/* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_surface.c: surface-related rendering code #include #include "r_local.h" static vec3_t modelorg; // relative to viewpoint msurface_t *r_alpha_surfaces; int c_visible_lightmaps; int c_visible_textures; gllightmapstate_t gl_lms; static void RB_DrawEnvMap (void); static void RB_DrawTexGlow (image_t *glowImage); static void RB_DrawCaustics (msurface_t *surf); static void R_DrawLightmappedSurface (msurface_t *surf, qboolean render); static void LM_InitBlock (void); static void LM_UploadBlock (qboolean dynamic); static qboolean LM_AllocBlock (int w, int h, int *x, int *y); extern void R_SetCacheState( msurface_t *surf ); extern void R_BuildLightMap (msurface_t *surf, byte *dest, int stride); void R_BuildVertexLight (msurface_t *surf); #ifdef BATCH_LM_UPDATES void R_UpdateSurfaceLightmap (msurface_t *surf); void R_RebuildLightmaps (void); #endif // render lightmapped surfaces from texture chains #define MULTITEXTURE_CHAINS /* ============================================================= BRUSH MODELS ============================================================= */ /* =============== R_TextureAnimation Returns the proper texture for a given time. Uses msurface_t entity pointer, since currententity is not valid for the alpha surface pass. =============== */ image_t *R_TextureAnimation (msurface_t *surf) { int c, frame; mtexinfo_t *tex = surf->texinfo; if (!tex->next) return tex->image; if (tex->flags & (SURF_TRANS33|SURF_TRANS66)) { if (!surf->entity) frame = r_worldframe; // use worldspawn frame else frame = surf->entity->frame; } else frame = currententity->frame; c = frame % tex->numframes; while (c) { tex = tex->next; c--; } return tex->image; } /* =============== R_TextureAnimationGlow Returns the proper glow texture for a given time =============== */ image_t *R_TextureAnimationGlow (msurface_t *surf) { int c, frame; mtexinfo_t *tex = surf->texinfo; if (!tex->next) return tex->glow; if (tex->flags & (SURF_TRANS33|SURF_TRANS66)) { if (!surf->entity) frame = r_worldframe; // use worldspawn frame else frame = surf->entity->frame; } else frame = currententity->frame; c = frame % tex->numframes; while (c) { tex = tex->next; c--; } return tex->glow; } /* =============== R_SetLightingMode =============== */ void R_SetLightingMode (int renderflags) { GL_SelectTexture (0); if (!glConfig.mtexcombine)// || (renderflags & RF_TRANSLUCENT)) { GL_SelectTexture (0); GL_TexEnv (GL_REPLACE); GL_SelectTexture (1); if (r_lightmap->value) GL_TexEnv (GL_REPLACE); else GL_TexEnv (GL_MODULATE); } #if 1 else { GL_SelectTexture (0); GL_TexEnv (GL_COMBINE_ARB); if (renderflags & RF_TRANSLUCENT) { qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE); } else { qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE); } GL_SelectTexture (1); GL_TexEnv (GL_COMBINE_ARB); if (r_lightmap->value) { qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE); } else { qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB); } if (r_rgbscale->value) { qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, r_rgbscale->value); } } #else else { GL_SelectTexture (0); GL_TexEnv (GL_COMBINE_EXT); if (renderflags & RF_TRANSLUCENT) { qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_MODULATE); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE); } else { qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_REPLACE); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE); } GL_SelectTexture (1); GL_TexEnv (GL_COMBINE_EXT); if (r_lightmap->value) { qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_REPLACE); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE); } else { qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT); qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_MODULATE); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE); qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_PREVIOUS_EXT); } if (r_rgbscale->value) { qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, r_rgbscale->value); } } #endif } /* ================ SurfAlphaCalc ================ */ float SurfAlphaCalc (int flags) { if ((flags & SURF_TRANS33) && (flags & SURF_TRANS66) && r_solidalpha->value) // return DIV254BY255; return 1.0; else if (flags & SURF_TRANS33) return 0.33333; else if (flags & SURF_TRANS66) return 0.66666; else return 1.0; } /* ================ R_SurfIsDynamic ================ */ qboolean R_SurfIsDynamic (msurface_t *surf, int *mapNum) { int map; qboolean is_dynamic = false; if (!surf) return false; if (r_fullbright->value != 0) return false; for (map = 0; map < MAXLIGHTMAPS && surf->styles[map] != 255; map++) { if (r_newrefdef.lightstyles[surf->styles[map]].white != surf->cached_light[map]) goto dynamic; } // dynamic this frame or dynamic previously #ifdef BATCH_LM_UPDATES if ( (surf->dlightframe == r_framecount) || surf->cached_dlight ) #else if ( (surf->dlightframe == r_framecount) ) #endif // BATCH_LM_UPDATES { dynamic: #ifdef BATCH_LM_UPDATES if (r_dynamic->value || surf->cached_dlight) { #else if (r_dynamic->value) { #endif // BATCH_LM_UPDATES if ( !(surf->texinfo->flags & (SURF_SKY|SURF_WARP|SURF_NOLIGHTENV)) ) is_dynamic = true; } } if (mapNum) *mapNum = map; return is_dynamic; } /* ================ R_SurfIsLit ================ */ qboolean R_SurfIsLit (msurface_t *s) { if (!s || !s->texinfo) return false; if (r_fullbright->value != 0) return false; if (s->flags & SURF_DRAWTURB) return (s->texinfo->flags & (SURF_TRANS33|SURF_TRANS66)) && !(s->texinfo->flags & SURF_NOLIGHTENV) && r_warp_lighting->value; else return (s->texinfo->flags & (SURF_TRANS33|SURF_TRANS66)) && !(s->texinfo->flags & SURF_NOLIGHTENV) && r_trans_lighting->value; } /* ================ R_SurfHasEnvMap ================ */ qboolean R_SurfHasEnvMap (msurface_t *s) { qboolean solidAlpha; if (!s || !s->texinfo) return false; solidAlpha = ( (s->texinfo->flags & SURF_TRANS33) && (s->texinfo->flags & SURF_TRANS66) && r_solidalpha->value ); return ( (s->flags & SURF_ENVMAP) && r_glass_envmaps->value && !solidAlpha); } /* ================ RB_RenderGLPoly backend for R_DrawGLPoly ================ */ void RB_RenderGLPoly (msurface_t *surf, qboolean light) { image_t *image = R_TextureAnimation (surf); image_t *glow = R_TextureAnimationGlow(surf); int i; float alpha = colorArray[0][3]; qboolean glowPass, envMap, causticPass; if (rb_vertex == 0 || rb_index == 0) // nothing to render return; glowPass = ( r_glows->value && (glow != glMedia.notexture) && glConfig.multitexture && light ); envMap = R_SurfHasEnvMap (surf); causticPass = ( r_caustics->value && (surf->flags & SURF_MASK_CAUSTIC) && glConfig.multitexture && light ); c_brush_calls++; GL_Bind (image->texnum); if (light) { R_SetVertexRGBScale (true); GL_ShadeModel (GL_SMOOTH); } RB_DrawArrays (); if (glowPass) { // just redraw with existing arrays for glow qglDisableClientState (GL_COLOR_ARRAY); qglColor4f(1.0, 1.0, 1.0, alpha); RB_DrawTexGlow (glow); qglColor4f(1.0, 1.0, 1.0, 1.0); qglEnableClientState (GL_COLOR_ARRAY); } if (envMap && !causticPass) { // vertex-lit trans surfaces have more solid envmapping float envAlpha = (r_trans_lighting->value && !(surf->texinfo->flags & SURF_NOLIGHTENV)) ? 0.15 : 0.10; for (i=0; itexinfo->flags); light = R_SurfIsLit (surf); c_brush_surfs++; if (surf->texinfo->flags & SURF_FLOWING) { scroll = -64 * ( (r_newrefdef.time / 40.0) - (int)(r_newrefdef.time / 40.0) ); if (scroll == 0.0) scroll = -64.0; } else scroll = 0.0; // rb_vertex = rb_index = 0; for (p = surf->polys; p; p = p->chain) { nv = p->numverts; c_brush_polys += (nv-2); v = p->verts[0]; if (RB_CheckArrayOverflow (nv, (nv-2)*3)) RB_RenderGLPoly (surf, light); for (i=0; i < nv-2; i++) { indexArray[rb_index++] = rb_vertex; indexArray[rb_index++] = rb_vertex+i+1; indexArray[rb_index++] = rb_vertex+i+2; } for (i=0; i < nv; i++, v+= VERTEXSIZE) { if (light && p->vertexlight && p->vertexlightset) VA_SetElem4(colorArray[rb_vertex], (float)(p->vertexlight[i*3+0]*DIV255), (float)(p->vertexlight[i*3+1]*DIV255), (float)(p->vertexlight[i*3+2]*DIV255), alpha); else VA_SetElem4(colorArray[rb_vertex], glState.inverse_intensity, glState.inverse_intensity, glState.inverse_intensity, alpha); VA_SetElem2(texCoordArray[0][rb_vertex], v[3]+scroll, v[4]); VA_SetElem3(vertexArray[rb_vertex], v[0], v[1], v[2]); rb_vertex++; } } if (render) RB_RenderGLPoly (surf, light); } /* ================ R_DrawWarpPoly ================ */ void R_DrawWarpPoly (msurface_t *surf) { if (!(surf->flags & SURF_DRAWTURB)) return; R_BuildVertexLight (surf); // warp texture, no lightmaps GL_EnableMultitexture (false); // GL_TexEnv(GL_MODULATE); R_DrawWarpSurface (surf, 1.0, true); // GL_TexEnv(GL_REPLACE); GL_EnableMultitexture (true); } /* ================ R_DrawTriangleOutlines ================ */ void R_DrawTriangleOutlines (void) { int i, j, nv; float *v; msurface_t *surf; glpoly_t *p; // not used in multitexture mode if (glConfig.multitexture) return; if (!r_showtris->value) return; if (r_showtris->value == 1) GL_Disable(GL_DEPTH_TEST); GL_DisableTexture (0); qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE); rb_vertex = rb_index = 0; for (i = 0; i < MAX_LIGHTMAPS; i++) { for (surf = gl_lms.lightmap_surfaces[i]; surf != 0; surf = surf->lightmapchain) { for (p = surf->polys; p; p = p->chain) { v = p->verts[0]; nv = p->numverts; if (RB_CheckArrayOverflow (nv, (nv-2)*3)) RB_RenderMeshGeneric (false); for (j=0; j < nv-2; j++) { indexArray[rb_index++] = rb_vertex; indexArray[rb_index++] = rb_vertex+j+1; indexArray[rb_index++] = rb_vertex+j+2; } for (j=0; j < nv; j++, v+= VERTEXSIZE) { VA_SetElem3(vertexArray[rb_vertex], v[0], v[1], v[2]); VA_SetElem4(colorArray[rb_vertex], 1, 1, 1, 1); rb_vertex++; } } } } // RB_DrawArrays (); RB_RenderMeshGeneric (false); qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL); GL_EnableTexture(0); if (r_showtris->value == 1) GL_Enable(GL_DEPTH_TEST); } /* ================ R_DrawGLPolyChain ================ */ void R_DrawGLPolyChain (glpoly_t *p, float soffset, float toffset) { float *v; int j, nv; rb_vertex = rb_index = 0; for ( ; p != 0; p = p->chain) { v = p->verts[0]; nv = p->numverts; if (RB_CheckArrayOverflow (nv, (nv-2)*3)) RB_RenderMeshGeneric (false); for (j=0; j < nv-2; j++) { indexArray[rb_index++] = rb_vertex; indexArray[rb_index++] = rb_vertex+j+1; indexArray[rb_index++] = rb_vertex+j+2; } for (j=0; j < nv; j++, v+= VERTEXSIZE) { VA_SetElem2(texCoordArray[0][rb_vertex], v[5] - soffset, v[6] - toffset); VA_SetElem3(vertexArray[rb_vertex], v[0], v[1], v[2]); VA_SetElem4(colorArray[rb_vertex], 1, 1, 1, 1); rb_vertex++; } } // RB_DrawArrays (); RB_RenderMeshGeneric (false); } /* ================ R_BlendLightMaps This routine takes all the given light mapped surfaces in the world and blends them into the framebuffer. ================ */ void R_BlendLightmaps (void) { int i; msurface_t *surf, *newdrawsurf = 0; // not used in multitexture mode if (glConfig.multitexture) return; // don't bother if we're set to fullbright if (r_fullbright->value) return; if (!r_worldmodel->lightdata) return; // don't bother writing Z GL_DepthMask (false); // set the appropriate blending mode unless we're only looking at the // lightmaps. if (!r_lightmap->value) { GL_Enable (GL_BLEND); if (r_saturatelighting->value) { GL_BlendFunc( GL_ONE, GL_ONE ); } else { if (r_monolightmap->string[0] != '0') { switch (toupper(r_monolightmap->string[0])) { case 'I': GL_BlendFunc (GL_ZERO, GL_SRC_COLOR); break; case 'L': GL_BlendFunc (GL_ZERO, GL_SRC_COLOR); break; case 'A': default: GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; } } else { GL_BlendFunc (GL_ZERO, GL_SRC_COLOR); } } } if (currentmodel == r_worldmodel) c_visible_lightmaps = 0; // render static lightmaps first for (i = 1; i < MAX_LIGHTMAPS; i++) { if (gl_lms.lightmap_surfaces[i]) { if (currentmodel == r_worldmodel) c_visible_lightmaps++; GL_Bind( glState.lightmap_textures + i); for (surf = gl_lms.lightmap_surfaces[i]; surf != 0; surf = surf->lightmapchain) { if (surf->polys) R_DrawGLPolyChain(surf->polys, 0, 0); } } } // render dynamic lightmaps if (r_dynamic->value) { LM_InitBlock(); GL_Bind(glState.lightmap_textures+0); if (currentmodel == r_worldmodel) c_visible_lightmaps++; newdrawsurf = gl_lms.lightmap_surfaces[0]; for (surf = gl_lms.lightmap_surfaces[0]; surf != 0; surf = surf->lightmapchain) { int smax, tmax; unsigned *base; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; if ( LM_AllocBlock( smax, tmax, &surf->dlight_s, &surf->dlight_t ) ) { base = gl_lms.lightmap_buffer; base += (surf->dlight_t * LM_BLOCK_WIDTH + surf->dlight_s); // * LIGHTMAP_BYTES R_BuildLightMap (surf, (void *)base, LM_BLOCK_WIDTH*LIGHTMAP_BYTES); } else { msurface_t *drawsurf; // upload what we have so far LM_UploadBlock(true); // draw all surfaces that use this lightmap for ( drawsurf = newdrawsurf; drawsurf != surf; drawsurf = drawsurf->lightmapchain ) { if (drawsurf->polys) R_DrawGLPolyChain( drawsurf->polys, (drawsurf->light_s - drawsurf->dlight_s) * (1.0 / 128.0), (drawsurf->light_t - drawsurf->dlight_t) * (1.0 / 128.0) ); } newdrawsurf = drawsurf; // clear the block LM_InitBlock(); // try uploading the block now if (!LM_AllocBlock(smax, tmax, &surf->dlight_s, &surf->dlight_t)) { VID_Error( ERR_FATAL, "Consecutive calls to LM_AllocBlock(%d,%d) failed (dynamic)\n", smax, tmax ); } base = gl_lms.lightmap_buffer; base += (surf->dlight_t * LM_BLOCK_WIDTH + surf->dlight_s); // * LIGHTMAP_BYTES R_BuildLightMap (surf, (void *)base, LM_BLOCK_WIDTH*LIGHTMAP_BYTES); } } // draw remainder of dynamic lightmaps that haven't been uploaded yet if (newdrawsurf) LM_UploadBlock( true ); for (surf = newdrawsurf; surf != 0; surf = surf->lightmapchain) { if (surf->polys) R_DrawGLPolyChain( surf->polys, (surf->light_s - surf->dlight_s) * (1.0 / 128.0), (surf->light_t - surf->dlight_t) * (1.0 / 128.0) ); } } // restore state GL_Disable (GL_BLEND); GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask (true); } /* ================ R_RenderBrushPoly ================ */ void R_RenderBrushPoly (msurface_t *fa) { int maps; // qboolean is_dynamic = false; if (fa->flags & SURF_DRAWTURB) { R_BuildVertexLight (fa); // warp texture, no lightmaps GL_TexEnv(GL_MODULATE); R_DrawWarpSurface (fa, 1.0, true); GL_TexEnv(GL_REPLACE); return; } GL_TexEnv(GL_REPLACE); R_DrawGLPoly (fa, true); #if 0 // // check for lightmap modification // for (maps = 0; maps < MAXLIGHTMAPS && fa->styles[maps] != 255; maps++) { if (r_newrefdef.lightstyles[fa->styles[maps]].white != fa->cached_light[maps]) goto dynamic; } // dynamic this frame or dynamic previously if ((fa->dlightframe == r_framecount)) { dynamic: if (r_dynamic->value) { if ( !(fa->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP)) ) { is_dynamic = true; } } } #endif if (R_SurfIsDynamic(fa, &maps)) { if ( (fa->styles[maps] >= 32 || fa->styles[maps] == 0) && (fa->dlightframe != r_framecount) ) { unsigned temp[34*34]; int smax, tmax; smax = (fa->extents[0]>>4)+1; tmax = (fa->extents[1]>>4)+1; R_BuildLightMap(fa, (void *)temp, smax*4); R_SetCacheState(fa); GL_Bind(glState.lightmap_textures + fa->lightmaptexturenum); qglTexSubImage2D( GL_TEXTURE_2D, 0, fa->light_s, fa->light_t, smax, tmax, // GL_LIGHTMAP_FORMAT, GL_UNSIGNED_BYTE, gl_lms.format, gl_lms.type, temp); fa->lightmapchain = gl_lms.lightmap_surfaces[fa->lightmaptexturenum]; gl_lms.lightmap_surfaces[fa->lightmaptexturenum] = fa; } else { fa->lightmapchain = gl_lms.lightmap_surfaces[0]; gl_lms.lightmap_surfaces[0] = fa; } } else { fa->lightmapchain = gl_lms.lightmap_surfaces[fa->lightmaptexturenum]; gl_lms.lightmap_surfaces[fa->lightmaptexturenum] = fa; } } /* ================ R_SurfsAreBatchable ================ */ qboolean R_SurfsAreBatchable (msurface_t *s1, msurface_t *s2) { if (!s1 || !s2) return false; if (s1->entity != s2->entity) return false; if ((s1->flags & SURF_DRAWTURB) != (s2->flags & SURF_DRAWTURB)) return false; if ( ((s1->texinfo->flags & (SURF_TRANS33|SURF_TRANS66)) != 0) != ((s2->texinfo->flags & (SURF_TRANS33|SURF_TRANS66)) != 0) ) return false; if (R_TextureAnimation(s1) != R_TextureAnimation(s2)) return false; if ( (s1->flags & SURF_DRAWTURB) && (s2->flags & SURF_DRAWTURB) ) { if (R_SurfIsLit(s1) != R_SurfIsLit(s2)) return false; return true; } else if ( (s1->texinfo->flags & (SURF_TRANS33|SURF_TRANS66)) && (s2->texinfo->flags & (SURF_TRANS33|SURF_TRANS66)) ) { if (r_trans_lighting->value == 2 && ((R_SurfIsLit(s1) && s1->lightmaptexturenum) || (R_SurfIsLit(s2) && s2->lightmaptexturenum))) return false; if (R_SurfIsLit(s1) != R_SurfIsLit(s2)) return false; // must be single pass to be batchable if ( r_glows->value && ((R_TextureAnimationGlow(s1) != glMedia.notexture) || (R_TextureAnimationGlow(s2) != glMedia.notexture)) ) return false; if (R_SurfHasEnvMap(s1) || R_SurfHasEnvMap(s2)) return false; if ( r_caustics->value && ((s1->flags & SURF_MASK_CAUSTIC) || (s2->flags & SURF_MASK_CAUSTIC)) ) return false; return true; } else if ( !(s1->texinfo->flags & (SURF_DRAWTURB|SURF_TRANS33|SURF_TRANS66)) && !(s2->texinfo->flags & (SURF_DRAWTURB|SURF_TRANS33|SURF_TRANS66)) ) // lightmapped surfaces { if (s1->lightmaptexturenum != s2->lightmaptexturenum) // lightmap image must be same return false; #ifndef BATCH_LM_UPDATES if (R_SurfIsDynamic(s1, NULL) || R_SurfIsDynamic(s2, NULL)) // can't be dynamically list return false; #endif // BATCH_LM_UPDATES if ((s1->texinfo->flags & SURF_ALPHATEST) != (s2->texinfo->flags & SURF_ALPHATEST)) return false; if (R_TextureAnimationGlow(s1) != R_TextureAnimationGlow(s2)) return false; if (R_SurfHasEnvMap(s1) != R_SurfHasEnvMap(s2)) return false; if ((s1->flags & SURF_MASK_CAUSTIC) != (s2->flags & SURF_MASK_CAUSTIC)) return false; return true; } return false; } /* ================ R_DrawAlphaSurfaces Draw trans water surfaces and windows. The BSP tree is waled front to back, so unwinding the chain of alpha_surfaces will draw back to front, giving proper ordering. ================ */ void R_DrawAlphaSurfaces (void) { msurface_t *s; qboolean light;//solidAlpha, envMap; // the textures are prescaled up for a better lighting range, // so scale it back down rb_vertex = rb_index = 0; for (s = r_alpha_surfaces; s; s = s->texturechain) { // go back to the world matrix qglLoadMatrixf (r_world_matrix); R_BuildVertexLight (s); GL_Enable (GL_BLEND); GL_TexEnv (GL_MODULATE); GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // disable depth testing for all bmodel surfs except solid alphas if ( s->entity && !((s->flags & SURF_TRANS33) && (s->flags & SURF_TRANS66)) ) GL_DepthMask (false); else GL_DepthMask (true); // moving trans brushes - spaz if (s->entity) R_RotateForEntity (s->entity, true); light = R_SurfIsLit(s); // solidAlpha = ( (s->texinfo->flags & SURF_TRANS33|SURF_TRANS66) == SURF_TRANS33|SURF_TRANS66 ); // envMap = ( (s->flags & SURF_ENVMAP) && r_glass_envmaps->value && !solidAlpha); if (s->flags & SURF_DRAWTURB) R_DrawWarpSurface (s, SurfAlphaCalc(s->texinfo->flags), !R_SurfsAreBatchable (s, s->texturechain)); else if (r_trans_lighting->value == 2 && glConfig.multitexture && light && s->lightmaptexturenum) { GL_EnableMultitexture (true); R_SetLightingMode (RF_TRANSLUCENT); R_DrawLightmappedSurface (s, true); GL_EnableMultitexture (false); } else R_DrawGLPoly (s, !R_SurfsAreBatchable (s, s->texturechain));// true); } // go back to the world matrix after shifting trans faces qglLoadMatrixf (r_world_matrix); GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_TexEnv (GL_REPLACE); qglColor4f (1,1,1,1); GL_Disable (GL_BLEND); GL_DepthMask (true); r_alpha_surfaces = NULL; } #ifdef BATCH_LM_UPDATES /* ============= R_UpdateSurfaceLightmap Based on code from MH's experimental Q2 engine ============= */ void R_UpdateSurfaceLightmap (msurface_t *surf) { int map; if (R_SurfIsDynamic (surf, &map)) { unsigned *base = gl_lms.lightmap_update[surf->lightmaptexturenum]; rect_t *rect = &gl_lms.lightrect[surf->lightmaptexturenum]; base += (surf->light_t * LM_BLOCK_WIDTH) + surf->light_s; R_BuildLightMap (surf, (void *)base, LM_BLOCK_WIDTH*LIGHTMAP_BYTES); R_SetCacheState (surf); gl_lms.modified[surf->lightmaptexturenum] = true; if (surf->light_s < rect->left) rect->left = surf->light_s; if ((surf->light_s + surf->light_smax) > rect->right) rect->right = surf->light_s + surf->light_smax; if (surf->light_t < rect->top) rect->top = surf->light_t; if ((surf->light_t + surf->light_tmax) > rect->bottom) rect->bottom = surf->light_t + surf->light_tmax; } } /* ============= R_RebuildLightmaps Based on code from MH's experimental Q2 engine ============= */ void R_RebuildLightmaps (void) { int i; qboolean storeSet = false; for (i=1; iregistration_sequence) continue; if (!image->texturechain) continue; rb_vertex = rb_index = 0; for (s = image->texturechain; s; s=s->texturechain) { R_DrawLightmappedSurface (s, !R_SurfsAreBatchable(s, s->texturechain)); } image->texturechain = NULL; } GL_EnableMultitexture (false); #endif // MULTITEXTURE_CHAINS GL_TexEnv(GL_MODULATE); // warp textures, no lightmaps for (i=0, image=gltextures; iregistration_sequence) continue; if (!image->warp_texturechain) continue; rb_vertex = rb_index = 0; for (s = image->warp_texturechain; s; s=s->texturechain) { R_BuildVertexLight (s); R_DrawWarpSurface (s, 1.0, !R_SurfsAreBatchable(s, s->texturechain)); } image->warp_texturechain = NULL; } GL_TexEnv (GL_REPLACE); } /* ================ R_DrawTextureChains Draws all solid textures in 2-pass mode ================ */ void R_DrawTextureChains (void) { int i; msurface_t *s; image_t *image; c_visible_textures = 0; for (i=0, image=gltextures; iregistration_sequence) continue; if (!image->texturechain) continue; c_visible_textures++; rb_vertex = rb_index = 0; for (s = image->texturechain; s; s=s->texturechain) R_RenderBrushPoly (s); image->texturechain = NULL; } for (i=0, image=gltextures; iregistration_sequence) continue; if (!image->warp_texturechain) continue; // c_visible_textures++; rb_vertex = rb_index = 0; for (s = image->warp_texturechain; s; s=s->texturechain) R_RenderBrushPoly (s); image->warp_texturechain = NULL; } GL_TexEnv (GL_REPLACE); } /* =========================================== RB_DrawEnvMap =========================================== */ static void RB_DrawEnvMap (void) { qboolean previousBlend = false; GL_MBind (0, glMedia.envmappic->texnum); GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if (!glState.blend) GL_Enable (GL_BLEND); else previousBlend = true; qglTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); qglTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); qglEnable(GL_TEXTURE_GEN_S); qglEnable(GL_TEXTURE_GEN_T); RB_DrawArrays (); qglDisable(GL_TEXTURE_GEN_S); qglDisable(GL_TEXTURE_GEN_T); if (!previousBlend) // restore state GL_Disable (GL_BLEND); } /* =========================================== RB_DrawTexGlow =========================================== */ static void RB_DrawTexGlow (image_t *glowImage) { qboolean previousBlend = false; GL_MBind (0, glowImage->texnum); GL_BlendFunc (GL_ONE, GL_ONE); if (!glState.blend) GL_Enable (GL_BLEND); else previousBlend = true; RB_DrawArrays (); if (!previousBlend) // restore state GL_Disable (GL_BLEND); GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } /* =========================================== RB_CausticForSurface =========================================== */ image_t *RB_CausticForSurface (msurface_t *surf) { if (surf->flags & SURF_UNDERLAVA) return glMedia.causticlavapic; else if (surf->flags & SURF_UNDERSLIME) return glMedia.causticslimepic; else return glMedia.causticwaterpic; } /* =========================================== RB_DrawCaustics Underwater caustic effect based on code by Kirk Barnes =========================================== */ extern unsigned int dst_texture_ARB; static void RB_DrawCaustics (msurface_t *surf) { int i, vert=0; // nv float scrollh, scrollv, scaleh, scalev, dstscroll; // *v, image_t *causticpic = RB_CausticForSurface (surf); qboolean previousBlend = false; qboolean fragmentWarp = glConfig.multitexture && glConfig.arb_fragment_program && (r_caustics->value > 1.0); // glpoly_t *p; // adjustment for texture size and caustic image scaleh = surf->texinfo->texWidth / (causticpic->width*0.5); scalev = surf->texinfo->texHeight / (causticpic->height*0.5); // sin and cos circular drifting scrollh = sin(r_newrefdef.time * 0.08 * M_PI) * 0.45; scrollv = cos(r_newrefdef.time * 0.08 * M_PI) * 0.45; dstscroll = -1.0 * ( (r_newrefdef.time*0.15) - (int)(r_newrefdef.time*0.15) ); GL_MBind (0, causticpic->texnum); if (fragmentWarp) { GL_EnableTexture(1); GL_MBind (1, dst_texture_ARB); GL_Enable (GL_FRAGMENT_PROGRAM_ARB); qglBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fragment_programs[F_PROG_WARP]); qglProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, 1.0, 1.0, 1.0, 1.0); } GL_BlendFunc (GL_DST_COLOR, GL_ONE); if (!glState.blend) GL_Enable (GL_BLEND); else previousBlend = true; // just reuse verts, color, and index from previous pass for (i=0; ipolys; p; p = p->chain) { v = p->verts[0]; nv = p->numverts; for (i=0; ilightmaptexturenum; qboolean glowLayer, glowPass, envMap, causticPass; #ifndef BATCH_LM_UPDATES int map; #endif if (rb_vertex == 0 || rb_index == 0) // nothing to render return; glowLayer = ( r_glows->value && (glow != glMedia.notexture) && (glConfig.max_texunits > 2) ); glowPass = ( r_glows->value && (glow != glMedia.notexture) && !glowLayer ); envMap = R_SurfHasEnvMap (surf); causticPass = ( r_caustics->value && !(surf->texinfo->flags & SURF_ALPHATEST) && (surf->flags & SURF_MASK_CAUSTIC) ); c_brush_calls++; #ifndef BATCH_LM_UPDATES if (R_SurfIsDynamic (surf, &map)) { unsigned temp[LM_BLOCK_WIDTH*LM_BLOCK_HEIGHT]; int smax, tmax; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; R_BuildLightMap (surf, (void *)temp, smax*4); if ((surf->styles[map] >= 32 || surf->styles[map] == 0) && (surf->dlightframe != r_framecount)) { R_SetCacheState (surf); GL_MBind (1, glState.lightmap_textures + surf->lightmaptexturenum); lmtex = surf->lightmaptexturenum; } else { GL_MBind (1, glState.lightmap_textures + 0); lmtex = 0; } qglTexSubImage2D (GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, // GL_LIGHTMAP_FORMAT, GL_UNSIGNED_BYTE, gl_lms.format, gl_lms.type, temp); } #endif // BATCH_LM_UPDATES // Alpha test flag if (surf->texinfo->flags & SURF_ALPHATEST) GL_Enable (GL_ALPHA_TEST); GL_MBind (0, image->texnum); if ( (r_fullbright->value != 0) || (surf->texinfo->flags & SURF_NOLIGHTENV) ) GL_MBind (1, glMedia.whitetexture->texnum); else GL_MBind (1, glState.lightmap_textures + lmtex); if (glowLayer) { for (i=0; itexnum); if (!glConfig.mtexcombine) // if we've got > 2 TMUs, this can't be the case, right? GL_TexEnv (GL_ADD); else { qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD); qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); // qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB); qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); // qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA); if (alpha < 1.0f) qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE); else qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_ADD); qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE); qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB); // qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB); qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA); // qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA); } } RB_DrawArrays (); GL_Disable (GL_ALPHA_TEST); // Alpha test flag if (glowLayer) GL_DisableTexture (2); if (glowPass || envMap || causticPass) GL_DisableTexture (1); if (glowPass) // just redraw with existing arrays for glow RB_DrawTexGlow (glow); if (envMap && !causticPass) { for (i=0; itexinfo->flags & (SURF_TRANS33|SURF_TRANS66)) alpha = (surf->entity && (surf->entity->flags & RF_TRANSLUCENT)) ? surf->entity->alpha : 1.0; else alpha = (currententity && (currententity->flags & RF_TRANSLUCENT)) ? currententity->alpha : 1.0; alpha *= SurfAlphaCalc (surf->texinfo->flags); if (surf->texinfo->flags & SURF_FLOWING) { scroll = -64 * ((r_newrefdef.time / 40.0) - (int)(r_newrefdef.time / 40.0)); if (scroll == 0.0) scroll = -64.0; } else scroll = 0.0; // rb_vertex = rb_index = 0; for (p = surf->polys; p; p = p->chain) { nv = p->numverts; c_brush_polys += (nv-2); v = p->verts[0]; if (RB_CheckArrayOverflow (nv, (nv-2)*3)) RB_RenderLightmappedSurface (surf); for (i=0; i < nv-2; i++) { indexArray[rb_index++] = rb_vertex; indexArray[rb_index++] = rb_vertex+i+1; indexArray[rb_index++] = rb_vertex+i+2; } for (i=0; i < nv; i++, v+= VERTEXSIZE) { VA_SetElem2(inTexCoordArray[rb_vertex], v[3], v[4]); VA_SetElem2(texCoordArray[0][rb_vertex], (v[3]+scroll), v[4]); VA_SetElem2(texCoordArray[1][rb_vertex], v[5], v[6]); VA_SetElem3(vertexArray[rb_vertex], v[0], v[1], v[2]); VA_SetElem4(colorArray[rb_vertex], 1, 1, 1, alpha); rb_vertex++; } } if (render) RB_RenderLightmappedSurface (surf); } #if 0 /* ================= SurfInFront Returns true if surf1 is in front of surf2 FIXME- need to find a better way to sort trans surfaces like an algorithm that uses psurf->extents and psurf->plane->normal relative to vieworigin and takes into account e's offset and angles ================= */ qboolean SurfInFront (msurface_t *surf1, msurface_t *surf2) { float dist1, dist2; vec3_t org1, org2; if (!r_trans_surf_sorting->value) // check if sorting disabled return true; if (!surf1->plane || !surf2->plane) return false; if (surf1->entity) VectorSubtract(r_newrefdef.vieworg, surf1->entity->origin, org1); else VectorCopy (r_newrefdef.vieworg, org1); if (surf2->entity) VectorSubtract(r_newrefdef.vieworg, surf2->entity->origin, org2); else VectorCopy (r_newrefdef.vieworg, org2); dist1 = DotProduct(org1, surf1->plane->normal) - surf1->plane->dist; dist2 = DotProduct(org2, surf2->plane->normal) - surf2->plane->dist; if (dist1 < dist2) return true; else return false; //return (surf2->plane->dist > surf1->plane->dist); } #endif /* ================= R_DrawInlineBModel ================= */ void R_DrawInlineBModel (entity_t *e, int causticflag) { int i, k; cplane_t *pplane; float dot; msurface_t *psurf, *s; dlight_t *lt; qboolean duplicate; image_t *image; psurf = ¤tmodel->surfaces[currentmodel->firstmodelsurface]; for (i=0; inummodelsurfaces; i++, psurf++) { // find which side of the face we are on pplane = psurf->plane; if ( pplane->type < 3 ) dot = modelorg[pplane->type] - pplane->dist; else dot = DotProduct (modelorg, pplane->normal) - pplane->dist; // cull the polygon if (dot > BACKFACE_EPSILON) psurf->visframe = r_framecount; } // calculate dynamic lighting for bmodel if (!r_flashblend->value) { lt = r_newrefdef.dlights; if (currententity->angles[0] || currententity->angles[1] || currententity->angles[2]) { vec3_t temp; vec3_t forward, right, up; AngleVectors (currententity->angles, forward, right, up); for (k=0; korigin, currententity->origin, temp); lt->origin[0] = DotProduct (temp, forward); lt->origin[1] = -DotProduct (temp, right); lt->origin[2] = DotProduct (temp, up); R_MarkLights (lt, k, currentmodel->nodes + currentmodel->firstnode); VectorAdd (temp, currententity->origin, lt->origin); } } else { for (k=0; korigin, currententity->origin, lt->origin); R_MarkLights (lt, k, currentmodel->nodes + currentmodel->firstnode); VectorAdd (lt->origin, currententity->origin, lt->origin); } } } #ifdef MULTITEXTURE_CHAINS if (!glConfig.multitexture) #endif // MULTITEXTURE_CHAINS { if (currententity->flags & RF_TRANSLUCENT) { GL_DepthMask (false); GL_TexEnv (GL_MODULATE); GL_Enable (GL_BLEND); GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } } // // draw standard surfaces // R_SetLightingMode (e->flags); // set up texture combiners psurf = ¤tmodel->surfaces[currentmodel->firstmodelsurface]; for (i = 0; i < currentmodel->nummodelsurfaces; i++, psurf++) { // find which side of the node we are on pplane = psurf->plane; dot = DotProduct (modelorg, pplane->normal) - pplane->dist; // draw the polygon if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) || (!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) { #ifdef BATCH_LM_UPDATES if ( glConfig.multitexture && !(psurf->texinfo->flags & (SURF_SKY|SURF_DRAWTURB)) ) R_UpdateSurfaceLightmap (psurf); #endif psurf->entity = NULL; psurf->flags &= ~SURF_MASK_CAUSTIC; // clear old caustics if ( psurf->texinfo->flags & (SURF_TRANS33|SURF_TRANS66) ) { // add to the translucent chain // if bmodel is used by multiple entities, adding surface // to linked list more than once would result in an infinite loop duplicate = false; for (s = r_alpha_surfaces; s; s = s->texturechain) if (s == psurf) { duplicate = true; break; } if (!duplicate) // Don't allow surface to be added twice (fixes hang) { #if 0 msurface_t *last = NULL; psurf->entity = e; // entity pointer to support movement for (s = r_alpha_surfaces; s; last = s, s = s->texturechain) { if (SurfInFront (s, psurf)) // s is in front of psurf break; // we know to insert here } if (last) { // if in front of at least one surface psurf->texturechain = s; last->texturechain = psurf; } else { // stuff in beginning of chain psurf->texturechain = r_alpha_surfaces; r_alpha_surfaces = psurf; } #else psurf->flags |= causticflag; // set caustics psurf->texturechain = r_alpha_surfaces; r_alpha_surfaces = psurf; psurf->entity = e; // entity pointer to support movement #endif } } else { image = R_TextureAnimation (psurf); if ( glConfig.multitexture && !(psurf->flags & SURF_DRAWTURB) ) { psurf->flags |= causticflag; // set caustics #ifdef MULTITEXTURE_CHAINS psurf->texturechain = image->texturechain; image->texturechain = psurf; #else R_DrawLightmappedSurface (psurf, true); #endif // MULTITEXTURE_CHAINS } else if ( glConfig.multitexture && (psurf->flags & SURF_DRAWTURB) ) // warp surface { #ifdef MULTITEXTURE_CHAINS psurf->texturechain = image->warp_texturechain; image->warp_texturechain = psurf; #else continue; #endif // MULTITEXTURE_CHAINS } else // 2-pass mode { GL_EnableMultitexture (false); R_RenderBrushPoly (psurf); GL_EnableMultitexture (true); // 2-pass mode-specific stuff R_BlendLightmaps (); R_DrawTriangleOutlines (); } } } } #ifndef MULTITEXTURE_CHAINS // // draw warp surfaces // psurf = ¤tmodel->surfaces[currentmodel->firstmodelsurface]; for (i = 0; i < currentmodel->nummodelsurfaces; i++, psurf++) { // find which side of the node we are on pplane = psurf->plane; dot = DotProduct (modelorg, pplane->normal) - pplane->dist; // draw the polygon if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) || (!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) { if ( psurf->texinfo->flags & (SURF_TRANS33|SURF_TRANS66) ) continue; else if (!(psurf->flags & SURF_DRAWTURB)) // non-warp surface continue; else // warp surface R_DrawWarpPoly (psurf); } } #else // MULTITEXTURE_CHAINS if (glConfig.multitexture) { if (currententity->flags & RF_TRANSLUCENT) { GL_DepthMask (false); GL_TexEnv (GL_MODULATE); GL_Enable (GL_BLEND); GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } R_DrawMultiTextureChains (); } #endif // MULTITEXTURE_CHAINS if (currententity->flags & RF_TRANSLUCENT) { GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_Disable (GL_BLEND); GL_TexEnv (GL_REPLACE); GL_DepthMask (true); } } /* ================= R_DrawBrushModel ================= */ int CL_PMpointcontents (vec3_t point); int CL_PMpointcontents2 (vec3_t point, model_t *ignore); void R_DrawBrushModel (entity_t *e) { vec3_t mins, maxs, org; int i, contents[9], contentsAND, contentsOR, causticflag = 0; qboolean rotated, viewInWater; if (currentmodel->nummodelsurfaces == 0) return; currententity = e; glState.currenttextures[0] = glState.currenttextures[1] = -1; if (e->angles[0] || e->angles[1] || e->angles[2]) { rotated = true; for (i=0; i<3; i++) { mins[i] = e->origin[i] - currentmodel->radius; maxs[i] = e->origin[i] + currentmodel->radius; } } else { rotated = false; VectorAdd (e->origin, currentmodel->mins, mins); VectorAdd (e->origin, currentmodel->maxs, maxs); } if (R_CullBox (mins, maxs)) return; qglColor3f (1,1,1); memset (gl_lms.lightmap_surfaces, 0, sizeof(gl_lms.lightmap_surfaces)); VectorSubtract (r_newrefdef.vieworg, e->origin, modelorg); if (rotated) { vec3_t temp; vec3_t forward, right, up; VectorCopy (modelorg, temp); AngleVectors (e->angles, forward, right, up); modelorg[0] = DotProduct (temp, forward); modelorg[1] = -DotProduct (temp, right); modelorg[2] = DotProduct (temp, up); } // check for caustics, based on code by Berserker if (r_caustics->value) { VectorSet(org, mins[0], mins[1], mins[2]); // contents[0] = Mod_PointInLeaf(org, r_worldmodel)->contents; contents[0] = CL_PMpointcontents2 (org, currentmodel); VectorSet(org, maxs[0], mins[1], mins[2]); contents[1] = CL_PMpointcontents2 (org, currentmodel); VectorSet(org, mins[0], maxs[1], mins[2]); contents[2] = CL_PMpointcontents2 (org, currentmodel); VectorSet(org, maxs[0], maxs[1], mins[2]); contents[3] = CL_PMpointcontents2 (org, currentmodel); VectorSet(org, mins[0], mins[1], maxs[2]); contents[4] = CL_PMpointcontents2 (org, currentmodel); VectorSet(org, maxs[0], mins[1], maxs[2]); contents[5] = CL_PMpointcontents2 (org, currentmodel); VectorSet(org, mins[0], maxs[1], maxs[2]); contents[6] = CL_PMpointcontents2 (org, currentmodel); VectorSet(org, maxs[0], maxs[1], maxs[2]); contents[7] = CL_PMpointcontents2 (org, currentmodel); org[0] = (mins[0] + maxs[0]) * 0.5; org[1] = (mins[1] + maxs[1]) * 0.5; org[2] = (mins[2] + maxs[2]) * 0.5; contents[8] = CL_PMpointcontents2 (org, currentmodel); contentsAND = (contents[0]&contents[1]&contents[2]&contents[3]&contents[4]&contents[5]&contents[6]&contents[7]&contents[8]); contentsOR = (contents[0]|contents[1]|contents[2]|contents[3]|contents[4]|contents[5]|contents[6]|contents[7]|contents[8]); // viewInWater = (Mod_PointInLeaf(r_newrefdef.vieworg, r_worldmodel)->contents & MASK_WATER); viewInWater = (CL_PMpointcontents(r_newrefdef.vieworg) & MASK_WATER); if ( (contentsAND & MASK_WATER) || ((contentsOR & MASK_WATER) && viewInWater) ) { if (contentsOR & CONTENTS_LAVA) causticflag = SURF_UNDERLAVA; else if (contentsOR & CONTENTS_SLIME) causticflag = SURF_UNDERSLIME; else causticflag = SURF_UNDERWATER; } } qglPushMatrix (); R_RotateForEntity (e, true); GL_EnableMultitexture (true); // R_SetLightingMode (e->flags); R_DrawInlineBModel (e, causticflag); GL_EnableMultitexture (false); qglPopMatrix (); } /* ============================================================= WORLD MODEL ============================================================= */ /* ================ R_RecursiveWorldNode ================ */ void R_RecursiveWorldNode (mnode_t *node) { int c, side, sidebit; cplane_t *plane; msurface_t *surf, **mark; mleaf_t *pleaf; float dot; image_t *image; if (node->contents == CONTENTS_SOLID) return; // solid if (node->visframe != r_visframecount) return; if (R_CullBox (node->minmaxs, node->minmaxs+3)) return; // if a leaf node, draw stuff if (node->contents != -1) { pleaf = (mleaf_t *)node; // check for door connected areas if (r_newrefdef.areabits) { if (! (r_newrefdef.areabits[pleaf->area>>3] & (1<<(pleaf->area&7)) ) ) return; // not visible } mark = pleaf->firstmarksurface; c = pleaf->nummarksurfaces; if (c) { do { (*mark)->visframe = r_framecount; mark++; } while (--c); } return; } // node is just a decision point, so go down the apropriate sides // find which side of the node we are on plane = node->plane; switch (plane->type) { case PLANE_X: dot = modelorg[0] - plane->dist; break; case PLANE_Y: dot = modelorg[1] - plane->dist; break; case PLANE_Z: dot = modelorg[2] - plane->dist; break; default: dot = DotProduct (modelorg, plane->normal) - plane->dist; break; } if (dot >= 0) { side = 0; sidebit = 0; } else { side = 1; sidebit = SURF_PLANEBACK; } // recurse down the children, front side first R_RecursiveWorldNode (node->children[side]); // draw stuff for ( c = node->numsurfaces, surf = r_worldmodel->surfaces + node->firstsurface; c ; c--, surf++) { if (surf->visframe != r_framecount) continue; if ((surf->flags & SURF_PLANEBACK) != sidebit) continue; // wrong side surf->entity = NULL; #ifdef BATCH_LM_UPDATES if ( glConfig.multitexture && !(surf->texinfo->flags & (SURF_SKY|SURF_DRAWTURB)) ) R_UpdateSurfaceLightmap (surf); #endif if (surf->texinfo->flags & SURF_SKY) { // just adds to visible sky bounds R_AddSkySurface (surf); } else if (surf->texinfo->flags & (SURF_TRANS33|SURF_TRANS66)) { // add to the translucent chain surf->texturechain = r_alpha_surfaces; r_alpha_surfaces = surf; } #ifndef MULTITEXTURE_CHAINS else if (glConfig.multitexture && !(surf->flags & SURF_DRAWTURB)) { R_DrawLightmappedSurface (surf, true); } #endif // MULTITEXTURE_CHAINS else { // the polygon is visible, so add it to the texture chain image = R_TextureAnimation (surf); if ( !(surf->flags & SURF_DRAWTURB) ) { surf->texturechain = image->texturechain; image->texturechain = surf; } else { surf->texturechain = image->warp_texturechain; image->warp_texturechain = surf; } } } // recurse down the back side R_RecursiveWorldNode (node->children[!side]); } /* ============= R_DrawWorld ============= */ void R_DrawWorld (void) { entity_t ent; if (!r_drawworld->value) return; if ( r_newrefdef.rdflags & RDF_NOWORLDMODEL ) return; currentmodel = r_worldmodel; VectorCopy (r_newrefdef.vieworg, modelorg); // auto cycle the world frame for texture animation memset (&ent, 0, sizeof(ent)); // Knightmare added r_worldframe for trans animations ent.frame = r_worldframe = (int)(r_newrefdef.time*2); currententity = &ent; glState.currenttextures[0] = glState.currenttextures[1] = -1; qglColor3f (1,1,1); memset (gl_lms.lightmap_surfaces, 0, sizeof(gl_lms.lightmap_surfaces)); R_ClearSkyBox (); if (glConfig.multitexture) { #ifndef MULTITEXTURE_CHAINS GL_EnableMultitexture (true); R_SetLightingMode (0); #endif // MULTITEXTURE_CHAINS R_RecursiveWorldNode (r_worldmodel->nodes); #ifndef MULTITEXTURE_CHAINS GL_EnableMultitexture (false); #endif // MULTITEXTURE_CHAINS R_DrawMultiTextureChains (); // draw solid warp surfaces } else { // add surfaces to texture chains for 2-pass rendering R_RecursiveWorldNode (r_worldmodel->nodes); R_DrawTextureChains (); R_BlendLightmaps (); R_DrawTriangleOutlines (); } R_DrawSkyBox (); } /* =============== R_MarkLeaves Mark the leaves and nodes that are in the PVS for the current cluster =============== */ void R_MarkLeaves (void) { byte *vis; byte fatvis[MAX_MAP_LEAFS/8]; mnode_t *node; int i, c; mleaf_t *leaf; int cluster; if (r_oldviewcluster == r_viewcluster && r_oldviewcluster2 == r_viewcluster2 && !r_novis->value && r_viewcluster != -1) return; // development aid to let you run around and see exactly where // the pvs ends if (r_lockpvs->value) return; if (!r_worldmodel) // Knightmare- potential crash fix return; r_visframecount++; r_oldviewcluster = r_viewcluster; r_oldviewcluster2 = r_viewcluster2; if (r_novis->value || r_viewcluster == -1 || !r_worldmodel->vis) { // mark everything for (i=0 ; inumleafs ; i++) r_worldmodel->leafs[i].visframe = r_visframecount; for (i=0 ; inumnodes ; i++) r_worldmodel->nodes[i].visframe = r_visframecount; return; } vis = Mod_ClusterPVS (r_viewcluster, r_worldmodel); // may have to combine two clusters because of solid water boundaries if (r_viewcluster2 != r_viewcluster) { memcpy (fatvis, vis, (r_worldmodel->numleafs+7)/8); vis = Mod_ClusterPVS (r_viewcluster2, r_worldmodel); c = (r_worldmodel->numleafs+31)/32; for (i=0 ; ileafs ; inumleafs ; i++, leaf++) { cluster = leaf->cluster; if (cluster == -1) continue; if (vis[cluster>>3] & (1<<(cluster&7))) { node = (mnode_t *)leaf; do { if (node->visframe == r_visframecount) break; node->visframe = r_visframecount; node = node->parent; } while (node); } } #if 0 for (i=0 ; ivis->numclusters ; i++) { if (vis[i>>3] & (1<<(i&7))) { node = (mnode_t *)&r_worldmodel->leafs[i]; // FIXME: cluster do { if (node->visframe == r_visframecount) break; node->visframe = r_visframecount; node = node->parent; } while (node); } } #endif } /* ======================================================================= Quake2Max vertex lighting code ======================================================================= */ /* ================= R_BuildVertexLightBase ================= */ void R_SurfLightPoint (msurface_t *surf, vec3_t p, vec3_t color, qboolean baselight); qboolean R_BuildVertexLightBase (msurface_t *surf, glpoly_t *poly) { vec3_t color, point; int i, j; float *v; qboolean lit = false; for (i=0, v=poly->verts[0]; inumverts; i++, v+=VERTEXSIZE) { VectorCopy(v, point); // lerp outward away from plane to avoid dark spots? // lerp between each vertex and origin - use check for too dark? // this messes up curved glass surfaces //VectorSubtract (poly->center, v, point); //VectorMA(v, 0.01, point, point); R_SurfLightPoint (surf, point, color, true); R_MaxColorVec (color); for (j=0; j<3; j++) if (color[j] > 0.0f) lit = true; poly->vertexlightbase[i*3+0] = (byte)(color[0]*255.0); poly->vertexlightbase[i*3+1] = (byte)(color[1]*255.0); poly->vertexlightbase[i*3+2] = (byte)(color[2]*255.0); } return lit; } /* ================= R_ResetVertextLight ================= */ void R_ResetVertextLight (msurface_t *surf) { glpoly_t *poly; if (!surf->polys) return; for (poly=surf->polys; poly; poly=poly->next) poly->vertexlightset = false; } /* ================= R_BuildVertexLight ================= */ void R_BuildVertexLight (msurface_t *surf) { vec3_t color, point; int i; float *v; glpoly_t *poly; if (surf->flags & SURF_DRAWTURB) { if (!r_warp_lighting->value) return; } else { if (!r_trans_lighting->value) return; } if (!surf->polys) return; for (poly=surf->polys; poly; poly=poly->next) { if (!poly->vertexlight || !poly->vertexlightbase) continue; if (!poly->vertexlightset) { R_BuildVertexLightBase(surf, poly); poly->vertexlightset = true; // if (R_BuildVertexLightBase(surf, poly)) // poly->vertexlightset = true; // else // return; // don't bother if lightbase is all black } for (i=0, v=poly->verts[0]; inumverts; i++, v+=VERTEXSIZE) { VectorCopy(v, point); // lerp outward away from plane to avoid dark spots? // lerp between each vertex and origin - use check for too dark? // this messes up curved glass surfaces //VectorSubtract (poly->center, v, point); //VectorMA(v, 0.01, point, point); R_SurfLightPoint (surf, point, color, false); VectorSet(color, (float)poly->vertexlightbase[i*3+0]/255.0 + color[0], (float)poly->vertexlightbase[i*3+1]/255.0 + color[1], (float)poly->vertexlightbase[i*3+2]/255.0 + color[2]); R_MaxColorVec (color); poly->vertexlight[i*3+0] = (byte)(color[0]*255.0); poly->vertexlight[i*3+1] = (byte)(color[1]*255.0); poly->vertexlight[i*3+2] = (byte)(color[2]*255.0); } } } /* ======================================================================= end Quake2Max vertex lighting code ======================================================================= */ /* ============================================================================= LIGHTMAP ALLOCATION ============================================================================= */ /* ================ LM_InitBlock ================ */ static void LM_InitBlock (void) { memset( gl_lms.allocated, 0, sizeof( gl_lms.allocated ) ); #ifdef BATCH_LM_UPDATES // alloc lightmap update buffer if needed if (!gl_lms.lightmap_update[gl_lms.current_lightmap_texture]) { gl_lms.lightmap_update[gl_lms.current_lightmap_texture] = Z_Malloc (LM_BLOCK_WIDTH*LM_BLOCK_HEIGHT*LIGHTMAP_BYTES); } #endif // BATCH_LM_UPDATES } /* ================ LM_UploadBlock ================ */ static void LM_UploadBlock (qboolean dynamic) { int texture; int height = 0; if ( dynamic ) { texture = 0; } else { texture = gl_lms.current_lightmap_texture; } GL_Bind( glState.lightmap_textures + texture ); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); if ( dynamic ) { int i; for ( i = 0; i < LM_BLOCK_WIDTH; i++ ) { if ( gl_lms.allocated[i] > height ) height = gl_lms.allocated[i]; } qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, LM_BLOCK_WIDTH, height, gl_lms.format, gl_lms.type, // GL_LIGHTMAP_FORMAT, // GL_UNSIGNED_BYTE, gl_lms.lightmap_buffer ); } else { qglTexImage2D( GL_TEXTURE_2D, 0, gl_lms.internal_format, LM_BLOCK_WIDTH, LM_BLOCK_HEIGHT, 0, gl_lms.format, gl_lms.type, // GL_LIGHTMAP_FORMAT, // GL_UNSIGNED_BYTE, #ifdef BATCH_LM_UPDATES gl_lms.lightmap_update[gl_lms.current_lightmap_texture] ); #else gl_lms.lightmap_buffer ); #endif // BATCH_LM_UPDATES if ( ++gl_lms.current_lightmap_texture == MAX_LIGHTMAPS ) VID_Error( ERR_DROP, "LM_UploadBlock() - MAX_LIGHTMAPS exceeded\n" ); } } /* ================ LM_AllocBlock returns a texture number and the position inside it ================ */ static qboolean LM_AllocBlock (int w, int h, int *x, int *y) { int i, j; int best, best2; best = LM_BLOCK_HEIGHT; for (i=0 ; i= best) break; if (gl_lms.allocated[i+j] > best2) best2 = gl_lms.allocated[i+j]; } if (j == w) { // this is a valid spot *x = i; *y = best = best2; } } if (best + h > LM_BLOCK_HEIGHT) return false; for (i=0 ; iedges; lnumverts = fa->numedges; vertpage = 0; VectorClear (total); // // draw texture // poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float)); poly->next = fa->polys; poly->flags = fa->flags; fa->polys = poly; poly->numverts = lnumverts; // alloc vertex light fields if (fa->texinfo->flags & (SURF_TRANS33|SURF_TRANS66)) { int size = lnumverts*3*sizeof(byte); poly->vertexlight = Hunk_Alloc(size); poly->vertexlightbase = Hunk_Alloc(size); memset(poly->vertexlight, 0, size); memset(poly->vertexlightbase, 0, size); poly->vertexlightset = false; } for (i=0; isurfedges[fa->firstedge + i]; if (lindex > 0) { r_pedge = &pedges[lindex]; vec = currentmodel->vertexes[r_pedge->v[0]].position; } else { r_pedge = &pedges[-lindex]; vec = currentmodel->vertexes[r_pedge->v[1]].position; } // // texture coordinates // s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3]; s /= fa->texinfo->texWidth; //fa->texinfo->image->width; changed to Q2E hack t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3]; t /= fa->texinfo->texHeight; //fa->texinfo->image->height; changed to Q2E hack VectorAdd (total, vec, total); VectorCopy (vec, poly->verts[i]); poly->verts[i][3] = s; poly->verts[i][4] = t; // // lightmap texture coordinates // s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3]; s -= fa->texturemins[0]; s += fa->light_s*16; s += 8; s /= LM_BLOCK_WIDTH*16; //fa->texinfo->texture->width; t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3]; t -= fa->texturemins[1]; t += fa->light_t*16; t += 8; t /= LM_BLOCK_HEIGHT*16; //fa->texinfo->texture->height; poly->verts[i][5] = s; poly->verts[i][6] = t; } VectorScale(total, 1.0/(float)lnumverts, poly->center); // for vertex lighting poly->numverts = lnumverts; } /* ======================== R_CreateSurfaceLightmap ======================== */ void R_CreateSurfaceLightmap (msurface_t *surf) { int smax, tmax; unsigned *base; if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB)) return; //if (surf->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP)) if (surf->texinfo->flags & (SURF_SKY|SURF_WARP)) return; smax = (surf->extents[0]>>4)+1; tmax = (surf->extents[1]>>4)+1; if ( !LM_AllocBlock (smax, tmax, &surf->light_s, &surf->light_t) ) { LM_UploadBlock (false); LM_InitBlock(); if ( !LM_AllocBlock (smax, tmax, &surf->light_s, &surf->light_t) ) { VID_Error (ERR_FATAL, "Consecutive calls to LM_AllocBlock(%d,%d) failed\n", smax, tmax); } } surf->lightmaptexturenum = gl_lms.current_lightmap_texture; // copy extents surf->light_smax = smax; surf->light_tmax = tmax; #ifdef BATCH_LM_UPDATES base = gl_lms.lightmap_update[surf->lightmaptexturenum]; #else base = gl_lms.lightmap_buffer; #endif // BATCH_LM_UPDATES base += (surf->light_t * LM_BLOCK_WIDTH + surf->light_s); // * LIGHTMAP_BYTES R_SetCacheState (surf); R_BuildLightMap (surf, (void *)base, LM_BLOCK_WIDTH*LIGHTMAP_BYTES); } /* ================== R_BeginBuildingLightmaps ================== */ void R_BeginBuildingLightmaps (model_t *m) { static lightstyle_t lightstyles[MAX_LIGHTSTYLES]; int i; unsigned dummy[LM_BLOCK_WIDTH*LM_BLOCK_HEIGHT]; // 128*128 memset( gl_lms.allocated, 0, sizeof(gl_lms.allocated) ); #ifdef BATCH_LM_UPDATES // free lightmap update buffers for (i=0; istring[0] ) == 'A' ) { gl_lms.internal_format = gl_tex_alpha_format; } // try to do hacked colored lighting with a blended texture else if ( toupper( r_monolightmap->string[0] ) == 'C' ) { gl_lms.internal_format = gl_tex_alpha_format; } else if ( toupper( r_monolightmap->string[0] ) == 'I' ) { gl_lms.internal_format = GL_INTENSITY8; } else if ( toupper( r_monolightmap->string[0] ) == 'L' ) { gl_lms.internal_format = GL_LUMINANCE8; } else { gl_lms.internal_format = gl_tex_solid_format; } gl_lms.format = GL_RGBA; gl_lms.type = GL_UNSIGNED_BYTE; } else { if ( toupper( r_monolightmap->string[0] ) == 'I' ) gl_lms.internal_format = GL_INTENSITY8; else if ( toupper( r_monolightmap->string[0] ) == 'L' ) gl_lms.internal_format = GL_LUMINANCE8; else gl_lms.internal_format = GL_RGBA8; gl_lms.format = GL_BGRA; gl_lms.type = GL_UNSIGNED_INT_8_8_8_8_REV; } // initialize the dynamic lightmap texture GL_Bind( glState.lightmap_textures + 0 ); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); qglTexImage2D( GL_TEXTURE_2D, 0, gl_lms.internal_format, LM_BLOCK_WIDTH, LM_BLOCK_HEIGHT, 0, gl_lms.format, gl_lms.type, // GL_LIGHTMAP_FORMAT, // GL_UNSIGNED_BYTE, dummy ); } /* ======================= R_EndBuildingLightmaps ======================= */ void R_EndBuildingLightmaps (void) { LM_UploadBlock (false); GL_EnableMultitexture (false); }