X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=e27ff41012c7b77a03eb984080390c6391999314;hp=9d85c898ec1e38684778cfb3b6fb48f406c1ac10;hb=d7df76f224c0d0ebb8a3c7bc0c3125ba638206e6;hpb=5c41d784306266a94c8caf92c6ea2680f98a5e01 diff --git a/gl_rsurf.c b/gl_rsurf.c index 9d85c898..e27ff410 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.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. @@ -21,154 +21,149 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" -extern int skytexturenum; +#define MAX_LIGHTMAP_SIZE 256 -int lightmap_textures; +static signed int blocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting -signed blocklights[18*18*3]; // LordHavoc: *3 for colored lighting +static byte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; -// LordHavoc: skinny but tall lightmaps for quicker subimage uploads -#define BLOCK_WIDTH 128 -#define BLOCK_HEIGHT 128 -// LordHavoc: increased lightmap limit from 64 to 1024 -#define MAX_LIGHTMAPS 1024 -#define LIGHTMAPSIZE (BLOCK_WIDTH*BLOCK_HEIGHT*3) +cvar_t r_ambient = {0, "r_ambient", "0"}; +cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"}; +cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"}; +cvar_t r_drawportals = {0, "r_drawportals", "0"}; +cvar_t r_testvis = {0, "r_testvis", "0"}; -int active_lightmaps; - -short allocated[MAX_LIGHTMAPS][BLOCK_WIDTH]; - -byte *lightmaps[MAX_LIGHTMAPS]; -short lightmapupdate[MAX_LIGHTMAPS][2]; - -int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes -cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"}; -cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "1"}; -cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"}; -cvar_t gl_nosubimage = {"gl_nosubimage", "0"}; +static void gl_surf_start(void) +{ +} -qboolean lightmaprgba, nosubimagefragments, nosubimage; -int lightmapbytes; +static void gl_surf_shutdown(void) +{ +} -qboolean skyisvisible; -extern qboolean gl_arrays; +static void gl_surf_newmap(void) +{ +} -void glrsurf_init() +void GL_Surf_Init(void) { - int i; - for (i = 0;i < MAX_LIGHTMAPS;i++) - lightmaps[i] = NULL; - Cvar_RegisterVariable(&gl_lightmapalign); - Cvar_RegisterVariable(&gl_lightmaprgba); - Cvar_RegisterVariable(&gl_nosubimagefragments); - Cvar_RegisterVariable(&gl_nosubimage); - // check if it's the glquake minigl driver - if (strncasecmp(gl_vendor,"3Dfx",4)==0) - if (!gl_arrays) - { - Cvar_SetValue("gl_nosubimagefragments", 1); -// Cvar_SetValue("gl_nosubimage", 1); - Cvar_SetValue("gl_lightmode", 0); - } + Cvar_RegisterVariable(&r_ambient); + Cvar_RegisterVariable(&r_vertexsurfaces); + Cvar_RegisterVariable(&r_dlightmap); + Cvar_RegisterVariable(&r_drawportals); + Cvar_RegisterVariable(&r_testvis); + + R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); } -int dlightdivtable[8192]; -int dlightdivtableinitialized = 0; +static int dlightdivtable[32768]; -/* -=============== -R_AddDynamicLights -=============== -*/ -void R_AddDynamicLights (msurface_t *surf) +static int R_AddDynamicLights (msurface_t *surf) { - int sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, j; - unsigned *bl; - float dist, f; - vec3_t impact, local; - // use 64bit integer... shame it's not very standardized... + int sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract; + unsigned int *bl; + float dist; + vec3_t impact, local; + + // LordHavoc: use 64bit integer... shame it's not very standardized... #if _MSC_VER || __BORLANDC__ - __int64 k; // MSVC + __int64 k; #else - long long k; // GCC + long long k; #endif - if (!dlightdivtableinitialized) + lit = false; + + if (!dlightdivtable[1]) { - dlightdivtable[0] = 1048576 >> 7; - for (s = 1;s < 8192;s++) - dlightdivtable[s] = 1048576 / (s << 7); - dlightdivtableinitialized = 1; + dlightdivtable[0] = 4194304; + for (s = 1; s < 32768; s++) + dlightdivtable[s] = 4194304 / (s << 7); } - smax = (surf->extents[0]>>4)+1; - tmax = (surf->extents[1]>>4)+1; + smax = (surf->extents[0] >> 4) + 1; + tmax = (surf->extents[1] >> 4) + 1; - for (lnum=0 ; lnumdlightbits[lnum >> 5] & (1<<(lnum&31)) ) ) - continue; // not lit by this light + if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) + continue; // not lit by this light - VectorSubtract(cl_dlights[lnum].origin, currententity->origin, local); + softwareuntransform(r_dlight[lnum].origin, local); +// VectorSubtract (r_dlight[lnum].origin, currentrenderentity->origin, local); dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; - for (i=0 ; i<3 ; i++) - impact[i] = cl_dlights[lnum].origin[i] - surf->plane->normal[i]*dist; - f = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; - i = f; + // for comparisons to minimum acceptable light + maxdist = (int) r_dlight[lnum].cullradius2; + + // already clamped, skip this + // clamp radius to avoid exceeding 32768 entry division table + //if (maxdist > 4194304) + // maxdist = 4194304; + + dist2 = dist * dist; + dist2 += LIGHTOFFSET; + if (dist2 >= maxdist) + continue; + + impact[0] = local[0] - surf->plane->normal[0] * dist; + impact[1] = local[1] - surf->plane->normal[1] * dist; + impact[2] = local[2] - surf->plane->normal[2] * dist; + + impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; + impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; + + s = bound(0, impacts, smax * 16) - impacts; + t = bound(0, impactt, tmax * 16) - impactt; + i = s * s + t * t + dist2; + if (i > maxdist) + continue; // reduce calculations - t = dist*dist; - for (s = 0;s < smax;s++, i -= 16) - sdtable[s] = i*i + t; - - f = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; - i = f; - - maxdist = (int) (cl_dlights[lnum].radius*cl_dlights[lnum].radius); // for comparisons to minimum acceptable light - // clamp radius to avoid exceeding 8192 entry division table - if (maxdist > 1048576) - maxdist = 1048576; - maxdist3 = maxdist - (int) (dist*dist); + for (s = 0, i = impacts; s < smax; s++, i -= 16) + sdtable[s] = i * i + dist2; + + maxdist3 = maxdist - dist2; + // convert to 8.8 blocklights format - if (!cl_dlights[lnum].dark) - { - f = cl_dlights[lnum].color[0] * maxdist;red = f; - f = cl_dlights[lnum].color[1] * maxdist;green = f; - f = cl_dlights[lnum].color[2] * maxdist;blue = f; - } - else // negate for darklight - { - f = cl_dlights[lnum].color[0] * -maxdist;red = f; - f = cl_dlights[lnum].color[1] * -maxdist;green = f; - f = cl_dlights[lnum].color[2] * -maxdist;blue = f; - } + red = r_dlight[lnum].light[0]; + green = r_dlight[lnum].light[1]; + blue = r_dlight[lnum].light[2]; + subtract = (int) (r_dlight[lnum].lightsubtract * 4194304.0f); bl = blocklights; - for (t = 0;t < tmax;t++,i -= 16) + smax3 = smax * 3; + + i = impactt; + for (t = 0;t < tmax;t++, i -= 16) { - td = i*i; - if (td < maxdist3) // make sure some part of it is visible on this line + td = i * i; + // make sure some part of it is visible on this line + if (td < maxdist3) { maxdist2 = maxdist - td; for (s = 0;s < smax;s++) { if (sdtable[s] < maxdist2) { - j = dlightdivtable[(sdtable[s]+td) >> 7]; - k = (red * j) >> 8;bl[0] += k; - k = (green * j) >> 8;bl[1] += k; - k = (blue * j) >> 8;bl[2] += k; + k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract; + if (k > 0) + { + bl[0] += (red * k) >> 8; + bl[1] += (green * k) >> 8; + bl[2] += (blue * k) >> 8; + lit = true; + } } bl += 3; } } - else - bl+=smax*3; // skip line + else // skip line + bl += smax3; } } + return lit; } -extern qboolean lighthalf; /* =============== R_BuildLightMap @@ -176,29 +171,31 @@ R_BuildLightMap Combine and scale multiple lightmaps into the 8.8 format in blocklights =============== */ -void R_BuildLightMap (msurface_t *surf, byte *dest, int stride) +static void R_BuildLightMap (msurface_t *surf, int dlightchanged) { - int smax, tmax; - int t; - int i, j, size; - byte *lightmap; - int scale; - int maps; - int *bl; - - surf->cached_dlight = (surf->dlightframe == r_framecount); - surf->cached_lighthalf = lighthalf; + int smax, tmax, i, j, size, size3, shift, scale, maps, *bl, stride, l; + byte *lightmap, *out; + + // update cached lighting info + surf->cached_dlight = 0; + surf->cached_lightscalebit = lightscalebit; + surf->cached_ambient = r_ambient.value; + surf->cached_light[0] = d_lightstylevalue[surf->styles[0]]; + surf->cached_light[1] = d_lightstylevalue[surf->styles[1]]; + surf->cached_light[2] = d_lightstylevalue[surf->styles[2]]; + surf->cached_light[3] = d_lightstylevalue[surf->styles[3]]; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; size = smax*tmax; + size3 = size*3; lightmap = surf->samples; // set to full bright if no light data - if (currententity->effects & EF_FULLBRIGHT || !cl.worldmodel->lightdata) + if ((currentrenderentity->effects & EF_FULLBRIGHT) || !cl.worldmodel->lightdata) { bl = blocklights; - for (i=0 ; idlightframe == r_framecount && r_dlightmap.integer) + { + surf->cached_dlight = R_AddDynamicLights(surf); + if (surf->cached_dlight) + c_light_polys++; + else if (dlightchanged) + return; // don't upload if only updating dlights and none mattered } // add all the lightmaps if (lightmap) for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++) - { - scale = d_lightstylevalue[surf->styles[maps]]; - surf->cached_light[maps] = scale; // 8.8 fraction - bl = blocklights; - for (i=0 ; istyles[maps]], bl = blocklights, i = 0;i < size3;i++) *bl++ += *lightmap++ * scale; - } - } - -// add all the dynamic lights - if (surf->dlightframe == r_framecount) - R_AddDynamicLights (surf); } - stride -= (smax*lightmapbytes); + bl = blocklights; - if (lighthalf) + out = templight; + // deal with lightmap brightness scale + shift = 7 + lightscalebit; + if (currentrenderentity->model->lightmaprgba) { - // LordHavoc: I shift down by 8 unlike GLQuake's 7, - // the image is brightened as a processing pass - if (lightmaprgba) - { - for (i=0 ; i> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - *dest++ = 255; - } - } - } - else + stride = (surf->lightmaptexturestride - smax) * 4; + for (i = 0;i < tmax;i++, out += stride) { - for (i=0 ; i> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - } + l = *bl++ >> shift;*out++ = min(l, 255); + l = *bl++ >> shift;*out++ = min(l, 255); + l = *bl++ >> shift;*out++ = min(l, 255); + *out++ = 255; } } } else { - if (lightmaprgba) - { - for (i=0 ; i> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - *dest++ = 255; - } - } - } - else + stride = (surf->lightmaptexturestride - smax) * 3; + for (i = 0;i < tmax;i++, out += stride) { - for (i=0 ; i> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t; - } + l = *bl++ >> shift;*out++ = min(l, 255); + l = *bl++ >> shift;*out++ = min(l, 255); + l = *bl++ >> shift;*out++ = min(l, 255); } } } -} -byte templight[32*32*4]; - -void R_UpdateLightmap(msurface_t *s, int lnum) -{ - int smax, tmax; - // upload the new lightmap texture fragment - glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum); - if (nosubimage || nosubimagefragments) - { - if (lightmapupdate[lnum][0] > s->light_t) - lightmapupdate[lnum][0] = s->light_t; - if (lightmapupdate[lnum][1] < (s->light_t + ((s->extents[1]>>4)+1))) - lightmapupdate[lnum][1] = (s->light_t + ((s->extents[1]>>4)+1)); - if (lightmaprgba) - R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 4, BLOCK_WIDTH * 4); - else - R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 3, BLOCK_WIDTH * 3); - } - else - { - smax = ((s->extents[0]>>4)+lightmapalign) & lightmapalignmask; - tmax = (s->extents[1]>>4)+1; - if (lightmaprgba) - { - R_BuildLightMap (s, templight, smax * 4); - glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight); - } - else - { - R_BuildLightMap (s, templight, smax * 3); - glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight); - } - } + R_UpdateTexture(surf->lightmaptexture, templight); } - /* =============== R_TextureAnimation @@ -340,43 +273,19 @@ R_TextureAnimation Returns the proper texture for a given time and base texture =============== */ -texture_t *R_TextureAnimation (texture_t *base) +/* +// note: this was manually inlined in R_PrepareSurfaces +static texture_t *R_TextureAnimation (texture_t *base) { - texture_t *original; - int relative; - int count; + if (currentrenderentity->frame && base->alternate_anims != NULL) + base = base->alternate_anims; - if (currententity->frame) - { - if (base->alternate_anims) - base = base->alternate_anims; - } - - if (!base->anim_total) + if (base->anim_total < 2) return base; - original = base; - - relative = (int)(cl.time*10) % base->anim_total; - - count = 0; - while (base->anim_min > relative || base->anim_max <= relative) - { - base = base->anim_next; - if (!base) - { - Con_Printf("R_TextureAnimation: broken cycle"); - return original; - } - if (++count > 100) - { - Con_Printf("R_TextureAnimation: infinite cycle"); - return original; - } - } - - return base; + return base->anim_frames[(int)(cl.time * 5.0f) % base->anim_total]; } +*/ /* @@ -388,1269 +297,1730 @@ texture_t *R_TextureAnimation (texture_t *base) */ -extern int solidskytexture; -extern int alphaskytexture; -extern float speedscale; // for top sky and bottom sky - -qboolean mtexenabled = false; - -extern char skyname[]; - -void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits); -//extern cvar_t r_dynamicwater; -extern int r_dlightframecount; -float turbsin[256] = +static float turbsin[256] = { #include "gl_warp_sin.h" }; #define TURBSCALE (256.0 / (2 * M_PI)) +#define MAX_SURFVERTS 1024 +typedef struct +{ + float v[4]; + float st[2]; + float uv[2]; + float c[4]; +} +surfvert_t; +static surfvert_t svert[MAX_SURFVERTS]; // used by the following functions -void UploadLightmaps() +static int RSurfShader_Sky(int stage, msurface_t *s) { - int i; - if (nosubimage || nosubimagefragments) + int i; + float number, length, dir[3], speedscale; + surfvertex_t *v; + surfvert_t *sv; + rmeshinfo_t m; + + // LordHavoc: HalfLife maps have freaky skypolys... + if (currentrenderentity->model->ishlbsp) + return true; + + if (stage == 0) { - for (i = 0;i < MAX_LIGHTMAPS;i++) + if (skyrendermasked) { - if (lightmapupdate[i][0] < lightmapupdate[i][1]) + if (skyrendernow) { - glBindTexture(GL_TEXTURE_2D, lightmap_textures + i); - if (nosubimage) - { - if (lightmaprgba) - glTexImage2D(GL_TEXTURE_2D, 0, 4, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]); - else - glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]); - } - else - { - if (lightmaprgba) - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0])); - else - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0])); - } + skyrendernow = false; + R_Sky(); + } + // draw depth-only polys + memset(&m, 0, sizeof(m)); + m.transparent = false; + m.blendfunc1 = GL_ZERO; + m.blendfunc2 = GL_ONE; + m.depthwrite = true; + m.numtriangles = s->mesh.numtriangles; + m.numverts = s->mesh.numverts; + m.index = s->mesh.index; + //m.cr = 0; + //m.cg = 0; + //m.cb = 0; + //m.ca = 0; + if (softwaretransform_complexity) + { + m.vertex = &svert[0].v[0]; + m.vertexstep = sizeof(surfvert_t); + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + softwaretransform(v->v, sv->v); } - lightmapupdate[i][0] = BLOCK_HEIGHT; - lightmapupdate[i][1] = 0; + else + { + m.vertex = &s->mesh.vertex[0].v[0]; + m.vertexstep = sizeof(surfvertex_t); + } + R_Mesh_Draw(&m); } - } -} - -/* -================ -DrawTextureChains -================ -*/ -extern qboolean hlbsp; -extern void R_Sky(); -extern char skyname[]; -void DrawTextureChains (void) -{ - int i, j, maps; - msurface_t *s; - texture_t *t; - glpoly_t *p; - float *v; - float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255]; - - // first the sky - skypolyclear(); - for (j = 0;j < cl.worldmodel->numtextures;j++) - { - if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain)) - continue; - // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway - // subdivided water surface warp - if (s->flags & SURF_DRAWSKY) + else if (skyrenderglquake) { - cl.worldmodel->textures[j]->texturechain = NULL; - t = R_TextureAnimation (cl.worldmodel->textures[j]); - skyisvisible = true; - if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys... + memset(&m, 0, sizeof(m)); + m.transparent = false; + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.numtriangles = s->mesh.numtriangles; + m.numverts = s->mesh.numverts; + m.index = s->mesh.index; + m.vertex = &svert[0].v[0]; + m.vertexstep = sizeof(surfvert_t); + m.cr = 1; + m.cg = 1; + m.cb = 1; + m.ca = 1; + if (r_mergesky.integer) + m.tex[0] = R_GetTexture(mergeskytexture); + else + m.tex[0] = R_GetTexture(solidskytexture); + m.texcoords[0] = &svert[0].st[0]; + m.texcoordstep[0] = sizeof(surfvert_t); + speedscale = cl.time * (8.0/128.0); + speedscale -= (int)speedscale; + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS) - { - skypoly[currentskypoly].firstvert = currentskyvert; - skypoly[currentskypoly++].verts = p->numverts; - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - skyvert[currentskyvert].v[0] = v[0]; - skyvert[currentskyvert].v[1] = v[1]; - skyvert[currentskyvert++].v[2] = v[2]; - } - } - } - } + softwaretransform(v->v, sv->v); + VectorSubtract (sv->v, r_origin, dir); + // flatten the sphere + dir[2] *= 3; + + number = DotProduct(dir, dir); + #if SLOWMATH + length = 3.0f / sqrt(number); + #else + *((long *)&length) = 0x5f3759df - ((* (long *) &number) >> 1); + length = 3.0f * (length * (1.5f - (number * 0.5f * length * length))); + #endif + + sv->st[0] = speedscale + dir[0] * length; + sv->st[1] = speedscale + dir[1] * length; + } + R_Mesh_Draw(&m); + } + else + { + // flat color + memset(&m, 0, sizeof(m)); + m.transparent = false; + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.numtriangles = s->mesh.numtriangles; + m.numverts = s->mesh.numverts; + m.index = s->mesh.index; + m.cr = fogcolor[0]; + m.cg = fogcolor[1]; + m.cb = fogcolor[2]; + m.ca = 1; + if (softwaretransform_complexity) + { + m.vertex = &svert[0].v[0]; + m.vertexstep = sizeof(surfvert_t); + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + softwaretransform(v->v, sv->v); + } + else + { + m.vertex = &s->mesh.vertex[0].v[0]; + m.vertexstep = sizeof(surfvertex_t); } + R_Mesh_Draw(&m); } + return false; } - skypolyrender(); // fogged sky polys, affects depth - - if (skyname[0] && skyisvisible && !fogenabled) - R_Sky(); // does not affect depth, draws over the sky polys - - // then walls - wallpolyclear(); - for (j = 0;j < cl.worldmodel->numtextures;j++) + else if (stage == 1) { - if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain)) - continue; - if (!(s->flags & SURF_DRAWTURB)) + if (skyrenderglquake && !r_mergesky.integer) { - cl.worldmodel->textures[j]->texturechain = NULL; - t = R_TextureAnimation (cl.worldmodel->textures[j]); - for (;s;s = s->texturechain) + memset(&m, 0, sizeof(m)); + m.transparent = false; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + m.numtriangles = s->mesh.numtriangles; + m.numverts = s->mesh.numverts; + m.index = s->mesh.index; + m.vertex = &svert[0].v[0]; + m.vertexstep = sizeof(surfvert_t); + m.cr = 1; + m.cg = 1; + m.cb = 1; + m.ca = 1; + m.tex[0] = R_GetTexture(alphaskytexture); + m.texcoords[0] = &svert[0].st[0]; + m.texcoordstep[0] = sizeof(surfvert_t); + speedscale = cl.time * (16.0/128.0); + speedscale -= (int)speedscale; + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { - if (currentwallpoly < MAX_WALLPOLYS && currentwallvert < MAX_WALLVERTS && (currentwallvert + s->polys->numverts) <= MAX_WALLVERTS) - { - // check for lightmap modification - if (r_dynamic.value) - { - if (s->dlightframe == r_framecount || s->cached_dlight || lighthalf != s->cached_lighthalf) // dynamic this frame or previously, or lighthalf changed - R_UpdateLightmap(s, s->lightmaptexturenum); - else - for (maps = 0 ; maps < MAXLIGHTMAPS && s->styles[maps] != 255 ; maps++) - if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps]) - { - R_UpdateLightmap(s, s->lightmaptexturenum); - break; - } - } - wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum; - wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum; - wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum; - wallpoly[currentwallpoly].firstvert = currentwallvert; - wallpoly[currentwallpoly++].verts = s->polys->numverts; - for (i = 0,v = s->polys->verts[0];ipolys->numverts;i++, v += VERTEXSIZE) - { - wallvert[currentwallvert].vert[0] = v[0]; - wallvert[currentwallvert].vert[1] = v[1]; - wallvert[currentwallvert].vert[2] = v[2]; - wallvert[currentwallvert].s = v[3]; - wallvert[currentwallvert].t = v[4]; - wallvert[currentwallvert].u = v[5]; - wallvert[currentwallvert++].v = v[6]; - } - } + softwaretransform(v->v, sv->v); + VectorSubtract (sv->v, r_origin, dir); + // flatten the sphere + dir[2] *= 3; + + number = DotProduct(dir, dir); + #if SLOWMATH + length = 3.0f / sqrt(number); + #else + *((long *)&length) = 0x5f3759df - ((* (long *) &number) >> 1); + length = 3.0f * (length * (1.5f - (number * 0.5f * length * length))); + #endif + + sv->st[0] = speedscale + dir[0] * length; + sv->st[1] = speedscale + dir[1] * length; } + R_Mesh_Draw(&m); + return false; } + return true; } - UploadLightmaps(); - wallpolyrender(); + else + return true; +} - // then water (water gets diverted to transpoly list) - for (j = 0;j < cl.worldmodel->numtextures;j++) +static int RSurf_Light(int *dlightbits, int numverts) +{ + float f; + int i, l, lit = false; + rdlight_t *rd; + vec3_t lightorigin; + surfvert_t *sv; + for (l = 0;l < r_numdlights;l++) { - if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain)) - continue; - cl.worldmodel->textures[j]->texturechain = NULL; - t = R_TextureAnimation (cl.worldmodel->textures[j]); - // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway - // subdivided water surface warp - if (s->flags & SURF_DRAWTURB) + if (dlightbits[l >> 5] & (1 << (l & 31))) { - int light, alpha, r = 0, g = 0, b = 0; - vec3_t nv, shadecolor; - alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f; - light = false; - if (s->flags & SURF_DRAWFULLBRIGHT) - r = g = b = lighthalf ? 128 : 255; - else if (s->dlightframe == r_dlightframecount && r_dynamic.value) - light = true; - else - r = g = b = lighthalf ? 64 : 128; - if (r_waterripple.value) - { - if (lighthalf) - { - if (light) - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - nv[0] = v[0]; - nv[1] = v[1]; - nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f); - shadecolor[0] = shadecolor[1] = shadecolor[2] = 128; - R_DynamicLightPoint(shadecolor, nv, s->dlightbits); - transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha); - } - transpolyend(); - } - } - } - else - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - nv[0] = v[0]; - nv[1] = v[1]; - nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f); - transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha); - } - transpolyend(); - } - } - } - } - else - { - if (light) - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - nv[0] = v[0]; - nv[1] = v[1]; - nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f); - shadecolor[0] = shadecolor[1] = shadecolor[2] = 128; - R_DynamicLightPoint(shadecolor, nv, s->dlightbits); - transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha); - } - transpolyend(); - } - } - } - else - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - nv[0] = v[0]; - nv[1] = v[1]; - nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f); - transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha); - } - transpolyend(); - } - } - } - } - } - else + rd = &r_dlight[l]; + // FIXME: support softwareuntransform here and make bmodels use hardware transform? + VectorCopy(rd->origin, lightorigin); + for (i = 0, sv = svert;i < numverts;i++, sv++) { - if (lighthalf) - { - if (light) - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - shadecolor[0] = shadecolor[1] = shadecolor[2] = 128; - R_DynamicLightPoint(shadecolor, v, s->dlightbits); - transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha); - } - transpolyend(); - } - } - } - else - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha); - } - transpolyend(); - } - } - } - } - else + f = VectorDistance2(sv->v, lightorigin) + LIGHTOFFSET; + if (f < rd->cullradius2) { - if (light) - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - shadecolor[0] = shadecolor[1] = shadecolor[2] = 128; - R_DynamicLightPoint(shadecolor, v, s->dlightbits); - transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha); - } - transpolyend(); - } - } - } - else - { - for (;s;s = s->texturechain) - { - for (p=s->polys ; p ; p=p->next) - { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) - { - transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha); - } - transpolyend(); - } - } - } + f = (1.0f / f) - rd->lightsubtract; + sv->c[0] += rd->light[0] * f; + sv->c[1] += rd->light[1] * f; + sv->c[2] += rd->light[2] * f; + lit = true; } } } } + return lit; } -// LordHavoc: transparent brush models -extern int r_dlightframecount; -extern float modelalpha; -extern vec3_t shadecolor; -//qboolean R_CullBox (vec3_t mins, vec3_t maxs); -void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits); -void R_DynamicLightPointNoMask(vec3_t color, vec3_t org); -void EmitWaterPolys (msurface_t *fa); -void R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node); - -/* -================= -R_DrawBrushModel -================= -*/ -void R_DrawBrushModel (entity_t *e) +static void RSurfShader_Water_Pass_Base(msurface_t *s) { - int i, j, k, smax, tmax, size3, maps; - vec3_t mins, maxs, nv; - msurface_t *s; - mplane_t *pplane; - model_t *clmodel; - qboolean rotated, vertexlit = false; - float dot, *v, scale; - texture_t *t; - byte *lm; - float os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255]; - - currententity = e; - - clmodel = e->model; - - if (e->angles[0] || e->angles[1] || e->angles[2]) + int i; + float diff[3], alpha, ifog; + surfvertex_t *v; + surfvert_t *sv; + rmeshinfo_t m; + alpha = s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value; + + memset(&m, 0, sizeof(m)); + if (alpha != 1 || s->currenttexture->fogtexture != NULL) { - rotated = true; - for (i=0 ; i<3 ; i++) - { - mins[i] = e->origin[i] - clmodel->radius; - maxs[i] = e->origin[i] + clmodel->radius; - } + m.transparent = true; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } else { - rotated = false; - VectorAdd (e->origin, clmodel->mins, mins); - VectorAdd (e->origin, clmodel->maxs, maxs); + m.transparent = false; + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; } - - if (R_CullBox (mins, maxs)) - return; - - VectorSubtract (r_refdef.vieworg, e->origin, modelorg); - if (rotated) + m.numtriangles = s->mesh.numtriangles; + m.numverts = s->mesh.numverts; + m.index = s->mesh.index; + m.vertex = &svert[0].v[0]; + m.vertexstep = sizeof(surfvert_t); + m.color = &svert[0].c[0]; + m.colorstep = sizeof(surfvert_t); + m.tex[0] = R_GetTexture(s->currenttexture->texture); + m.texcoords[0] = &svert[0].st[0]; + m.texcoordstep[0] = sizeof(surfvert_t); + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { - vec3_t temp; - vec3_t forward, right, up; - - VectorCopy (modelorg, temp); - AngleVectors (e->angles, forward, right, up); - modelorg[0] = DotProduct (temp, forward); - modelorg[1] = -DotProduct (temp, right); - modelorg[2] = DotProduct (temp, up); + softwaretransform(v->v, sv->v); + if (r_waterripple.value) + sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255]; + if (s->flags & SURF_DRAWFULLBRIGHT) + { + sv->c[0] = 1; + sv->c[1] = 1; + sv->c[2] = 1; + sv->c[3] = alpha; + } + else + { + sv->c[0] = 0.5f; + sv->c[1] = 0.5f; + sv->c[2] = 0.5f; + sv->c[3] = alpha; + } + sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); + sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); } - - s = &clmodel->surfaces[clmodel->firstmodelsurface]; - -// calculate dynamic lighting for bmodel if it's not an -// instanced model - if (modelalpha == 1 && clmodel->firstmodelsurface != 0 && !(currententity->effects & EF_FULLBRIGHT) && currententity->colormod[0] == 1 && currententity->colormod[2] == 1 && currententity->colormod[2] == 1) + if (s->dlightframe == r_framecount && !(s->flags & SURF_DRAWFULLBRIGHT)) + RSurf_Light(s->dlightbits, m.numverts); + if (fogenabled) { -// if (!gl_flashblend.value) -// { - vec3_t org; - for (k=0 ; korigin, org); - R_MarkLights (org, &cl_dlights[k], 1<<(k&31), k >> 5, clmodel->nodes + clmodel->hulls[0].firstclipnode); - } -// } + for (i = 0, sv = svert;i < m.numverts;i++, sv++) + { + VectorSubtract(sv->v, r_origin, diff); + ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); + sv->c[0] *= ifog; + sv->c[1] *= ifog; + sv->c[2] *= ifog; + } } - else - vertexlit = true; - -e->angles[0] = -e->angles[0]; // stupid quake bug - softwaretransformforentity (e); -e->angles[0] = -e->angles[0]; // stupid quake bug + R_Mesh_Draw(&m); +} - // draw texture - for (j = 0;j < clmodel->nummodelsurfaces;j++, s++) +static void RSurfShader_Water_Pass_Glow(msurface_t *s) +{ + int i; + float diff[3], alpha, ifog; + surfvertex_t *v; + surfvert_t *sv; + rmeshinfo_t m; + alpha = s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value; + + memset(&m, 0, sizeof(m)); + m.transparent = alpha != 1 || s->currenttexture->fogtexture != NULL; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.numtriangles = s->mesh.numtriangles; + m.numverts = s->mesh.numverts; + m.index = s->mesh.index; + m.vertex = &svert[0].v[0]; + m.vertexstep = sizeof(surfvert_t); + m.cr = 1; + m.cg = 1; + m.cb = 1; + m.ca = alpha; + m.tex[0] = R_GetTexture(s->currenttexture->glowtexture); + m.texcoords[0] = &svert[0].st[0]; + m.texcoordstep[0] = sizeof(surfvert_t); + if (fogenabled) { - // find which side of the node we are on - pplane = s->plane; - - dot = DotProduct (modelorg, pplane->normal) - pplane->dist; + m.color = &svert[0].c[0]; + m.colorstep = sizeof(surfvert_t); + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + { + softwaretransform(v->v, sv->v); + if (r_waterripple.value) + sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255]; + sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); + sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); + VectorSubtract(sv->v, r_origin, diff); + ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); + sv->c[0] = m.cr * ifog; + sv->c[1] = m.cg * ifog; + sv->c[2] = m.cb * ifog; + sv->c[3] = m.ca; + } + } + else + { + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + { + softwaretransform(v->v, sv->v); + if (r_waterripple.value) + sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255]; + sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); + sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); + } + } + R_Mesh_Draw(&m); +} + +static void RSurfShader_Water_Pass_Fog(msurface_t *s) +{ + int i; + float alpha; + surfvertex_t *v; + surfvert_t *sv; + rmeshinfo_t m; + vec3_t diff; + alpha = s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value; + + memset(&m, 0, sizeof(m)); + m.transparent = alpha != 1 || s->currenttexture->fogtexture != NULL; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.numtriangles = s->mesh.numtriangles; + m.numverts = s->mesh.numverts; + m.index = s->mesh.index; + m.vertex = &svert[0].v[0]; + m.vertexstep = sizeof(surfvert_t); + m.color = &svert[0].c[0]; + m.colorstep = sizeof(surfvert_t); + m.tex[0] = R_GetTexture(s->currenttexture->fogtexture); + m.texcoords[0] = &svert[0].st[0]; + m.texcoordstep[0] = sizeof(surfvert_t); + + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + { + softwaretransform(v->v, sv->v); + if (r_waterripple.value) + sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255]; + if (m.tex[0]) + { + sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); + sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f); + } + VectorSubtract(sv->v, r_origin, diff); + sv->c[0] = fogcolor[0]; + sv->c[1] = fogcolor[1]; + sv->c[2] = fogcolor[2]; + sv->c[3] = alpha * exp(fogdensity/DotProduct(diff, diff)); + } + R_Mesh_Draw(&m); +} - // draw the polygon - if (((s->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) || - (!(s->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) +static int RSurfShader_Water(int stage, msurface_t *s) +{ + switch(stage) + { + case 0: + RSurfShader_Water_Pass_Base(s); + return false; + case 1: + if (s->currenttexture->glowtexture) + RSurfShader_Water_Pass_Glow(s); + return false; + case 2: + if (fogenabled) { - if (s->flags & SURF_DRAWSKY) - continue; - if (s->flags & SURF_DRAWTURB) + RSurfShader_Water_Pass_Fog(s); + return false; + } + else + return true; + default: + return true; + } +} + +static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *s) +{ + int i; + float diff[3], ifog; + surfvertex_t *v; + surfvert_t *sv; + rmeshinfo_t m; + + memset(&m, 0, sizeof(m)); + if (currentrenderentity->effects & EF_ADDITIVE) + { + m.transparent = true; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + } + else if (currentrenderentity != &cl_entities[0].render && (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)) + { + m.transparent = true; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + } + else + { + m.transparent = false; + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + } + m.numtriangles = s->mesh.numtriangles; + m.numverts = s->mesh.numverts; + m.index = s->mesh.index; + m.cr = 1; + if (lighthalf) + m.cr *= 2; + if (gl_combine.integer) + m.cr *= 4; + m.cg = m.cr; + m.cb = m.cr; + m.ca = 1; + m.tex[0] = R_GetTexture(s->currenttexture->texture); + m.tex[1] = R_GetTexture(s->lightmaptexture); + m.texcoords[0] = &s->mesh.vertex->st[0]; + m.texcoords[1] = &s->mesh.vertex->uv[0]; + m.texcoordstep[0] = sizeof(surfvertex_t); + m.texcoordstep[1] = sizeof(surfvertex_t); + if (fogenabled) + { + m.color = &svert[0].c[0]; + m.colorstep = sizeof(surfvert_t); + if (softwaretransform_complexity) + { + m.vertex = &svert[0].v[0]; + m.vertexstep = sizeof(surfvert_t); + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + { + softwaretransform(v->v, sv->v); + VectorSubtract(sv->v, r_origin, diff); + ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); + sv->c[0] = m.cr * ifog; + sv->c[1] = m.cg * ifog; + sv->c[2] = m.cb * ifog; + sv->c[3] = m.ca; + } + } + else + { + m.vertex = &s->mesh.vertex->v[0]; + m.vertexstep = sizeof(surfvertex_t); + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) { - glpoly_t *p; - int light, alpha, r = 0, g = 0, b = 0; - vec3_t shadecolor; + VectorSubtract(v->v, r_origin, diff); + ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); + sv->c[0] = m.cr * ifog; + sv->c[1] = m.cg * ifog; + sv->c[2] = m.cb * ifog; + sv->c[3] = m.ca; + } + } + } + else + { + if (softwaretransform_complexity) + { + m.vertex = &svert[0].v[0]; + m.vertexstep = sizeof(surfvert_t); + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + softwaretransform(v->v, sv->v); + } + else + { + m.vertex = &s->mesh.vertex->v[0]; + m.vertexstep = sizeof(surfvertex_t); + } + } + R_Mesh_Draw(&m); +} - if (s->flags & SURF_DRAWNOALPHA) - alpha = modelalpha*255.0f; - else - alpha = r_wateralpha.value*modelalpha*255.0f; - light = false; - if (s->flags & SURF_DRAWFULLBRIGHT || currententity->effects & EF_FULLBRIGHT) +static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *s) +{ + int i; + surfvertex_t *v; + surfvert_t *sv; + rmeshinfo_t m; + + memset(&m, 0, sizeof(m)); + m.transparent = false; + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + m.numtriangles = s->mesh.numtriangles; + m.numverts = s->mesh.numverts; + m.index = s->mesh.index; + if (lighthalf) + { + m.cr = 2; + m.cg = 2; + m.cb = 2; + } + else + { + m.cr = 1; + m.cg = 1; + m.cb = 1; + } + m.ca = 1; + m.tex[0] = R_GetTexture(s->currenttexture->texture); + m.texcoords[0] = &s->mesh.vertex->st[0]; + m.texcoordstep[0] = sizeof(surfvertex_t); + if (softwaretransform_complexity) + { + m.vertex = &svert[0].v[0]; + m.vertexstep = sizeof(surfvert_t); + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + softwaretransform(v->v, sv->v); + } + else + { + m.vertex = &s->mesh.vertex->v[0]; + m.vertexstep = sizeof(surfvertex_t); + } + R_Mesh_Draw(&m); +} + +static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *s) +{ + int i; + float diff[3], ifog; + surfvertex_t *v; + surfvert_t *sv; + rmeshinfo_t m; + + memset(&m, 0, sizeof(m)); + m.transparent = false; + m.blendfunc1 = GL_ZERO; + m.blendfunc2 = GL_SRC_COLOR; + m.numtriangles = s->mesh.numtriangles; + m.numverts = s->mesh.numverts; + m.index = s->mesh.index; + m.cr = 1; + if (lighthalf) + m.cr *= 2.0f; + m.cg = m.cr; + m.cb = m.cr; + m.ca = 1; + m.tex[0] = R_GetTexture(s->lightmaptexture); + m.texcoords[0] = &s->mesh.vertex->uv[0]; + m.texcoordstep[0] = sizeof(surfvertex_t); + if (fogenabled) + { + m.color = &svert[0].c[0]; + m.colorstep = sizeof(surfvert_t); + if (softwaretransform_complexity) + { + m.vertex = &svert[0].v[0]; + m.vertexstep = sizeof(surfvert_t); + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + { + softwaretransform(v->v, sv->v); + VectorSubtract(sv->v, r_origin, diff); + ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); + sv->c[0] = m.cr * ifog; + sv->c[1] = m.cg * ifog; + sv->c[2] = m.cb * ifog; + sv->c[3] = m.ca; + } + } + else + { + m.vertex = &s->mesh.vertex->v[0]; + m.vertexstep = sizeof(surfvertex_t); + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + { + VectorSubtract(v->v, r_origin, diff); + ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); + sv->c[0] = m.cr * ifog; + sv->c[1] = m.cg * ifog; + sv->c[2] = m.cb * ifog; + sv->c[3] = m.ca; + } + } + } + else + { + if (softwaretransform_complexity) + { + m.vertex = &svert[0].v[0]; + m.vertexstep = sizeof(surfvert_t); + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + softwaretransform(v->v, sv->v); + } + else + { + m.vertex = &s->mesh.vertex->v[0]; + m.vertexstep = sizeof(surfvertex_t); + } + } + R_Mesh_Draw(&m); +} + +static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *s) +{ + int i, size3; + float c[3], base[3], scale, diff[3], ifog; + surfvertex_t *v; + surfvert_t *sv; + rmeshinfo_t m; + byte *lm; + + size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3; + + base[0] = base[1] = base[2] = r_ambient.value * (1.0f / 128.0f); + + memset(&m, 0, sizeof(m)); + if (currentrenderentity->effects & EF_ADDITIVE) + { + m.transparent = true; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + } + else if (currentrenderentity != &cl_entities[0].render && (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)) + { + m.transparent = true; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + } + else + { + m.transparent = false; + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + } + m.numtriangles = s->mesh.numtriangles; + m.numverts = s->mesh.numverts; + m.index = s->mesh.index; + m.vertex = &svert[0].v[0]; + m.vertexstep = sizeof(surfvert_t); + m.color = &svert[0].c[0]; + m.colorstep = sizeof(surfvert_t); + m.tex[0] = R_GetTexture(s->currenttexture->texture); + m.texcoords[0] = &s->mesh.vertex->st[0]; + m.texcoordstep[0] = sizeof(surfvertex_t); + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + { + softwaretransform(v->v, sv->v); + VectorCopy(base, c); + if (s->styles[0] != 255) + { + lm = s->samples + v->lightmapoffset; + scale = d_lightstylevalue[s->styles[0]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (s->styles[1] != 255) + { + lm += size3; + scale = d_lightstylevalue[s->styles[1]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (s->styles[2] != 255) + { + lm += size3; + scale = d_lightstylevalue[s->styles[2]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (s->styles[3] != 255) + { + lm += size3; + scale = d_lightstylevalue[s->styles[3]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + } + } + } + } + sv->c[0] = c[0]; + sv->c[1] = c[1]; + sv->c[2] = c[2]; + sv->c[3] = currentrenderentity->alpha; + } + if (s->dlightframe == r_framecount) + RSurf_Light(s->dlightbits, m.numverts); + if (fogenabled) + { + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + { + VectorSubtract(sv->v, r_origin, diff); + ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); + sv->c[0] *= ifog; + sv->c[1] *= ifog; + sv->c[2] *= ifog; + } + } + R_Mesh_Draw(&m); +} + +static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *s) +{ + int i; + float diff[3], ifog; + surfvertex_t *v; + surfvert_t *sv; + rmeshinfo_t m; + + memset(&m, 0, sizeof(m)); + if (currentrenderentity->effects & EF_ADDITIVE) + { + m.transparent = true; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + } + else if (currentrenderentity != &cl_entities[0].render && (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)) + { + m.transparent = true; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + } + else + { + m.transparent = false; + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + } + m.numtriangles = s->mesh.numtriangles; + m.numverts = s->mesh.numverts; + m.index = s->mesh.index; + m.vertex = &svert[0].v[0]; + m.vertexstep = sizeof(surfvert_t); + m.tex[0] = R_GetTexture(s->currenttexture->texture); + m.texcoords[0] = &s->mesh.vertex->st[0]; + m.texcoordstep[0] = sizeof(surfvertex_t); + if (fogenabled) + { + m.color = &svert[0].c[0]; + m.colorstep = sizeof(surfvert_t); + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + { + softwaretransform(v->v, sv->v); + VectorSubtract(sv->v, r_origin, diff); + ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); + sv->c[0] = ifog; + sv->c[1] = ifog; + sv->c[2] = ifog; + sv->c[3] = currentrenderentity->alpha; + } + } + else + { + m.cr = m.cg = m.cb = 1; + m.ca = currentrenderentity->alpha; + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + softwaretransform(v->v, sv->v); + } + R_Mesh_Draw(&m); +} + +static void RSurfShader_Wall_Pass_Light(msurface_t *s) +{ + int i; + float diff[3], ifog; + surfvertex_t *v; + surfvert_t *sv; + rmeshinfo_t m; + + memset(&m, 0, sizeof(m)); + if (currentrenderentity->effects & EF_ADDITIVE) + m.transparent = true; + else if (currentrenderentity != &cl_entities[0].render && (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)) + m.transparent = true; + else + m.transparent = false; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.numtriangles = s->mesh.numtriangles; + m.numverts = s->mesh.numverts; + m.index = s->mesh.index; + m.vertex = &svert[0].v[0]; + m.vertexstep = sizeof(surfvert_t); + m.color = &svert[0].c[0]; + m.colorstep = sizeof(surfvert_t); + m.tex[0] = R_GetTexture(s->currenttexture->texture); + m.texcoords[0] = &s->mesh.vertex->st[0]; + m.texcoordstep[0] = sizeof(surfvertex_t); + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + { + softwaretransform(v->v, sv->v); + sv->c[0] = 0; + sv->c[1] = 0; + sv->c[2] = 0; + sv->c[3] = currentrenderentity->alpha; + } + if (RSurf_Light(s->dlightbits, m.numverts)) + { + if (fogenabled) + { + for (i = 0, sv = svert;i < m.numverts;i++, sv++) + { + VectorSubtract(sv->v, r_origin, diff); + ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); + sv->c[0] *= ifog; + sv->c[1] *= ifog; + sv->c[2] *= ifog; + } + } + R_Mesh_Draw(&m); + } +} + +static void RSurfShader_Wall_Pass_Glow(msurface_t *s) +{ + int i; + float diff[3], ifog; + surfvertex_t *v; + surfvert_t *sv; + rmeshinfo_t m; + + memset(&m, 0, sizeof(m)); + if (currentrenderentity->effects & EF_ADDITIVE) + m.transparent = true; + else if (currentrenderentity != &cl_entities[0].render && (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)) + m.transparent = true; + else + m.transparent = false; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.numtriangles = s->mesh.numtriangles; + m.numverts = s->mesh.numverts; + m.index = s->mesh.index; + m.cr = 1; + m.cg = 1; + m.cb = 1; + m.ca = currentrenderentity->alpha; + m.tex[0] = R_GetTexture(s->currenttexture->glowtexture); + m.texcoords[0] = &s->mesh.vertex->st[0]; + m.texcoordstep[0] = sizeof(surfvertex_t); + if (fogenabled) + { + m.color = &svert[0].c[0]; + m.colorstep = sizeof(surfvert_t); + if (softwaretransform_complexity) + { + m.vertex = &svert[0].v[0]; + m.vertexstep = sizeof(surfvert_t); + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + { + softwaretransform(v->v, sv->v); + VectorSubtract(sv->v, r_origin, diff); + ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); + sv->c[0] = m.cr * ifog; + sv->c[1] = m.cg * ifog; + sv->c[2] = m.cb * ifog; + sv->c[3] = m.ca; + } + } + else + { + m.vertex = &s->mesh.vertex->v[0]; + m.vertexstep = sizeof(surfvertex_t); + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + { + VectorSubtract(v->v, r_origin, diff); + ifog = 1 - exp(fogdensity/DotProduct(diff, diff)); + sv->c[0] = m.cr * ifog; + sv->c[1] = m.cg * ifog; + sv->c[2] = m.cb * ifog; + sv->c[3] = m.ca; + } + } + } + else + { + if (softwaretransform_complexity) + { + m.vertex = &svert[0].v[0]; + m.vertexstep = sizeof(surfvert_t); + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + softwaretransform(v->v, sv->v); + } + else + { + m.vertex = &s->mesh.vertex->v[0]; + m.vertexstep = sizeof(surfvertex_t); + } + } + R_Mesh_Draw(&m); +} + +static void RSurfShader_Wall_Pass_Fog(msurface_t *s) +{ + int i; + surfvertex_t *v; + surfvert_t *sv; + rmeshinfo_t m; + vec3_t diff; + + memset(&m, 0, sizeof(m)); + if (currentrenderentity->effects & EF_ADDITIVE) + m.transparent = true; + else if (currentrenderentity != &cl_entities[0].render && (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)) + m.transparent = true; + else + m.transparent = false; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.numtriangles = s->mesh.numtriangles; + m.numverts = s->mesh.numverts; + m.index = s->mesh.index; + m.color = &svert[0].c[0]; + m.colorstep = sizeof(surfvert_t); + m.tex[0] = R_GetTexture(s->currenttexture->fogtexture); + m.texcoords[0] = &s->mesh.vertex->st[0]; + m.texcoordstep[0] = sizeof(surfvertex_t); + if (softwaretransform_complexity) + { + m.vertex = &svert[0].v[0]; + m.vertexstep = sizeof(surfvert_t); + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + { + softwaretransform(v->v, sv->v); + VectorSubtract(sv->v, r_origin, diff); + sv->c[0] = fogcolor[0]; + sv->c[1] = fogcolor[1]; + sv->c[2] = fogcolor[2]; + sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff)); + } + } + else + { + m.vertex = &s->mesh.vertex->v[0]; + m.vertexstep = sizeof(surfvertex_t); + for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++) + { + VectorSubtract(v->v, r_origin, diff); + sv->c[0] = fogcolor[0]; + sv->c[1] = fogcolor[1]; + sv->c[2] = fogcolor[2]; + sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff)); + } + } + R_Mesh_Draw(&m); +} + +static int RSurfShader_Wall_Fullbright(int stage, msurface_t *s) +{ + switch(stage) + { + case 0: + RSurfShader_Wall_Pass_BaseFullbright(s); + return false; + case 1: + if (s->currenttexture->glowtexture) + RSurfShader_Wall_Pass_Glow(s); + return false; + default: + return true; + } +} + +static int RSurfShader_Wall_Vertex(int stage, msurface_t *s) +{ + switch(stage) + { + case 0: + RSurfShader_Wall_Pass_BaseVertex(s); + return false; + case 1: + if (s->currenttexture->glowtexture) + RSurfShader_Wall_Pass_Glow(s); + return false; + default: + return true; + } +} + +static int RSurfShader_Wall_Lightmap(int stage, msurface_t *s) +{ + if (r_vertexsurfaces.integer) + { + switch(stage) + { + case 0: + RSurfShader_Wall_Pass_BaseVertex(s); + return false; + case 1: + if (s->currenttexture->glowtexture) + RSurfShader_Wall_Pass_Glow(s); + return false; + default: + return true; + } + } + else if (r_multitexture.integer) + { + if (r_dlightmap.integer) + { + switch(stage) + { + case 0: + RSurfShader_Wall_Pass_BaseMTex(s); + return false; + case 1: + if (s->currenttexture->glowtexture) + RSurfShader_Wall_Pass_Glow(s); + return false; + default: + return true; + } + } + else + { + switch(stage) + { + case 0: + RSurfShader_Wall_Pass_BaseMTex(s); + return false; + case 1: + if (s->dlightframe == r_framecount) + RSurfShader_Wall_Pass_Light(s); + return false; + case 2: + if (s->currenttexture->glowtexture) + RSurfShader_Wall_Pass_Glow(s); + return false; + default: + return true; + } + } + } + else if (currentrenderentity != &cl_entities[0].render && (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE)) + { + switch(stage) + { + case 0: + RSurfShader_Wall_Pass_BaseVertex(s); + return false; + case 1: + if (s->currenttexture->glowtexture) + RSurfShader_Wall_Pass_Glow(s); + return false; + default: + return true; + } + } + else + { + if (r_dlightmap.integer) + { + switch(stage) + { + case 0: + RSurfShader_Wall_Pass_BaseTexture(s); + return false; + case 1: + RSurfShader_Wall_Pass_BaseLightmap(s); + return false; + case 2: + if (s->currenttexture->glowtexture) + RSurfShader_Wall_Pass_Glow(s); + return false; + default: + return true; + } + } + else + { + switch(stage) + { + case 0: + RSurfShader_Wall_Pass_BaseTexture(s); + return false; + case 1: + RSurfShader_Wall_Pass_BaseLightmap(s); + return false; + case 2: + if (s->dlightframe == r_framecount) + RSurfShader_Wall_Pass_Light(s); + return false; + case 3: + if (s->currenttexture->glowtexture) + RSurfShader_Wall_Pass_Glow(s); + return false; + default: + return true; + } + } + } +} + +static int RSurfShader_Wall_Fog(int stage, msurface_t *s) +{ + if (stage == 0 && fogenabled) + { + RSurfShader_Wall_Pass_Fog(s); + return false; + } + else + return true; +} + +/* +============================================================= + + WORLD MODEL + +============================================================= +*/ + +static void RSurf_Callback(void *data, void *junk) +{ + ((msurface_t *)data)->visframe = r_framecount; +} + +static void R_SolidWorldNode (void) +{ + if (r_viewleaf->contents != CONTENTS_SOLID) + { + int portalstack; + mportal_t *p, *pstack[8192]; + msurface_t *surf, **mark, **endmark; + mleaf_t *leaf; + tinyplane_t plane; + // LordHavoc: portal-passage worldnode; follows portals leading + // outward from viewleaf, if a portal leads offscreen it is not + // followed, in indoor maps this can often cull a great deal of + // geometry away when pvs data is not present (useful with pvs as well) + + leaf = r_viewleaf; + leaf->worldnodeframe = r_framecount; + portalstack = 0; + loc0: + c_leafs++; + + leaf->visframe = r_framecount; + + if (leaf->nummarksurfaces) + { + mark = leaf->firstmarksurface; + endmark = mark + leaf->nummarksurfaces; + if (r_ser.integer) + { + do { - if (lighthalf) + surf = *mark++; + // make sure surfaces are only processed once + if (surf->worldnodeframe == r_framecount) + continue; + surf->worldnodeframe = r_framecount; + if (PlaneDist(r_origin, surf->plane) < surf->plane->dist) { - r = 128.0f * currententity->colormod[0]; - g = 128.0f * currententity->colormod[1]; - b = 128.0f * currententity->colormod[2]; + if (surf->flags & SURF_PLANEBACK) + { + VectorNegate(surf->plane->normal, plane.normal); + plane.dist = -surf->plane->dist; + R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane); + } } else { - r = 255.0f * currententity->colormod[0]; - g = 255.0f * currententity->colormod[1]; - b = 255.0f * currententity->colormod[2]; + if (!(surf->flags & SURF_PLANEBACK)) + R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane); } } - else if (s->dlightframe == r_dlightframecount && r_dynamic.value) - light = true; - else + while (mark < endmark); + } + else + { + do { - if (lighthalf) + surf = *mark++; + // make sure surfaces are only processed once + if (surf->worldnodeframe == r_framecount) + continue; + surf->worldnodeframe = r_framecount; + if (PlaneDist(r_origin, surf->plane) < surf->plane->dist) { - r = 64.0f * currententity->colormod[0]; - g = 64.0f * currententity->colormod[1]; - b = 64.0f * currententity->colormod[2]; + if (surf->flags & SURF_PLANEBACK) + surf->visframe = r_framecount; } else { - r = 128.0f * currententity->colormod[0]; - g = 128.0f * currententity->colormod[1]; - b = 128.0f * currententity->colormod[2]; + if (!(surf->flags & SURF_PLANEBACK)) + surf->visframe = r_framecount; } } - for (p=s->polys ; p ; p=p->next) + while (mark < endmark); + } + } + + // follow portals into other leafs + p = leaf->portals; + for (;p;p = p->next) + { + if (DotProduct(r_origin, p->plane.normal) < p->plane.dist) + { + leaf = p->past; + if (leaf->worldnodeframe != r_framecount) { - // FIXME: could be a transparent water texture - transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE) + leaf->worldnodeframe = r_framecount; + if (leaf->contents != CONTENTS_SOLID) { - softwaretransform(v, nv); - if (r_waterripple.value) - nv[2] += r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f); - if (light) + if (R_NotCulledBox(leaf->mins, leaf->maxs)) { - shadecolor[0] = shadecolor[1] = shadecolor[2] = 128; - R_DynamicLightPoint(shadecolor, nv, s->dlightbits); - if (lighthalf) - { - r = (int) ((float) (shadecolor[0] * currententity->colormod[0])) >> 1; - g = (int) ((float) (shadecolor[1] * currententity->colormod[1])) >> 1; - b = (int) ((float) (shadecolor[2] * currententity->colormod[2])) >> 1; - } - else - { - r = (int) ((float) (shadecolor[0] * currententity->colormod[0])); - g = (int) ((float) (shadecolor[1] * currententity->colormod[1])); - b = (int) ((float) (shadecolor[2] * currententity->colormod[2])); - } + p->visframe = r_framecount; + pstack[portalstack++] = p; + goto loc0; + + loc1: + p = pstack[--portalstack]; } - transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha); } - transpolyend(); } - continue; } - t = R_TextureAnimation (s->texinfo->texture); - v = s->polys->verts[0]; - if (vertexlit || s->texinfo->texture->transparent) + } + + if (portalstack) + goto loc1; + } + else + { + mnode_t *nodestack[8192], *node = cl.worldmodel->nodes; + int nodestackpos = 0; + // LordHavoc: recursive descending worldnode; if portals are not + // available, this is a good last resort, can cull large amounts of + // geometry, but is more time consuming than portal-passage and renders + // things behind walls + +loc2: + if (R_NotCulledBox(node->mins, node->maxs)) + { + if (node->numsurfaces) { - // FIXME: could be a transparent water texture - transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - if ((currententity->effects & EF_FULLBRIGHT) || !s->samples) + if (r_ser.integer) { - for (i = 0;i < s->polys->numverts;i++, v += VERTEXSIZE) + msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces; + tinyplane_t plane; + if (PlaneDiff (r_origin, node->plane) < 0) + { + for (;surf < surfend;surf++) + { + if (surf->flags & SURF_PLANEBACK) + { + VectorNegate(surf->plane->normal, plane.normal); + plane.dist = -surf->plane->dist; + R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, &plane); + } + } + } + else { - softwaretransform(v, nv); - transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], 255,255,255,modelalpha*255.0f); + for (;surf < surfend;surf++) + { + if (!(surf->flags & SURF_PLANEBACK)) + R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane); + } } } else { - smax = (s->extents[0]>>4)+1; - tmax = (s->extents[1]>>4)+1; - size3 = smax*tmax*3; // *3 for colored lighting - for (i = 0;i < s->polys->numverts;i++, v += VERTEXSIZE) + msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces; + if (PlaneDiff (r_origin, node->plane) < 0) { - shadecolor[0] = shadecolor[1] = shadecolor[2] = 0; - lm = (byte *)((long) s->samples + ((int) v[8] * smax + (int) v[7]) * 3); // LordHavoc: *3 for colored lighting - for (maps = 0;maps < MAXLIGHTMAPS && s->styles[maps] != 255;maps++) - { - scale = d_lightstylevalue[s->styles[maps]] * (1.0 / 128.0); - shadecolor[0] += lm[0] * scale; - shadecolor[1] += lm[1] * scale; - shadecolor[2] += lm[2] * scale; - lm += size3; // LordHavoc: *3 for colored lighting - } - softwaretransform(v, nv); - R_DynamicLightPointNoMask(shadecolor, nv); // LordHavoc: dynamic lighting - if (lighthalf) + for (;surf < surfend;surf++) { - transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], (int) shadecolor[0] >> 1, (int) shadecolor[1] >> 1, (int) shadecolor[2] >> 1, modelalpha*255.0f); + if (surf->flags & SURF_PLANEBACK) + surf->visframe = r_framecount; } - else + } + else + { + for (;surf < surfend;surf++) { - transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], shadecolor[0], shadecolor[1], shadecolor[2], modelalpha*255.0f); + if (!(surf->flags & SURF_PLANEBACK)) + surf->visframe = r_framecount; } } } - transpolyend(); + } + + // recurse down the children + if (node->children[0]->contents >= 0) + { + if (node->children[1]->contents >= 0) + { + if (nodestackpos < 8192) + nodestack[nodestackpos++] = node->children[1]; + node = node->children[0]; + goto loc2; + } + else + ((mleaf_t *)node->children[1])->visframe = r_framecount; + node = node->children[0]; + goto loc2; } else { - // check for lightmap modification - if (r_dynamic.value) + ((mleaf_t *)node->children[0])->visframe = r_framecount; + if (node->children[1]->contents >= 0) { - if (s->dlightframe == r_framecount || s->cached_dlight || lighthalf != s->cached_lighthalf) // dynamic this frame or previously, or lighthalf changed - R_UpdateLightmap(s, s->lightmaptexturenum); - else - for (maps = 0 ; maps < MAXLIGHTMAPS && s->styles[maps] != 255 ; maps++) - if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps]) - { - R_UpdateLightmap(s, s->lightmaptexturenum); - break; - } + node = node->children[1]; + goto loc2; } - if (currentwallpoly < MAX_WALLPOLYS && (currentwallvert + s->polys->numverts) <= MAX_WALLVERTS) + else if (nodestackpos > 0) { - wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum; - wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum; - wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum; - wallpoly[currentwallpoly].firstvert = currentwallvert; - wallpoly[currentwallpoly++].verts = s->polys->numverts; - for (i = 0;ipolys->numverts;i++, v += VERTEXSIZE) - { - softwaretransform(v, wallvert[currentwallvert].vert); - wallvert[currentwallvert].s = v[3]; - wallvert[currentwallvert].t = v[4]; - wallvert[currentwallvert].u = v[5]; - wallvert[currentwallvert++].v = v[6]; - } + ((mleaf_t *)node->children[1])->visframe = r_framecount; + node = nodestack[--nodestackpos]; + goto loc2; } } } + else if (nodestackpos > 0) + { + node = nodestack[--nodestackpos]; + goto loc2; + } } - UploadLightmaps(); } -/* -============================================================= - - WORLD MODEL - -============================================================= -*/ - -void R_StoreEfrags (efrag_t **ppefrag); +static int r_portalframecount = 0; -/* -================ -R_RecursiveWorldNode -================ -*/ -//extern qboolean R_CullBox (vec3_t mins, vec3_t maxs); -/* -void R_RecursiveWorldNode (mnode_t *node) +static void R_PVSWorldNode() { - int c, side; - double dot; - + int portalstack, i; + mportal_t *p, *pstack[8192]; + msurface_t *surf, **mark, **endmark; + mleaf_t *leaf; + tinyplane_t plane; + byte *worldvis; + + worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel); + + leaf = r_viewleaf; + leaf->worldnodeframe = r_framecount; + portalstack = 0; loc0: -// if a leaf node, draw stuff - if (node->contents < 0) - { - mleaf_t *pleaf; - pleaf = (mleaf_t *)node; - - if (c = pleaf->nummarksurfaces) - { - msurface_t **mark; - mark = pleaf->firstmarksurface; - do - { - (*mark)->visframe = r_framecount; - mark++; - } while (--c); - } - - // deal with model fragments in this leaf - if (pleaf->efrags) - R_StoreEfrags (&pleaf->efrags); + c_leafs++; - return; - } + leaf->visframe = r_framecount; -// node is just a decision point, so go down the apropriate sides - -// find which side of the node we are on - dot = (node->plane->type < 3 ? modelorg[node->plane->type] : DotProduct (modelorg, node->plane->normal)) - node->plane->dist; - -// recurse down the children, front side first - side = dot < 0; - // LordHavoc: save a stack frame by avoiding a call -// if (node->children[side]->contents != CONTENTS_SOLID && node->children[side]->visframe == r_visframecount && !R_CullBox (node->children[side]->minmaxs, node->children[side]->minmaxs+3)) - // LordHavoc: inlined further to reduce conditions - if (node->children[side]->contents != CONTENTS_SOLID - && node->children[side]->visframe == r_visframecount - && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2 - && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2 - && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2 - && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2) - R_RecursiveWorldNode (node->children[side]); - - // backside - side = dot >= 0; -// draw stuff - if (c = node->numsurfaces) + if (leaf->nummarksurfaces) { - msurface_t *surf; - surf = cl.worldmodel->surfaces + node->firstsurface; - - // LordHavoc: caused a crash due to texsort (it could render twice...) - // back side - //side = dot >= -BACKFACE_EPSILON; - if (dot < 0) + mark = leaf->firstmarksurface; + endmark = mark + leaf->nummarksurfaces; + if (r_ser.integer) { - for (;c;c--, surf++) + do { - if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK)) + surf = *mark++; + // make sure surfaces are only processed once + if (surf->worldnodeframe == r_framecount) + continue; + surf->worldnodeframe = r_framecount; + if (PlaneDist(r_origin, surf->plane) < surf->plane->dist) + { + if (surf->flags & SURF_PLANEBACK) + { + VectorNegate(surf->plane->normal, plane.normal); + plane.dist = -surf->plane->dist; + R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane); + } + } + else { - surf->texturechain = surf->texinfo->texture->texturechain; - surf->texinfo->texture->texturechain = surf; + if (!(surf->flags & SURF_PLANEBACK)) + R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane); } } + while (mark < endmark); } else { - for (;c;c--, surf++) + do { - if (surf->visframe == r_framecount && (!(surf->flags & SURF_PLANEBACK))) + surf = *mark++; + // make sure surfaces are only processed once + if (surf->worldnodeframe == r_framecount) + continue; + surf->worldnodeframe = r_framecount; + if (PlaneDist(r_origin, surf->plane) < surf->plane->dist) { - surf->texturechain = surf->texinfo->texture->texturechain; - surf->texinfo->texture->texturechain = surf; + if (surf->flags & SURF_PLANEBACK) + surf->visframe = r_framecount; + } + else + { + if (!(surf->flags & SURF_PLANEBACK)) + surf->visframe = r_framecount; } } + while (mark < endmark); } } -// recurse down the back side - // LordHavoc: save a stack frame by avoiding a call -// if (node->children[side]->contents != CONTENTS_SOLID && node->children[side]->visframe == r_visframecount && !R_CullBox (node->children[side]->minmaxs, node->children[side]->minmaxs+3)) - // LordHavoc: inlined further to reduce conditions - if (node->children[side]->contents != CONTENTS_SOLID - && node->children[side]->visframe == r_visframecount - && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2 - && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2 - && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2 - && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2) - { - node = node->children[side]; - goto loc0; - } -// R_RecursiveWorldNode (node->children[side]); -} -*/ - -extern int c_nodes; -void R_WorldNode () -{ - int c, side; - double dot; - struct - { - double dot; - mnode_t *node; - } nodestack[1024]; - int s = 0; - mnode_t *node; - - if (!(node = cl.worldmodel->nodes)) - return; - - while(1) + // follow portals into other leafs + for (p = leaf->portals;p;p = p->next) { - // if a leaf node, draw stuff - c_nodes++; - if (node->contents < 0) + if (DotProduct(r_origin, p->plane.normal) < p->plane.dist) { - if (node->contents != CONTENTS_SOLID) + leaf = p->past; + if (leaf->worldnodeframe != r_framecount) { - mleaf_t *pleaf; - pleaf = (mleaf_t *)node; - - if ((c = pleaf->nummarksurfaces)) + leaf->worldnodeframe = r_framecount; + if (leaf->contents != CONTENTS_SOLID) { - msurface_t **mark; - mark = pleaf->firstmarksurface; - do + i = (leaf - cl.worldmodel->leafs) - 1; + if (worldvis[i>>3] & (1<<(i&7))) { - (*mark)->visframe = r_framecount; - mark++; - } while (--c); - } - - // deal with model fragments in this leaf - if (pleaf->efrags) - R_StoreEfrags (&pleaf->efrags); - } - - if (!s) - break; - node = nodestack[--s].node; - dot = nodestack[s].dot; - goto loc0; - } - - // node is just a decision point, so go down the apropriate sides - - // find which side of the node we are on - dot = (node->plane->type < 3 ? modelorg[node->plane->type] : DotProduct (modelorg, node->plane->normal)) - node->plane->dist; - - // recurse down the children, front side first - side = dot < 0; - if (node->children[side]->visframe == r_visframecount - && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2 - && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2 - && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2 - && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2) - { - nodestack[s].node = node; - nodestack[s++].dot = dot; - node = node->children[side]; - continue; - } -loc0: - - // backside - side = dot >= 0; - // draw stuff - if ((c = node->numsurfaces)) - { - msurface_t *surf; - surf = cl.worldmodel->surfaces + node->firstsurface; + if (R_NotCulledBox(leaf->mins, leaf->maxs)) + { + pstack[portalstack++] = p; + goto loc0; - if (side) - { - for (;c;c--, surf++) - { - if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK)) - { - surf->texturechain = surf->texinfo->texture->texturechain; - surf->texinfo->texture->texturechain = surf; - } - } - } - else - { - for (;c;c--, surf++) - { - if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK)) - { - surf->texturechain = surf->texinfo->texture->texturechain; - surf->texinfo->texture->texturechain = surf; +loc1: + p = pstack[--portalstack]; + } } } } } - - // recurse down the back side - if (node->children[side]->visframe == r_visframecount - && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2 - && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2 - && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2 - && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2) - { - node = node->children[side]; - continue; - } - - if (!s) - break; - node = nodestack[--s].node; - dot = nodestack[s].dot; - goto loc0; } + + if (portalstack) + goto loc1; } +Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex, RSurfShader_Wall_Fog}, NULL}; +Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap, RSurfShader_Wall_Fog}, NULL}; +Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright, RSurfShader_Wall_Fog}, NULL}; +Cshader_t Cshader_water = {{NULL, RSurfShader_Water, NULL}, NULL}; +Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL, NULL}, NULL}; -/* -============= -R_DrawWorld -============= -*/ -void R_DrawWorld (void) +int Cshader_count = 5; +Cshader_t *Cshaders[5] = { - entity_t ent; + &Cshader_wall_vertex, + &Cshader_wall_lightmap, + &Cshader_wall_fullbright, + &Cshader_water, + &Cshader_sky +}; - memset (&ent, 0, sizeof(ent)); - ent.model = cl.worldmodel; - ent.colormod[0] = ent.colormod[1] = ent.colormod[2] = 1; - modelalpha = ent.alpha = 1; - ent.scale = 1; +void R_PrepareSurfaces(void) +{ + int i; + texture_t *t; + model_t *model; + msurface_t *surf; - VectorCopy (r_refdef.vieworg, modelorg); + for (i = 0;i < Cshader_count;i++) + Cshaders[i]->chain = NULL; - currententity = &ent; + model = currentrenderentity->model; - softwaretransformidentity(); // LordHavoc: clear transform - skyisvisible = false; + for (i = 0;i < model->nummodelsurfaces;i++) + { + surf = model->modelsortedsurfaces[i]; + if (surf->visframe == r_framecount) + { + if (surf->insertframe != r_framecount) + { + surf->insertframe = r_framecount; + c_faces++; + // manually inlined R_TextureAnimation + //t = R_TextureAnimation(surf->texinfo->texture); + t = surf->texinfo->texture; + if (t->alternate_anims != NULL && currentrenderentity->frame) + t = t->alternate_anims; + if (t->anim_total >= 2) + t = t->anim_frames[(int)(cl.time * 5.0f) % t->anim_total]; + surf->currenttexture = t; + } - if (cl.worldmodel) - R_WorldNode (); + surf->chain = surf->shader->chain; + surf->shader->chain = surf; + } + } +} - glClear (GL_DEPTH_BUFFER_BIT); +void R_DrawSurfaces (int type) +{ + int i, stage; + msurface_t *surf; + Cshader_t *shader; - DrawTextureChains (); + for (i = 0;i < Cshader_count;i++) + { + shader = Cshaders[i]; + if (shader->chain && shader->shaderfunc[type]) + for (stage = 0;stage < 1000;stage++) + for (surf = shader->chain;surf;surf = surf->chain) + if (shader->shaderfunc[type](stage, surf)) + goto done; +done:; + } +} - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +void R_DrawSurfacesAll (void) +{ + R_DrawSurfaces(SHADERSTAGE_SKY); + R_DrawSurfaces(SHADERSTAGE_NORMAL); + R_DrawSurfaces(SHADERSTAGE_FOG); } +static float portalpointbuffer[256][3]; -/* -=============== -R_MarkLeaves -=============== -*/ -void R_MarkLeaves (void) +void R_DrawPortals(void) { - byte *vis; - mnode_t *node; - int i; - - if (r_oldviewleaf == r_viewleaf && !r_novis.value) + int drawportals, i; +// mleaf_t *leaf, *endleaf; + mportal_t *portal, *endportal; + mvertex_t *point/*, *endpoint*/; + rmeshinfo_t m; + drawportals = r_drawportals.integer; + if (drawportals < 1) return; - - r_visframecount++; - r_oldviewleaf = r_viewleaf; - - if (r_novis.value) + /* + leaf = cl.worldmodel->leafs; + endleaf = leaf + cl.worldmodel->numleafs; + for (;leaf < endleaf;leaf++) { - for (i=0 ; inumleafs ; i++) + if (leaf->visframe == r_framecount && leaf->portals) { - node = (mnode_t *)&cl.worldmodel->leafs[i+1]; - do + i = leaf - cl.worldmodel->leafs; + r = (i & 0x0007) << 5; + g = (i & 0x0038) << 2; + b = (i & 0x01C0) >> 1; + portal = leaf->portals; + while (portal) { - if (node->visframe == r_visframecount) - break; - node->visframe = r_visframecount; - node = node->parent; - } while (node); + transpolybegin(0, 0, 0, TPOLYTYPE_ALPHA); + point = portal->points + portal->numpoints - 1; + endpoint = portal->points; + for (;point >= endpoint;point--) + transpolyvertub(point->position[0], point->position[1], point->position[2], 0, 0, r, g, b, 32); + transpolyend(); + portal = portal->next; + } } } - else + */ + memset(&m, 0, sizeof(m)); + m.transparent = true; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + m.vertex = &portalpointbuffer[0][0]; + m.vertexstep = sizeof(float[3]); + m.ca = 0.125; + for (portal = cl.worldmodel->portals, endportal = portal + cl.worldmodel->numportals;portal < endportal;portal++) { - vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel); - - for (i=0 ; inumleafs ; i++) + if (portal->visframe == r_portalframecount) { - if (vis[i>>3] & (1<<(i&7))) + if (portal->numpoints <= 256) { - node = (mnode_t *)&cl.worldmodel->leafs[i+1]; - do + i = portal - cl.worldmodel->portals; + m.cr = ((i & 0x0007) >> 0) * (1.0f / 7.0f); + m.cg = ((i & 0x0038) >> 3) * (1.0f / 7.0f); + m.cb = ((i & 0x01C0) >> 6) * (1.0f / 7.0f); + point = portal->points; + if (PlaneDiff(r_origin, (&portal->plane)) > 0) + { + for (i = portal->numpoints - 1;i >= 0;i--) + VectorCopy(point[i].position, portalpointbuffer[i]); + } + else { - if (node->visframe == r_visframecount) - break; - node->visframe = r_visframecount; - node = node->parent; - } while (node); + for (i = 0;i < portal->numpoints;i++) + VectorCopy(point[i].position, portalpointbuffer[i]); + } + R_Mesh_DrawPolygon(&m, portal->numpoints); } } } } - - -/* -============================================================================= - - LIGHTMAP ALLOCATION - -============================================================================= -*/ - -// returns a texture number and the position inside it -int AllocBlock (int w, int h, int *x, int *y) +void R_SetupForBModelRendering(void) { - int i, j; - int best, best2; - int texnum; - - for (texnum=0 ; texnum= best) - break; - if (allocated[texnum][i+j] > best2) - best2 = allocated[texnum][i+j]; - } - if (j == w) - { // this is a valid spot - *x = i; - *y = best = best2; - } - } + // because bmodels can be reused, we have to decide which things to render + // from scratch every time - if (best + h > BLOCK_HEIGHT) - continue; + model = currentrenderentity->model; - if (nosubimagefragments || nosubimage) - { - if (!lightmaps[texnum]) - lightmaps[texnum] = calloc(BLOCK_WIDTH*BLOCK_HEIGHT*4, 1); - } - // LordHavoc: clear texture to blank image, fragments are uploaded using subimage - else if (!allocated[texnum][0]) - { - byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*3]; - memset(blank, 0, sizeof(blank)); - glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - if (lightmaprgba) - glTexImage2D (GL_TEXTURE_2D, 0, 4, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank); - else - glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank); - } - - for (i=0 ; inummodelsurfaces;i++) + { + s = model->modelsortedsurfaces[i]; + if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0)) + s->visframe = r_framecount; + else + s->visframe = -1; + s->worldnodeframe = -1; + s->lightframe = -1; + s->dlightframe = -1; + s->insertframe = -1; } - - Sys_Error ("AllocBlock: full"); - return 0; } +void R_SetupForWorldRendering(void) +{ + // there is only one instance of the world, but it can be rendered in + // multiple stages -mvertex_t *r_pcurrentvertbase; -model_t *currentmodel; - -int nColinElim; + currentrenderentity = &cl_entities[0].render; + softwaretransformidentity(); +} -/* -================ -BuildSurfaceDisplayList -================ -*/ -void BuildSurfaceDisplayList (msurface_t *fa) +static void R_SurfMarkLights (void) { - int i, lindex, lnumverts; - medge_t *pedges, *r_pedge; - int vertpage; - float *vec; - float s, t; - glpoly_t *poly; - -// reconstruct the polygon - pedges = currentmodel->edges; - lnumverts = fa->numedges; - vertpage = 0; - - // - // draw texture - // - poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float)); - poly->next = fa->polys; - poly->flags = fa->flags; - fa->polys = poly; - poly->numverts = lnumverts; - - for (i=0 ; isurfedges[fa->firstedge + i]; + int i; + msurface_t *s; - if (lindex > 0) - { - r_pedge = &pedges[lindex]; - vec = r_pcurrentvertbase[r_pedge->v[0]].position; - } - else - { - r_pedge = &pedges[-lindex]; - vec = r_pcurrentvertbase[r_pedge->v[1]].position; - } - s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3]; - s /= fa->texinfo->texture->width; - - t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3]; - t /= fa->texinfo->texture->height; - - VectorCopy (vec, poly->verts[i]); - poly->verts[i][3] = s; - poly->verts[i][4] = t; - - // - // lightmap texture coordinates - // - s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3]; - s -= fa->texturemins[0]; - poly->verts[i][7] = bound(0l, ((int)s>>4), (fa->extents[0]>>4)); // LordHavoc: raw lightmap coordinates - s += fa->light_s*16; - s += 8; - s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width; - - t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3]; - t -= fa->texturemins[1]; - poly->verts[i][8] = bound(0l, ((int)t>>4), (fa->extents[1]>>4)); // LordHavoc: raw lightmap coordinates - t += fa->light_t*16; - t += 8; - t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height; - - poly->verts[i][5] = s; - poly->verts[i][6] = t; - } + if (r_dynamic.integer) + R_MarkLights(); - // - // remove co-linear points - Ed - // - /* - if (!gl_keeptjunctions.value) + if (!r_vertexsurfaces.integer) { - for (i = 0 ; i < lnumverts ; ++i) + for (i = 0;i < currentrenderentity->model->nummodelsurfaces;i++) { - vec3_t v1, v2; - float *prev, *this, *next; - - prev = poly->verts[(i + lnumverts - 1) % lnumverts]; - this = poly->verts[i]; - next = poly->verts[(i + 1) % lnumverts]; - - VectorSubtract( this, prev, v1 ); - VectorNormalize( v1 ); - VectorSubtract( next, prev, v2 ); - VectorNormalize( v2 ); - - // skip co-linear points - #define COLINEAR_EPSILON 0.001 - if ((fabs( v1[0] - v2[0] ) <= COLINEAR_EPSILON) && - (fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) && - (fabs( v1[2] - v2[2] ) <= COLINEAR_EPSILON)) + s = currentrenderentity->model->modelsortedsurfaces[i]; + if (s->visframe == r_framecount && s->lightmaptexture != NULL) { - int j; - for (j = i + 1; j < lnumverts; ++j) + if (s->cached_dlight + || s->cached_ambient != r_ambient.value + || s->cached_lightscalebit != lightscalebit) + R_BuildLightMap(s, false); // base lighting changed + else if (r_dynamic.integer) { - int k; - for (k = 0; k < VERTEXSIZE; ++k) - poly->verts[j - 1][k] = poly->verts[j][k]; + if (s->styles[0] != 255 && (d_lightstylevalue[s->styles[0]] != s->cached_light[0] + || (s->styles[1] != 255 && (d_lightstylevalue[s->styles[1]] != s->cached_light[1] + || (s->styles[2] != 255 && (d_lightstylevalue[s->styles[2]] != s->cached_light[2] + || (s->styles[3] != 255 && (d_lightstylevalue[s->styles[3]] != s->cached_light[3])))))))) + //if (s->cached_light[0] != d_lightstylevalue[s->styles[0]] + // || s->cached_light[1] != d_lightstylevalue[s->styles[1]] + // || s->cached_light[2] != d_lightstylevalue[s->styles[2]] + // || s->cached_light[3] != d_lightstylevalue[s->styles[3]]) + R_BuildLightMap(s, false); // base lighting changed + else if (s->dlightframe == r_framecount && r_dlightmap.integer) + R_BuildLightMap(s, true); // only dlights } - --lnumverts; - ++nColinElim; - // retry next vertex next time, which is now current vertex - --i; } } } - */ - poly->numverts = lnumverts; +} +void R_MarkWorldLights(void) +{ + R_SetupForWorldRendering(); + R_SurfMarkLights(); } /* -======================== -GL_CreateSurfaceLightmap -======================== +============= +R_DrawWorld +============= */ -void GL_CreateSurfaceLightmap (msurface_t *surf) +void R_DrawWorld (void) { - int smax, tmax; - - if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB)) - return; + R_SetupForWorldRendering(); - smax = (surf->extents[0]>>4)+1; - tmax = (surf->extents[1]>>4)+1; - - surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t); - if (nosubimage || nosubimagefragments) - return; - glBindTexture(GL_TEXTURE_2D, lightmap_textures + surf->lightmaptexturenum); - smax = ((surf->extents[0]>>4)+lightmapalign) & lightmapalignmask; - if (lightmaprgba) - { - R_BuildLightMap (surf, templight, smax * 4); - glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight); - } + if (r_viewleaf->contents == CONTENTS_SOLID || r_novis.integer || r_viewleaf->compressed_vis == NULL) + R_SolidWorldNode (); else - { - R_BuildLightMap (surf, templight, smax * 3); - glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight); - } + R_PVSWorldNode (); } - /* -================== -GL_BuildLightmaps - -Builds the lightmap texture -with all the surfaces from all brush models -================== +================= +R_DrawBrushModel +================= */ -void GL_BuildLightmaps (void) +void R_DrawBrushModelSky (void) { - int i, j; - model_t *m; + R_SetupForBModelRendering(); - memset (allocated, 0, sizeof(allocated)); + R_PrepareSurfaces(); + R_DrawSurfaces(SHADERSTAGE_SKY); +} - r_framecount = 1; // no dlightcache +void R_DrawBrushModelNormal (void) +{ + c_bmodels++; - if (gl_nosubimagefragments.value) - nosubimagefragments = 1; - else - nosubimagefragments = 0; + // have to flush queue because of possible lightmap reuse + R_Mesh_Render(); - if (gl_nosubimage.value) - nosubimage = 1; - else - nosubimage = 0; + R_SetupForBModelRendering(); - if (gl_lightmaprgba.value) - { - lightmaprgba = true; - lightmapbytes = 4; - } - else - { - lightmaprgba = false; - lightmapbytes = 3; - } + R_SurfMarkLights(); - // LordHavoc: NVIDIA seems to have a broken glTexSubImage2D, - // it needs to be aligned on 4 pixel boundaries... - // so I implemented an adjustable lightmap alignment - if (gl_lightmapalign.value < 1) - gl_lightmapalign.value = 1; - if (gl_lightmapalign.value > 16) - gl_lightmapalign.value = 16; - lightmapalign = 1; - while (lightmapalign < gl_lightmapalign.value) - lightmapalign <<= 1; - gl_lightmapalign.value = lightmapalign; - lightmapalignmask = ~(lightmapalign - 1); - if (nosubimagefragments || nosubimage) - { - lightmapalign = 1; - lightmapalignmask = ~0; - } + R_PrepareSurfaces(); - if (!lightmap_textures) - { - lightmap_textures = texture_extension_number; - texture_extension_number += MAX_LIGHTMAPS; - } - - for (j=1 ; jname[0] == '*') - continue; - r_pcurrentvertbase = m->vertexes; - currentmodel = m; - for (i=0 ; inumsurfaces ; i++) - { - if ( m->surfaces[i].flags & SURF_DRAWTURB ) - continue; - if ( m->surfaces[i].flags & SURF_DRAWSKY ) - continue; - GL_CreateSurfaceLightmap (m->surfaces + i); - BuildSurfaceDisplayList (m->surfaces + i); - } - } - - if (nosubimage || nosubimagefragments) - { - if (gl_mtexable) - qglSelectTexture(gl_mtex_enum+1); - for (i = 0;i < MAX_LIGHTMAPS;i++) - { - if (!allocated[i][0]) - break; - lightmapupdate[i][0] = BLOCK_HEIGHT; - lightmapupdate[i][1] = 0; - glBindTexture(GL_TEXTURE_2D, lightmap_textures + i); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - if (lightmaprgba) - glTexImage2D(GL_TEXTURE_2D, 0, 4, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]); - else - glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]); - } - if (gl_mtexable) - qglSelectTexture(gl_mtex_enum+0); - } + if (!skyrendermasked) + R_DrawSurfaces(SHADERSTAGE_SKY); + R_DrawSurfaces(SHADERSTAGE_NORMAL); + R_DrawSurfaces(SHADERSTAGE_FOG); } -