// 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
// 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)
{
{
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)
{
=============================================================
*/
-#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))
{
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)
{
}
}
}
-#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;
}
}
}
-#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;
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);
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)
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)
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);