mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 16:40:57 +00:00
8401c475f6
Added powerarmortype field to default Lazaus DLL. This changes the savegame version. Added support for blood_type value of 4 to default Lazaurus, missionpack, and Zaero DLLs. Added support for Lazarus initially dead monsters (health < 0) to missionpack DLL. Added support for Lazarus monsterjump cvar (berserk, gunner, infantry, mutant, parasite) to missionpack DLL. Cleaned up surface rendering code from mpolyvertex_t refactoring.
920 lines
22 KiB
C
920 lines
22 KiB
C
/*
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===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
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This file is part of Quake 2 source code.
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Quake 2 source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake 2 source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Quake 2 source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// r_surf_singletex.c: old single-texture 2-pass world rendering (no longer used)
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#include "r_local.h"
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#ifdef USE_SINGLETEXTURE_MODE
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/*
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================
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R_DrawWarpPoly
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================
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*/
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void R_DrawWarpPoly (msurface_t *surf)
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{
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if (!(surf->flags & SURF_DRAWTURB))
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return;
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R_BuildVertexLight (surf);
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// warp texture, no lightmaps
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GL_EnableMultitexture (false);
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// GL_TexEnv(GL_MODULATE);
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R_DrawWarpSurface (surf, 1.0, true);
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// GL_TexEnv(GL_REPLACE);
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GL_EnableMultitexture (true);
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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, nv;
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msurface_t *surf;
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glpoly_t *p;
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mpolyvertex_t *v;
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// not used in multitexture mode
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if (glConfig.multitexture)
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return;
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if (!r_showtris->integer)
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return;
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if (r_showtris->integer == 1)
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GL_Disable(GL_DEPTH_TEST);
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GL_DisableTexture (0);
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qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
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rb_vertex = rb_index = 0;
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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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nv = p->numverts;
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if (RB_CheckArrayOverflow (nv, (nv-2)*3))
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RB_RenderMeshGeneric (false);
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for (j=0; j < nv-2; j++) {
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indexArray[rb_index++] = rb_vertex;
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indexArray[rb_index++] = rb_vertex+j+1;
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indexArray[rb_index++] = rb_vertex+j+2;
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}
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for (j=0, v=&p->verts[0]; j < nv; j++, v++)
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{
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VA_SetElem3v(vertexArray[rb_vertex], v->xyz);
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VA_SetElem4(colorArray[rb_vertex], 1, 1, 1, 1);
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rb_vertex++;
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}
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}
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}
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}
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RB_RenderMeshGeneric (false);
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qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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GL_EnableTexture(0);
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if (r_showtris->integer == 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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int j, nv;
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mpolyvertex_t *v;
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rb_vertex = rb_index = 0;
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for ( ; p != 0; p = p->chain)
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{
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nv = p->numverts;
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if (RB_CheckArrayOverflow (nv, (nv-2)*3))
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RB_RenderMeshGeneric (false);
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for (j=0; j < nv-2; j++) {
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indexArray[rb_index++] = rb_vertex;
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indexArray[rb_index++] = rb_vertex+j+1;
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indexArray[rb_index++] = rb_vertex+j+2;
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}
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for (j=0, v=&p->verts[0]; j < nv; j++, v++)
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{
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VA_SetElem2(texCoordArray[0][rb_vertex], v->lightmap_st[0] - soffset, v->lightmap_st[1] - toffset);
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VA_SetElem3v(vertexArray[rb_vertex], v->xyz);
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VA_SetElem4(colorArray[rb_vertex], 1, 1, 1, 1);
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rb_vertex++;
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}
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}
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RB_RenderMeshGeneric (false);
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}
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/*
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================
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R_DrawAlphaSurfaces
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Draw trans water surfaces and windows.
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The BSP tree is waled front to back, so unwinding the chain
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of alpha_surfaces will draw back to front, giving proper ordering.
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================
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*/
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void R_DrawAlphaSurfaces (void)
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{
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msurface_t *s;
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qboolean light; //solidAlpha, envMap;
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// the textures are prescaled up for a better lighting range,
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// so scale it back down
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rb_vertex = rb_index = 0;
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for (s = r_alpha_surfaces; s; s = s->texturechain)
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{
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// go back to the world matrix
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qglLoadMatrixf (r_world_matrix);
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R_BuildVertexLight (s);
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GL_Enable (GL_BLEND);
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GL_TexEnv (GL_MODULATE);
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GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// disable depth testing for all bmodel surfs except solid alphas
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if ( s->entity && !((s->flags & SURF_TRANS33) && (s->flags & SURF_TRANS66)) )
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GL_DepthMask (false);
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else
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GL_DepthMask (true);
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// moving trans brushes - spaz
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if (s->entity)
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R_RotateForEntity (s->entity, true);
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light = R_SurfIsLit(s);
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// solidAlpha = ( (s->texinfo->flags & SURF_TRANS33|SURF_TRANS66) == SURF_TRANS33|SURF_TRANS66 );
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// envMap = ( (s->flags & SURF_ENVMAP) && r_glass_envmaps->integer && !solidAlpha);
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if (s->flags & SURF_DRAWTURB)
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R_DrawWarpSurface (s, R_SurfAlphaCalc(s->texinfo->flags), !R_SurfsAreBatchable (s, s->texturechain));
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else if ( (r_trans_lighting->integer == 2) && glConfig.multitexture && light && s->lightmaptexturenum )
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{
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GL_EnableMultitexture (true);
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R_SetLightingMode (RF_TRANSLUCENT);
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R_DrawLightmappedSurface (s, true);
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GL_EnableMultitexture (false);
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}
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else
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R_DrawGLPoly (s, !R_SurfsAreBatchable (s, s->texturechain));// true);
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}
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// go back to the world matrix after shifting trans faces
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qglLoadMatrixf (r_world_matrix);
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GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GL_TexEnv (GL_REPLACE);
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qglColor4f (1,1,1,1);
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GL_Disable (GL_BLEND);
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GL_DepthMask (true);
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r_alpha_surfaces = NULL;
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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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// not used in multitexture mode
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if (glConfig.multitexture)
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return;
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// don't bother if we're set to fullbright
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if (r_fullbright->integer)
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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->integer)
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{
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GL_Enable (GL_BLEND);
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if (r_saturatelighting->integer)
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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( glState.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->integer)
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{
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LM_InitBlock();
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GL_Bind(glState.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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unsigned *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 * LM_BLOCK_WIDTH + surf->dlight_s); // * LIGHTMAP_BYTES
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R_BuildLightMap (surf, (void *)base, LM_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 * LM_BLOCK_WIDTH + surf->dlight_s); // * LIGHTMAP_BYTES
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R_BuildLightMap (surf, (void *)base, LM_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_RenderBrushPoly (msurface_t *fa)
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{
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int maps;
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// qboolean is_dynamic = false;
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if (fa->flags & SURF_DRAWTURB)
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{
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R_BuildVertexLight (fa);
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// warp texture, no lightmaps
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GL_TexEnv(GL_MODULATE);
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R_DrawWarpSurface (fa, 1.0, true);
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GL_TexEnv(GL_REPLACE);
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return;
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}
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GL_TexEnv(GL_REPLACE);
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R_DrawGLPoly (fa, true);
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#if 0
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//
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// check for lightmap modification
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//
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for (maps = 0; maps < MAXLIGHTMAPS && fa->styles[maps] != 255; maps++)
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{
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if (r_newrefdef.lightstyles[fa->styles[maps]].white != fa->cached_light[maps])
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goto dynamic;
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}
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// dynamic this frame or dynamic previously
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if ((fa->dlightframe == r_framecount))
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{
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dynamic:
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if (r_dynamic->integer)
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{
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if ( !(fa->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP)) )
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{
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is_dynamic = true;
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}
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}
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}
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#endif
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if (R_SurfIsDynamic(fa, &maps))
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{
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if ( (fa->styles[maps] >= 32 || fa->styles[maps] == 0) && (fa->dlightframe != r_framecount) )
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{
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unsigned temp[34*34];
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int smax, tmax;
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smax = (fa->extents[0]>>4)+1;
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tmax = (fa->extents[1]>>4)+1;
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R_BuildLightMap(fa, (void *)temp, smax*4);
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R_SetCacheState(fa);
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GL_Bind(glState.lightmap_textures + fa->lightmaptexturenum);
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qglTexSubImage2D( GL_TEXTURE_2D, 0,
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fa->light_s, fa->light_t,
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smax, tmax,
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// GL_LIGHTMAP_FORMAT, GL_UNSIGNED_BYTE,
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gl_lms.format, gl_lms.type,
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temp);
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fa->lightmapchain = gl_lms.lightmap_surfaces[fa->lightmaptexturenum];
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gl_lms.lightmap_surfaces[fa->lightmaptexturenum] = fa;
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}
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else
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{
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fa->lightmapchain = gl_lms.lightmap_surfaces[0];
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gl_lms.lightmap_surfaces[0] = fa;
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}
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}
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else
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{
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fa->lightmapchain = gl_lms.lightmap_surfaces[fa->lightmaptexturenum];
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gl_lms.lightmap_surfaces[fa->lightmaptexturenum] = fa;
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}
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}
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/*
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================
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R_DrawSingleTextureChains
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Draws all solid textures in 2-pass mode
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================
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*/
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void R_DrawSingleTextureChains (void)
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{
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int i;
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msurface_t *s;
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image_t *image;
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c_visible_textures = 0;
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for (i=0, image=gltextures; i<numgltextures; i++, image++)
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{
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if (!image->registration_sequence)
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continue;
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if (!image->texturechain)
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continue;
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c_visible_textures++;
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rb_vertex = rb_index = 0;
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for (s = image->texturechain; s; s=s->texturechain)
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R_RenderBrushPoly (s);
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image->texturechain = NULL;
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}
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for (i=0, image=gltextures; i<numgltextures; i++, image++)
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{
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if (!image->registration_sequence)
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continue;
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if (!image->warp_texturechain)
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continue;
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// c_visible_textures++;
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rb_vertex = rb_index = 0;
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for (s = image->warp_texturechain; s; s=s->texturechain)
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R_RenderBrushPoly (s);
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image->warp_texturechain = NULL;
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}
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GL_TexEnv (GL_REPLACE);
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}
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/*
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=================
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R_DrawInlineBModel_Old
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=================
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*/
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void R_DrawInlineBModel_Old (entity_t *e, int causticflag)
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{
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int i, k;
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cplane_t *pplane;
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float dot;
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msurface_t *psurf, *s;
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dlight_t *lt;
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qboolean duplicate;
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image_t *image;
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psurf = ¤tmodel->surfaces[currentmodel->firstmodelsurface];
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for (i=0; i<currentmodel->nummodelsurfaces; i++, psurf++)
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{
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// find which side of the face we are on
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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->integer)
|
|
{
|
|
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, 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, 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_WARP)) )
|
|
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_RecursiveWorldNode_Old
|
|
================
|
|
*/
|
|
void R_RecursiveWorldNode_Old (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_Old (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_Old (node->children[!side]);
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
R_DrawWorld_Old
|
|
=============
|
|
*/
|
|
void R_DrawWorld_Old (void)
|
|
{
|
|
entity_t ent;
|
|
|
|
if (!r_drawworld->integer)
|
|
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_Old (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_Old (r_worldmodel->nodes);
|
|
|
|
R_DrawSingleTextureChains ();
|
|
|
|
R_BlendLightmaps ();
|
|
|
|
R_DrawTriangleOutlines ();
|
|
}
|
|
|
|
R_DrawSkyBox ();
|
|
}
|
|
|
|
#endif // USE_SINGLETEXTURE_MODE
|