From ea1a30a140048d0ef4c9023d4804bfa57eba9fa8 Mon Sep 17 00:00:00 2001 From: havoc Date: Thu, 17 Mar 2005 07:21:18 +0000 Subject: [PATCH] removed a lot of renderer cruft (such as 48% of gl_rsurf.c) as a result of the previous commit git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5090 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_rsurf.c | 2400 ++++++++----------------------------------------- model_brush.h | 7 - r_light.c | 146 --- r_light.h | 3 - 4 files changed, 388 insertions(+), 2168 deletions(-) diff --git a/gl_rsurf.c b/gl_rsurf.c index 633007f9..007e6bba 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -49,182 +49,6 @@ qbyte r_worldleafvisible[32768]; // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_surfaces qbyte r_worldsurfacevisible[262144]; -#ifdef LHREMOVESOON -static int dlightdivtable[32768]; - -static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface) -{ - int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k; - unsigned int *bl; - float dist, impact[3], local[3], planenormal[3], planedist; - dlight_t *light; - - lit = false; - - smax = (surface->extents[0] >> 4) + 1; - tmax = (surface->extents[1] >> 4) + 1; - smax3 = smax * 3; - - VectorCopy(surface->mesh.data_normal3f, planenormal); - planedist = DotProduct(surface->mesh.data_vertex3f, planenormal); - - for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) - { - if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) - continue; // not lit by this light - - Matrix4x4_Transform(matrix, light->origin, local); - dist = DotProduct(local, planenormal) - planedist; - - // for comparisons to minimum acceptable light - // compensate for LIGHTOFFSET - maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET; - - dist2 = dist * dist; - dist2 += LIGHTOFFSET; - if (dist2 >= maxdist) - continue; - - VectorMA(local, -dist, planenormal, impact); - - impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0]; - impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1]; - - s = bound(0, impacts, smax * 16) - impacts; - t = bound(0, impactt, tmax * 16) - impactt; - i = s * s + t * t + dist2; - if (i > maxdist) - continue; - - // reduce calculations - for (s = 0, i = impacts; s < smax; s++, i -= 16) - sdtable[s] = i * i + dist2; - - maxdist3 = maxdist - dist2; - - // convert to 8.8 blocklights format - red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f); - green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f); - blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f); - subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f); - bl = intblocklights; - - i = impactt; - for (t = 0;t < tmax;t++, i -= 16) - { - td = i * i; - // make sure some part of it is visible on this line - if (td < maxdist3) - { - maxdist2 = maxdist - td; - for (s = 0;s < smax;s++) - { - if (sdtable[s] < maxdist2) - { - k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract; - if (k > 0) - { - bl[0] += (red * k); - bl[1] += (green * k); - bl[2] += (blue * k); - lit = true; - } - } - bl += 3; - } - } - else // skip line - bl += smax3; - } - } - return lit; -} - -static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface) -{ - int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt; - float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract, planenormal[3], planedist; - dlight_t *light; - - lit = false; - - smax = (surface->extents[0] >> 4) + 1; - tmax = (surface->extents[1] >> 4) + 1; - smax3 = smax * 3; - - VectorCopy(surface->mesh.data_normal3f, planenormal); - planedist = DotProduct(surface->mesh.data_vertex3f, planenormal); - - for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++) - { - if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31)))) - continue; // not lit by this light - - Matrix4x4_Transform(matrix, light->origin, local); - dist = DotProduct(local, planenormal) - planedist; - - // for comparisons to minimum acceptable light - // compensate for LIGHTOFFSET - maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET; - - dist2 = dist * dist; - dist2 += LIGHTOFFSET; - if (dist2 >= maxdist) - continue; - - VectorMA(local, -dist, planenormal, impact); - - impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0]; - impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1]; - - td = bound(0, impacts, smax * 16) - impacts; - td1 = bound(0, impactt, tmax * 16) - impactt; - td = td * td + td1 * td1 + dist2; - if (td > maxdist) - continue; - - // reduce calculations - for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f) - sdtable[s] = td1 * td1 + dist2; - - maxdist3 = maxdist - dist2; - - // convert to 8.8 blocklights format - red = light->rtlight.lightmap_light[0]; - green = light->rtlight.lightmap_light[1]; - blue = light->rtlight.lightmap_light[2]; - subtract = light->rtlight.lightmap_subtract * 32768.0f; - bl = floatblocklights; - - td1 = impactt; - for (t = 0;t < tmax;t++, td1 -= 16.0f) - { - td = td1 * td1; - // make sure some part of it is visible on this line - if (td < maxdist3) - { - maxdist2 = maxdist - td; - for (s = 0;s < smax;s++) - { - if (sdtable[s] < maxdist2) - { - k = (32768.0f / (sdtable[s] + td)) - subtract; - bl[0] += red * k; - bl[1] += green * k; - bl[2] += blue * k; - lit = true; - } - bl += 3; - } - } - else // skip line - bl += smax3; - } - } - return lit; -} -#endif - /* =============== R_BuildLightMap @@ -261,16 +85,6 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) // clear to no light memset(bl, 0, size*3*sizeof(unsigned int)); -#ifdef LHREMOVESOON - if (surface->dlightframe == r_framecount) - { - surface->dlightframe = -1; - surface->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surface); - if (surface->cached_dlight) - c_light_polys++; - } -#endif - // add all the lightmaps if (lightmap) { @@ -344,16 +158,6 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) { memset(bl, 0, size*3*sizeof(float)); -#ifdef LHREMOVESOON - if (surface->dlightframe == r_framecount) - { - surface->dlightframe = -1; - surface->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surface); - if (surface->cached_dlight) - c_light_polys++; - } -#endif - // add all the lightmaps if (lightmap) { @@ -572,146 +376,6 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ============================================================= */ -#ifdef LHREMOVESOON -static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles) -{ - int i; - float scale; - const qbyte *lm; - if (styles[0] != 255) - { - for (i = 0;i < numverts;i++, c += 4) - { - lm = samples + lightmapoffsets[i]; - scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (styles[1] != 255) - { - lm += size3; - scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (styles[2] != 255) - { - lm += size3; - scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (styles[3] != 255) - { - lm += size3; - scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - } - } - } - } - } -} -#endif - -#ifdef LHREMOVESOON -static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg) -{ - int i; - float diff[3], f; - if (fogenabled) - { - for (i = 0;i < numverts;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff))); - VectorScale(c, f, c); - } - } - else if (colorscale != 1) - for (i = 0;i < numverts;i++, c += 4) - VectorScale(c, colorscale, c); -} -#endif - -#ifdef LHREMOVESOON -static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg) -{ - int i; - float diff[3], f; - r *= colorscale; - g *= colorscale; - b *= colorscale; - if (fogenabled) - { - for (i = 0;i < numverts;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - c[0] = r * f; - c[1] = g * f; - c[2] = b * f; - c[3] = a; - } - } - else - { - for (i = 0;i < numverts;i++, c += 4) - { - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = a; - } - } -} -#endif - -#ifdef LHREMOVESOON -static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg) -{ - int i; - float diff[3], f; - r *= colorscale; - g *= colorscale; - b *= colorscale; - for (i = 0;i < numverts;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] = a * f; - } -} -#endif - -#ifdef LHREMOVESOON -static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale) -{ - float f; - const float *v; - float *c; - int i, l, lit = false; - const dlight_t *light; - vec3_t lightorigin; - for (l = 0;l < r_numdlights;l++) - { - if (dlightbits[l >> 5] & (1 << (l & 31))) - { - light = &r_dlight[l]; - Matrix4x4_Transform(matrix, light->origin, lightorigin); - for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4) - { - f = VectorDistance2(v, lightorigin) + LIGHTOFFSET; - if (f < light->rtlight.lightmap_cullradius2) - { - f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale; - VectorMA(c, f, light->rtlight.lightmap_light, c); - lit = true; - } - } - } - } - return lit; -} -#endif - static float *RSurf_GetVertexPointer(const entity_render_t *ent, const msurface_t *surface) { if (surface->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) @@ -994,11 +658,7 @@ static void R_DrawSurfaceList(const entity_render_t *ent, texture_t *texture, in { m.tex[0] = R_GetTexture(r_texture_white); m.pointer_color = varray_color4f; -#ifdef LHREMOVESOON - if (surface->styles[0] != 255 || surface->dlightframe == r_framecount) -#else if (surface->styles[0] != 255) -#endif { for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) { @@ -1038,29 +698,6 @@ static void R_DrawSurfaceList(const entity_render_t *ent, texture_t *texture, in } } } -#ifdef LHREMOVESOON - if (surface->dlightframe == r_framecount) - { - int l; - float worldvertex[3]; - // TODO: make this work with autosprite which uses identitymatrix - Matrix4x4_Transform(&ent->matrix, v, worldvertex); - for (l = 0;l < r_numdlights;l++) - { - if (surface->dlightbits[l >> 5] & (1 << (l & 31))) - { - float f2; - dlight_t *light = &r_dlight[l]; - f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET; - if (f2 < light->rtlight.lightmap_cullradius2) - { - f2 = (1.0f / f2) - light->rtlight.lightmap_subtract; - VectorMA(c, f2, light->rtlight.lightmap_light, c); - } - } - } - } -#endif c[0] *= r; c[1] *= g; c[2] *= b; @@ -1165,27 +802,6 @@ static void R_DrawSurfaceList(const entity_render_t *ent, texture_t *texture, in } } } -#ifdef LHREMOVESOON - if (surface->dlightframe == r_framecount) - { - // TODO: make this work with autosprite which uses identitymatrix - Matrix4x4_Transform(&ent->matrix, v, worldvertex); - for (l = 0;l < r_numdlights;l++) - { - if (surface->dlightbits[l >> 5] & (1 << (l & 31))) - { - float f2; - dlight_t *light = &r_dlight[l]; - f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET; - if (f2 < light->rtlight.lightmap_cullradius2) - { - f2 = (1.0f / f2) - light->rtlight.lightmap_subtract; - VectorMA(c, f2, light->rtlight.lightmap_light, c); - } - } - } - } -#endif c[0] *= r; c[1] *= g; c[2] *= b; @@ -1468,72 +1084,6 @@ static void R_DrawSurfaceList(const entity_render_t *ent, texture_t *texture, in GL_LockArrays(0, 0); } } - // marklights based vertex dlight rendering... evil and broken -#if 0 - GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthMask(false); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); - if (waterscrolling) - m.texmatrix[0] = r_surf_waterscrollmatrix; - m.pointer_color = varray_color4f; - r = ent->colormod[0] * r_lightmapintensity; - g = ent->colormod[1] * r_lightmapintensity; - b = ent->colormod[2] * r_lightmapintensity; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - qboolean lit; - surface = texturesurfacelist[texturesurfaceindex]; - if (surface->dlightframe != r_framecount) - continue; - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - lit = false; - for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - c[0] = 0; - c[1] = 0; - c[2] = 0; - c[3] = 1; - // TODO: make this work with autosprite which uses identitymatrix or change autosprite - Matrix4x4_Transform(&ent->matrix, v, worldvertex); - for (l = 0;l < r_numdlights;l++) - { - if (surface->dlightbits[l >> 5] & (1 << (l & 31))) - { - float f2; - dlight_t *light = &r_dlight[l]; - f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET; - if (f2 < light->rtlight.lightmap_cullradius2) - { - f2 = (1.0f / f2) - light->rtlight.lightmap_subtract; - VectorMA(c, f2, light->rtlight.lightmap_light, c); - lit = true; - } - } - } - c[0] *= r; - c[1] *= g; - c[2] *= b; - if (fogallpasses) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - VectorScale(c, f, c); - } - if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; - else - c[3] = a; - } - if (!lit) - continue; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } -#endif if (dodetail) { GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); @@ -1712,12 +1262,6 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata const msurface_t *surface = ent->model->brush.data_surfaces + calldata2; vec3_t modelorg; texture_t *texture; -#ifdef LHREMOVESOON - rmeshstate_t m; - float base, colorscale; - float args[4] = {0.05f,0,0,0.04f}; - matrix4x4_t scrollmatrix; -#endif texture = surface->texture; if (texture->basematerialflags & MATERIALFLAG_SKY) @@ -1727,1623 +1271,461 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata R_Mesh_Matrix(&ent->matrix); Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); R_DrawSurfaceList(ent, texture, 1, &surface, modelorg); -#ifdef LHREMOVESOON - 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 scrolling in texture matrix - if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0) - Matrix4x4_CreateTranslate(&scrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); - else - scrollmatrix = r_identitymatrix; +} - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglDisable(GL_CULL_FACE); - 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) +void R_QueueSurfaceList(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) { - // NVIDIA Geforce3 distortion texture shader on water - GL_Color(1, 1, 1, texture->currentalpha); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - m.tex[0] = R_GetTexture(mod_shared_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; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f; - Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value); - m.texmatrix[1] = scrollmatrix; - R_Mesh_State(&m); - - 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); - - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - - qglDisable(GL_TEXTURE_SHADER_NV); - qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D); - GL_ActiveTexture(0); + // 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->brush.data_surfaces); + } + } } else + R_DrawSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg); +} + +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); + + // update light styles + if (!skysurfaces) { - int i; - float r, g, b, a, f, *c, diff[3]; - const float *v; - qboolean dolightmaptexture; - qboolean dodetail; - qboolean doglow; - dolightmaptexture = surface->lightmaptexture && gl_combine.integer && !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT); - dodetail = texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT); - doglow = texture->skin.glow != NULL; - // TODO: ideally transparent surface rendering should call - // R_RenderLighting instead of using vertex dlights - // (it would need scrolling support added though!) - if (dolightmaptexture) + for (i = 0;i < model->brushq1.light_styles;i++) { + if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]]) { - memset(&m, 0, sizeof(m)); - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.tex[0] = R_GetTexture(texture->skin.base); - m.texmatrix[0] = scrollmatrix; - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.texrgbscale[1] = 2; - m.pointer_color = varray_color4f; - if (r_textureunits.integer >= 3 && dodetail) - { - dodetail = false; - m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f; - m.tex[2] = R_GetTexture(texture->skin.detail); - m.texmatrix[2] = scrollmatrix; - if (r_textureunits.integer >= 4 && doglow) - { - doglow = false; - m.pointer_texcoord[3] = surface->mesh.data_texcoordtexture2f; - m.tex[3] = R_GetTexture(texture->skin.glow); - m.texmatrix[3] = scrollmatrix; - } - } - else if (r_textureunits.integer >= 3 && doglow && !dodetail) - { - doglow = false; - m.pointer_texcoord[2] = surface->mesh.data_texcoordtexture2f; - m.tex[2] = R_GetTexture(texture->skin.glow); - m.texmatrix[2] = scrollmatrix; - } - colorscale = 1; - r = ent->colormod[0] * colorscale; - g = ent->colormod[1] * colorscale; - b = ent->colormod[2] * colorscale; - a = texture->currentalpha; - for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - c[0] = r; - c[1] = g; - c[2] = b; - if (fogenabled) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - VectorScale(c, f, c); - } - if (surface->mesh.data_lightmapcolor4f) - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; - else - c[3] = a; - } - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - if ((r_ambient.value > 0 || surface->dlightframe == r_framecount) && !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.tex[0] = R_GetTexture(texture->skin.base); - m.texmatrix[0] = scrollmatrix; - m.pointer_color = varray_color4f; - colorscale = 1; - if (gl_combine.integer) - { - m.texrgbscale[0] = 4; - colorscale *= 0.25f; - } - r = ent->colormod[0] * colorscale; - g = ent->colormod[1] * colorscale; - b = ent->colormod[2] * colorscale; - a = texture->currentalpha; - base = r_ambient.value * (1.0f / 64.0f); - for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - c[0] = base; - c[1] = base; - c[2] = base; - if (surface->dlightframe == r_framecount) - { - // TODO: make this work with autosprite which uses identitymatrix - Matrix4x4_Transform(&ent->matrix, v, worldvertex); - for (l = 0;l < r_numdlights;l++) - { - if (surface->dlightbits[l >> 5] & (1 << (l & 31))) - { - float f2; - dlight_t *light = &r_dlight[l]; - f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET; - if (f2 < light->rtlight.lightmap_cullradius2) - { - f2 = (1.0f / f2) - light->rtlight.lightmap_subtract; - VectorMA(c, f2, light->rtlight.lightmap_light, c); - } - } - } - } - c[0] *= r; - c[1] *= g; - c[2] *= b; - if (fogenabled) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - VectorScale(c, f, c); - } - if (surface->mesh.data_lightmapcolor4f) - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; - else - c[3] = a; - } - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - else - { - memset(&m, 0, sizeof(m)); - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.tex[0] = R_GetTexture(texture->skin.base); - m.texmatrix[0] = scrollmatrix; - m.pointer_color = varray_color4f; - colorscale = 1; - if (gl_combine.integer) - { - m.texrgbscale[0] = 4; - colorscale *= 0.25f; - } - if (doglow) - { - doglow = false; - m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f; - m.tex[1] = R_GetTexture(texture->skin.glow); - m.texmatrix[1] = scrollmatrix; - } - r = ent->colormod[0] * colorscale; - g = ent->colormod[1] * colorscale; - b = ent->colormod[2] * colorscale; - a = texture->currentalpha; - base = r_ambient.value * (1.0f / 64.0f); - if ((ent->flags & RENDER_LIGHT) && !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) - { - for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - c[0] = base; - c[1] = base; - c[2] = base; - if (surface->styles[0] != 255) - { - if (surface->mesh.data_lightmapcolor4f) - { - float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 128.0f); - VectorMA(c, scale, surface->mesh.data_lightmapcolor4f + i*4, c); - } - else if (surface->mesh.data_lightmapoffsets) - { - const qbyte *lm = surface->samples + surface->mesh.data_lightmapoffsets[i]; - float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surface->styles[1] != 255) - { - int size3 = ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3; - lm += size3; - scale = d_lightstylevalue[surface->styles[1]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surface->styles[2] != 255) - { - lm += size3; - scale = d_lightstylevalue[surface->styles[2]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surface->styles[3] != 255) - { - lm += size3; - scale = d_lightstylevalue[surface->styles[3]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - } - } - } - } - } - if (surface->dlightframe == r_framecount) - { - // TODO: make this work with autosprite which uses identitymatrix - Matrix4x4_Transform(&ent->matrix, v, worldvertex); - for (l = 0;l < r_numdlights;l++) - { - if (surface->dlightbits[l >> 5] & (1 << (l & 31))) - { - float f2; - dlight_t *light = &r_dlight[l]; - f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET; - if (f2 < light->rtlight.lightmap_cullradius2) - { - f2 = (1.0f / f2) - light->rtlight.lightmap_subtract; - VectorMA(c, f2, light->rtlight.lightmap_light, c); - } - } - } - } - c[0] *= r; - c[1] *= g; - c[2] *= b; - if (fogenabled) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - VectorScale(c, f, c); - } - if (surface->mesh.data_lightmapcolor4f) - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; - else - c[3] = a; - } - } - else - { - if (fogenabled) - { - if (surface->mesh.data_lightmapcolor4f) - { - for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - c[0] = r * f; - c[1] = g * f; - c[2] = b * f; - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; - } - } - else - { - for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - VectorSubtract(v, modelorg, diff); - f = 1 - exp(fogdensity/DotProduct(diff, diff)); - c[0] = r * f; - c[1] = g * f; - c[2] = b * f; - c[3] = a; - } - } - } - else - { - if (surface->mesh.data_lightmapcolor4f) - { - for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4) - { - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a; - } - } - else - { - m.pointer_color = NULL; - GL_Color(r, g, b, a); - } - } - } - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - // note: dodetail is never set if transparent - if (dodetail) - { - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - m.pointer_texcoord[0] = surface->mesh.data_texcoorddetail2f; - m.tex[0] = R_GetTexture(texture->skin.detail); - m.pointer_color = varray_color4f; - RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg); - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - if (doglow) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.tex[0] = R_GetTexture(texture->skin.glow); - m.texmatrix[0] = scrollmatrix; - m.pointer_color = varray_color4f; - RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg); - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - if (fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD)) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = RSurf_GetVertexPointer(ent, surface); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.tex[0] = R_GetTexture(texture->skin.fog); - m.texmatrix[0] = scrollmatrix; - m.pointer_color = varray_color4f; - RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg); - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglEnable(GL_CULL_FACE); -#endif -} - -#ifdef LHREMOVESOON -void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist) -{ - int texturesurfaceindex; - vec3_t tempcenter, center, modelorg; - msurface_t *surface; - qboolean dolightmap; - qboolean dobase; - qboolean doambient; - qboolean dodetail; - qboolean doglow; - qboolean dofog; - rmeshstate_t m; - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - c_faces += texturenumsurfaces; - // 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)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[0] = R_GetTexture(surface->lightmaptexture); - m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; - if (surface->lightmaptexture) - { - GL_Color(1, 1, 1, 1); - m.pointer_color = NULL; - } - else - m.pointer_color = surface->mesh.data_lightmapcolor4f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - qglEnable(GL_CULL_FACE); - return; - } - if (texture->currentmaterialflags & MATERIALFLAG_WALL) - { - dolightmap = (ent->flags & RENDER_LIGHT); - dobase = true; - doambient = r_ambient.value > 0; - dodetail = texture->skin.detail != NULL && r_detailtextures.integer != 0; - doglow = texture->skin.glow != NULL; - dofog = fogenabled; - // multitexture cases - if (r_textureunits.integer >= 2 && gl_combine.integer && dobase && dolightmap) - { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - 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(texture->skin.base); - dobase = false; - m.texrgbscale[1] = 2; - dolightmap = false; - if (r_textureunits.integer >= 4 && !doambient && dodetail && doglow) - { - m.tex[2] = R_GetTexture(texture->skin.detail); - m.texrgbscale[2] = 2; - dodetail = false; - m.tex[3] = R_GetTexture(texture->skin.glow); - m.texcombinergb[3] = GL_ADD; - doglow = false; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f; - m.pointer_texcoord[3] = surface->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - else if (r_textureunits.integer >= 3 && !doambient && dodetail) - { - m.tex[2] = R_GetTexture(texture->skin.detail); - m.texrgbscale[2] = 2; - dodetail = false; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - else if (r_textureunits.integer >= 3 && !doambient && !dodetail && doglow) - { - m.tex[2] = R_GetTexture(texture->skin.glow); - m.texcombinergb[2] = GL_ADD; - doglow = false; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - m.pointer_texcoord[2] = surface->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - } - // anything not handled above - if (dobase) - { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - if (ent->flags & RENDER_LIGHT) - GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); - else - GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - GL_DepthMask(false); - if (dolightmap) - { - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.base); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[0] = R_GetTexture(surface->lightmaptexture); - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (doambient) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - memset(&m, 0, sizeof(m)); - GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1); - m.tex[0] = R_GetTexture(texture->skin.base); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (dodetail) - { - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.detail); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoorddetail2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (doglow) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture->skin.glow); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (dofog) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - GL_DepthTest(true); - memset(&m, 0, sizeof(m)); - m.pointer_color = varray_color4f; - m.tex[0] = R_GetTexture(texture->skin.glow); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - if (m.tex[0]) - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - R_Mesh_State(&m); - RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surface->mesh.num_vertices, modelorg); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - return; - } - if (texture->currentmaterialflags & MATERIALFLAG_WATER) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - RSurfShader_Transparent_Callback(ent, surface - ent->model->brush.data_surfaces); - } - return; - } - 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)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - } - return; - } -} -#endif - -void R_QueueSurfaceList(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->brush.data_surfaces); - } - } - } - else - R_DrawSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg); -} - -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); - -#ifdef LHREMOVESOON - if (ent != r_refdef.worldentity) - { - // because bmodels can be reused, we have to clear dlightframe every time - surface = model->brush.data_surfaces + model->firstmodelsurface; - for (i = 0;i < model->nummodelsurfaces;i++, surface++) - surface->dlightframe = -1; - } -#endif - - // update light styles - if (!skysurfaces) - { -#ifdef LHREMOVESOON - if (r_dynamic.integer && !r_rtdlight) - R_MarkLights(ent); -#endif - 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; - } - } - } - - R_UpdateAllTextureInfo(ent); - flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); - f = 0; - t = NULL; - texture = NULL; - numsurfacelist = 0; - for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++) - { - if (ent != r_refdef.worldentity || r_worldsurfacevisible[j]) - { - surface = model->brush.data_surfaces + j; - if (t != surface->texture) - { - if (numsurfacelist) - { - R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); - numsurfacelist = 0; - } - t = surface->texture; - f = t->currentmaterialflags & flagsmask; - texture = t->currentframe; - } - if (f) - { - // if lightmap parameters changed, rebuild lightmap texture - if (surface->cached_dlight && surface->samples) - R_BuildLightMap(ent, surface); - // add face to draw list - surfacelist[numsurfacelist++] = surface; - if (numsurfacelist >= maxsurfacelist) - { - R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); - numsurfacelist = 0; - } - } - } - } - if (numsurfacelist) - R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); -} - -static void R_DrawPortal_Callback(const void *calldata1, int calldata2) -{ - int i; - float *v; - rmeshstate_t m; - const mportal_t *portal = calldata1; - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - GL_DepthTest(true); - R_Mesh_Matrix(&r_identitymatrix); - - memset(&m, 0, sizeof(m)); - m.pointer_vertex = varray_vertex3f; - R_Mesh_State(&m); - - i = calldata2; - GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f), - ((i & 0x0038) >> 3) * (1.0f / 7.0f), - ((i & 0x01C0) >> 6) * (1.0f / 7.0f), - 0.125f); - if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0) - { - for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3) - VectorCopy(portal->points[i].position, v); - } - else - for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3) - VectorCopy(portal->points[i].position, v); - GL_LockArrays(0, portal->numpoints); - R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements); - GL_LockArrays(0, 0); -} - -// LordHavoc: this is just a nice debugging tool, very slow -static void R_DrawPortals(void) -{ - int i, portalnum; - mportal_t *portal; - float center[3], f; - model_t *model = r_refdef.worldmodel; - if (model == NULL) - return; - for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++) - { - if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) - if (!R_CullBox(portal->mins, portal->maxs)) - { - VectorClear(center); - for (i = 0;i < portal->numpoints;i++) - VectorAdd(center, portal->points[i].position, center); - f = ixtable[portal->numpoints]; - VectorScale(center, f, center); - R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum); - } - } -} - -static void R_DrawCollisionBrush(colbrushf_t *brush) -{ - int i; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = brush->points->v; - R_Mesh_State(&m); - i = (int)(((size_t)brush) / sizeof(colbrushf_t)); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); - GL_LockArrays(0, brush->numpoints); - R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements); - GL_LockArrays(0, 0); -} - -static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface) -{ - int i; - rmeshstate_t m; - if (!surface->mesh.num_collisiontriangles) - return; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = surface->mesh.data_collisionvertex3f; - R_Mesh_State(&m); - i = (int)(((size_t)surface) / sizeof(msurface_t)); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); - GL_LockArrays(0, surface->mesh.num_collisionvertices); - R_Mesh_Draw(surface->mesh.num_collisionvertices, surface->mesh.num_collisiontriangles, surface->mesh.data_collisionelement3i); - GL_LockArrays(0, 0); -} - -void R_WorldVisibility(void) -{ - int i, j, *mark; - mleaf_t *leaf; - mleaf_t *viewleaf; - model_t *model = r_refdef.worldmodel; - - if (!model) - return; - - // if possible find the leaf the view origin is in - viewleaf = model->brushq1.PointInLeaf ? model->brushq1.PointInLeaf(model, r_vieworigin) : NULL; - // if possible fetch the visible cluster bits - if (model->brush.FatPVS) - model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits)); - - // clear the visible surface and leaf flags arrays - memset(r_worldsurfacevisible, 0, model->brush.num_surfaces); - memset(r_worldleafvisible, 0, model->brush.num_leafs); - - // if the user prefers surfaceworldnode (testing?) or the viewleaf could - // not be found, or the viewleaf is not part of the visible world - // (floating around in the void), use the pvs method - if (r_surfaceworldnode.integer || !viewleaf || viewleaf->clusterindex < 0) - { - // pvs method: - // similar to quake's RecursiveWorldNode but without cache misses - for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) - { - // if leaf is in current pvs and on the screen, mark its surfaces - if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) - { - c_leafs++; - r_worldleafvisible[j] = true; - if (leaf->numleafsurfaces) - for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_worldsurfacevisible[*mark] = true; - } - } - } - else - { - int leafstackpos; - mportal_t *p; - mleaf_t *leafstack[8192]; - // portal method: - // follows portals leading outward from viewleaf, does not venture - // offscreen or into leafs that are not visible, faster than Quake's - // RecursiveWorldNode and vastly better in unvised maps, often culls a - // lot of surface that pvs alone would miss - leafstack[0] = viewleaf; - leafstackpos = 1; - while (leafstackpos) - { - c_leafs++; - leaf = leafstack[--leafstackpos]; - r_worldleafvisible[leaf - model->brush.data_leafs] = true; - // mark any surfaces bounding this leaf - if (leaf->numleafsurfaces) - for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_worldsurfacevisible[*mark] = true; - // follow portals into other leafs - // the checks are: - // if viewer is behind portal (portal faces outward into the scene) - // and the portal polygon's bounding box is on the screen - // and the leaf has not been visited yet - // and the leaf is visible in the pvs - // (the first two checks won't cause as many cache misses as the leaf checks) - for (p = leaf->portals;p;p = p->next) - if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex)) - leafstack[leafstackpos++] = p->past; - } - } - - if (r_drawportals.integer) - R_DrawPortals(); -} - -void R_Q1BSP_DrawSky(entity_render_t *ent) -{ - if (ent->model == NULL) - return; - if (r_drawcollisionbrushes.integer < 2) - R_DrawSurfaces(ent, true); -} - -void R_Q1BSP_Draw(entity_render_t *ent) -{ - if (ent->model == NULL) - return; - c_bmodels++; - if (r_drawcollisionbrushes.integer < 2) - R_DrawSurfaces(ent, false); - if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes) - { - int i; - model_t *model = ent->model; - msurface_t *surface; - q3mbrush_t *brush; - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value); - for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) - if (brush->colbrushf && brush->colbrushf->numtriangles) - R_DrawCollisionBrush(brush->colbrushf); - for (i = 0, surface = model->brush.data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) - if (surface->mesh.num_collisiontriangles) - R_DrawCollisionSurface(ent, surface); - qglPolygonOffset(0, 0); - } -} - -void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) -{ - model_t *model = ent->model; - vec3_t lightmins, lightmaxs; - int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; - const int *e; - const float *v[3]; - msurface_t *surface; - mleaf_t *leaf; - const qbyte *pvs; - lightmins[0] = relativelightorigin[0] - lightradius; - lightmins[1] = relativelightorigin[1] - lightradius; - lightmins[2] = relativelightorigin[2] - lightradius; - lightmaxs[0] = relativelightorigin[0] + lightradius; - lightmaxs[1] = relativelightorigin[1] + lightradius; - lightmaxs[2] = relativelightorigin[2] + lightradius; - *outnumclusterspointer = 0; - *outnumsurfacespointer = 0; - memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes); - memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3); - if (model == NULL) - { - VectorCopy(lightmins, outmins); - VectorCopy(lightmaxs, outmaxs); - return; - } - VectorCopy(relativelightorigin, outmins); - VectorCopy(relativelightorigin, outmaxs); - if (model->brush.GetPVS) - pvs = model->brush.GetPVS(model, relativelightorigin); - else - pvs = NULL; - R_UpdateAllTextureInfo(ent); - // FIXME: use BSP recursion as lights are often small - for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++) - { - if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) - { - outmins[0] = min(outmins[0], leaf->mins[0]); - outmins[1] = min(outmins[1], leaf->mins[1]); - outmins[2] = min(outmins[2], leaf->mins[2]); - outmaxs[0] = max(outmaxs[0], leaf->maxs[0]); - outmaxs[1] = max(outmaxs[1], leaf->maxs[1]); - outmaxs[2] = max(outmaxs[2], leaf->maxs[2]); - if (outclusterpvs) - { - if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) - { - SETPVSBIT(outclusterpvs, leaf->clusterindex); - outclusterlist[outnumclusters++] = leaf->clusterindex; - } - } - if (outsurfacepvs) - { - for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++) - { - surfaceindex = leaf->firstleafsurface[leafsurfaceindex]; - if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) - { - surface = model->brush.data_surfaces + surfaceindex; - if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs)) - if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) - { - for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3) - { - v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; - v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; - v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; - if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - { - SETPVSBIT(outsurfacepvs, surfaceindex); - outsurfacelist[outnumsurfaces++] = surfaceindex; - break; - } - } - } - } - } - } - } - } - - // limit combined leaf box to light boundaries - outmins[0] = max(outmins[0], lightmins[0]); - outmins[1] = max(outmins[1], lightmins[1]); - outmins[2] = max(outmins[2], lightmins[2]); - outmaxs[0] = min(outmaxs[0], lightmaxs[0]); - outmaxs[1] = min(outmaxs[1], lightmaxs[1]); - outmaxs[2] = min(outmaxs[2], lightmaxs[2]); - - *outnumclusterspointer = outnumclusters; - *outnumsurfacespointer = outnumsurfaces; -} - -void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs) -{ - model_t *model = ent->model; - msurface_t *surface; - int surfacelistindex; - if (r_drawcollisionbrushes.integer < 2) - { - R_Mesh_Matrix(&ent->matrix); - R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); - if (!r_shadow_compilingrtlight) - R_UpdateAllTextureInfo(ent); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; - if ((surface->texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) - continue; - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - continue; - R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); - } - R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); - } -} - -void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist) -{ - model_t *model = ent->model; - msurface_t *surface; - texture_t *t; - int surfacelistindex; - if (r_drawcollisionbrushes.integer < 2) - { - R_Mesh_Matrix(&ent->matrix); - if (!r_shadow_compilingrtlight) - R_UpdateAllTextureInfo(ent); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; - if (surface->texture->basematerialflags & MATERIALFLAG_NODRAW || !surface->mesh.num_triangles) - continue; - if (r_shadow_compilingrtlight) - { - // if compiling an rtlight, capture the mesh - t = surface->texture; - if ((t->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i); - } - else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]]) - { - t = surface->texture->currentframe; - // FIXME: transparent surfaces need to be lit later - if ((t->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) - { - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglDisable(GL_CULL_FACE); - R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale); - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglEnable(GL_CULL_FACE); - } - } - } - } -} - -#if 0 -void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumsurfaces, msurface_t **texturesurfacelist) -{ - int i, texturesurfaceindex; - vec3_t tempcenter, center, modelorg; - msurface_t *surface; - qboolean dolightmap; - qboolean dobase; - qboolean doambient; - qboolean dodetail; - qboolean doglow; - qboolean dofog; - rmeshstate_t m; - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - c_faces += texturenumsurfaces; - // 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)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[0] = R_GetTexture(surface->lightmaptexture); - m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; - if (surface->lightmaptexture) - { - GL_Color(1, 1, 1, 1); - m.pointer_color = NULL; - } - else - m.pointer_color = surface->mesh.data_lightmapcolor4f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - qglEnable(GL_CULL_FACE); - return; - } - // transparent surfaces get sorted for later drawing - if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE)) - { - // drawing sky transparently would be too difficult - if (t->surfaceparms & Q3SURFACEPARM_SKY) - return; - 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(center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces); - } - return; - } - // sky surfaces draw sky if needed and render themselves as a depth mask - if (t->surfaceparms & Q3SURFACEPARM_SKY) - { - if (skyrendernow) - { - skyrendernow = false; - if (skyrendermasked) - R_Sky(); - } - if (!r_q3bsp_renderskydepth.integer) - return; - - 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)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - return; - } - // anything else is a typical wall, lightmap * texture + glow - dolightmap = (ent->flags & RENDER_LIGHT); - dobase = true; - doambient = r_ambient.value > 0; - dodetail = t->skin.detail != NULL && r_detailtextures.integer; - doglow = t->skin.glow != NULL; - dofog = fogenabled; - if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglDisable(GL_CULL_FACE); - if (!dolightmap && dobase) - { - dolightmap = false; - dobase = false; - GL_DepthMask(true); - GL_DepthTest(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1); - if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglDisable(GL_CULL_FACE); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.base); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - } - if (r_lightmapintensity <= 0 && dolightmap && dobase) - { - dolightmap = false; - dobase = false; - GL_DepthMask(true); - GL_DepthTest(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_Color(0, 0, 0, 1); - memset(&m, 0, sizeof(m)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); + 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; + } } } - if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase) + + R_UpdateAllTextureInfo(ent); + flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); + f = 0; + t = NULL; + texture = NULL; + numsurfacelist = 0; + for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++) { - // dualtexture combine - dolightmap = false; - dobase = false; - GL_DepthMask(true); - GL_DepthTest(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.base); - GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1); - m.pointer_color = NULL; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - if (!surface->lightmaptexture) - continue; - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - m.texrgbscale[1] = 2; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } - if (r_lightmapintensity == 1 && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1) + if (ent != r_refdef.worldentity || r_worldsurfacevisible[j]) { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + surface = model->brush.data_surfaces + j; + if (t != surface->texture) { - surface = texturesurfacelist[texturesurfaceindex]; - if (surface->lightmaptexture) - continue; - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - m.texrgbscale[1] = 2; - m.pointer_color = surface->mesh.data_lightmapcolor4f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); + if (numsurfacelist) + { + R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + numsurfacelist = 0; + } + t = surface->texture; + f = t->currentmaterialflags & flagsmask; + texture = t->currentframe; } - } - else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + if (f) { - surface = texturesurfacelist[texturesurfaceindex]; - if (surface->lightmaptexture) - continue; - m.tex[1] = R_GetTexture(surface->lightmaptexture); - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f; - m.texrgbscale[1] = 2; - m.pointer_color = varray_color4f; - for (i = 0;i < surface->mesh.num_vertices;i++) + // if lightmap parameters changed, rebuild lightmap texture + if (surface->cached_dlight && surface->samples) + R_BuildLightMap(ent, surface); + // add face to draw list + surfacelist[numsurfacelist++] = surface; + if (numsurfacelist >= maxsurfacelist) { - varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * r_lightmapintensity; - varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * r_lightmapintensity; - varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * r_lightmapintensity; - varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3]; + R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); + numsurfacelist = 0; } - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); } } } - // single texture - if (dolightmap) + if (numsurfacelist) + R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); +} + +static void R_DrawPortal_Callback(const void *calldata1, int calldata2) +{ + int i; + float *v; + rmeshstate_t m; + const mportal_t *portal = calldata1; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); + R_Mesh_Matrix(&r_identitymatrix); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = varray_vertex3f; + R_Mesh_State(&m); + + i = calldata2; + GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f), + ((i & 0x0038) >> 3) * (1.0f / 7.0f), + ((i & 0x01C0) >> 6) * (1.0f / 7.0f), + 0.125f); + if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0) { - GL_DepthMask(true); - GL_DepthTest(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - memset(&m, 0, sizeof(m)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - m.tex[0] = R_GetTexture(surface->lightmaptexture); - m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f; - if (surface->lightmaptexture) - m.pointer_color = NULL; - else - m.pointer_color = surface->mesh.data_lightmapcolor4f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } + for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3) + VectorCopy(portal->points[i].position, v); } - if (dobase) + else + for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3) + VectorCopy(portal->points[i].position, v); + GL_LockArrays(0, portal->numpoints); + R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements); + GL_LockArrays(0, 0); +} + +// LordHavoc: this is just a nice debugging tool, very slow +static void R_DrawPortals(void) +{ + int i, portalnum; + mportal_t *portal; + float center[3], f; + model_t *model = r_refdef.worldmodel; + if (model == NULL) + return; + for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++) { - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_DepthMask(false); - GL_DepthTest(true); - 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(t->skin.base); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) + if (!R_CullBox(portal->mins, portal->maxs)) { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); + VectorClear(center); + for (i = 0;i < portal->numpoints;i++) + VectorAdd(center, portal->points[i].position, center); + f = ixtable[portal->numpoints]; + VectorScale(center, f, center); + R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum); } } - if (doambient) +} + +static void R_DrawCollisionBrush(colbrushf_t *brush) +{ + int i; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = brush->points->v; + R_Mesh_State(&m); + i = (int)(((size_t)brush) / sizeof(colbrushf_t)); + GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); + GL_LockArrays(0, brush->numpoints); + R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements); + GL_LockArrays(0, 0); +} + +static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface) +{ + int i; + rmeshstate_t m; + if (!surface->mesh.num_collisiontriangles) + return; + memset(&m, 0, sizeof(m)); + m.pointer_vertex = surface->mesh.data_collisionvertex3f; + R_Mesh_State(&m); + i = (int)(((size_t)surface) / sizeof(msurface_t)); + GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); + GL_LockArrays(0, surface->mesh.num_collisionvertices); + R_Mesh_Draw(surface->mesh.num_collisionvertices, surface->mesh.num_collisiontriangles, surface->mesh.data_collisionelement3i); + GL_LockArrays(0, 0); +} + +void R_WorldVisibility(void) +{ + int i, j, *mark; + mleaf_t *leaf; + mleaf_t *viewleaf; + model_t *model = r_refdef.worldmodel; + + if (!model) + return; + + // if possible find the leaf the view origin is in + viewleaf = model->brushq1.PointInLeaf ? model->brushq1.PointInLeaf(model, r_vieworigin) : NULL; + // if possible fetch the visible cluster bits + if (model->brush.FatPVS) + model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits)); + + // clear the visible surface and leaf flags arrays + memset(r_worldsurfacevisible, 0, model->brush.num_surfaces); + memset(r_worldleafvisible, 0, model->brush.num_leafs); + + // if the user prefers surfaceworldnode (testing?) or the viewleaf could + // not be found, or the viewleaf is not part of the visible world + // (floating around in the void), use the pvs method + if (r_surfaceworldnode.integer || !viewleaf || viewleaf->clusterindex < 0) { - GL_BlendFunc(GL_ONE, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.base); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + // pvs method: + // similar to quake's RecursiveWorldNode but without cache misses + for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); + // if leaf is in current pvs and on the screen, mark its surfaces + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) + { + c_leafs++; + r_worldleafvisible[j] = true; + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_worldsurfacevisible[*mark] = true; + } } } - if (doglow) + else { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.glow); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + int leafstackpos; + mportal_t *p; + mleaf_t *leafstack[8192]; + // portal method: + // follows portals leading outward from viewleaf, does not venture + // offscreen or into leafs that are not visible, faster than Quake's + // RecursiveWorldNode and vastly better in unvised maps, often culls a + // lot of surface that pvs alone would miss + leafstack[0] = viewleaf; + leafstackpos = 1; + while (leafstackpos) { - surface = texturesurfacelist[texturesurfaceindex]; - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); + c_leafs++; + leaf = leafstack[--leafstackpos]; + r_worldleafvisible[leaf - model->brush.data_leafs] = true; + // mark any surfaces bounding this leaf + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_worldsurfacevisible[*mark] = true; + // follow portals into other leafs + // the checks are: + // if viewer is behind portal (portal faces outward into the scene) + // and the portal polygon's bounding box is on the screen + // and the leaf has not been visited yet + // and the leaf is visible in the pvs + // (the first two checks won't cause as many cache misses as the leaf checks) + for (p = leaf->portals;p;p = p->next) + if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex)) + leafstack[leafstackpos++] = p->past; } } - if (dofog) + + if (r_drawportals.integer) + R_DrawPortals(); +} + +void R_Q1BSP_DrawSky(entity_render_t *ent) +{ + if (ent->model == NULL) + return; + if (r_drawcollisionbrushes.integer < 2) + R_DrawSurfaces(ent, true); +} + +void R_Q1BSP_Draw(entity_render_t *ent) +{ + if (ent->model == NULL) + return; + c_bmodels++; + if (r_drawcollisionbrushes.integer < 2) + R_DrawSurfaces(ent, false); + if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes) { - float modelorg[3]; - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + int i; + model_t *model = ent->model; + msurface_t *surface; + q3mbrush_t *brush; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); - GL_Color(1, 1, 1, 1); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(t->skin.fog); - m.pointer_color = varray_color4f; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - surface = texturesurfacelist[texturesurfaceindex]; - if (m.tex[0]) - m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f; - m.pointer_vertex = surface->mesh.data_vertex3f; - R_Mesh_State(&m); - RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surface->mesh.num_vertices, modelorg); - GL_LockArrays(0, surface->mesh.num_vertices); - R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i); - GL_LockArrays(0, 0); - } + qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value); + for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) + if (brush->colbrushf && brush->colbrushf->numtriangles) + R_DrawCollisionBrush(brush->colbrushf); + for (i = 0, surface = model->brush.data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) + if (surface->mesh.num_collisiontriangles) + R_DrawCollisionSurface(ent, surface); + qglPolygonOffset(0, 0); } - if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglEnable(GL_CULL_FACE); } -void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces) +void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) { - int i, j, f, flagsmask, flags; - msurface_t *surface; model_t *model = ent->model; - texture_t *t; - const int maxfaces = 1024; - int numsurfaces = 0; - msurface_t *surfacelist[1024]; - R_Mesh_Matrix(&ent->matrix); - flagsmask = Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY; - if (skyfaces) - flags = Q3SURFACEFLAG_SKY; + vec3_t lightmins, lightmaxs; + int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0; + const int *e; + const float *v[3]; + msurface_t *surface; + mleaf_t *leaf; + const qbyte *pvs; + lightmins[0] = relativelightorigin[0] - lightradius; + lightmins[1] = relativelightorigin[1] - lightradius; + lightmins[2] = relativelightorigin[2] - lightradius; + lightmaxs[0] = relativelightorigin[0] + lightradius; + lightmaxs[1] = relativelightorigin[1] + lightradius; + lightmaxs[2] = relativelightorigin[2] + lightradius; + *outnumclusterspointer = 0; + *outnumsurfacespointer = 0; + memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes); + memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3); + if (model == NULL) + { + VectorCopy(lightmins, outmins); + VectorCopy(lightmaxs, outmaxs); + return; + } + VectorCopy(relativelightorigin, outmins); + VectorCopy(relativelightorigin, outmaxs); + if (model->brush.GetPVS) + pvs = model->brush.GetPVS(model, relativelightorigin); else - flags = 0; - t = NULL; - f = 0; - numsurfaces = 0; - for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++) + pvs = NULL; + R_UpdateAllTextureInfo(ent); + // FIXME: use BSP recursion as lights are often small + for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++) { - if (ent != r_refdef.worldentity || r_worldsurfacevisible[j]) + if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex))) { - surface = model->brush.data_surfaces + j; - if (t != surface->texture) + outmins[0] = min(outmins[0], leaf->mins[0]); + outmins[1] = min(outmins[1], leaf->mins[1]); + outmins[2] = min(outmins[2], leaf->mins[2]); + outmaxs[0] = max(outmaxs[0], leaf->maxs[0]); + outmaxs[1] = max(outmaxs[1], leaf->maxs[1]); + outmaxs[2] = max(outmaxs[2], leaf->maxs[2]); + if (outclusterpvs) { - if (numsurfaces) + if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex)) { - R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist); - numsurfaces = 0; + SETPVSBIT(outclusterpvs, leaf->clusterindex); + outclusterlist[outnumclusters++] = leaf->clusterindex; } - t = surface->texture; - f = t->surfaceflags & flagsmask; } - if (f == flags) + if (outsurfacepvs) { - if (!surface->mesh.num_triangles) - continue; - if (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) + for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++) { - // drawing sky transparently would be too difficult - if (!(t->currentmaterialflags & MATERIALFLAG_SKY)) + surfaceindex = leaf->firstleafsurface[leafsurfaceindex]; + if (!CHECKPVSBIT(outsurfacepvs, surfaceindex)) { - vec3_t tempcenter, center; - 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->brush.data_surfaces); + surface = model->brush.data_surfaces + surfaceindex; + if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs)) + if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) + { + for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3) + { + v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3; + v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3; + v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3; + if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) + { + SETPVSBIT(outsurfacepvs, surfaceindex); + outsurfacelist[outnumsurfaces++] = surfaceindex; + break; + } + } + } } } - else - surfacelist[numsurfaces++] = surface; - if (numsurfaces >= maxfaces) - { - R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist); - numsurfaces = 0; - } } } } - if (numsurfaces) - R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist); + + // limit combined leaf box to light boundaries + outmins[0] = max(outmins[0], lightmins[0]); + outmins[1] = max(outmins[1], lightmins[1]); + outmins[2] = max(outmins[2], lightmins[2]); + outmaxs[0] = min(outmaxs[0], lightmaxs[0]); + outmaxs[1] = min(outmaxs[1], lightmaxs[1]); + outmaxs[2] = min(outmaxs[2], lightmaxs[2]); + + *outnumclusterspointer = outnumclusters; + *outnumsurfacespointer = outnumsurfaces; } -void R_Q3BSP_DrawSky(entity_render_t *ent) +void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs) { + model_t *model = ent->model; + msurface_t *surface; + int surfacelistindex; if (r_drawcollisionbrushes.integer < 2) - R_Q3BSP_DrawFaces(ent, true); + { + R_Mesh_Matrix(&ent->matrix); + R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + if (!r_shadow_compilingrtlight) + R_UpdateAllTextureInfo(ent); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; + if ((surface->texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) + continue; + if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + continue; + R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); + } + R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist); + } } -void R_Q3BSP_Draw(entity_render_t *ent) +void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist) { + model_t *model = ent->model; + msurface_t *surface; + texture_t *t; + int surfacelistindex; if (r_drawcollisionbrushes.integer < 2) - R_Q3BSP_DrawFaces(ent, false); - if (r_drawcollisionbrushes.integer >= 1) { - int i; - model_t *model = ent->model; - msurface_t *surface; - q3mbrush_t *brush; - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value); - for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) - if (brush->colbrushf && brush->colbrushf->numtriangles) - R_DrawCollisionBrush(brush->colbrushf); - for (i = 0, surface = model->brush.data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) - if (surface->mesh.num_collisiontriangles) - R_Q3BSP_DrawCollisionSurface(ent, surface); - qglPolygonOffset(0, 0); + R_Mesh_Matrix(&ent->matrix); + if (!r_shadow_compilingrtlight) + R_UpdateAllTextureInfo(ent); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->brush.data_surfaces + surfacelist[surfacelistindex]; + if (surface->texture->basematerialflags & MATERIALFLAG_NODRAW || !surface->mesh.num_triangles) + continue; + if (r_shadow_compilingrtlight) + { + // if compiling an rtlight, capture the mesh + t = surface->texture; + if ((t->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) + Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i); + } + else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]]) + { + t = surface->texture->currentframe; + // FIXME: transparent surfaces need to be lit later + if ((t->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) + { + if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglDisable(GL_CULL_FACE); + R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale); + if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) + qglEnable(GL_CULL_FACE); + } + } + } } } -#endif #if 0 static void gl_surf_start(void) @@ -3361,12 +1743,6 @@ static void gl_surf_newmap(void) void GL_Surf_Init(void) { -#ifdef LHREMOVESOON - int i; - dlightdivtable[0] = 4194304; - for (i = 1;i < 32768;i++) - dlightdivtable[i] = 4194304 / (i << 7); -#endif Cvar_RegisterVariable(&r_ambient); Cvar_RegisterVariable(&r_drawportals); diff --git a/model_brush.h b/model_brush.h index 44ecdc38..e99f07cd 100644 --- a/model_brush.h +++ b/model_brush.h @@ -181,13 +181,6 @@ typedef struct msurface_s int extents[2]; // q1bsp // if lightmap settings changed, this forces update int cached_dlight; // q1bsp -#ifdef LHREMOVESOON - // if this == r_framecount there are dynamic lights on the surface - int dlightframe; // q1bsp - // which dynamic lights are touching this surface - // (only access this if dlightframe is current) - int dlightbits[8]; // q1bsp -#endif struct q3deffect_s *effect; // q3bsp // FIXME: collisionmarkframe should be kept in a separate array diff --git a/r_light.c b/r_light.c index 4e7d51fa..42a50e30 100644 --- a/r_light.c +++ b/r_light.c @@ -161,152 +161,6 @@ void R_DrawCoronas(void) } } -#ifdef LHREMOVESOON -/* -============================================================================= - -DYNAMIC LIGHTS - -============================================================================= -*/ - -static int lightpvsbytes; -static qbyte lightpvs[(MAX_MAP_LEAFS+7)>>3]; - -/* -============= -R_MarkLights -============= -*/ -static void R_RecursiveMarkLights(entity_render_t *ent, vec3_t lightorigin, vec3_t lightmins, vec3_t lightmaxs, dlight_t *light, int bit, int bitindex, mnode_t *node, qbyte *pvs, int pvsbits) -{ - int i; - mleaf_t *leaf; - float dist; - - // for comparisons to minimum acceptable light - while(node->plane) - { - dist = PlaneDiff(lightorigin, node->plane); - if (dist > light->rtlight.lightmap_cullradius) - node = node->children[0]; - else - { - if (dist >= -light->rtlight.lightmap_cullradius) - R_RecursiveMarkLights(ent, lightorigin, lightmins, lightmaxs, light, bit, bitindex, node->children[0], pvs, pvsbits); - node = node->children[1]; - } - } - - // check if leaf is visible according to pvs - leaf = (mleaf_t *)node; - i = leaf->clusterindex; - if (leaf->numleafsurfaces && (i >= pvsbits || CHECKPVSBIT(pvs, i))) - { - int d, impacts, impactt; - float sdist, maxdist, dist2, impact[3], planenormal[3], planedist; - msurface_t *surface; - // mark the polygons - maxdist = light->rtlight.lightmap_cullradius2; - for (i = 0;i < leaf->numleafsurfaces;i++) - { - // note: this is only called on the worldmodel - if (r_worldsurfacevisible[leaf->firstleafsurface[i]]) - continue; - surface = ent->model->brush.data_surfaces + leaf->firstleafsurface[i]; - if (!BoxesOverlap(surface->mins, surface->maxs, lightmins, lightmaxs)) - continue; - - // do q1bsp culling checks only if it is a q1bsp surface - if (surface->samples && surface->texinfo) - { - VectorNegate(surface->mesh.data_normal3f, planenormal); - planedist = DotProduct(surface->mesh.data_vertex3f, planenormal); - dist = sdist = DotProduct(lightorigin, planenormal) - planedist; - - if (dist < -0.25f && !(surface->texture->currentmaterialflags & MATERIALFLAG_LIGHTBOTHSIDES)) - continue; - - dist2 = dist * dist; - if (dist2 >= maxdist) - continue; - - VectorCopy(lightorigin, impact); - VectorMA(impact, -sdist, planenormal, impact); - - impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0]; - - d = bound(0, impacts, surface->extents[0] + 16) - impacts; - dist2 += d * d; - if (dist2 > maxdist) - continue; - - impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1]; - - d = bound(0, impactt, surface->extents[1] + 16) - impactt; - dist2 += d * d; - if (dist2 > maxdist) - continue; - } - - if (surface->dlightframe != r_framecount) // not dynamic until now - { - surface->dlightbits[0] = surface->dlightbits[1] = surface->dlightbits[2] = surface->dlightbits[3] = surface->dlightbits[4] = surface->dlightbits[5] = surface->dlightbits[6] = surface->dlightbits[7] = 0; - surface->dlightframe = r_framecount; - surface->cached_dlight = true; - } - surface->dlightbits[bitindex] |= bit; - } - } -} - -void R_MarkLights(entity_render_t *ent) -{ - int i, j, bit, bitindex; - dlight_t *light; - vec3_t lightorigin, lightmins, lightmaxs; - if (!gl_flashblend.integer && r_dynamic.integer && ent->model && ent->model->brush.num_leafs) - { - for (i = 0, light = r_dlight;i < r_numdlights;i++, light++) - { - bit = 1 << (i & 31); - bitindex = i >> 5; - Matrix4x4_Transform(&ent->inversematrix, light->origin, lightorigin); - lightmins[0] = lightorigin[0] - light->rtlight.lightmap_cullradius; - lightmins[1] = lightorigin[1] - light->rtlight.lightmap_cullradius; - lightmins[2] = lightorigin[2] - light->rtlight.lightmap_cullradius; - lightmaxs[0] = lightorigin[0] + light->rtlight.lightmap_cullradius; - lightmaxs[1] = lightorigin[1] + light->rtlight.lightmap_cullradius; - lightmaxs[2] = lightorigin[2] + light->rtlight.lightmap_cullradius; - if (ent == r_refdef.worldentity) - { - lightpvsbytes = 0; - if (r_vismarklights.integer && ent->model->brush.FatPVS) - lightpvsbytes = ent->model->brush.FatPVS(ent->model, lightorigin, 0, lightpvs, sizeof(lightpvs)); - R_RecursiveMarkLights(ent, lightorigin, lightmins, lightmaxs, light, bit, bitindex, ent->model->brush.data_nodes, lightpvs, min(lightpvsbytes * 8, ent->model->brush.num_pvsclusters)); - } - else - { - msurface_t *surface; - for (j = 0, surface = ent->model->brush.data_surfaces + ent->model->firstmodelsurface;j < ent->model->nummodelsurfaces;j++, surface++) - { - if (BoxesOverlap(surface->mins, surface->maxs, lightmins, lightmaxs)) - { - if (surface->dlightframe != r_framecount) // not dynamic until now - { - surface->dlightbits[0] = surface->dlightbits[1] = surface->dlightbits[2] = surface->dlightbits[3] = surface->dlightbits[4] = surface->dlightbits[5] = surface->dlightbits[6] = surface->dlightbits[7] = 0; - surface->dlightframe = r_framecount; - surface->cached_dlight = true; - } - surface->dlightbits[bitindex] |= bit; - } - } - } - } - } -} -#endif - /* ============================================================================= diff --git a/r_light.h b/r_light.h index 6020c915..67f00502 100644 --- a/r_light.h +++ b/r_light.h @@ -6,9 +6,6 @@ extern int r_numdlights; extern dlight_t r_dlight[MAX_DLIGHTS]; void R_UpdateLights(void); -#ifdef LHREMOVESOON -void R_MarkLights(entity_render_t *ent); -#endif void R_DrawCoronas(void); void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic, const mleaf_t *leaf); int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, const entity_render_t *ent, float colorr, float colorg, float colorb, float colora, int worldcoords); -- 2.39.2