mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2025-02-15 00:11:12 +00:00
1997 lines
44 KiB
C
1997 lines
44 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// GL_RSURF.C: surface-related refresh code
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#include <assert.h>
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#include "r_local.h"
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static vec3_t modelorg; // relative to viewpoint
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msurface_t *r_alpha_surfaces;
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#define DYNAMIC_LIGHT_WIDTH 128
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#define DYNAMIC_LIGHT_HEIGHT 128
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#define LIGHTMAP_BYTES 4
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#define BLOCK_WIDTH 128
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#define BLOCK_HEIGHT 128
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int c_visible_lightmaps;
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int c_visible_textures;
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#define GL_LIGHTMAP_FORMAT GL_RGBA
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typedef struct
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{
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int internal_format;
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int current_lightmap_texture;
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msurface_t *lightmap_surfaces[MAX_LIGHTMAPS];
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int allocated[BLOCK_WIDTH];
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// the lightmap texture data needs to be kept in
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// main memory so texsubimage can update properly
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byte lightmap_buffer[4*BLOCK_WIDTH*BLOCK_HEIGHT];
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} gllightmapstate_t;
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static gllightmapstate_t gl_lms;
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static void LM_InitBlock( void );
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static void LM_UploadBlock( qboolean dynamic );
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static qboolean LM_AllocBlock (int w, int h, int *x, int *y);
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extern void R_SetCacheState( msurface_t *surf );
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extern void R_BuildLightMap (msurface_t *surf, byte *dest, int stride);
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/*
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=============================================================
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BRUSH MODELS
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=============================================================
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*/
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/*
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===============
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R_TextureAnimation
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Returns the proper texture for a given time and base texture
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===============
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*/
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image_t *R_TextureAnimation (mtexinfo_t *tex)
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{
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int c;
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if (!tex->next)
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return tex->image;
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c = currententity->frame % tex->numframes;
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while (c)
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{
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tex = tex->next;
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c--;
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}
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return tex->image;
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}
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/*
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===============
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R_TextureAnimationGlow
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Returns the proper glow texture for a given time and base texture
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===============
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*/
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image_t *R_TextureAnimationGlow (mtexinfo_t *tex)
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{
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int c;
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if (!tex->next)
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return tex->glow;
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c = currententity->frame % tex->numframes;
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while (c)
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{
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tex = tex->next;
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c--;
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}
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return tex->glow;
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}
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/*
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===============
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R_TextureAnimationNew
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Variant of the above for alpha surfaces
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Uses msurface_t entity pointer, since currententity
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is not valid for the alpha surface pass
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===============
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*/
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image_t *R_TextureAnimationNew (msurface_t *surf)
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{
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int c, frame;
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mtexinfo_t *tex = surf->texinfo;
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if (!tex->next)
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return tex->image;
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if (tex->flags & (SURF_TRANS33|SURF_TRANS66)) {
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if (!surf->entity)
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frame = r_worldframe; // use worldspawn frame
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else
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frame = surf->entity->frame;
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}
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else
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frame = currententity->frame;
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c = frame % tex->numframes;
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while (c)
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{
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tex = tex->next;
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c--;
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}
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return tex->image;
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}
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/*
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===============
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R_SetLightingMode
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===============
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*/
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void R_SetLightingMode (int renderflags)
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{
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GL_SelectTexture (0);
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if (!gl_config.mtexcombine || (renderflags & RF_TRANSLUCENT))
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{
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GL_TexEnv (GL_REPLACE);
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GL_SelectTexture (1);
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if (r_lightmap->value)
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GL_TexEnv (GL_REPLACE);
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else
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GL_TexEnv (GL_MODULATE);
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}
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else
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{
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GL_TexEnv (GL_COMBINE_EXT);
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qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_REPLACE);
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qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
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qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
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qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
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GL_SelectTexture (1);
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GL_TexEnv (GL_COMBINE_EXT);
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if (r_lightmap->value)
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{
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qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_REPLACE);
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qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
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qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
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qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
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}
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else
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{
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qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
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qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
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qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT);
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qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_MODULATE);
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qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
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qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_PREVIOUS_EXT);
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}
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if (r_overbrightbits->value)
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{
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qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, r_overbrightbits->value);
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}
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}
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}
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/*
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================
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R_DrawGLPoly
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modified to handle scrolling textures
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================
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*/
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void R_DrawGLPoly (msurface_t *fa, float alpha, qboolean light, qboolean envmap)
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{
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int i;
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float *v, scroll;
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glpoly_t *p = fa->polys;
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image_t *image = R_TextureAnimationNew (fa);
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GL_Bind (image->texnum);
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if (light) {
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R_SetVertexOverbrights (true);
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GL_ShadeModel (GL_SMOOTH);
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}
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if (fa->texinfo->flags & SURF_FLOWING) {
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scroll = -64 * ( (r_newrefdef.time / 40.0) - (int)(r_newrefdef.time / 40.0) );
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if (scroll == 0.0) scroll = -64.0;
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}
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else
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scroll = 0.0;
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rb_vertex = rb_index = 0;
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v = p->verts[0];
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for (i=0; i<p->numverts; i++, v+= VERTEXSIZE)
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{
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if (light && p->vertexlight && p->vertexlightset)
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VA_SetElem4(colorArray[rb_vertex],
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(float)(p->vertexlight[i*3+0]*DIV255),
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(float)(p->vertexlight[i*3+1]*DIV255),
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(float)(p->vertexlight[i*3+2]*DIV255), alpha);
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else
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VA_SetElem4(colorArray[rb_vertex], gl_state.inverse_intensity, gl_state.inverse_intensity, gl_state.inverse_intensity, alpha);
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VA_SetElem2(texCoordArray[0][rb_vertex], v[3]+scroll, v[4]);
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VA_SetElem3(vertexArray[rb_vertex], v[0], v[1], v[2]);
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rb_vertex++;
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}
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for (i=0; i < p->numverts-2; i++) {
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indexArray[rb_index++] = 0;
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indexArray[rb_index++] = 0+i+1;
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indexArray[rb_index++] = 0+i+2;
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}
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RB_DrawArrays (GL_TRIANGLES);
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if (envmap)
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{
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float envAlpha;
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// lightmapped trans surfaces have more solid envmapping
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if (r_trans_lightmaps->value && !(fa->texinfo->flags & SURF_NOLIGHTENV))
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envAlpha = 0.15;
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else envAlpha = 0.10;
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for (i=0; i<p->numverts; i++)
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colorArray[i][3] = envAlpha;
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GL_Bind (r_envmappic->texnum);
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qglTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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qglTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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qglEnable(GL_TEXTURE_GEN_S);
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qglEnable(GL_TEXTURE_GEN_T);
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RB_DrawArrays (GL_TRIANGLES);
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qglDisable(GL_TEXTURE_GEN_S);
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qglDisable(GL_TEXTURE_GEN_T);
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}
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if (light) {
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R_SetVertexOverbrights(false);
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GL_ShadeModel (GL_FLAT);
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}
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RB_DrawMeshTris (GL_TRIANGLES, 1);
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}
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/*
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================
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R_DrawTriangleOutlines
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================
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*/
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void R_DrawTriangleOutlines (void)
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{
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int i, j;
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msurface_t *surf;
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glpoly_t *p;
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if (!r_showtris->value)
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return;
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if (r_showtris->value == 1)
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GL_Disable(GL_DEPTH_TEST);
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GL_DisableTexture (0);
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//qglDisable(GL_TEXTURE_2D);
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for (i = 0; i < MAX_LIGHTMAPS; i++)
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{
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for (surf = gl_lms.lightmap_surfaces[i]; surf != 0; surf = surf->lightmapchain)
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{
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for (p = surf->polys; p; p = p->chain)
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{
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for (j = 2; j < p->numverts; j++)
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{
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qglBegin(GL_LINE_STRIP);
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qglColor4f(1, 1, 1, 1);
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qglVertex3fv(p->verts[0]);
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qglVertex3fv(p->verts[j-1]);
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qglVertex3fv(p->verts[j]);
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qglVertex3fv(p->verts[0]);
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qglEnd();
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}
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}
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}
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}
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GL_EnableTexture(0);
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//qglEnable(GL_TEXTURE_2D);
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if (r_showtris->value == 1)
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GL_Enable(GL_DEPTH_TEST);
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}
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/*
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================
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R_DrawGLPolyChain
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================
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*/
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void R_DrawGLPolyChain (glpoly_t *p, float soffset, float toffset)
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{
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if (soffset == 0 && toffset == 0)
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{
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for ( ; p != 0; p = p->chain)
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{
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float *v;
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int j;
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qglBegin (GL_POLYGON);
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v = p->verts[0];
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for (j=0 ; j<p->numverts ; j++, v+= VERTEXSIZE)
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{
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qglTexCoord2f (v[5], v[6] );
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qglVertex3fv (v);
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}
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qglEnd ();
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}
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}
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else
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{
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for ( ; p != 0; p = p->chain)
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{
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float *v;
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int j;
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qglBegin (GL_POLYGON);
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v = p->verts[0];
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for (j=0 ; j<p->numverts ; j++, v+= VERTEXSIZE)
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{
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qglTexCoord2f (v[5] - soffset, v[6] - toffset );
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qglVertex3fv (v);
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}
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qglEnd ();
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}
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}
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}
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/*
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================
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R_BlendLightMaps
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This routine takes all the given light mapped surfaces in the world and
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blends them into the framebuffer.
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================
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*/
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void R_BlendLightmaps (void)
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{
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int i;
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msurface_t *surf, *newdrawsurf = 0;
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// don't bother if we're set to fullbright
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if (r_fullbright->value)
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return;
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if (!r_worldmodel->lightdata)
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return;
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// don't bother writing Z
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GL_DepthMask (false);
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// set the appropriate blending mode unless we're only looking at the
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// lightmaps.
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if (!r_lightmap->value)
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{
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GL_Enable (GL_BLEND);
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if (r_saturatelighting->value)
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{
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GL_BlendFunc( GL_ONE, GL_ONE );
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}
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else
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{
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if (r_monolightmap->string[0] != '0')
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{
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switch (toupper(r_monolightmap->string[0]))
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{
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case 'I':
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GL_BlendFunc (GL_ZERO, GL_SRC_COLOR);
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break;
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case 'L':
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GL_BlendFunc (GL_ZERO, GL_SRC_COLOR);
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break;
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case 'A':
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default:
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GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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break;
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}
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}
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else
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{
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GL_BlendFunc (GL_ZERO, GL_SRC_COLOR);
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}
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}
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}
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if (currentmodel == r_worldmodel)
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c_visible_lightmaps = 0;
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// render static lightmaps first
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for (i = 1; i < MAX_LIGHTMAPS; i++)
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{
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if (gl_lms.lightmap_surfaces[i])
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{
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if (currentmodel == r_worldmodel)
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c_visible_lightmaps++;
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GL_Bind( gl_state.lightmap_textures + i);
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for (surf = gl_lms.lightmap_surfaces[i]; surf != 0; surf = surf->lightmapchain)
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{
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if (surf->polys)
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R_DrawGLPolyChain(surf->polys, 0, 0);
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}
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}
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}
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// render dynamic lightmaps
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if (r_dynamic->value)
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{
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LM_InitBlock();
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GL_Bind(gl_state.lightmap_textures+0);
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if (currentmodel == r_worldmodel)
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c_visible_lightmaps++;
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newdrawsurf = gl_lms.lightmap_surfaces[0];
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for (surf = gl_lms.lightmap_surfaces[0]; surf != 0; surf = surf->lightmapchain)
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{
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int smax, tmax;
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byte *base;
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smax = (surf->extents[0]>>4)+1;
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tmax = (surf->extents[1]>>4)+1;
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if ( LM_AllocBlock( smax, tmax, &surf->dlight_s, &surf->dlight_t ) )
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{
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base = gl_lms.lightmap_buffer;
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base += (surf->dlight_t * BLOCK_WIDTH + surf->dlight_s) * LIGHTMAP_BYTES;
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R_BuildLightMap (surf, base, BLOCK_WIDTH*LIGHTMAP_BYTES);
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}
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else
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{
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msurface_t *drawsurf;
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// upload what we have so far
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LM_UploadBlock(true);
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// draw all surfaces that use this lightmap
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for ( drawsurf = newdrawsurf; drawsurf != surf; drawsurf = drawsurf->lightmapchain )
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{
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if (drawsurf->polys)
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R_DrawGLPolyChain( drawsurf->polys,
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(drawsurf->light_s - drawsurf->dlight_s) * (1.0 / 128.0),
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(drawsurf->light_t - drawsurf->dlight_t) * (1.0 / 128.0) );
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}
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newdrawsurf = drawsurf;
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// clear the block
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LM_InitBlock();
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// try uploading the block now
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if (!LM_AllocBlock(smax, tmax, &surf->dlight_s, &surf->dlight_t))
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{
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VID_Error( ERR_FATAL, "Consecutive calls to LM_AllocBlock(%d,%d) failed (dynamic)\n", smax, tmax );
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}
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base = gl_lms.lightmap_buffer;
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base += (surf->dlight_t * BLOCK_WIDTH + surf->dlight_s) * LIGHTMAP_BYTES;
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R_BuildLightMap (surf, base, BLOCK_WIDTH*LIGHTMAP_BYTES);
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}
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}
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// draw remainder of dynamic lightmaps that haven't been uploaded yet
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if (newdrawsurf)
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LM_UploadBlock( true );
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for (surf = newdrawsurf; surf != 0; surf = surf->lightmapchain)
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{
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if (surf->polys)
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R_DrawGLPolyChain( surf->polys, (surf->light_s - surf->dlight_s) * (1.0 / 128.0), (surf->light_t - surf->dlight_t) * (1.0 / 128.0) );
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}
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}
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// restore state
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GL_Disable (GL_BLEND);
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GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GL_DepthMask (true);
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}
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/*
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================
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R_RenderBrushPoly
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================
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*/
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void R_BuildVertexLight (msurface_t *surf);
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|
void R_RenderBrushPoly (msurface_t *fa)
|
|
{
|
|
int maps;
|
|
//image_t *image;
|
|
qboolean is_dynamic = false;
|
|
qboolean litPoly = r_trans_lightmaps->value && !(fa->texinfo->flags & SURF_NOLIGHTENV);
|
|
|
|
c_brush_polys++;
|
|
|
|
//image = R_TextureAnimation (fa->texinfo);
|
|
|
|
if (fa->flags & SURF_DRAWTURB)
|
|
{
|
|
R_BuildVertexLight (fa);
|
|
|
|
// warp texture, no lightmaps
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
R_EmitWaterPolys (fa, 1.0, litPoly);
|
|
|
|
GL_TexEnv(GL_REPLACE);
|
|
|
|
return;
|
|
}
|
|
|
|
//GL_Bind(image->texnum);
|
|
//GL_TexEnv(GL_REPLACE);
|
|
|
|
//GL_Bind(image->texnum);
|
|
GL_TexEnv(GL_REPLACE);
|
|
|
|
R_DrawGLPoly (fa, 1.0, litPoly, false);
|
|
|
|
//
|
|
// 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (is_dynamic)
|
|
{
|
|
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(gl_state.lightmap_textures + fa->lightmaptexturenum);
|
|
|
|
qglTexSubImage2D( GL_TEXTURE_2D, 0,
|
|
fa->light_s, fa->light_t,
|
|
smax, tmax,
|
|
GL_LIGHTMAP_FORMAT,
|
|
GL_UNSIGNED_BYTE, 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;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
================
|
|
SurfAlphaCalc
|
|
================
|
|
*/
|
|
float SurfAlphaCalc (int flags)
|
|
{
|
|
if ((flags & SURF_TRANS33) && (flags & SURF_TRANS66) && r_solidalpha->value) // option to disable this
|
|
return DIV254BY255;
|
|
else if (flags & SURF_TRANS33)
|
|
return 0.33333;
|
|
else if (flags & SURF_TRANS66)
|
|
return 0.66666;
|
|
else
|
|
return DIV254BY255;
|
|
}
|
|
|
|
/*
|
|
================
|
|
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 transLit, solidAlpha, envMap;
|
|
|
|
// the textures are prescaled up for a better lighting range,
|
|
// so scale it back down
|
|
|
|
for (s = r_alpha_surfaces; s; s = s->texturechain)
|
|
{
|
|
c_brush_polys++;
|
|
|
|
// 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);
|
|
|
|
transLit = r_trans_lightmaps->value && !(s->texinfo->flags & SURF_NOLIGHTENV);
|
|
solidAlpha = ( (s->texinfo->flags & SURF_TRANS33) && (s->texinfo->flags & SURF_TRANS66) && (r_solidalpha->value > 0) );
|
|
envMap = ( (s->flags & SURF_ENVMAP) && r_glass_envmaps->value && !solidAlpha);
|
|
|
|
if (s->flags & SURF_DRAWTURB)
|
|
R_EmitWaterPolys (s, SurfAlphaCalc(s->texinfo->flags), transLit);
|
|
else
|
|
R_DrawGLPoly (s, SurfAlphaCalc(s->texinfo->flags), transLit, envMap);
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_DrawTextureChains
|
|
================
|
|
*/
|
|
void R_DrawTextureChains (void)
|
|
{
|
|
int i;
|
|
msurface_t *s;
|
|
image_t *image;
|
|
|
|
c_visible_textures = 0;
|
|
|
|
//GL_TexEnv (GL_REPLACE);
|
|
|
|
if (!gl_config.multitexture)
|
|
{
|
|
for (i = 0, image=gltextures; i<numgltextures; i++,image++)
|
|
{
|
|
if (!image->registration_sequence)
|
|
continue;
|
|
s = image->texturechain;
|
|
if (!s)
|
|
continue;
|
|
c_visible_textures++;
|
|
|
|
for ( ; s; s=s->texturechain)
|
|
R_RenderBrushPoly (s);
|
|
|
|
image->texturechain = NULL;
|
|
}
|
|
}
|
|
else
|
|
{ // this is redundant in multitexture mode, right?
|
|
for (i = 0, image=gltextures ; i<numgltextures ; i++,image++)
|
|
{
|
|
if (!image->registration_sequence)
|
|
continue;
|
|
if (!image->texturechain)
|
|
continue;
|
|
c_visible_textures++;
|
|
|
|
for (s = image->texturechain; s; s=s->texturechain)
|
|
{
|
|
if (!(s->flags & SURF_DRAWTURB))
|
|
R_RenderBrushPoly (s);
|
|
}
|
|
}
|
|
|
|
GL_EnableMultitexture (false);
|
|
for (i = 0, image=gltextures ; i<numgltextures ; i++,image++)
|
|
{
|
|
if (!image->registration_sequence)
|
|
continue;
|
|
s = image->texturechain;
|
|
if (!s)
|
|
continue;
|
|
|
|
for ( ; s; s=s->texturechain)
|
|
{
|
|
if (s->flags & SURF_DRAWTURB)
|
|
R_RenderBrushPoly (s);
|
|
}
|
|
|
|
image->texturechain = NULL;
|
|
}
|
|
//GL_EnableMultitexture (true);
|
|
}
|
|
|
|
GL_TexEnv (GL_REPLACE);
|
|
}
|
|
|
|
|
|
/*
|
|
===========================================
|
|
R_DrawCaustics
|
|
Underwater Caustic Effect by Kirk Barnes
|
|
===========================================
|
|
*/
|
|
void R_DrawCaustics (msurface_t *surf)
|
|
{
|
|
glpoly_t *p;
|
|
float *v;
|
|
int i, nv, vert=0;
|
|
float scrollh, scrollv, scaleh, scalev;
|
|
|
|
nv = surf->polys->numverts;
|
|
|
|
// adjustment for texture size and caustic image
|
|
scaleh = surf->texinfo->texWidth / (r_causticpic->width*0.5);
|
|
scalev = surf->texinfo->texHeight / (r_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;
|
|
|
|
GL_DisableTexture (1);
|
|
GL_MBind (0, r_causticpic->texnum);
|
|
GL_BlendFunc (GL_DST_COLOR, GL_ONE);
|
|
GL_Enable (GL_BLEND);
|
|
|
|
// just reuse verts, color, and index from previous pass
|
|
for (p = surf->polys; p; p = p->chain)
|
|
{
|
|
v = p->verts[0];
|
|
for (i=0; i<nv; i++, v+= VERTEXSIZE) {
|
|
VA_SetElem2(texCoordArray[0][vert], (v[3]*scaleh)+scrollh, (v[4]*scalev)+scrollv);
|
|
vert++;
|
|
}
|
|
}
|
|
RB_DrawArrays (GL_TRIANGLES);
|
|
|
|
// restore state
|
|
GL_Disable (GL_BLEND);
|
|
GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
GL_EnableTexture (1);
|
|
}
|
|
|
|
/*
|
|
===========================================
|
|
R_DrawTexGlow
|
|
===========================================
|
|
*/
|
|
void R_DrawTexGlow (image_t *glowImage)
|
|
{
|
|
GL_DisableTexture (1);
|
|
GL_MBind (0, glowImage->texnum);
|
|
GL_BlendFunc (GL_ONE, GL_ONE);
|
|
GL_Enable (GL_BLEND);
|
|
|
|
RB_DrawArrays (GL_TRIANGLES);
|
|
|
|
// restore state
|
|
GL_Disable (GL_BLEND);
|
|
GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
GL_EnableTexture (1);
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_RenderLightmappedSurface
|
|
================
|
|
*/
|
|
static void R_RenderLightmappedSurface (msurface_t *surf)
|
|
{
|
|
int nv = surf->polys->numverts;
|
|
int i, map, baseindex;
|
|
float *v, scroll;
|
|
image_t *image = R_TextureAnimationNew(surf);
|
|
image_t *glow = R_TextureAnimationGlow(surf->texinfo);
|
|
qboolean is_dynamic = false, glowPass, causticPass;
|
|
unsigned lmtex = surf->lightmaptexturenum;
|
|
glpoly_t *p;
|
|
|
|
glowPass = ( r_glows->value && (glow != r_notexture) );
|
|
causticPass = ( r_caustics->value
|
|
&& !(surf->texinfo->flags & SURF_FLOWING)
|
|
&& !(surf->texinfo->flags & SURF_ALPHATEST)
|
|
&& (surf->flags & SURF_UNDERWATER) );
|
|
|
|
// Alpha test flag
|
|
if (surf->texinfo->flags & SURF_ALPHATEST)
|
|
GL_Enable (GL_ALPHA_TEST);
|
|
|
|
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
|
|
if ((surf->dlightframe == r_framecount))
|
|
{
|
|
dynamic:
|
|
if (r_dynamic->value) {
|
|
if ( !(surf->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP)) )
|
|
is_dynamic = true;
|
|
}
|
|
}
|
|
|
|
if (is_dynamic)
|
|
{
|
|
unsigned temp[128*128];
|
|
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, gl_state.lightmap_textures + surf->lightmaptexturenum);
|
|
lmtex = surf->lightmaptexturenum;
|
|
}
|
|
else {
|
|
GL_MBind (1, gl_state.lightmap_textures + 0);
|
|
lmtex = 0;
|
|
}
|
|
|
|
qglTexSubImage2D (GL_TEXTURE_2D, 0,
|
|
surf->light_s, surf->light_t,
|
|
smax, tmax,
|
|
GL_LIGHTMAP_FORMAT,
|
|
GL_UNSIGNED_BYTE, temp);
|
|
}
|
|
|
|
c_brush_polys++;
|
|
|
|
GL_MBind (0, image->texnum);
|
|
GL_MBind (1, gl_state.lightmap_textures + lmtex);
|
|
|
|
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)
|
|
{
|
|
v = p->verts[0];
|
|
|
|
RB_CheckArrayOverflow (GL_TRIANGLES, nv, (nv-2)*3);
|
|
baseindex = rb_vertex;
|
|
for (i=0; i<nv; i++, v+= VERTEXSIZE)
|
|
{
|
|
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, 1);
|
|
rb_vertex++;
|
|
}
|
|
for (i=0; i < nv-2; i++) {
|
|
indexArray[rb_index++] = baseindex;
|
|
indexArray[rb_index++] = baseindex+i+1;
|
|
indexArray[rb_index++] = baseindex+i+2;
|
|
}
|
|
}
|
|
RB_DrawArrays (GL_TRIANGLES);
|
|
|
|
GL_Disable (GL_ALPHA_TEST); // Alpha test texture
|
|
|
|
if (glowPass) // just redraw with existing arrays for glow
|
|
R_DrawTexGlow (glow);
|
|
|
|
if (causticPass) // Barnes caustics
|
|
R_DrawCaustics (surf);
|
|
|
|
RB_DrawMeshTris (GL_TRIANGLES, 2);
|
|
}
|
|
|
|
|
|
/*
|
|
=======================================================================
|
|
Quake2Max vertex lighting code
|
|
=======================================================================
|
|
*/
|
|
|
|
/*
|
|
========================
|
|
R_CreateVertexLightmap
|
|
========================
|
|
*/
|
|
void R_CreateVertexLightmap (msurface_t *surf)
|
|
{
|
|
glpoly_t *poly;
|
|
int size;
|
|
|
|
//size = sizeof(byte)*3*(surf->polys->numverts);
|
|
|
|
for (poly=surf->polys; poly; poly=poly->next)
|
|
{
|
|
// alloc just enough for this poly
|
|
size = sizeof(byte)*3*(poly->numverts);
|
|
|
|
poly->vertexlight = Hunk_Alloc(size);
|
|
poly->vertexlightbase = Hunk_Alloc(size);
|
|
memset(poly->vertexlight, 0, size);
|
|
memset(poly->vertexlightbase, 0, size);
|
|
poly->vertexlightset = false;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
========================
|
|
R_FindPolyCenters
|
|
========================
|
|
*/
|
|
void R_FindPolyCenters (msurface_t *surf)
|
|
{
|
|
int i;
|
|
float *v;
|
|
vec3_t average;
|
|
glpoly_t *poly;
|
|
|
|
for (poly=surf->polys; poly; poly=poly->next)
|
|
{
|
|
VectorClear(average);
|
|
|
|
for (i=0,v=poly->verts[0]; i<poly->numverts; i++, v+=VERTEXSIZE)
|
|
VectorAdd(average, v, average);
|
|
|
|
VectorScale(average, 1.0/(float)poly->numverts, poly->center);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
R_BuildVertexLightBase
|
|
=================
|
|
*/
|
|
void R_SurfLightPoint (msurface_t *surf, vec3_t p, vec3_t color, qboolean baselight);
|
|
void R_BuildVertexLightBase (msurface_t *surf, glpoly_t *poly)
|
|
{
|
|
vec3_t color, point;
|
|
int i;
|
|
float *v;
|
|
|
|
for (i=0, v=poly->verts[0]; i<poly->numverts; 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);
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
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 (!r_trans_lightmaps->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;
|
|
}
|
|
|
|
for (i=0, v=poly->verts[0]; i<poly->numverts; 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
|
|
=======================================================================
|
|
*/
|
|
|
|
|
|
/*
|
|
=================
|
|
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);
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
R_DrawInlineBModel
|
|
=================
|
|
*/
|
|
void R_DrawInlineBModel (entity_t *e)
|
|
{
|
|
int i, k;
|
|
cplane_t *pplane;
|
|
float dot;
|
|
msurface_t *psurf;
|
|
dlight_t *lt;
|
|
qboolean modelalpha = false;
|
|
psurf = ¤tmodel->surfaces[currentmodel->firstmodelsurface];
|
|
|
|
for (i=0; i<currentmodel->nummodelsurfaces; 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; k<r_newrefdef.num_dlights; k++, lt++)
|
|
{
|
|
VectorSubtract (lt->origin, currententity->origin, temp);
|
|
lt->origin[0] = DotProduct (temp, forward);
|
|
lt->origin[1] = -DotProduct (temp, right);
|
|
lt->origin[2] = DotProduct (temp, up);
|
|
R_MarkLights (lt, 1<<k, currentmodel->nodes + currentmodel->firstnode);
|
|
VectorAdd (temp, currententity->origin, lt->origin);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (k=0; k<r_newrefdef.num_dlights; k++, lt++)
|
|
{
|
|
VectorSubtract (lt->origin, currententity->origin, lt->origin);
|
|
R_MarkLights (lt, 1<<k, currentmodel->nodes + currentmodel->firstnode);
|
|
VectorAdd (lt->origin, currententity->origin, lt->origin);
|
|
}
|
|
}
|
|
}
|
|
|
|
psurf = ¤tmodel->surfaces[currentmodel->firstmodelsurface];
|
|
psurf->entity = NULL;
|
|
|
|
if (currententity->flags & RF_TRANSLUCENT)
|
|
{
|
|
modelalpha = true;
|
|
GL_Enable (GL_BLEND);
|
|
GL_DepthMask (false);
|
|
GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
qglColor4f (1, 1, 1, currententity->alpha); // Knightmare- draw correct alpha value
|
|
GL_TexEnv (GL_MODULATE);
|
|
qglDisableClientState (GL_COLOR_ARRAY); // use qglColor-set transparency
|
|
}
|
|
|
|
//
|
|
// draw texture
|
|
//
|
|
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) )
|
|
{ // add to the translucent chain
|
|
if (!modelalpha) // Don't allow mixing of alpha surfaces and model alpha (fixes hang)
|
|
{
|
|
#if 0
|
|
msurface_t *s, *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->texturechain = r_alpha_surfaces;
|
|
r_alpha_surfaces = psurf;
|
|
psurf->entity = e; // Knightmare added
|
|
#endif
|
|
}
|
|
}
|
|
else if (gl_config.multitexture && !(psurf->flags & SURF_DRAWTURB))
|
|
{
|
|
R_RenderLightmappedSurface(psurf);
|
|
}
|
|
else // warp surface
|
|
{
|
|
GL_EnableMultitexture (false);
|
|
R_RenderBrushPoly(psurf);
|
|
GL_EnableMultitexture (true);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (currententity->flags & RF_TRANSLUCENT)
|
|
{
|
|
GL_Disable (GL_BLEND);
|
|
GL_DepthMask (true);
|
|
GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
qglColor4f (1,1,1,1);
|
|
GL_TexEnv (GL_REPLACE);
|
|
qglEnableClientState (GL_COLOR_ARRAY);
|
|
}
|
|
else
|
|
{
|
|
if (!gl_config.multitexture)
|
|
R_BlendLightmaps ();
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_DrawBrushModel
|
|
=================
|
|
*/
|
|
void R_DrawBrushModel (entity_t *e)
|
|
{
|
|
vec3_t mins, maxs;
|
|
int i;
|
|
qboolean rotated;
|
|
|
|
if (currentmodel->nummodelsurfaces == 0)
|
|
return;
|
|
|
|
currententity = e;
|
|
gl_state.currenttextures[0] = gl_state.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);
|
|
}
|
|
|
|
qglPushMatrix ();
|
|
R_RotateForEntity (e, true);
|
|
|
|
GL_EnableMultitexture (true);
|
|
|
|
// Vic - begin
|
|
R_SetLightingMode(e->flags);
|
|
// Vic - end
|
|
|
|
R_DrawInlineBModel (e);
|
|
|
|
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
|
|
|
|
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;
|
|
surf->entity = NULL; // Knightmare added
|
|
}
|
|
else if (gl_config.multitexture && !(surf->flags & SURF_DRAWTURB))
|
|
{
|
|
R_RenderLightmappedSurface(surf);
|
|
}
|
|
else // warp surface
|
|
{
|
|
// the polygon is visible, so add it to the texture
|
|
// sorted chain
|
|
// FIXME: this is a hack for animation
|
|
//image = R_TextureAnimation (surf->texinfo);
|
|
image = R_TextureAnimationNew (surf);
|
|
surf->texturechain = image->texturechain;
|
|
image->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;
|
|
|
|
gl_state.currenttextures[0] = gl_state.currenttextures[1] = -1;
|
|
|
|
qglColor3f (1,1,1);
|
|
memset (gl_lms.lightmap_surfaces, 0, sizeof(gl_lms.lightmap_surfaces));
|
|
R_ClearSkyBox ();
|
|
|
|
if (gl_config.multitexture)
|
|
{
|
|
GL_EnableMultitexture (true);
|
|
|
|
// Vic - begin
|
|
R_SetLightingMode(0);
|
|
// Vic - end
|
|
|
|
R_RecursiveWorldNode (r_worldmodel->nodes);
|
|
|
|
GL_EnableMultitexture (false);
|
|
}
|
|
else
|
|
{
|
|
R_RecursiveWorldNode (r_worldmodel->nodes);
|
|
}
|
|
|
|
// theoretically nothing should happen in the next two functions
|
|
// if multitexture is enabled
|
|
R_DrawTextureChains ();
|
|
R_BlendLightmaps ();
|
|
|
|
R_DrawSkyBox ();
|
|
|
|
// Knightmare- GuyP's r_showtris fix
|
|
if (!gl_config.multitexture)
|
|
R_DrawTriangleOutlines ();
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
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) // 12-12-2011 KM 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 ; i<r_worldmodel->numleafs ; i++)
|
|
r_worldmodel->leafs[i].visframe = r_visframecount;
|
|
for (i=0 ; i<r_worldmodel->numnodes ; 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 ; i<c ; i++)
|
|
((int *)fatvis)[i] |= ((int *)vis)[i];
|
|
vis = fatvis;
|
|
}
|
|
|
|
for (i=0,leaf=r_worldmodel->leafs ; i<r_worldmodel->numleafs ; 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 ; i<r_worldmodel->vis->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
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
LIGHTMAP ALLOCATION
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
static void LM_InitBlock( void )
|
|
{
|
|
memset( gl_lms.allocated, 0, sizeof( gl_lms.allocated ) );
|
|
}
|
|
|
|
static void LM_UploadBlock( qboolean dynamic )
|
|
{
|
|
int texture;
|
|
int height = 0;
|
|
|
|
if ( dynamic )
|
|
{
|
|
texture = 0;
|
|
}
|
|
else
|
|
{
|
|
texture = gl_lms.current_lightmap_texture;
|
|
}
|
|
|
|
GL_Bind( gl_state.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 < BLOCK_WIDTH; i++ )
|
|
{
|
|
if ( gl_lms.allocated[i] > height )
|
|
height = gl_lms.allocated[i];
|
|
}
|
|
|
|
qglTexSubImage2D( GL_TEXTURE_2D,
|
|
0,
|
|
0, 0,
|
|
BLOCK_WIDTH, height,
|
|
GL_LIGHTMAP_FORMAT,
|
|
GL_UNSIGNED_BYTE,
|
|
gl_lms.lightmap_buffer );
|
|
}
|
|
else
|
|
{
|
|
qglTexImage2D( GL_TEXTURE_2D,
|
|
0,
|
|
gl_lms.internal_format,
|
|
BLOCK_WIDTH, BLOCK_HEIGHT,
|
|
0,
|
|
GL_LIGHTMAP_FORMAT,
|
|
GL_UNSIGNED_BYTE,
|
|
gl_lms.lightmap_buffer );
|
|
if ( ++gl_lms.current_lightmap_texture == MAX_LIGHTMAPS )
|
|
VID_Error( ERR_DROP, "LM_UploadBlock() - MAX_LIGHTMAPS exceeded\n" );
|
|
}
|
|
}
|
|
|
|
// 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 = BLOCK_HEIGHT;
|
|
|
|
for (i=0 ; i<BLOCK_WIDTH-w ; i++)
|
|
{
|
|
best2 = 0;
|
|
|
|
for (j=0 ; j<w ; j++)
|
|
{
|
|
if (gl_lms.allocated[i+j] >= 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 > BLOCK_HEIGHT)
|
|
return false;
|
|
|
|
for (i=0 ; i<w ; i++)
|
|
gl_lms.allocated[*x + i] = best + h;
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_BuildPolygonFromSurface
|
|
================
|
|
*/
|
|
void R_BuildPolygonFromSurface(msurface_t *fa)
|
|
{
|
|
int i, lindex, lnumverts;
|
|
medge_t *pedges, *r_pedge;
|
|
int vertpage;
|
|
float *vec;
|
|
float s, t;
|
|
glpoly_t *poly;
|
|
vec3_t total;
|
|
|
|
// reconstruct the polygon
|
|
pedges = currentmodel->edges;
|
|
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;
|
|
|
|
for (i=0 ; i<lnumverts ; i++)
|
|
{
|
|
lindex = currentmodel->surfedges[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;
|
|
}
|
|
|
|
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 /= 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 /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
|
|
|
|
poly->verts[i][5] = s;
|
|
poly->verts[i][6] = t;
|
|
}
|
|
|
|
poly->numverts = lnumverts;
|
|
|
|
}
|
|
|
|
/*
|
|
========================
|
|
R_CreateSurfaceLightmap
|
|
========================
|
|
*/
|
|
void R_CreateSurfaceLightmap (msurface_t *surf)
|
|
{
|
|
int smax, tmax;
|
|
byte *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;
|
|
|
|
base = gl_lms.lightmap_buffer;
|
|
base += (surf->light_t * BLOCK_WIDTH + surf->light_s) * LIGHTMAP_BYTES;
|
|
|
|
R_SetCacheState( surf );
|
|
R_BuildLightMap (surf, base, BLOCK_WIDTH*LIGHTMAP_BYTES);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==================
|
|
R_BeginBuildingLightmaps
|
|
==================
|
|
*/
|
|
void R_BeginBuildingLightmaps (model_t *m)
|
|
{
|
|
static lightstyle_t lightstyles[MAX_LIGHTSTYLES];
|
|
int i;
|
|
unsigned dummy[128*128];
|
|
|
|
memset( gl_lms.allocated, 0, sizeof(gl_lms.allocated) );
|
|
|
|
r_framecount = 1; // no dlightcache
|
|
|
|
GL_EnableMultitexture (true);
|
|
GL_SelectTexture(1);
|
|
|
|
// setup the base lightstyles so the lightmaps won't have to be regenerated
|
|
// the first time they're seen
|
|
for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
|
|
{
|
|
lightstyles[i].rgb[0] = 1;
|
|
lightstyles[i].rgb[1] = 1;
|
|
lightstyles[i].rgb[2] = 1;
|
|
lightstyles[i].white = 3;
|
|
}
|
|
r_newrefdef.lightstyles = lightstyles;
|
|
|
|
if (!gl_state.lightmap_textures)
|
|
{
|
|
gl_state.lightmap_textures = TEXNUM_LIGHTMAPS;
|
|
// gl_state.lightmap_textures = gl_state.texture_extension_number;
|
|
// gl_state.texture_extension_number = gl_state.lightmap_textures + MAX_LIGHTMAPS;
|
|
}
|
|
|
|
gl_lms.current_lightmap_texture = 1;
|
|
|
|
/*
|
|
** if mono lightmaps are enabled and we want to use alpha
|
|
** blending (a,1-a) then we're likely running on a 3DLabs
|
|
** Permedia2. In a perfect world we'd use a GL_ALPHA lightmap
|
|
** in order to conserve space and maximize bandwidth, however
|
|
** this isn't a perfect world.
|
|
**
|
|
** So we have to use alpha lightmaps, but stored in GL_RGBA format,
|
|
** which means we only get 1/16th the color resolution we should when
|
|
** using alpha lightmaps. If we find another board that supports
|
|
** only alpha lightmaps but that can at least support the GL_ALPHA
|
|
** format then we should change this code to use real alpha maps.
|
|
*/
|
|
if ( toupper( r_monolightmap->string[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;
|
|
}
|
|
|
|
// initialize the dynamic lightmap texture
|
|
GL_Bind( gl_state.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,
|
|
BLOCK_WIDTH, BLOCK_HEIGHT,
|
|
0,
|
|
GL_LIGHTMAP_FORMAT,
|
|
GL_UNSIGNED_BYTE,
|
|
dummy );
|
|
}
|
|
|
|
/*
|
|
=======================
|
|
R_EndBuildingLightmaps
|
|
=======================
|
|
*/
|
|
void R_EndBuildingLightmaps (void)
|
|
{
|
|
LM_UploadBlock (false);
|
|
GL_EnableMultitexture (false);
|
|
}
|
|
|