValue("r_fullbrights", 0); -// if (gl_vendor && strstr(gl_vendor, "3Dfx")) -// gl_lightmode.value = 0; - Cvar_RegisterVariable (&r_fullbright); - R_RegisterModule("GL_Main", glmain_start, glmain_shutdown); -} - -extern void GL_Draw_Init(); -extern void GL_Main_Init(); -extern void GL_Models_Init(); -extern void GL_Poly_Init(); -extern void GL_Surf_Init(); -extern void GL_Screen_Init(); -extern void GL_Misc_Init(); -extern void R_Crosshairs_Init(); -extern void R_Light_Init(); -extern void R_Particles_Init(); - -void Render_Init() -{ - R_ShutdownModules(); - GL_Draw_Init(); - GL_Main_Init(); - GL_Models_Init(); - GL_Poly_Init(); - GL_Surf_Init(); - GL_Screen_Init(); - GL_Misc_Init(); - R_Crosshairs_Init(); - R_Light_Init(); - R_Particles_Init(); - R_StartModules(); + int x, y, i, j; +#define DISTORTRESOLUTION 32 + qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2]; + + for (i=0; i<4; i++) + { + for (y=0; yorigin[0], e->origin[1], e->origin[2]); + qbyte data[4]; + data[0] = 128; // normal X + data[1] = 128; // normal Y + data[2] = 255; // normal Z + data[3] = 128; // height + r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + data[0] = 255; + data[1] = 255; + data[2] = 255; + data[3] = 255; + r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + data[0] = 0; + data[1] = 0; + data[2] = 0; + data[3] = 255; + r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); +} - glRotatef (e->angles[1], 0, 0, 1); - glRotatef (-e->angles[0], 0, 1, 0); - glRotatef (e->angles[2], 1, 0, 0); +static void R_BuildNoTexture(void) +{ + int x, y; + qbyte pix[16][16][4]; + // this makes a light grey/dark grey checkerboard texture + for (y = 0;y < 16;y++) + { + for (x = 0;x < 16;x++) + { + if ((y < 8) ^ (x < 8)) + { + pix[y][x][0] = 128; + pix[y][x][1] = 128; + pix[y][x][2] = 128; + pix[y][x][3] = 255; + } + else + { + pix[y][x][0] = 64; + pix[y][x][1] = 64; + pix[y][x][2] = 64; + pix[y][x][3] = 255; + } + } + } + r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL); +} - glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale +static void R_BuildWhiteCube(void) +{ + qbyte data[6*1*1*4]; + data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255; + data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255; + data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255; + data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255; + data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255; + data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255; + r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); } -*/ -// LordHavoc: if not for the fact BRIGHTFIELD particles require this, it would be removed... -#define NUMVERTEXNORMALS 162 +static void R_BuildNormalizationCube(void) +{ + int x, y, side; + vec3_t v; + vec_t s, t, intensity; +#define NORMSIZE 64 + qbyte data[6][NORMSIZE][NORMSIZE][4]; + for (side = 0;side < 6;side++) + { + for (y = 0;y < NORMSIZE;y++) + { + for (x = 0;x < NORMSIZE;x++) + { + s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f; + t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f; + switch(side) + { + case 0: + v[0] = 1; + v[1] = -t; + v[2] = -s; + break; + case 1: + v[0] = -1; + v[1] = -t; + v[2] = s; + break; + case 2: + v[0] = s; + v[1] = 1; + v[2] = t; + break; + case 3: + v[0] = s; + v[1] = -1; + v[2] = -t; + break; + case 4: + v[0] = s; + v[1] = -t; + v[2] = 1; + break; + case 5: + v[0] = -s; + v[1] = -t; + v[2] = -1; + break; + } + intensity = 127.0f / sqrt(DotProduct(v, v)); + data[side][y][x][0] = 128.0f + intensity * v[0]; + data[side][y][x][1] = 128.0f + intensity * v[1]; + data[side][y][x][2] = 128.0f + intensity * v[2]; + data[side][y][x][3] = 255; + } + } + } + r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); +} -float r_avertexnormals[NUMVERTEXNORMALS][3] = { -#include "anorms.h" -}; +void gl_main_start(void) +{ + r_main_texturepool = R_AllocTexturePool(); + r_bloom_texture_screen = NULL; + r_bloom_texture_bloom = NULL; + R_BuildBlankTextures(); + R_BuildNoTexture(); + R_BuildDetailTextures(); + R_BuildDistortTexture(); + if (gl_texturecubemap) + { + R_BuildWhiteCube(); + R_BuildNormalizationCube(); + } +} -// LordHavoc: moved this shading stuff up because the sprites need shading stuff -vec3_t shadevector; -vec3_t shadecolor; +void gl_main_shutdown(void) +{ + R_FreeTexturePool(&r_main_texturepool); + r_bloom_texture_screen = NULL; + r_bloom_texture_bloom = NULL; + r_texture_blanknormalmap = NULL; + r_texture_white = NULL; + r_texture_black = NULL; + r_texture_whitecube = NULL; + r_texture_normalizationcube = NULL; +} -float modelalpha; +extern void CL_ParseEntityLump(char *entitystring); +void gl_main_newmap(void) +{ + // FIXME: move this code to client + int l; + char *entities, entname[MAX_QPATH]; + r_framecount = 1; + if (cl.worldmodel) + { + strlcpy(entname, cl.worldmodel->name, sizeof(entname)); + l = strlen(entname) - 4; + if (l >= 0 && !strcmp(entname + l, ".bsp")) + { + strcpy(entname + l, ".ent"); + if ((entities = FS_LoadFile(entname, tempmempool, true))) + { + CL_ParseEntityLump(entities); + Mem_Free(entities); + return; + } + } + if (cl.worldmodel->brush.entities) + CL_ParseEntityLump(cl.worldmodel->brush.entities); + } +} -extern void R_LightPoint (vec3_t color, vec3_t p); -extern void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits); -extern void R_DynamicLightPointNoMask(vec3_t color, vec3_t org); +void GL_Main_Init(void) +{ + Matrix4x4_CreateIdentity(&r_identitymatrix); +// FIXME: move this to client? + FOG_registercvars(); + Cvar_RegisterVariable(&r_showtris); + Cvar_RegisterVariable(&r_drawentities); + Cvar_RegisterVariable(&r_drawviewmodel); + Cvar_RegisterVariable(&r_speeds); + Cvar_RegisterVariable(&r_fullbrights); + Cvar_RegisterVariable(&r_wateralpha); + Cvar_RegisterVariable(&r_dynamic); + Cvar_RegisterVariable(&r_fullbright); + Cvar_RegisterVariable(&r_textureunits); + Cvar_RegisterVariable(&r_lerpsprites); + Cvar_RegisterVariable(&r_lerpmodels); + Cvar_RegisterVariable(&r_waterscroll); + Cvar_RegisterVariable(&r_watershader); + Cvar_RegisterVariable(&r_drawcollisionbrushes); + Cvar_RegisterVariable(&r_bloom); + Cvar_RegisterVariable(&r_bloom_intensity); + Cvar_RegisterVariable(&r_bloom_blur); + Cvar_RegisterVariable(&r_bloom_resolution); + Cvar_RegisterVariable(&r_bloom_power); + Cvar_RegisterVariable(&developer_texturelogging); + Cvar_RegisterVariable(&gl_lightmaps); + if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE) + Cvar_SetValue("r_fullbrights", 0); + R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); +} -/* -============================================================= +static vec3_t r_farclip_origin; +static vec3_t r_farclip_direction; +static vec_t r_farclip_directiondist; +static vec_t r_farclip_meshfarclip; +static int r_farclip_directionbit0; +static int r_farclip_directionbit1; +static int r_farclip_directionbit2; - SPRITE MODELS +// enlarge farclip to accomodate box +static void R_FarClip_Box(vec3_t mins, vec3_t maxs) +{ + float d; + d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0] + + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1] + + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2]; + if (r_farclip_meshfarclip < d) + r_farclip_meshfarclip = d; +} -============================================================= -*/ +// return farclip value +static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip) +{ + int i; + + VectorCopy(origin, r_farclip_origin); + VectorCopy(direction, r_farclip_direction); + r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction); + r_farclip_directionbit0 = r_farclip_direction[0] < 0; + r_farclip_directionbit1 = r_farclip_direction[1] < 0; + r_farclip_directionbit2 = r_farclip_direction[2] < 0; + r_farclip_meshfarclip = r_farclip_directiondist + startfarclip; + + if (r_refdef.worldmodel) + R_FarClip_Box(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs); + for (i = 0;i < r_refdef.numentities;i++) + R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs); + + return r_farclip_meshfarclip - r_farclip_directiondist; +} + +extern void R_Textures_Init(void); +extern void GL_Draw_Init(void); +extern void GL_Main_Init(void); +extern void R_Shadow_Init(void); +extern void R_Sky_Init(void); +extern void GL_Surf_Init(void); +extern void R_Crosshairs_Init(void); +extern void R_Light_Init(void); +extern void R_Particles_Init(void); +extern void R_Explosion_Init(void); +extern void gl_backend_init(void); +extern void Sbar_Init(void); +extern void R_LightningBeams_Init(void); +extern void Mod_RenderInit(void); + +void Render_Init(void) +{ + gl_backend_init(); + R_Textures_Init(); + Mod_RenderInit(); + R_MeshQueue_Init(); + GL_Main_Init(); + GL_Draw_Init(); + R_Shadow_Init(); + R_Sky_Init(); + GL_Surf_Init(); + R_Crosshairs_Init(); + R_Light_Init(); + R_Particles_Init(); + R_Explosion_Init(); + UI_Init(); + Sbar_Init(); + R_LightningBeams_Init(); +} /* -================ -R_GetSpriteFrame -================ +=============== +GL_Init +=============== */ -void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp) +extern char *ENGINE_EXTENSIONS; +void GL_Init (void) { - msprite_t *psprite; - mspritegroup_t *pspritegroup; - int i, j, numframes, frame; - float *pintervals, fullinterval, targettime, time, jtime, jinterval; + VID_CheckExtensions(); - psprite = currententity->model->cache.data; - frame = currententity->frame; + // LordHavoc: report supported extensions + Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions ); + + // clear to black (loading plaque will be seen over this) + qglClearColor(0,0,0,1); + qglClear(GL_COLOR_BUFFER_BIT); +} - if ((frame >= psprite->numframes) || (frame < 0)) +int R_CullBox(const vec3_t mins, const vec3_t maxs) +{ + int i; + mplane_t *p; + for (i = 0;i < 4;i++) { - Con_Printf ("R_DrawSprite: no such frame %d\n", frame); - frame = 0; + p = frustum + i; + switch(p->signbits) + { + default: + case 0: + if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist) + return true; + break; + case 1: + if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist) + return true; + break; + case 2: + if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist) + return true; + break; + case 3: + if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist) + return true; + break; + case 4: + if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist) + return true; + break; + case 5: + if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist) + return true; + break; + case 6: + if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist) + return true; + break; + case 7: + if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist) + return true; + break; + } } + return false; +} + +//================================================================================== + +static void R_MarkEntities (void) +{ + int i, renderimask; + entity_render_t *ent; + + if (!r_drawentities.integer) + return; - if (psprite->frames[frame].type == SPR_SINGLE) + r_refdef.worldentity->visframe = r_framecount; + renderimask = envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL); + if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs) { - if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart < cl.time) + // worldmodel can check visibility + for (i = 0;i < r_refdef.numentities;i++) { - if (frame != currententity->draw_pose) + ent = r_refdef.entities[i]; + Mod_CheckLoaded(ent->model); + // some of the renderer still relies on origin... + Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin); + // some of the renderer still relies on scale... + ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix); + if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_worldleafvisible, ent->mins, ent->maxs))) { - currententity->draw_lastpose = currententity->draw_pose; - currententity->draw_pose = frame; - currententity->draw_lerpstart = cl.time; - *framelerp = 0; + R_UpdateEntLights(ent); + ent->visframe = r_framecount; } - else - *framelerp = (cl.time - currententity->draw_lerpstart) * 10.0; } - else // uninitialized - { - currententity->draw_lastmodel = currententity->model; - currententity->draw_lastpose = currententity->draw_pose = frame; - currententity->draw_lerpstart = cl.time; - *framelerp = 0; - } - *oldframe = psprite->frames[currententity->draw_lastpose].frameptr; - *newframe = psprite->frames[frame].frameptr; } else { - pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr; - pintervals = pspritegroup->intervals; - numframes = pspritegroup->numframes; - fullinterval = pintervals[numframes-1]; + // no worldmodel or it can't check visibility + for (i = 0;i < r_refdef.numentities;i++) + { + ent = r_refdef.entities[i]; + Mod_CheckLoaded(ent->model); + // some of the renderer still relies on origin... + Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin); + // some of the renderer still relies on scale... + ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix); + if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST)) + { + R_UpdateEntLights(ent); + ent->visframe = r_framecount; + } + } + } +} - time = cl.time + currententity->syncbase; +// only used if skyrendermasked, and normally returns false +int R_DrawBrushModelsSky (void) +{ + int i, sky; + entity_render_t *ent; - // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values - // are positive, so we don't have to worry about division by 0 - targettime = time - ((int)(time / fullinterval)) * fullinterval; + if (!r_drawentities.integer) + return false; - // LordHavoc: since I can't measure the time properly when it loops from numframes-1 to 0, - // I instead measure the time of the first frame, hoping it is consistent - j = numframes-1;jtime = 0;jinterval = pintervals[1] - pintervals[0]; - for (i=0 ; i<(numframes-1) ; i++) + sky = false; + for (i = 0;i < r_refdef.numentities;i++) + { + ent = r_refdef.entities[i]; + if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky) { - if (pintervals[i] > targettime) - break; - j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i]; + ent->model->DrawSky(ent); + sky = true; } - *framelerp = (targettime - jtime) / jinterval; - - *oldframe = pspritegroup->frames[j]; - *newframe = pspritegroup->frames[i]; } + return sky; } -void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha) +void R_DrawNoModel(entity_render_t *ent); +void R_DrawModels(void) { - // LordHavoc: rewrote this to use the transparent poly system - transpolybegin(frame->gl_texturenum, 0, frame->gl_fogtexturenum, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - transpolyvert(origin[0] + frame->down * up[0] + frame->left * right[0], origin[1] + frame->down * up[1] + frame->left * right[1], origin[2] + frame->down * up[2] + frame->left * right[2], 0, 1, red, green, blue, alpha); - transpolyvert(origin[0] + frame->up * up[0] + frame->left * right[0], origin[1] + frame->up * up[1] + frame->left * right[1], origin[2] + frame->up * up[2] + frame->left * right[2], 0, 0, red, green, blue, alpha); - transpolyvert(origin[0] + frame->up * up[0] + frame->right * right[0], origin[1] + frame->up * up[1] + frame->right * right[1], origin[2] + frame->up * up[2] + frame->right * right[2], 1, 0, red, green, blue, alpha); - transpolyvert(origin[0] + frame->down * up[0] + frame->right * right[0], origin[1] + frame->down * up[1] + frame->right * right[1], origin[2] + frame->down * up[2] + frame->right * right[2], 1, 1, red, green, blue, alpha); - transpolyend(); -} + int i; + entity_render_t *ent; -extern qboolean isG200, isRagePro, lighthalf; - -/* -================= -R_DrawSpriteModel + if (!r_drawentities.integer) + return; -================= -*/ -void R_DrawSpriteModel (entity_t *e) -{ - mspriteframe_t *oldframe, *newframe; - float *up, *right, lerp, ilerp; - vec3_t v_forward, v_right, v_up, org; - msprite_t *psprite; - - // don't even bother culling, because it's just a single - // polygon without a surface cache - R_GetSpriteFrame (e, &oldframe, &newframe, &lerp); - if (lerp < 0) lerp = 0; - if (lerp > 1) lerp = 1; - if (isRagePro) // LordHavoc: no alpha scaling supported on per pixel alpha images on ATI Rage Pro... ACK! - lerp = 1; - ilerp = 1.0 - lerp; - psprite = e->model->cache.data; - - if (psprite->type == SPR_ORIENTED) - { // bullet marks on walls - AngleVectors (e->angles, v_forward, v_right, v_up); - up = v_up; - right = v_right; - VectorSubtract(e->origin, vpn, org); - } - else - { // normal sprite - up = vup; - right = vright; - VectorCopy(e->origin, org); - } - if (e->scale != 1) + for (i = 0;i < r_refdef.numentities;i++) { - VectorScale(up, e->scale, up); - VectorScale(right, e->scale, right); + ent = r_refdef.entities[i]; + if (ent->visframe == r_framecount) + { + if (ent->model && ent->model->Draw != NULL) + ent->model->Draw(ent); + else + R_DrawNoModel(ent); + } } +} - if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT) +static void R_SetFrustum(void) +{ + // break apart the view matrix into vectors for various purposes + Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin); + VectorNegate(r_viewleft, r_viewright); + + // LordHavoc: note to all quake engine coders, the special case for 90 + // degrees assumed a square view (wrong), so I removed it, Quake2 has it + // disabled as well. + + // rotate R_VIEWFORWARD right by FOV_X/2 degrees + RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2)); + frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal); + PlaneClassify(&frustum[0]); + + // rotate R_VIEWFORWARD left by FOV_X/2 degrees + RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_view_fov_x / 2)); + frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal); + PlaneClassify(&frustum[1]); + + // rotate R_VIEWFORWARD up by FOV_X/2 degrees + RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_view_fov_y / 2)); + frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal); + PlaneClassify(&frustum[2]); + + // rotate R_VIEWFORWARD down by FOV_X/2 degrees + RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2)); + frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); + PlaneClassify(&frustum[3]); + + // nearclip plane + VectorCopy(r_viewforward, frustum[4].normal); + frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f; + PlaneClassify(&frustum[4]); +} + +static void R_BlendView(void) +{ + rmeshstate_t m; + + if (r_refdef.viewblend[3] < 0.01f && !r_bloom.integer) + return; + + GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100); + GL_DepthMask(true); + GL_DepthTest(false); + R_Mesh_Matrix(&r_identitymatrix); + // vertex coordinates for a quad that covers the screen exactly + varray_vertex3f[0] = 0;varray_vertex3f[1] = 0;varray_vertex3f[2] = 0; + varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0; + varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0; + varray_vertex3f[9] = 0;varray_vertex3f[10] = 1;varray_vertex3f[11] = 0; + if (r_bloom.integer && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512) { - shadecolor[0] = e->colormod[0] * 255; - shadecolor[1] = e->colormod[1] * 255; - shadecolor[2] = e->colormod[2] * 255; + int screenwidth, screenheight, bloomwidth, bloomheight, x, dobloomblend, range; + float xoffset, yoffset, r; + c_bloom++; + // set the (poorly named) screenwidth and screenheight variables to + // a power of 2 at least as large as the screen, these will define the + // size of the texture to allocate + for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2); + for (screenheight = 1;screenheight < vid.height;screenheight *= 2); + // allocate textures as needed + if (!r_bloom_texture_screen) + r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + if (!r_bloom_texture_bloom) + r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + // set bloomwidth and bloomheight to the bloom resolution that will be + // used (often less than the screen resolution for faster rendering) + bloomwidth = min(r_view_width, r_bloom_resolution.integer); + bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width); + // set up a texcoord array for the full resolution screen image + // (we have to keep this around to copy back during final render) + varray_texcoord2f[0][0] = 0; + varray_texcoord2f[0][1] = (float)r_view_height / (float)screenheight; + varray_texcoord2f[0][2] = (float)r_view_width / (float)screenwidth; + varray_texcoord2f[0][3] = (float)r_view_height / (float)screenheight; + varray_texcoord2f[0][4] = (float)r_view_width / (float)screenwidth; + varray_texcoord2f[0][5] = 0; + varray_texcoord2f[0][6] = 0; + varray_texcoord2f[0][7] = 0; + // set up a texcoord array for the reduced resolution bloom image + // (which will be additive blended over the screen image) + varray_texcoord2f[1][0] = 0; + varray_texcoord2f[1][1] = (float)bloomheight / (float)screenheight; + varray_texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth; + varray_texcoord2f[1][3] = (float)bloomheight / (float)screenheight; + varray_texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth; + varray_texcoord2f[1][5] = 0; + varray_texcoord2f[1][6] = 0; + varray_texcoord2f[1][7] = 0; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = varray_vertex3f; + m.pointer_texcoord[0] = varray_texcoord2f[0]; + m.tex[0] = R_GetTexture(r_bloom_texture_screen); + R_Mesh_State(&m); + // copy view into the full resolution screen image texture + GL_ActiveTexture(0); + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height); + c_bloomcopies++; + c_bloomcopypixels += r_view_width * r_view_height; + // now scale it down to the bloom size and raise to a power of itself + // to darken it (this leaves the really bright stuff bright, and + // everything else becomes very dark) + // TODO: optimize with multitexture or GLSL + qglViewport(r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_Color(1, 1, 1, 1); + R_Mesh_Draw(0, 4, 2, polygonelements); + c_bloomdraws++; + c_bloomdrawpixels += bloomwidth * bloomheight; + // render multiple times with a multiply blendfunc to raise to a power + GL_BlendFunc(GL_DST_COLOR, GL_ZERO); + for (x = 1;x < r_bloom_power.integer;x++) + { + R_Mesh_Draw(0, 4, 2, polygonelements); + c_bloomdraws++; + c_bloomdrawpixels += bloomwidth * bloomheight; + } + // we now have a darkened bloom image in the framebuffer, copy it into + // the bloom image texture for more processing + memset(&m, 0, sizeof(m)); + m.pointer_vertex = varray_vertex3f; + m.tex[0] = R_GetTexture(r_bloom_texture_bloom); + m.pointer_texcoord[0] = varray_texcoord2f[2]; + R_Mesh_State(&m); + GL_ActiveTexture(0); + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); + c_bloomcopies++; + c_bloomcopypixels += bloomwidth * bloomheight; + // blend on at multiple vertical offsets to achieve a vertical blur + // TODO: do offset blends using GLSL + range = r_bloom_blur.integer * bloomwidth / 320; + GL_BlendFunc(GL_ONE, GL_ZERO); + for (x = -range;x <= range;x++) + { + xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth; + yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight; + // compute a texcoord array with the specified x and y offset + varray_texcoord2f[2][0] = xoffset+0; + varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight; + varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth; + varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight; + varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth; + varray_texcoord2f[2][5] = yoffset+0; + varray_texcoord2f[2][6] = xoffset+0; + varray_texcoord2f[2][7] = yoffset+0; + // this r value looks like a 'dot' particle, fading sharply to + // black at the edges + // (probably not realistic but looks good enough) + r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range)); + if (r < 0.01f) + continue; + GL_Color(r, r, r, 1); + R_Mesh_Draw(0, 4, 2, polygonelements); + c_bloomdraws++; + c_bloomdrawpixels += bloomwidth * bloomheight; + GL_BlendFunc(GL_ONE, GL_ONE); + } + // copy the vertically blurred bloom view to a texture + GL_ActiveTexture(0); + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); + c_bloomcopies++; + c_bloomcopypixels += bloomwidth * bloomheight; + // blend the vertically blurred image at multiple offsets horizontally + // to finish the blur effect + // TODO: do offset blends using GLSL + range = r_bloom_blur.integer * bloomwidth / 320; + GL_BlendFunc(GL_ONE, GL_ZERO); + for (x = -range;x <= range;x++) + { + xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth; + yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight; + // compute a texcoord array with the specified x and y offset + varray_texcoord2f[2][0] = xoffset+0; + varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight; + varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth; + varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight; + varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth; + varray_texcoord2f[2][5] = yoffset+0; + varray_texcoord2f[2][6] = xoffset+0; + varray_texcoord2f[2][7] = yoffset+0; + // this r value looks like a 'dot' particle, fading sharply to + // black at the edges + // (probably not realistic but looks good enough) + r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range)); + if (r < 0.01f) + continue; + GL_Color(r, r, r, 1); + R_Mesh_Draw(0, 4, 2, polygonelements); + c_bloomdraws++; + c_bloomdrawpixels += bloomwidth * bloomheight; + GL_BlendFunc(GL_ONE, GL_ONE); + } + // copy the blurred bloom view to a texture + GL_ActiveTexture(0); + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); + c_bloomcopies++; + c_bloomcopypixels += bloomwidth * bloomheight; + // go back to full view area + qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height); + // put the original screen image back in place and blend the bloom + // texture on it + memset(&m, 0, sizeof(m)); + m.pointer_vertex = varray_vertex3f; + m.tex[0] = R_GetTexture(r_bloom_texture_screen); + m.pointer_texcoord[0] = varray_texcoord2f[0]; +#if 0 + dobloomblend = false; +#else + // do both in one pass if possible + if (r_textureunits.integer >= 2 && gl_combine.integer) + { + dobloomblend = false; + m.texcombinergb[1] = GL_ADD; + m.tex[1] = R_GetTexture(r_bloom_texture_bloom); + m.pointer_texcoord[1] = varray_texcoord2f[1]; + } + else + dobloomblend = true; +#endif + R_Mesh_State(&m); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_Color(1,1,1,1); + R_Mesh_Draw(0, 4, 2, polygonelements); + c_bloomdraws++; + c_bloomdrawpixels += r_view_width * r_view_height; + // now blend on the bloom texture if multipass + if (dobloomblend) + { + memset(&m, 0, sizeof(m)); + m.pointer_vertex = varray_vertex3f; + m.tex[0] = R_GetTexture(r_bloom_texture_bloom); + m.pointer_texcoord[0] = varray_texcoord2f[1]; + R_Mesh_State(&m); + GL_BlendFunc(GL_ONE, GL_ONE); + GL_Color(1,1,1,1); + R_Mesh_Draw(0, 4, 2, polygonelements); + c_bloomdraws++; + c_bloomdrawpixels += r_view_width * r_view_height; + } } - else + if (r_refdef.viewblend[3] >= 0.01f) { - R_LightPoint (shadecolor, e->origin); - R_DynamicLightPointNoMask(shadecolor, e->origin); + // apply a color tint to the whole view + memset(&m, 0, sizeof(m)); + m.pointer_vertex = varray_vertex3f; + R_Mesh_State(&m); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); + R_Mesh_Draw(0, 4, 2, polygonelements); } - - // LordHavoc: interpolated sprite rendering - if (ilerp != 0) - GL_DrawSpriteImage(oldframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*ilerp); - if (lerp != 0) - GL_DrawSpriteImage(newframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*lerp); } -//================================================================================== +void R_RenderScene(void); -void R_DrawBrushModel (entity_t *e); +matrix4x4_t r_waterscrollmatrix; /* -============= -R_DrawEntitiesOnList -============= +================ +R_RenderView +================ */ -// LordHavoc: split so bmodels are rendered before any other objects -void R_DrawEntitiesOnList1 (void) +void R_RenderView(void) { - int i; - - if (!r_drawentities.value) - return; - - for (i=0 ; imodel->type != mod_brush) - continue; - currententity = cl_visedicts[i]; - modelalpha = currententity->alpha; - - R_DrawBrushModel (currententity); - } + if (!r_refdef.entities/* || !r_refdef.worldmodel*/) + return; //Host_Error ("R_RenderView: NULL worldmodel"); + + r_view_width = bound(0, r_refdef.width, vid.width); + r_view_height = bound(0, r_refdef.height, vid.height); + r_view_depth = 1; + r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width); + r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height); + r_view_z = 0; + r_view_fov_x = bound(1, r_refdef.fov_x, 170); + r_view_fov_y = bound(1, r_refdef.fov_y, 170); + r_view_matrix = r_refdef.viewentitymatrix; + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); + r_rtworld = r_shadow_realtime_world.integer; + r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil; + r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer; + r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil; + r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1; + + // GL is weird because it's bottom to top, r_view_y is top to bottom + qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height); + GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); + GL_ScissorTest(true); + GL_DepthMask(true); + R_ClearScreen(); + R_Textures_Frame(); + R_UpdateFog(); + R_UpdateLights(); + R_TimeReport("setup"); + + qglDepthFunc(GL_LEQUAL); + qglPolygonOffset(0, 0); + qglEnable(GL_POLYGON_OFFSET_FILL); + + R_RenderScene(); + + qglPolygonOffset(0, 0); + qglDisable(GL_POLYGON_OFFSET_FILL); + + R_BlendView(); + R_TimeReport("blendview"); + + GL_Scissor(0, 0, vid.width, vid.height); + GL_ScissorTest(false); } -void R_DrawEntitiesOnList2 (void) +extern void R_DrawLightningBeams (void); +void R_RenderScene(void) { - int i; + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); - if (!r_drawentities.value) - return; + r_framecount++; - for (i=0 ; ialpha; + R_MeshQueue_BeginScene(); - switch (currententity->model->type) - { - case mod_alias: - R_DrawAliasModel (currententity, true, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap); - break; + GL_ShowTrisColor(0.05, 0.05, 0.05, 1); - case mod_sprite: - R_DrawSpriteModel (currententity); - break; + R_SetFrustum(); - default: - break; - } - } -} + r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f; + if (r_rtworldshadows || r_rtdlightshadows) + GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f); + else + GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip); -/* -============= -R_DrawViewModel -============= -*/ -void R_DrawViewModel (void) -{ - if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.model) - return; + GL_SetupView_Orientation_FromEntity(&r_view_matrix); - currententity = &cl.viewent; - currententity->alpha = modelalpha = cl_entities[cl.viewentity].alpha; // LordHavoc: if the player is transparent, so is his gun - currententity->effects = cl_entities[cl.viewentity].effects; - currententity->scale = 1; - VectorCopy(cl_entities[cl.viewentity].colormod, currententity->colormod); + Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - // hack the depth range to prevent view model from poking into walls - glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); - R_DrawAliasModel (currententity, FALSE, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap); - glDepthRange (gldepthmin, gldepthmax); -} + R_SkyStartFrame(); -void R_DrawBrushModel (entity_t *e); + R_WorldVisibility(); + R_TimeReport("worldvis"); -void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees ); + R_MarkEntities(); + R_TimeReport("markentity"); -void R_SetFrustum (void) -{ - int i; + R_Shadow_UpdateWorldLightSelection(); - if (r_refdef.fov_x == 90) + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); + + GL_ShowTrisColor(0.025, 0.025, 0, 1); + if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky) { - // front side is visible + r_refdef.worldmodel->DrawSky(r_refdef.worldentity); + R_TimeReport("worldsky"); + } - VectorAdd (vpn, vright, frustum[0].normal); - VectorSubtract (vpn, vright, frustum[1].normal); + if (R_DrawBrushModelsSky()) + R_TimeReport("bmodelsky"); - VectorAdd (vpn, vup, frustum[2].normal); - VectorSubtract (vpn, vup, frustum[3].normal); - } - else + GL_ShowTrisColor(0.05, 0.05, 0.05, 1); + if (r_refdef.worldmodel && r_refdef.worldmodel->Draw) { - // rotate VPN right by FOV_X/2 degrees - RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) ); - // rotate VPN left by FOV_X/2 degrees - RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 ); - // rotate VPN up by FOV_X/2 degrees - RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 ); - // rotate VPN down by FOV_X/2 degrees - RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) ); + r_refdef.worldmodel->Draw(r_refdef.worldentity); + R_TimeReport("world"); } - for (i=0 ; i<4 ; i++) + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); + + GL_ShowTrisColor(0, 0.015, 0, 1); + + R_DrawModels(); + R_TimeReport("models"); + + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); + + GL_ShowTrisColor(0, 0, 0.033, 1); + R_ShadowVolumeLighting(false); + R_TimeReport("rtlights"); + + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); + + GL_ShowTrisColor(0.1, 0, 0, 1); + + R_DrawLightningBeams(); + R_TimeReport("lightning"); + + R_DrawParticles(); + R_TimeReport("particles"); + + R_DrawExplosions(); + R_TimeReport("explosions"); + + R_MeshQueue_RenderTransparent(); + R_TimeReport("drawtrans"); + + R_DrawCoronas(); + R_TimeReport("coronas"); + + R_DrawWorldCrosshair(); + R_TimeReport("crosshair"); + + R_MeshQueue_Render(); + R_MeshQueue_EndScene(); + + if ((r_shadow_visiblelighting.integer || r_shadow_visiblevolumes.integer) && !r_showtrispass) { - frustum[i].type = PLANE_ANYZ; - frustum[i].dist = DotProduct (r_origin, frustum[i].normal); -// frustum[i].signbits = SignbitsForPlane (&frustum[i]); - BoxOnPlaneSideClassify(&frustum[i]); + R_ShadowVolumeLighting(true); + R_TimeReport("visiblevolume"); } -} -void R_AnimateLight (void); -void V_CalcBlend (void); + GL_ShowTrisColor(0.05, 0.05, 0.05, 1); + + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); +} /* -=============== -R_SetupFrame -=============== -*/ -void R_SetupFrame (void) +void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca) { -// don't allow cheats in multiplayer - if (cl.maxclients > 1) + int i; + float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4]; + rmeshstate_t m; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); + R_Mesh_Matrix(&r_identitymatrix); + + vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; + vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2]; + vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2]; + vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2]; + vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2]; + vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2]; + vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2]; + vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2]; + R_FillColors(color, 8, cr, cg, cb, ca); + if (fogenabled) { - Cvar_Set ("r_fullbright", "0"); - Cvar_Set ("r_ambient", "0"); + for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4) + { + VectorSubtract(v, r_vieworigin, diff); + f2 = exp(fogdensity/DotProduct(diff, diff)); + f1 = 1 - f2; + c[0] = c[0] * f1 + fogcolor[0] * f2; + c[1] = c[1] * f1 + fogcolor[1] * f2; + c[2] = c[2] * f1 + fogcolor[2] * f2; + } } + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.pointer_color = color; + R_Mesh_State(&m); + R_Mesh_Draw(8, 12); +} +*/ - R_AnimateLight (); - - r_framecount++; +int nomodelelements[24] = +{ + 5, 2, 0, + 5, 1, 2, + 5, 0, 3, + 5, 3, 1, + 0, 2, 4, + 2, 1, 4, + 3, 0, 4, + 1, 3, 4 +}; -// build the transformation matrix for the given view angles - VectorCopy (r_refdef.vieworg, r_origin); +float nomodelvertex3f[6*3] = +{ + -16, 0, 0, + 16, 0, 0, + 0, -16, 0, + 0, 16, 0, + 0, 0, -16, + 0, 0, 16 +}; - AngleVectors (r_refdef.viewangles, vpn, vright, vup); +float nomodelcolor4f[6*4] = +{ + 0.0f, 0.0f, 0.5f, 1.0f, + 0.0f, 0.0f, 0.5f, 1.0f, + 0.0f, 0.5f, 0.0f, 1.0f, + 0.0f, 0.5f, 0.0f, 1.0f, + 0.5f, 0.0f, 0.0f, 1.0f, + 0.5f, 0.0f, 0.0f, 1.0f +}; -// current viewleaf - r_oldviewleaf = r_viewleaf; - r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel); +void R_DrawNoModelCallback(const void *calldata1, int calldata2) +{ + const entity_render_t *ent = calldata1; + int i; + float f1, f2, *c, diff[3]; + float color4f[6*4]; + rmeshstate_t m; + R_Mesh_Matrix(&ent->matrix); - V_SetContentsColor (r_viewleaf->contents); - V_CalcBlend (); + memset(&m, 0, sizeof(m)); + m.pointer_vertex = nomodelvertex3f; - r_cache_thrash = false; + if (ent->flags & EF_ADDITIVE) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + } + else if (ent->alpha < 1) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + } + else + { + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + } + GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); + if (fogenabled) + { + memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); + m.pointer_color = color4f; + VectorSubtract(ent->origin, r_vieworigin, diff); + f2 = exp(fogdensity/DotProduct(diff, diff)); + f1 = 1 - f2; + for (i = 0, c = color4f;i < 6;i++, c += 4) + { + c[0] = (c[0] * f1 + fogcolor[0] * f2); + c[1] = (c[1] * f1 + fogcolor[1] * f2); + c[2] = (c[2] * f1 + fogcolor[2] * f2); + c[3] *= ent->alpha; + } + } + else if (ent->alpha != 1) + { + memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); + m.pointer_color = color4f; + for (i = 0, c = color4f;i < 6;i++, c += 4) + c[3] *= ent->alpha; + } + else + m.pointer_color = nomodelcolor4f; + R_Mesh_State(&m); + R_Mesh_Draw(0, 6, 8, nomodelelements); +} - c_brush_polys = 0; - c_alias_polys = 0; - c_light_polys = 0; - c_nodes = 0; - c_leafs = 0; +void R_DrawNoModel(entity_render_t *ent) +{ + //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1)) + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModelCallback, ent, 0); + //else + // R_DrawNoModelCallback(ent, 0); +} +void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width) +{ + vec3_t right1, right2, diff, normal; + + VectorSubtract (org2, org1, normal); + + // calculate 'right' vector for start + VectorSubtract (r_vieworigin, org1, diff); + CrossProduct (normal, diff, right1); + VectorNormalize (right1); + + // calculate 'right' vector for end + VectorSubtract (r_vieworigin, org2, diff); + CrossProduct (normal, diff, right2); + VectorNormalize (right2); + + vert[ 0] = org1[0] + width * right1[0]; + vert[ 1] = org1[1] + width * right1[1]; + vert[ 2] = org1[2] + width * right1[2]; + vert[ 3] = org1[0] - width * right1[0]; + vert[ 4] = org1[1] - width * right1[1]; + vert[ 5] = org1[2] - width * right1[2]; + vert[ 6] = org2[0] - width * right2[0]; + vert[ 7] = org2[1] - width * right2[1]; + vert[ 8] = org2[2] - width * right2[2]; + vert[ 9] = org2[0] + width * right2[0]; + vert[10] = org2[1] + width * right2[1]; + vert[11] = org2[2] + width * right2[2]; } +float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1}; -void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) +void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca) { - GLdouble xmin, xmax, ymin, ymax; + float diff[3]; + rmeshstate_t m; - ymax = zNear * tan( fovy * M_PI / 360.0 ); - ymin = -ymax; - - xmin = ymin * aspect; - xmax = ymax * aspect; + if (fogenabled) + { + VectorSubtract(origin, r_vieworigin, diff); + ca *= 1 - exp(fogdensity/DotProduct(diff,diff)); + } - glFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); + R_Mesh_Matrix(&r_identitymatrix); + GL_BlendFunc(blendfunc1, blendfunc2); + GL_DepthMask(false); + GL_DepthTest(!depthdisable); + + varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1; + varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1; + varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1; + varray_vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2; + varray_vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2; + varray_vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2; + varray_vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2; + varray_vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2; + varray_vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2; + varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1; + varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1; + varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1; + + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture); + m.pointer_texcoord[0] = spritetexcoord2f; + m.pointer_vertex = varray_vertex3f; + R_Mesh_State(&m); + GL_Color(cr, cg, cb, ca); + R_Mesh_Draw(0, 4, 2, polygonelements); } - -extern char skyname[]; - -/* -============= -R_SetupGL -============= -*/ -void R_SetupGL (void) -{ - float screenaspect; - extern int glwidth, glheight; - int x, x2, y2, y, w, h; - - // - // set up viewpoint - // - glMatrixMode(GL_PROJECTION); - glLoadIdentity (); - x = r_refdef.vrect.x * glwidth/vid.width; - x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width; - y = (vid.height-r_refdef.vrect.y) * glheight/vid.height; - y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height; - - // fudge around because of frac screen scale - if (x > 0) - x--; - if (x2 < glwidth) - x2++; - if (y2 < 0) - y2--; - if (y < glheight) - y++; - - w = x2 - x; - h = y - y2; - - if (envmap) - { - x = y2 = 0; - w = h = 256; - } - - glViewport (glx + x, gly + y2, w, h); - screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height; -// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI; -// if (skyname[0]) // skybox enabled? -// MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256 -// else - MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_farclip.value); - - glCullFace(GL_FRONT); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity (); - - glRotatef (-90, 1, 0, 0); // put Z going up - glRotatef (90, 0, 0, 1); // put Z going up - glRotatef (-r_refdef.viewangles[2], 1, 0, 0); - glRotatef (-r_refdef.viewangles[0], 0, 1, 0); - glRotatef (-r_refdef.viewangles[1], 0, 0, 1); - glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]); - - glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix); - - // - // set drawing parms - // -// if (gl_cull.value) - glEnable(GL_CULL_FACE); -// else -// glDisable(GL_CULL_FACE); - - glEnable(GL_BLEND); // was Disable - glDisable(GL_ALPHA_TEST); - glAlphaFunc(GL_GREATER, 0.5); - glEnable(GL_DEPTH_TEST); - glDepthMask(1); - glShadeModel(GL_SMOOTH); -} - -void R_DrawWorld (void); -//void R_RenderDlights (void); -void R_DrawParticles (void); - -/* -============= -R_Clear -============= -*/ -void R_Clear (void) -{ -// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen - gldepthmin = 0; - gldepthmax = 1; - glDepthFunc (GL_LEQUAL); - - glDepthRange (gldepthmin, gldepthmax); -} - -// LordHavoc: my trick to *FIX* GLQuake lighting once and for all :) -void GL_Brighten() -{ - glMatrixMode(GL_PROJECTION); - glLoadIdentity (); - glOrtho (0, vid.width, vid.height, 0, -99999, 99999); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity (); - glDisable (GL_DEPTH_TEST); - glDisable (GL_CULL_FACE); - glDisable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc (GL_DST_COLOR, GL_ONE); - glBegin (GL_TRIANGLES); - glColor3f (1, 1, 1); - glVertex2f (-5000, -5000); - glVertex2f (10000, -5000); - glVertex2f (-5000, 10000); - glEnd (); - glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glEnable (GL_DEPTH_TEST); - glEnable (GL_CULL_FACE); -} - -extern cvar_t contrast; -extern cvar_t brightness; -extern cvar_t gl_lightmode; - -void GL_BlendView() -{ - glMatrixMode(GL_PROJECTION); - glLoadIdentity (); - glOrtho (0, vid.width, vid.height, 0, -99999, 99999); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity (); - glDisable (GL_DEPTH_TEST); - glDisable (GL_CULL_FACE); - glDisable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - if (lighthalf) - { - glBlendFunc (GL_DST_COLOR, GL_ONE); - glBegin (GL_TRIANGLES); - glColor3f (1, 1, 1); - glVertex2f (-5000, -5000); - glVertex2f (10000, -5000); - glVertex2f (-5000, 10000); - glEnd (); - } - glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - contrast.value = bound(0.2, contrast.value, 1.0); - if (/*gl_polyblend.value && */v_blend[3]) - { - glBegin (GL_TRIANGLES); - glColor4fv (v_blend); - glVertex2f (-5000, -5000); - glVertex2f (10000, -5000); - glVertex2f (-5000, 10000); - glEnd (); - } - - glEnable (GL_CULL_FACE); - glEnable (GL_DEPTH_TEST); - glDisable(GL_BLEND); - glEnable(GL_TEXTURE_2D); -} - -#define TIMEREPORT(DESC) \ - if (r_speeds2.value)\ - {\ - temptime = -currtime;\ - currtime = Sys_FloatTime();\ - temptime += currtime;\ - Con_Printf(DESC " %.4fms ", temptime * 1000.0);\ +int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v) +{ + int i; + float *vertex3f; + for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3) + if (VectorDistance2(v, vertex3f) < mesh->epsilon2) + break; + if (i == mesh->numvertices) + { + if (mesh->numvertices < mesh->maxvertices) + { + VectorCopy(v, vertex3f); + mesh->numvertices++; + } + return mesh->numvertices; } + else + return i; +} -/* -================ -R_RenderView +void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f) +{ + int i; + int *e, element[3]; + element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3; + element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3; + e = mesh->element3i + mesh->numtriangles * 3; + for (i = 0;i < numvertices - 2;i++, vertex3f += 3) + { + element[2] = R_Mesh_AddVertex3f(mesh, vertex3f); + if (mesh->numtriangles < mesh->maxtriangles) + { + *e++ = element[0]; + *e++ = element[1]; + *e++ = element[2]; + mesh->numtriangles++; + } + element[1] = element[2]; + } +} -r_refdef must be set before the first call -================ -*/ -extern qboolean intimerefresh; -extern qboolean skyisvisible; -extern void R_Sky(); -extern void UploadLightmaps(); -void R_RenderView (void) +void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes) { -// double currtime, temptime; -// if (r_norefresh.value) -// return; + int planenum, planenum2; + int w; + int tempnumpoints; + mplane_t *plane, *plane2; + float temppoints[2][256*3]; + for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++) + { + w = 0; + tempnumpoints = 4; + PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0); + for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++) + { + if (planenum2 == planenum) + continue; + PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints); + w = !w; + } + if (tempnumpoints < 3) + continue; + // generate elements forming a triangle fan for this polygon + R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]); + } +} - if (!r_worldentity.model || !cl.worldmodel) - Sys_Error ("R_RenderView: NULL worldmodel"); +void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) +{ + texture_t *texture = t; + model_t *model = ent->model; + int s = ent->skinnum; + if ((unsigned int)s >= (unsigned int)model->numskins) + s = 0; + if (s >= 1) + c_models++; + if (model->skinscenes) + { + if (model->skinscenes[s].framecount > 1) + s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; + else + s = model->skinscenes[s].firstframe; + } + if (s > 0) + t = t + s * model->num_surfaces; + if (t->animated) + t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0]; + texture->currentframe = t; + t->currentmaterialflags = t->basematerialflags; + t->currentalpha = ent->alpha; + if (t->basematerialflags & MATERIALFLAG_WATERALPHA) + t->currentalpha *= r_wateralpha.value; + if (!(ent->flags & RENDER_LIGHT)) + t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; + if (ent->effects & EF_ADDITIVE) + t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT; + else if (t->currentalpha < 1) + t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT; +} - lighthalf = gl_lightmode.value; +void R_UpdateAllTextureInfo(entity_render_t *ent) +{ + int i; + if (ent->model) + for (i = 0;i < ent->model->num_textures;i++) + R_UpdateTextureInfo(ent, ent->model->data_textures + i); +} - FOG_framebegin(); +float *rsurface_vertex3f; +float *rsurface_svector3f; +float *rsurface_tvector3f; +float *rsurface_normal3f; +float *rsurface_lightmapcolor4f; -// if (r_speeds2.value) -// { -// currtime = Sys_FloatTime(); -// Con_Printf("render time: "); -// } - R_Clear(); -// TIMEREPORT("R_Clear") +void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg) +{ + int i, j; + float center[3], forward[3], right[3], up[3], v[4][3]; + matrix4x4_t matrix1, imatrix1; + if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights)) + { + rsurface_vertex3f = varray_vertex3f; + rsurface_svector3f = NULL; + rsurface_tvector3f = NULL; + rsurface_normal3f = NULL; + Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f); + } + else + { + rsurface_vertex3f = surface->groupmesh->data_vertex3f; + rsurface_svector3f = surface->groupmesh->data_svector3f; + rsurface_tvector3f = surface->groupmesh->data_tvector3f; + rsurface_normal3f = surface->groupmesh->data_normal3f; + } + if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) + { + if (!rsurface_svector3f) + { + rsurface_svector3f = varray_svector3f; + rsurface_tvector3f = varray_tvector3f; + rsurface_normal3f = varray_normal3f; + Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f); + } + // a single autosprite surface can contain multiple sprites... + VectorClear(forward); + VectorClear(right); + VectorSet(up, 0, 0, 1); + for (j = 0;j < surface->num_vertices - 3;j += 4) + { + VectorClear(center); + for (i = 0;i < 4;i++) + VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); + VectorScale(center, 0.25f, center); + // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? + Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center); + Matrix4x4_Invert_Simple(&imatrix1, &matrix1); + for (i = 0;i < 4;i++) + Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); + forward[0] = modelorg[0] - center[0]; + forward[1] = modelorg[1] - center[1]; + VectorNormalize(forward); + right[0] = forward[1]; + right[1] = -forward[0]; + for (i = 0;i < 4;i++) + VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3); + } + rsurface_vertex3f = varray_vertex3f; + rsurface_svector3f = NULL; + rsurface_tvector3f = NULL; + rsurface_normal3f = NULL; + } + else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE) + { + if (!rsurface_svector3f) + { + rsurface_svector3f = varray_svector3f; + rsurface_tvector3f = varray_tvector3f; + rsurface_normal3f = varray_normal3f; + Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f); + } + Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward); + Matrix4x4_Transform(&ent->inversematrix, r_viewright, right); + Matrix4x4_Transform(&ent->inversematrix, r_viewup, up); + // a single autosprite surface can contain multiple sprites... + for (j = 0;j < surface->num_vertices - 3;j += 4) + { + VectorClear(center); + for (i = 0;i < 4;i++) + VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); + VectorScale(center, 0.25f, center); + // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? + Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center); + Matrix4x4_Invert_Simple(&imatrix1, &matrix1); + for (i = 0;i < 4;i++) + Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); + for (i = 0;i < 4;i++) + VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3); + } + rsurface_vertex3f = varray_vertex3f; + rsurface_svector3f = NULL; + rsurface_tvector3f = NULL; + rsurface_normal3f = NULL; + } + R_Mesh_VertexPointer(rsurface_vertex3f); +} - // render normal view +void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, qboolean lightmodel, qboolean vertexlight, qboolean applycolor, qboolean applyfog) +{ + int i; + float f; + float *v, *c, *c2; + vec3_t diff; + if (lightmodel) + { + vec4_t ambientcolor4f; + vec3_t diffusecolor; + vec3_t diffusenormal; + if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r, g, b, a, false)) + { + rsurface_lightmapcolor4f = varray_color4f; + if (rsurface_normal3f == NULL) + { + rsurface_normal3f = varray_normal3f; + Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f); + } + R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, surface->groupmesh->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, rsurface_lightmapcolor4f + 4 * surface->num_firstvertex); + r = 1; + g = 1; + b = 1; + a = 1; + applycolor = false; + } + else + { + r = ambientcolor4f[0]; + g = ambientcolor4f[1]; + b = ambientcolor4f[2]; + a = ambientcolor4f[3]; + rsurface_lightmapcolor4f = NULL; + } + } + else if (vertexlight) + { + if (surface->lightmapinfo) + { + rsurface_lightmapcolor4f = varray_color4f; + for (i = 0, c = rsurface_lightmapcolor4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) + { + const qbyte *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i]; + float scale = d_lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f); + VectorScale(lm, scale, c); + if (surface->lightmapinfo->styles[1] != 255) + { + int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3; + lm += size3; + scale = d_lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (surface->lightmapinfo->styles[2] != 255) + { + lm += size3; + scale = d_lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (surface->lightmapinfo->styles[3] != 255) + { + lm += size3; + scale = d_lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + } + } + } + } + } + else + rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f; + } + else + rsurface_lightmapcolor4f = NULL; + if (applyfog) + { + if (rsurface_lightmapcolor4f) + { + for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c2[0] = c[0] * f; + c2[1] = c[1] * f; + c2[2] = c[2] * f; + c2[3] = c[3]; + } + } + else + { + for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4) + { + VectorSubtract(v, modelorg, diff); + f = 1 - exp(fogdensity/DotProduct(diff, diff)); + c2[0] = f; + c2[1] = f; + c2[2] = f; + c2[3] = 1; + } + } + rsurface_lightmapcolor4f = varray_color4f; + } + if (applycolor && rsurface_lightmapcolor4f) + { + for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4) + { + c2[0] = c[0] * r; + c2[1] = c[1] * g; + c2[2] = c[2] * b; + c2[3] = c[3] * a; + } + } + R_Mesh_ColorPointer(rsurface_lightmapcolor4f); + GL_Color(r, g, b, a); +} - R_SetupFrame (); - R_SetFrustum (); - R_SetupGL (); - skypolyclear(); - wallpolyclear(); - transpolyclear(); - skyisvisible = false; +static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) +{ + int i; + int texturesurfaceindex; + const float *v; + float *c; + float diff[3]; + float colorpants[3], colorshirt[3]; + float f, r, g, b, a, colorscale; + const msurface_t *surface; + qboolean dolightmap; + qboolean doambient; + qboolean dodetail; + qboolean doglow; + qboolean dofogpass; + qboolean fogallpasses; + qboolean waterscrolling; + qboolean dopants; + qboolean doshirt; + qboolean dofullbrightpants; + qboolean dofullbrightshirt; + qboolean applycolor; + qboolean lightmodel = false; + rtexture_t *basetexture; + rmeshstate_t m; + if (texture->currentmaterialflags & MATERIALFLAG_NODRAW) + return; + c_faces += texturenumsurfaces; + // FIXME: identify models using a better check than ent->model->shadowmesh + if (!(ent->effects & EF_FULLBRIGHT) && !ent->model->brush.shadowmesh) + lightmodel = true; + // gl_lightmaps debugging mode skips normal texturing + if (gl_lightmaps.integer) + { + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_DepthTest(true); + qglDisable(GL_CULL_FACE); + GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, lightmodel, !surface->lightmaptexture, false, false); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + qglEnable(GL_CULL_FACE); + return; + } + GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); + GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)); + if (texture->currentmaterialflags & MATERIALFLAG_ADD) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + else + GL_BlendFunc(GL_ONE, GL_ZERO); + // water waterscrolling in texture matrix + waterscrolling = (texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0; + if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); + if (texture->currentmaterialflags & MATERIALFLAG_SKY) + { + if (skyrendernow) + { + skyrendernow = false; + if (skyrendermasked) + R_Sky(); + } + // LordHavoc: HalfLife maps have freaky skypolys... + //if (!ent->model->brush.ishlbsp) + { + R_Mesh_Matrix(&ent->matrix); + GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); + if (skyrendermasked) + { + // depth-only (masking) + GL_ColorMask(0,0,0,0); + // just to make sure that braindead drivers don't draw anything + // despite that colormask... + GL_BlendFunc(GL_ZERO, GL_ONE); + } + else + { + // fog sky + GL_BlendFunc(GL_ONE, GL_ZERO); + } + GL_DepthMask(true); + GL_DepthTest(true); + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); + } + } + else if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1) + { + // NVIDIA Geforce3 distortion texture shader on water + float args[4] = {0.05f,0,0,0.04f}; + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(r_texture_distorttexture[(int)(r_refdef.time * 16)&63]); + m.tex[1] = R_GetTexture(texture->skin.base); + m.texcombinergb[0] = GL_REPLACE; + m.texcombinergb[1] = GL_REPLACE; + Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value); + m.texmatrix[1] = r_waterscrollmatrix; + R_Mesh_State(&m); + + GL_Color(1, 1, 1, texture->currentalpha); + 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); + + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } - R_MarkLeaves (); // done here so we know if we're in water - R_DrawWorld (); // adds static entities to the list - if (!intimerefresh) - S_ExtraUpdate (); // don't let sound get messed up if going slow - R_DrawEntitiesOnList1 (); // BSP models + qglDisable(GL_TEXTURE_SHADER_NV); + qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); + GL_ActiveTexture(0); + } + else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) + { + // normal surface (wall or water) + dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT); + doambient = r_ambient.value >= (1/64.0f); + dodetail = r_detailtextures.integer && texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT); + doglow = texture->skin.glow != NULL; + dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD); + fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT); + if (ent->colormap >= 0) + { + int b; + qbyte *bcolor; + basetexture = texture->skin.base; + dopants = texture->skin.pants != NULL; + doshirt = texture->skin.shirt != NULL; + // 128-224 are backwards ranges + b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12; + dofullbrightpants = b >= 224; + bcolor = (qbyte *) (&palette_complete[b]); + VectorScale(bcolor, (1.0f / 255.0f), colorpants); + // 128-224 are backwards ranges + b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12; + dofullbrightshirt = b >= 224; + bcolor = (qbyte *) (&palette_complete[b]); + VectorScale(bcolor, (1.0f / 255.0f), colorshirt); + } + else + { + basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base; + dopants = false; + doshirt = false; + dofullbrightshirt = false; + dofullbrightpants = false; + } + if (dolightmap && r_textureunits.integer >= 2 && gl_combine.integer) + { + memset(&m, 0, sizeof(m)); + m.tex[1] = R_GetTexture(basetexture); + if (waterscrolling) + m.texmatrix[1] = r_waterscrollmatrix; + m.texrgbscale[1] = 2; + m.pointer_color = varray_color4f; + R_Mesh_State(&m); + // transparent is not affected by r_lightmapintensity + if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + colorscale = r_lightmapintensity; + else + colorscale = 1; + r = ent->colormod[0] * colorscale; + g = ent->colormod[1] * colorscale; + b = ent->colormod[2] * colorscale; + a = texture->currentalpha; + // q3bsp has no lightmap updates, so the lightstylevalue that + // would normally be baked into the lightmaptexture must be + // applied to the color + if (ent->model->brushq3.data_lightmaps) + { + float scale = d_lightstylevalue[0] * (1.0f / 128.0f); + r *= scale; + g *= scale; + b *= scale; + } + applycolor = r != 1 || g != 1 || b != 1 || a != 1; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); + R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f); + if (surface->lightmaptexture) + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + else + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, !surface->lightmaptexture, applycolor, fogallpasses); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + else if (dolightmap && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) && !lightmodel) + { + // single texture + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f); + if (surface->lightmaptexture) + { + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + R_Mesh_ColorPointer(NULL); + } + else + { + R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f); + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_DepthMask(false); + GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(basetexture); + if (waterscrolling) + m.texmatrix[0] = r_waterscrollmatrix; + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + else + { + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(basetexture); + if (waterscrolling) + m.texmatrix[0] = r_waterscrollmatrix; + m.pointer_color = varray_color4f; + colorscale = 2; + if (gl_combine.integer) + { + m.texrgbscale[0] = 2; + colorscale = 1; + } + // transparent is not affected by r_lightmapintensity + if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + colorscale *= r_lightmapintensity; + R_Mesh_State(&m); + r = ent->colormod[0] * colorscale; + g = ent->colormod[1] * colorscale; + b = ent->colormod[2] * colorscale; + a = texture->currentalpha; + if (dolightmap) + { + // q3bsp has no lightmap updates, so the lightstylevalue that + // would normally be baked into the lightmaptexture must be + // applied to the color + if (ent->model->brushq3.data_lightmaps) + { + float scale = d_lightstylevalue[0] * (1.0f / 128.0f); + r *= scale; + g *= scale; + b *= scale; + } + applycolor = r != 1 || g != 1 || b != 1 || a != 1; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + else + { + applycolor = r != 1 || g != 1 || b != 1 || a != 1; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + } + if (dopants) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.pants); + if (waterscrolling) + m.texmatrix[0] = r_waterscrollmatrix; + m.pointer_color = varray_color4f; + colorscale = 1; + if (gl_combine.integer) + { + m.texrgbscale[0] = 2; + colorscale *= 0.5f; + } + // transparent is not affected by r_lightmapintensity + if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + colorscale *= r_lightmapintensity; + R_Mesh_State(&m); + r = ent->colormod[0] * colorpants[0] * colorscale; + g = ent->colormod[1] * colorpants[1] * colorscale; + b = ent->colormod[2] * colorpants[2] * colorscale; + a = texture->currentalpha; + if (dolightmap && !dofullbrightpants) + { + // q3bsp has no lightmap updates, so the lightstylevalue that + // would normally be baked into the lightmaptexture must be + // applied to the color + if (ent->model->brushq3.data_lightmaps) + { + float scale = d_lightstylevalue[0] * (1.0f / 128.0f); + r *= scale; + g *= scale; + b *= scale; + } + applycolor = r != 1 || g != 1 || b != 1 || a != 1; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + else + { + applycolor = r != 1 || g != 1 || b != 1 || a != 1; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + } + if (doshirt) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.shirt); + if (waterscrolling) + m.texmatrix[0] = r_waterscrollmatrix; + m.pointer_color = varray_color4f; + colorscale = 1; + if (gl_combine.integer) + { + m.texrgbscale[0] = 2; + colorscale *= 0.5f; + } + // transparent is not affected by r_lightmapintensity + if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + colorscale *= r_lightmapintensity; + R_Mesh_State(&m); + r = ent->colormod[0] * colorshirt[0] * colorscale; + g = ent->colormod[1] * colorshirt[1] * colorscale; + b = ent->colormod[2] * colorshirt[2] * colorscale; + a = texture->currentalpha; + if (dolightmap && !dofullbrightshirt) + { + // q3bsp has no lightmap updates, so the lightstylevalue that + // would normally be baked into the lightmaptexture must be + // applied to the color + if (ent->model->brushq3.data_lightmaps) + { + float scale = d_lightstylevalue[0] * (1.0f / 128.0f); + r *= scale; + g *= scale; + b *= scale; + } + applycolor = r != 1 || g != 1 || b != 1 || a != 1; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + else + { + applycolor = r != 1 || g != 1 || b != 1 || a != 1; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + } + if (doambient) + { + doambient = false; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.base); + if (waterscrolling) + m.texmatrix[0] = r_waterscrollmatrix; + m.pointer_color = varray_color4f; + colorscale = 1; + if (gl_combine.integer) + { + m.texrgbscale[0] = 2; + colorscale *= 0.5f; + } + R_Mesh_State(&m); + colorscale *= r_ambient.value * (1.0f / 64.0f); + r = ent->colormod[0] * colorscale; + g = ent->colormod[1] * colorscale; + b = ent->colormod[2] * colorscale; + a = texture->currentalpha; + applycolor = r != 1 || g != 1 || b != 1 || a != 1; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + if (dodetail) + { + GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); + GL_DepthMask(false); + GL_Color(1, 1, 1, 1); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.detail); + R_Mesh_State(&m); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoorddetail2f); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + if (doglow) + { + // if glow was not already done using multitexture, do it now. + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.glow); + if (waterscrolling) + m.texmatrix[0] = r_waterscrollmatrix; + m.pointer_color = varray_color4f; + R_Mesh_State(&m); + colorscale = 1; + r = ent->colormod[0] * colorscale; + g = ent->colormod[1] * colorscale; + b = ent->colormod[2] * colorscale; + a = texture->currentalpha; + applycolor = r != 1 || g != 1 || b != 1 || a != 1; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses); + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + if (dofogpass) + { + // if this is opaque use alpha blend which will darken the earlier + // passes cheaply. + // + // if this is an alpha blended material, all the earlier passes + // were darkened by fog already, so we only need to add the fog + // color ontop through the fog mask texture + // + // if this is an additive blended material, all the earlier passes + // were darkened by fog already, and we should not add fog color + // (because the background was not darkened, there is no fog color + // that was lost behind it). + if (fogallpasses) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + else + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture->skin.fog); + if (waterscrolling) + m.texmatrix[0] = r_waterscrollmatrix; + R_Mesh_State(&m); + r = fogcolor[0]; + g = fogcolor[1]; + b = fogcolor[2]; + a = texture->currentalpha; + applycolor = r != 1 || g != 1 || b != 1 || a != 1; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + RSurf_SetVertexPointer(ent, texture, surface, modelorg); + R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f); + R_Mesh_ColorPointer(varray_color4f); + //RSurf_FogPassColors_Vertex3f_Color4f((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->num_vertices, modelorg); + if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) + { + for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = exp(fogdensity/DotProduct(diff, diff)); + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * f * a; + } + } + else + { + for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) + { + VectorSubtract(v, modelorg, diff); + f = exp(fogdensity/DotProduct(diff, diff)); + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = f * a; + } + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); + GL_LockArrays(0, 0); + } + } + } + if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglEnable(GL_CULL_FACE); +} - skypolyrender(); // fogged sky polys, affects depth - if (skyname[0] && skyisvisible && !fogenabled) - R_Sky(); // does not affect depth, draws over the sky polys +static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2) +{ + const entity_render_t *ent = calldata1; + const msurface_t *surface = ent->model->data_surfaces + calldata2; + vec3_t modelorg; + texture_t *texture; + + texture = surface->texture; + if (texture->basematerialflags & MATERIALFLAG_SKY) + return; // transparent sky is too difficult + R_UpdateTextureInfo(ent, texture); + + R_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + R_DrawTextureSurfaceList(ent, texture->currentframe, 1, &surface, modelorg); +} - UploadLightmaps(); - wallpolyrender(); +void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) +{ + int texturesurfaceindex; + const msurface_t *surface; + vec3_t tempcenter, center; + if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) + { + // drawing sky transparently would be too difficult + if (!(texture->currentmaterialflags & MATERIALFLAG_SKY)) + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; + tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; + tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; + Matrix4x4_Transform(&ent->matrix, tempcenter, center); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->data_surfaces); + } + } + } + else + R_DrawTextureSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg); +} - R_DrawEntitiesOnList2 (); // other models -// R_RenderDlights (); - R_DrawViewModel (); - R_DrawParticles (); +extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); +void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) +{ + int i, j, f, flagsmask; + msurface_t *surface, **surfacechain; + texture_t *t, *texture; + model_t *model = ent->model; + vec3_t modelorg; + const int maxsurfacelist = 1024; + int numsurfacelist = 0; + const msurface_t *surfacelist[1024]; + if (model == NULL) + return; + R_Mesh_Matrix(&ent->matrix); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - transpolyrender(); + // update light styles + if (!skysurfaces && model->brushq1.light_styleupdatechains) + { + for (i = 0;i < model->brushq1.light_styles;i++) + { + if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]]) + { + model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]]; + if ((surfacechain = model->brushq1.light_styleupdatechains[i])) + for (;(surface = *surfacechain);surfacechain++) + surface->cached_dlight = true; + } + } + } - FOG_frameend(); - GL_BlendView(); -// if (r_speeds2.value) -// Con_Printf("\n"); + R_UpdateAllTextureInfo(ent); + flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); + f = 0; + t = NULL; + texture = NULL; + numsurfacelist = 0; + if (ent == r_refdef.worldentity) + { + for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) + { + if (!r_worldsurfacevisible[j]) + continue; + if (t != surface->texture) + { + if (numsurfacelist) + { + R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + numsurfacelist = 0; + } + t = surface->texture; + texture = t->currentframe; + f = texture->currentmaterialflags & flagsmask; + } + if (f && surface->num_triangles) + { + // if lightmap parameters changed, rebuild lightmap texture + if (surface->cached_dlight && surface->lightmapinfo->samples) + R_BuildLightMap(ent, surface); + // add face to draw list + surfacelist[numsurfacelist++] = surface; + if (numsurfacelist >= maxsurfacelist) + { + R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + numsurfacelist = 0; + } + } + } + } + else + { + for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) + { + if (t != surface->texture) + { + if (numsurfacelist) + { + R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + numsurfacelist = 0; + } + t = surface->texture; + texture = t->currentframe; + f = texture->currentmaterialflags & flagsmask; + } + if (f && surface->num_triangles) + { + // if lightmap parameters changed, rebuild lightmap texture + if (surface->cached_dlight && surface->lightmapinfo->samples) + R_BuildLightMap(ent, surface); + // add face to draw list + surfacelist[numsurfacelist++] = surface; + if (numsurfacelist >= maxsurfacelist) + { + R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + numsurfacelist = 0; + } + } + } + } + if (numsurfacelist) + R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); } +