1
0
Fork 0
forked from fte/fteqw
fteqw/engine/client/r_surf.c

4605 lines
113 KiB
C
Raw Normal View History

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_surf.c: surface-related refresh code
#include "quakedef.h"
#ifndef SERVERONLY
#include "glquake.h"
#include "shader.h"
#include "renderque.h"
#include "com_mesh.h"
#include <math.h>
#if (defined(GLQUAKE) || defined(VKQUAKE)) && defined(MULTITHREAD)
#define THREADEDWORLD
int webo_blocklightmapupdates; //0 no webo, &1=using threadedworld, &2=already uploaded. so update when !=3
#else
#define webo_blocklightmapupdates 0
#endif
#ifdef BEF_PUSHDEPTH
qboolean r_pushdepth;
#endif
extern cvar_t r_ambient;
static vec3_t modelorg; /*set before recursively entering the visible surface finder*/
model_t *currentmodel;
static size_t maxblocksize;
static vec3_t *blocknormals;
static unsigned *blocklights;
lightmapinfo_t **lightmap;
int numlightmaps;
extern const float rgb9e5tab[32];
extern mleaf_t *r_vischain; // linked list of visible leafs
extern cvar_t r_stains;
extern cvar_t r_loadlits;
extern cvar_t r_stainfadetime;
extern cvar_t r_stainfadeammount;
extern cvar_t r_lightmap_nearest;
extern cvar_t r_lightmap_format;
extern int r_dlightframecount;
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
static void Surf_FreeLightmap(lightmapinfo_t *lm);
static int lightmap_shift;
int Surf_LightmapShift (model_t *model)
{
extern cvar_t gl_overbright_all, gl_overbright;
if (gl_overbright_all.ival || (model->engineflags & MDLF_NEEDOVERBRIGHT))
lightmap_shift = bound(0, gl_overbright.ival, 2);
else
lightmap_shift = 0;
return lightmap_shift;
}
void QDECL Surf_RebuildLightmap_Callback (struct cvar_s *var, char *oldvalue)
{
Mod_RebuildLightmaps();
}
//radius, x y z, r g b
void Surf_StainSurf (msurface_t *surf, float *parms)
{
int sd, td;
float dist, rad, minlight;
float change;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
float amm;
int lim;
mtexinfo_t *tex;
stmap *stainbase;
lightmapinfo_t *lm;
lim = 255 - (r_stains.value*255);
#define stain(x) \
change = stainbase[(s)*3+x] + amm*parms[4+x]; \
stainbase[(s)*3+x] = bound(lim, change, 255);
if (surf->lightmaptexturenums[0] < 0)
return;
lm = lightmap[surf->lightmaptexturenums[0]];
smax = (surf->extents[0]>>surf->lmshift)+1;
tmax = (surf->extents[1]>>surf->lmshift)+1;
tex = surf->texinfo;
stainbase = lm->stainmaps;
stainbase += (surf->light_t[0] * lm->width + surf->light_s[0]) * 3;
rad = *parms;
dist = DotProduct ((parms+1), surf->plane->normal) - surf->plane->dist;
rad -= fabs(dist);
minlight = 0;
if (rad < minlight) //not hit
return;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = (parms+1)[i] - surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - (t<<surf->lmshift);
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - (s<<surf->lmshift);
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
{
amm = (rad - dist);
stain(0);
stain(1);
stain(2);
surf->stained = true;
}
}
stainbase += 3*lm->width;
}
if (surf->stained)
surf->cached_dlight=-1;
}
//combination of R_AddDynamicLights and R_MarkLights
/*
static void Surf_StainNode (mnode_t *node, float *parms)
{
mplane_t *splitplane;
float dist;
msurface_t *surf;
int i;
if (node->contents < 0)
return;
splitplane = node->plane;
dist = DotProduct ((parms+1), splitplane->normal) - splitplane->dist;
if (dist > (*parms))
{
Surf_StainNode (node->children[0], parms);
return;
}
if (dist < (-*parms))
{
Surf_StainNode (node->children[1], parms);
return;
}
// mark the polygons
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i=0 ; i<node->numsurfaces ; i++, surf++)
{
if (surf->flags&~(SURF_DONTWARP|SURF_PLANEBACK))
continue;
Surf_StainSurf(surf, parms);
}
Surf_StainNode (node->children[0], parms);
Surf_StainNode (node->children[1], parms);
}
*/
void Surf_AddStain(vec3_t org, float red, float green, float blue, float radius)
{
physent_t *pe;
int i;
float parms[7];
if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED || r_stains.value <= 0)
return;
parms[0] = radius;
parms[1] = org[0];
parms[2] = org[1];
parms[3] = org[2];
parms[4] = red;
parms[5] = green;
parms[6] = blue;
cl.worldmodel->funcs.StainNode(cl.worldmodel->rootnode, parms);
//now stain inline bsp models other than world.
for (i=1 ; i< pmove.numphysent ; i++) //0 is world...
{
pe = &pmove.physents[i];
if (pe->model && pe->model->surfaces == cl.worldmodel->surfaces && pe->model->loadstate == MLS_LOADED)
{
parms[1] = org[0] - pe->origin[0];
parms[2] = org[1] - pe->origin[1];
parms[3] = org[2] - pe->origin[2];
if (pe->angles[0] || pe->angles[1] || pe->angles[2])
{
vec3_t f, r, u, temp;
AngleVectors(pe->angles, f, r, u);
VectorCopy((parms+1), temp);
parms[1] = DotProduct(temp, f);
parms[2] = -DotProduct(temp, r);
parms[3] = DotProduct(temp, u);
}
pe->model->funcs.StainNode(pe->model->rootnode, parms);
}
}
}
void Surf_WipeStains(void)
{
int i;
for (i = 0; i < numlightmaps; i++)
{
if (!lightmap[i])
break;
if (lightmap[i]->stainmaps)
memset(lightmap[i]->stainmaps, 255, lightmap[i]->width*lightmap[i]->height*3*sizeof(stmap));
}
}
void Surf_LessenStains(void)
{
int i;
msurface_t *surf;
int smax, tmax;
int s, t;
stmap *stain;
int stride;
int ammount;
int limit;
lightmapinfo_t *lm;
static float time;
if (!r_stains.value || !r_stainfadeammount.value)
return;
time += host_frametime;
if (time < r_stainfadetime.value)
return;
time-=r_stainfadetime.value;
ammount = r_stainfadeammount.value;
limit = 255 - ammount;
surf = cl.worldmodel->surfaces;
for (i=0 ; i<cl.worldmodel->numsurfaces ; i++, surf++)
{
if (surf->stained)
{
lm = lightmap[surf->lightmaptexturenums[0]];
surf->cached_dlight=-1;//nice hack here...
smax = (surf->extents[0]>>surf->lmshift)+1;
tmax = (surf->extents[1]>>surf->lmshift)+1;
stain = lm->stainmaps;
stain += (surf->light_t[0] * lm->width + surf->light_s[0]) * 3;
stride = (lm->width-smax)*3;
surf->stained = false;
smax*=3;
for (t = 0 ; t<tmax ; t++, stain+=stride)
{
for (s=0 ; s<smax ; s++)
{
if (*stain < limit) //eventually decay to 255
{
*stain += ammount;
surf->stained=true;
}
else //reset to 255
*stain = 255;
stain++;
}
}
}
}
}
/*
===============
R_AddDynamicLights
===============
*/
static void Surf_AddDynamicLights_Lum (msurface_t *surf)
{
size_t lnum;
int sd, td;
float dist, rad, minlight;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
mtexinfo_t *tex;
float a;
unsigned *bl;
smax = (surf->extents[0]>>surf->lmshift)+1;
tmax = (surf->extents[1]>>surf->lmshift)+1;
tex = surf->texinfo;
for (lnum=rtlights_first; lnum<RTL_FIRST; lnum++)
{
if ( !(surf->dlightbits & ((dlightbitmask_t)1u<<lnum) ) )
continue; // not lit by this light
if (!(cl_dlights[lnum].flags & LFLAG_LIGHTMAP))
continue;
rad = cl_dlights[lnum].radius;
dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
surf->plane->dist;
rad -= fabs(dist);
minlight = cl_dlights[lnum].minlight;
if (rad < minlight)
continue;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = cl_dlights[lnum].origin[i] -
surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
a = 256*(cl_dlights[lnum].color[0]*NTSC_RED + cl_dlights[lnum].color[1]*NTSC_GREEN + cl_dlights[lnum].color[2]*NTSC_BLUE);
bl = blocklights;
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - (t<<surf->lmshift);
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - (s<<surf->lmshift);
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
bl[0] += (rad - dist)*a;
bl++;
}
}
}
}
/*
static void Surf_AddDynamicLightNorms (msurface_t *surf)
{
int lnum;
int sd, td;
float dist, rad, minlight;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
mtexinfo_t *tex;
float a;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
tex = surf->texinfo;
for (lnum=rtlights_first; lnum<RTL_FIRST; lnum++)
{
if ( !(surf->dlightbits & ((dlightbitmask_t)1u<<lnum) ) )
continue; // not lit by this light
if (!(cl_dlights[lnum].flags & LFLAG_ALLOW_LMHACK))
continue;
rad = cl_dlights[lnum].radius;
dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
surf->plane->dist;
rad -= fabs(dist);
minlight = cl_dlights[lnum].minlight;
if (rad < minlight)
continue;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = cl_dlights[lnum].origin[i] -
surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
a = 256*(cl_dlights[lnum].color[0]*NTSC_RED + cl_dlights[lnum].color[1]*NTSC_GREEN + cl_dlights[lnum].color[2]*NTSC_BLUE);
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*surf->lmscale;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*surf->lmscale;
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
{
// blocknormals[t*smax + s][0] -= (rad - dist)*(impact[0]-local[0])/8192.0;
// blocknormals[t*smax + s][1] -= (rad - dist)*(impact[1]-local[1])/8192.0;
blocknormals[t*smax + s][2] += 0.5*blocknormals[t*smax + s][2]*(rad - dist)/256;
}
}
}
}
}
*/
#ifdef PEXT_LIGHTSTYLECOL
static void Surf_AddDynamicLights_RGB (msurface_t *surf)
{
int lnum;
int sd, td;
float dist, rad, minlight;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
mtexinfo_t *tex;
// float temp;
float r, g, b;
unsigned *bl;
vec3_t lightofs;
smax = (surf->extents[0]>>surf->lmshift)+1;
tmax = (surf->extents[1]>>surf->lmshift)+1;
tex = surf->texinfo;
for (lnum=rtlights_first; lnum<RTL_FIRST; lnum++)
{
if ( !(surf->dlightbits & ((dlightbitmask_t)1u<<lnum) ) )
continue; // not lit by this light
rad = cl_dlights[lnum].radius;
VectorSubtract(cl_dlights[lnum].origin, currententity->origin, lightofs);
//FIXME: transform by forward/right/up
dist = DotProduct (lightofs, surf->plane->normal) - surf->plane->dist;
rad -= fabs(dist);
minlight = cl_dlights[lnum].minlight;
if (rad < minlight)
continue;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = lightofs[i] -
surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
if (r_dynamic.ival == 2)
r = g = b = 256;
else
{
r = cl_dlights[lnum].color[0]*128;
g = cl_dlights[lnum].color[1]*128;
b = cl_dlights[lnum].color[2]*128;
}
bl = blocklights;
if (r < 0 || g < 0 || b < 0)
{
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - (t<<surf->lmshift);
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - (s<<surf->lmshift);
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
{
i = bl[0] + (rad - dist)*r;
bl[0] = (i<0)?0:i;
i = bl[1] + (rad - dist)*g;
bl[1] = (i<0)?0:i;
i = bl[2] + (rad - dist)*b;
bl[2] = (i<0)?0:i;
}
bl += 3;
}
}
}
else
{
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - (t<<surf->lmshift);
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - (s<<surf->lmshift);
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
{
bl[0] += (rad - dist)*r;
bl[1] += (rad - dist)*g;
bl[2] += (rad - dist)*b;
}
bl += 3;
}
}
}
}
}
#endif
static void Surf_BuildDeluxMap (model_t *wmodel, msurface_t *surf, qbyte *dest, lightmapinfo_t *lm, vec3_t *blocknormals)
{
int smax, tmax;
int i, j, size;
qbyte *lightmap;
qbyte *deluxmap;
unsigned scale;
int maps;
float intensity;
vec_t *bnorm;
vec3_t temp;
int stride;
if (!dest)
return;
smax = (surf->extents[0]>>surf->lmshift)+1;
tmax = (surf->extents[1]>>surf->lmshift)+1;
size = smax*tmax;
lightmap = surf->samples;
// set to full bright if no light data
if (!wmodel->deluxdata)
{
for (i=0 ; i<size ; i++)
{
blocknormals[i][0] = 0.9;//surf->orientation[2][0];
blocknormals[i][1] = 0.8;//surf->orientation[2][1];
blocknormals[i][2] = 1;//surf->orientation[2][2];
}
goto store;
}
// clear to no light
for (i=0 ; i<size ; i++)
{
blocknormals[i][0] = 0;
blocknormals[i][1] = 0;
blocknormals[i][2] = 0;
}
// add all the lightmaps
if (lightmap)
{
switch(wmodel->lightmaps.fmt)
{
case LM_E5BGR9:
deluxmap = ((surf->samples - wmodel->lightdata)/4)*3 + wmodel->deluxdata;
for (maps = 0 ; maps < MAXCPULIGHTMAPS && surf->styles[maps] != INVALID_LIGHTSTYLE ; maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
for (i=0 ; i<size ; i++)
{
unsigned lm = ((unsigned int*)lightmap)[i];
intensity = max3(((lm>>0)&0x1ff),((lm>>9)&0x1ff),((lm>>18)&0x1ff)) * scale * (rgb9e5tab[lm>>27]*(1<<7));
blocknormals[i][0] += intensity*(deluxmap[i*3+0]-127);
blocknormals[i][1] += intensity*(deluxmap[i*3+1]-127);
blocknormals[i][2] += intensity*(deluxmap[i*3+2]-127);
}
lightmap += size*4; // skip to next lightmap
deluxmap += size*3;
}
break;
case LM_RGB8:
deluxmap = surf->samples - wmodel->lightdata + wmodel->deluxdata;
for (maps = 0 ; maps < MAXCPULIGHTMAPS && surf->styles[maps] != INVALID_LIGHTSTYLE ; maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
for (i=0 ; i<size ; i++)
{
intensity = (lightmap[i*3]+lightmap[i*3+1]+lightmap[i*3+2]) * scale;
blocknormals[i][0] += intensity*(deluxmap[i*3+0]-127);
blocknormals[i][1] += intensity*(deluxmap[i*3+1]-127);
blocknormals[i][2] += intensity*(deluxmap[i*3+2]-127);
}
lightmap += size*3; // skip to next lightmap
deluxmap += size*3;
}
break;
case LM_L8:
deluxmap = (surf->samples - wmodel->lightdata)*3 + wmodel->deluxdata;
for (maps = 0 ; maps < MAXCPULIGHTMAPS && surf->styles[maps] != INVALID_LIGHTSTYLE ; maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
for (i=0 ; i<size ; i++)
{
intensity = (lightmap[i]) * scale;
blocknormals[i][0] += intensity*(deluxmap[i*3+0]-127);
blocknormals[i][1] += intensity*(deluxmap[i*3+1]-127);
blocknormals[i][2] += intensity*(deluxmap[i*3+2]-127);
}
lightmap += size; // skip to next lightmap
deluxmap += size*3;
}
break;
}
}
store:
// add all the dynamic lights
// if (surf->dlightframe == r_dlightframecount)
// GLR_AddDynamicLightNorms (surf);
// bound, invert, and shift
switch (lm->fmt)
{
default:
Sys_Error("Bad deluxemap format\n");
break;
case PTI_A2BGR10:
{
unsigned int *destl = (void*)dest, r;
stride = (lm->width-smax);
bnorm = blocknormals[0];
for (i=0 ; i<tmax ; i++, destl += stride)
{
for (j=0 ; j<smax ; j++)
{
temp[0] = bnorm[0];
temp[1] = bnorm[1];
temp[2] = bnorm[2]; //half the effect? so we emulate light's scalecos of 0.5
bnorm+=3;
VectorNormalize(temp);
r = (unsigned int)((temp[0]+1)/2*1023)<<0;
r |= (unsigned int)((temp[1]+1)/2*1023)<<10;
r |= (unsigned int)((temp[2]+1)/2*1023)<<20;
*destl++ = r;
}
}
}
break;
case PTI_BGRX8:
stride = (lm->width-smax)*4;
bnorm = blocknormals[0];
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
temp[0] = bnorm[0];
temp[1] = bnorm[1];
temp[2] = bnorm[2]; //half the effect? so we emulate light's scalecos of 0.5
VectorNormalize(temp);
dest[2] = (temp[0]+1)/2*255;
dest[1] = (temp[1]+1)/2*255;
dest[0] = (temp[2]+1)/2*255;
dest += 4;
bnorm+=3;
}
}
break;
case PTI_RGBX8:
case PTI_RGB8:
stride = (lm->width-smax)*lm->pixbytes;
bnorm = blocknormals[0];
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
temp[0] = bnorm[0];
temp[1] = bnorm[1];
temp[2] = bnorm[2]; //half the effect? so we emulate light's scalecos of 0.5
VectorNormalize(temp);
dest[0] = (temp[0]+1)/2*255;
dest[1] = (temp[1]+1)/2*255;
dest[2] = (temp[2]+1)/2*255;
dest += lm->pixbytes;
bnorm+=3;
}
}
break;
}
}
static unsigned int Surf_PackE5BRG9(int r, int g, int b, int shift)
{ //5 bits exponent, 3*9 bits of mantissa. no sign bit.
int e = 0;
float m = max(max(r, g), b) / (float)(1u<<shift);
float scale;
if (m >= 0.5)
{ //positive exponent
while (m >= (1u<<(e)) && e < 30-15) //don't do nans.
e++;
}
else
{ //negative exponent...
while (m < 1/(1u<<-e) && e > -15) //don't do denormals.
e--;
}
scale = pow(2, e-9);
scale *= (1u<<shift);
r = bound(0, r/scale + 0.5, 0x1ff);
g = bound(0, g/scale + 0.5, 0x1ff);
b = bound(0, b/scale + 0.5, 0x1ff);
return ((e+15)<<27) | (b<<18) | (g<<9) | r;
}
static unsigned short Surf_GenHalf(float val)
{ //1-bit sign (ignored here)
//5-bit exponent (biased by 15)
//10-bit mantissa (normalised, so effectively 11 bits when exponent!=0)
union
{
float f;
unsigned int u;
} u = {val};
int e = 0;
int m;
e = ((u.u>>23)&0xff) - 127;
if (e < -15)
return 0; //too small exponent, treat it as a 0 denormal
if (e > 15)
m = 0; //infinity instead of a nan
else
m = (u.u&((1u<<23)-1))>>13;
return ((e+15)<<10) | m;
}
static void Surf_PackRGB16F(void *result, int r, int g, int b, int one)
{
#if 0
//bulldozer+ or skylake+ supposedly. which means I can't test it, which means I can't enable it.
__v4sf rgba = (__v4sf){r, g, b, one} / (float)one;
union
{
__v8hi v;
__v4hi i;
} tmp;
//vcvtps2ph writes either a 64bit mem location, or the lower half of an xmm register. unfortunately ts still an xmm register, and that's 128bit.
//the __vXhi weirdness is because half-floats just don't work anywhere but conversions so __vXhf would cause all sorts of compiler errors, is the theory
tmp.v = __builtin_ia32_vcvtps2ph(rgba, 1);
*(__v4hi*)result = tmp.i;
#else
((unsigned short*)result)[0] = Surf_GenHalf(r / (float)one);
((unsigned short*)result)[1] = Surf_GenHalf(g / (float)one);
((unsigned short*)result)[2] = Surf_GenHalf(b / (float)one);
((unsigned short*)result)[3] = /*Surf_GenHalf(1.0);*/0x0fu<<10; //a standard ieee float should have all but the lead bit set of its exponent, and its mantissa 0.
#endif
}
static void Surf_PackRGBX32F(void *result, int r, int g, int b, int one)
{
((float*)result)[0] = r/(float)one;
((float*)result)[1] = g/(float)one;
((float*)result)[2] = b/(float)one;
((float*)result)[3] = 1.0;
}
/*any sane compiler will inline and split this, removing the stainsrc stuff
just unpacks the internal lightmap block into texture info ready for upload
merges stains and oversaturates overbrights.
*/
static void Surf_StoreLightmap_RGB(qbyte *dest, unsigned int *bl, int smax, int tmax, unsigned int shift, stmap *stainsrc, lightmapinfo_t *lm)
{
int r, g, b, m;
unsigned int i, j;
int stride;
switch(lm->fmt)
{
default:
Sys_Error("Bad lightmap_fmt\n");
break;
case PTI_A2BGR10:
stride = (lm->width-smax)<<2;
shift -= 2;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++ >> shift;
g = *bl++ >> shift;
b = *bl++ >> shift;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
// quake 2 method, scale highest down to
// maintain hue
m = max(max(r, g), b);
if (m > 1023)
{
r *= 1023.0/m;
g *= 1023.0/m;
b *= 1023.0/m;
}
*(unsigned int*)dest = (3u<<30) | ((b&0x3ff)<<20) | ((g&0x3ff)<<10) | (r&0x3ff);
dest += 4;
}
if (stainsrc)
stainsrc += (lm->width - smax)*3;
}
break;
case PTI_E5BGR9:
stride = (lm->width-smax)<<2;
//5bit shared exponent, with bias of 15.
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++;
g = *bl++;
b = *bl++;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
*(unsigned int*)dest = Surf_PackE5BRG9(r,g,b,shift+8);
dest += 4;
}
if (stainsrc)
stainsrc += (lm->width - smax)*3;
}
break;
case PTI_RGBA16F:
stride = (lm->width-smax)<<3;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++;
g = *bl++;
b = *bl++;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
Surf_PackRGB16F(dest, r,g,b,1<<(shift+8));
dest += 8;
}
if (stainsrc)
stainsrc += (lm->width - smax)*3;
}
break;
case PTI_RGBA32F:
shift = 1u<<(shift+8);
stride = (lm->width-smax)<<4;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++;
g = *bl++;
b = *bl++;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
Surf_PackRGBX32F(dest, r,g,b,shift);
dest += sizeof(float)*4;
}
if (stainsrc)
stainsrc += (lm->width - smax)*3;
}
break;
case PTI_RGBX8:
case PTI_RGBA8:
stride = (lm->width-smax)<<2;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++ >> shift;
g = *bl++ >> shift;
b = *bl++ >> shift;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
// quake 2 method, scale highest down to
// maintain hue
m = max(max(r, g), b);
if (m > 255)
{
r *= 255.0/m;
g *= 255.0/m;
b *= 255.0/m;
}
dest[0] = r;
dest[1] = g;
dest[2] = b;
dest[3] = 255;
dest += 4;
}
if (stainsrc)
stainsrc += (lm->width - smax)*3;
}
break;
case PTI_BGRX8:
case PTI_BGRA8:
stride = (lm->width-smax)<<2;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++ >> shift;
g = *bl++ >> shift;
b = *bl++ >> shift;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
// quake 2 method, scale highest down to
// maintain hue
m = max(max(r, g), b);
if (m > 255)
{
r *= 255.0/m;
g *= 255.0/m;
b *= 255.0/m;
}
dest[0] = b;
dest[1] = g;
dest[2] = r;
dest[3] = 255;
dest += 4;
}
if (stainsrc)
stainsrc += (lm->width - smax)*3;
}
break;
/*
case PTI_BGRX8:
case PTI_BGRA8:
stride = (lm->width-smax)<<2;
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++ >> shift;
g = *bl++ >> shift;
b = *bl++ >> shift;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
if (r > 255)
dest[2] = 255;
else if (r < 0)
dest[2] = 0;
else
dest[2] = r;
if (g > 255)
dest[1] = 255;
else if (g < 0)
dest[1] = 0;
else
dest[1] = g;
if (b > 255)
dest[0] = 255;
else if (b < 0)
dest[0] = 0;
else
dest[0] = b;
dest[3] = 255;
dest += 4;
}
if (stainsrc)
stainsrc += (lmwidth - smax)*3;
}
break;
*/
case PTI_RGB565:
stride = (lm->width-smax)<<1;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++ >> shift;
g = *bl++ >> shift;
b = *bl++ >> shift;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
// quake 2 method, scale highest down to
// maintain hue
m = max(max(r, g), b);
if (m > 255)
{
r *= 255.0/m;
g *= 255.0/m;
b *= 255.0/m;
}
*(unsigned short*)dest = (b>>3) | ((g>>2)<<5) | ((r>>3)<<11);
dest += 2;
}
if (stainsrc)
stainsrc += (lm->width - smax)*3;
}
break;
case PTI_RGBA4444:
stride = (lm->width-smax)<<1;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++ >> shift;
g = *bl++ >> shift;
b = *bl++ >> shift;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
// quake 2 method, scale highest down to
// maintain hue
m = max(max(r, g), b);
if (m > 255)
{
r *= 255.0/m;
g *= 255.0/m;
b *= 255.0/m;
}
*(unsigned short*)dest = ((r>>4)<<12) | ((g>>4)<<8) | ((b>>4)<<4) | 0x000f;
dest += 2;
}
if (stainsrc)
stainsrc += (lm->width - smax)*3;
}
break;
case PTI_RGBA5551:
stride = (lm->width-smax)<<1;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++ >> shift;
g = *bl++ >> shift;
b = *bl++ >> shift;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
// quake 2 method, scale highest down to
// maintain hue
m = max(max(r, g), b);
if (m > 255)
{
r *= 255.0/m;
g *= 255.0/m;
b *= 255.0/m;
}
*(unsigned short*)dest = ((r>>3)<<11) | ((g>>3)<<6) | ((b>>3)<<1) | 0x0001;
dest += 2;
}
if (stainsrc)
stainsrc += (lm->width - smax)*3;
}
break;
case PTI_ARGB4444:
stride = (lm->width-smax)<<1;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++ >> shift;
g = *bl++ >> shift;
b = *bl++ >> shift;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
// quake 2 method, scale highest down to
// maintain hue
m = max(max(r, g), b);
if (m > 255)
{
r *= 255.0/m;
g *= 255.0/m;
b *= 255.0/m;
}
*(unsigned short*)dest = 0xf000 | ((r>>4)<<8) | ((g>>4)<<4) | ((b>>4)<<0);
dest += 2;
}
if (stainsrc)
stainsrc += (lm->width - smax)*3;
}
break;
case PTI_ARGB1555:
stride = (lm->width-smax)<<1;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++ >> shift;
g = *bl++ >> shift;
b = *bl++ >> shift;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
// quake 2 method, scale highest down to
// maintain hue
m = max(max(r, g), b);
if (m > 255)
{
r *= 255.0/m;
g *= 255.0/m;
b *= 255.0/m;
}
*(unsigned short*)dest = 0x8000 | ((r>>3)<<10) | ((g>>3)<<5) | ((b>>3)<<0);
dest += 2;
}
if (stainsrc)
stainsrc += (lm->width - smax)*3;
}
break;
case PTI_RGB8:
stride = lm->width*3 - (smax*3);
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = *bl++ >> shift;
g = *bl++ >> shift;
b = *bl++ >> shift;
if (stainsrc) // merge in stain
{
r = (127+r*(*stainsrc++)) >> 8;
g = (127+g*(*stainsrc++)) >> 8;
b = (127+b*(*stainsrc++)) >> 8;
}
// quake 2 method, scale highest down to
// maintain hue
m = max(max(r, g), b);
if (m > 255)
{
r *= 255.0/m;
g *= 255.0/m;
b *= 255.0/m;
}
dest[0] = r;
dest[1] = g;
dest[2] = b;
dest += 3;
}
if (stainsrc)
stainsrc += (lm->width - smax)*3;
}
break;
}
}
static void Surf_StoreLightmap_Lum(qbyte *dest, unsigned int *bl, int smax, int tmax, unsigned int shift, stmap *stainsrc, unsigned int lmwidth)
{
int t;
unsigned int i, j;
for (i=0 ; i<tmax ; i++, dest += lmwidth)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= shift;
if (t > 255)
t = 255;
dest[j] = t;
}
}
}
/*
===============
R_BuildLightMap
Combine and scale multiple lightmaps into the 8.8 format in blocklights
===============
*/
static void Surf_BuildLightMap (model_t *currentmodel, msurface_t *surf, int map, int shift, int ambient, int *d_lightstylevalue)
{
int smax = (surf->extents[0]>>surf->lmshift)+1;
int tmax = (surf->extents[1]>>surf->lmshift)+1;
int t;
int i;
size_t size = (size_t)smax*tmax;
unsigned scalergb[3];
unsigned scale;
int maps;
unsigned *bl;
glRect_t *theRect;
void *dest;
void *deluxedest;
void *stainsrc;
lightmapinfo_t *lm = lightmap[surf->lightmaptexturenums[map]];
qbyte *src = surf->samples;
shift += 7; // increase to base value
surf->cached_dlight = (surf->dlightframe == r_dlightframecount);
if (size > maxblocksize)
{ //fixme: fill in?
//Threading: this should not be a problem, all surfaces should have been built from the main thread at map load so it should have maxed it there.
BZ_Free(blocklights);
BZ_Free(blocknormals);
maxblocksize = size;
blocknormals = BZ_Malloc(maxblocksize * sizeof(*blocknormals)); //already a vector
blocklights = BZ_Malloc(maxblocksize * 3*sizeof(*blocklights));
}
//make sure we flag the output rect properly.
theRect = &lm->rectchange;
if (theRect->t > surf->light_t[map])
theRect->t = surf->light_t[map];
if (theRect->l > surf->light_s[map])
theRect->l = surf->light_s[map];
if (theRect->r < surf->light_s[map]+smax)
theRect->r = surf->light_s[map]+smax;
if (theRect->b < surf->light_t[map]+tmax)
theRect->b = surf->light_t[map]+tmax;
dest = lm->lightmaps + (surf->light_t[map] * lm->width + surf->light_s[map]) * lm->pixbytes;
if (!r_stains.value || !surf->stained)
stainsrc = NULL;
else
stainsrc = lm->stainmaps + (surf->light_t[map] * lm->width + surf->light_s[map]) * 3;
lm->modified = true;
if (lm->hasdeluxe && currentmodel->deluxdata)
{
lightmapinfo_t *dlm = lightmap[surf->lightmaptexturenums[map]+1];
dlm->modified = true;
theRect = &dlm->rectchange;
if (theRect->t > surf->light_t[map])
theRect->t = surf->light_t[map];
if (theRect->l > surf->light_s[map])
theRect->l = surf->light_s[map];
if (theRect->r < surf->light_s[map]+smax)
theRect->r = surf->light_s[map]+smax;
if (theRect->b < surf->light_t[map]+tmax)
theRect->b = surf->light_t[map]+tmax;
deluxedest = dlm->lightmaps + (surf->light_t[map] * dlm->width + surf->light_s[map]) * dlm->pixbytes;
Surf_BuildDeluxMap(currentmodel, surf, deluxedest, dlm, blocknormals);
}
if (lm->fmt != PTI_L8)
{
// set to full bright if no light data
if (ambient < 0)
{
t = (-1-ambient)*255;
for (i=0 ; i<size*3 ; i++)
blocklights[i] = t;
for (maps = 0 ; maps < MAXCPULIGHTMAPS ; maps++)
{
surf->cached_light[maps] = -1-ambient;
surf->cached_colour[maps] = 0xff;
}
}
else if (r_fullbright.value>0) //not qw
{
for (i=0 ; i<size*3 ; i++)
blocklights[i] = r_fullbright.value*255*256;
if (!surf->samples)
{
surf->cached_light[0] = d_lightstylevalue[0];
surf->cached_colour[0] = cl_lightstyle[0].colourkey;
}
else
{
for (maps = 0 ; maps < MAXCPULIGHTMAPS && surf->styles[maps] != INVALID_LIGHTSTYLE ; maps++)
{
surf->cached_light[maps] = d_lightstylevalue[surf->styles[maps]];
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colourkey;
}
}
}
else if (!currentmodel->lightdata)
{
/*fullbright if map is not lit. but not overbright*/
for (i=0 ; i<size*3 ; i++)
blocklights[i] = 128*256;
}
else if (!surf->samples)
{
/*no samples, but map is otherwise lit = pure black*/
for (i=0 ; i<size*3 ; i++)
blocklights[i] = 0;
surf->cached_light[0] = d_lightstylevalue[0];
surf->cached_colour[0] = cl_lightstyle[0].colourkey;
}
else
{
// clear to no light
t = ambient;
if (t == 0)
memset(blocklights, 0, size*3*sizeof(*bl));
else
{
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = t;
}
}
// add all the lightmaps
if (src)
{
if (currentmodel->fromgame == fg_quake3)
Sys_Error("Surf_BuildLightMap: q3bsp");
switch(currentmodel->lightmaps.fmt)
{
case LM_E5BGR9:
for (maps = 0 ; maps < MAXCPULIGHTMAPS && surf->styles[maps] != INVALID_LIGHTSTYLE ; maps++)
{
surf->cached_light[maps] = scale = d_lightstylevalue[surf->styles[maps]]; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colourkey;
if (scale)
{
VectorScale(cl_lightstyle[surf->styles[maps]].colours, scale, scalergb);
for (i=0 ; i<size ; i++)
{
unsigned int l = ((unsigned int*)src)[i];
float e = rgb9e5tab[l>>27]*(1<<7);
blocklights[i*3+0] += scalergb[0] * e * ((l>> 0)&0x1ff);
blocklights[i*3+1] += scalergb[1] * e * ((l>> 9)&0x1ff);
blocklights[i*3+2] += scalergb[2] * e * ((l>>18)&0x1ff);
}
}
src += size*4; // skip to next lightmap
}
break;
case LM_RGB8:
for (maps = 0 ; maps < MAXCPULIGHTMAPS && surf->styles[maps] != INVALID_LIGHTSTYLE ; maps++)
{
surf->cached_light[maps] = scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colourkey;
if (scale)
{
VectorScale(cl_lightstyle[surf->styles[maps]].colours, scale, scalergb);
bl = blocklights;
for (i=0 ; i<size ; i++)
{
*bl++ += *src++ * scalergb[0];
*bl++ += *src++ * scalergb[1];
*bl++ += *src++ * scalergb[2];
}
}
else
src += size*3; // skip to next lightmap
}
break;
case LM_L8:
for (maps = 0 ; maps < MAXCPULIGHTMAPS && surf->styles[maps] != INVALID_LIGHTSTYLE ;
maps++)
{
surf->cached_light[maps] = scale = d_lightstylevalue[surf->styles[maps]]; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colourkey;
if (scale)
{
VectorScale(cl_lightstyle[surf->styles[maps]].colours, scale, scalergb);
bl = blocklights;
for (i=0 ; i<size ; i++)
{
*bl++ += *src * scalergb[0];
*bl++ += *src * scalergb[1];
*bl++ += *src * scalergb[2];
src++;
}
}
else
src += size; // skip to next lightmap
}
break;
}
}
}
// add all the dynamic lights
if (surf->dlightframe == r_dlightframecount)
Surf_AddDynamicLights_RGB (surf);
Surf_StoreLightmap_RGB(dest, blocklights, smax, tmax, shift, stainsrc, lm);
}
else
{
// set to full bright if no light data
if (ambient < 0)
{
t = (-1-ambient)*255;
for (i=0 ; i<size ; i++)
blocklights[i] = t;
for (maps = 0 ; maps < MAXCPULIGHTMAPS ; maps++)
{
surf->cached_light[maps] = -1-ambient;
surf->cached_colour[maps] = 0xff;
}
}
else if (r_fullbright.value > 0)
{ //r_fullbright is meant to be a scaler.
for (i=0 ; i<size ; i++)
blocklights[i] = r_fullbright.value*255*256;
if (!surf->samples)
{
surf->cached_light[0] = d_lightstylevalue[0];
surf->cached_colour[0] = cl_lightstyle[0].colourkey;
}
else
{
for (maps = 0 ; maps < MAXCPULIGHTMAPS && surf->styles[maps] != INVALID_LIGHTSTYLE ; maps++)
{
surf->cached_light[maps] = d_lightstylevalue[surf->styles[maps]];
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colourkey;
}
}
}
else if (!currentmodel->lightdata)
{ //no scalers here.
for (i=0 ; i<size ; i++)
blocklights[i] = 255*256;
surf->cached_light[0] = d_lightstylevalue[0];
surf->cached_colour[0] = cl_lightstyle[0].colourkey;
}
//surfaces with no light data on lit maps are black
else if (!surf->samples)
{
for (i=0 ; i<size*3 ; i++)
blocklights[i] = 0;
surf->cached_light[0] = d_lightstylevalue[0];
surf->cached_colour[0] = cl_lightstyle[0].colourkey;
}
else
{
// clear to no light
for (i=0 ; i<size ; i++)
blocklights[i] = 0;
// add all the lightmaps
if (src)
{
switch(currentmodel->lightmaps.fmt)
{
case LM_E5BGR9:
for (maps = 0 ; maps < MAXCPULIGHTMAPS && surf->styles[maps] != INVALID_LIGHTSTYLE ; maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colourkey;
for (i=0 ; i<size ; i++)
{
unsigned int lm = ((unsigned int *)src)[i];
blocklights[i] += max3(((lm>>0)&0x1ff),((lm>>9)&0x1ff),((lm>>18)&0x1ff)) * scale * (rgb9e5tab[lm>>27]*(1<<7));
}
src += size*4; // skip to next lightmap
}
break;
case LM_RGB8:
for (maps = 0 ; maps < MAXCPULIGHTMAPS && surf->styles[maps] != INVALID_LIGHTSTYLE ; maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colourkey;
for (i=0 ; i<size ; i++)
blocklights[i] += max3(src[i*3],src[i*3+1],src[i*3+2]) * scale;
src += size*3; // skip to next lightmap
}
break;
case LM_L8:
for (maps = 0 ; maps < MAXCPULIGHTMAPS && surf->styles[maps] != INVALID_LIGHTSTYLE ; maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colourkey;
for (i=0 ; i<size ; i++)
blocklights[i] += src[i] * scale;
src += size; // skip to next lightmap
}
break;
}
}
// add all the dynamic lights
if (surf->dlightframe == r_dlightframecount)
Surf_AddDynamicLights_Lum (surf);
}
Surf_StoreLightmap_Lum(dest, blocklights, smax, tmax, shift, stainsrc, lm->width);
}
}
#if defined(THREADEDWORLD) && (defined(Q1BSPS)||defined(Q2BSPS))
static void Surf_BuildLightMap_Worker (model_t *wmodel, msurface_t *surf, int shift, int ambient, int *d_lightstylevalue)
{
int smax, tmax;
int t;
int i, j;
size_t size;
lightmapinfo_t *lm = lightmap[surf->lightmaptexturenums[0]];
qbyte *src;
unsigned scalergb[3];
unsigned scale;
int maps;
unsigned *bl;
qbyte *dest;
qbyte *deluxedest;
stmap *stainsrc;
glRect_t *theRect;
static size_t maxblocksize;
static vec3_t *blocknormals;
static unsigned int *blocklights;
shift += 7; // increase to base value
surf->cached_dlight = false;
smax = (surf->extents[0]>>surf->lmshift)+1;
tmax = (surf->extents[1]>>surf->lmshift)+1;
size = (size_t)smax*tmax;
src = surf->samples;
if (size > maxblocksize)
{ //fixme: fill in?
maxblocksize = size;
blocknormals = BZ_Realloc(blocknormals, maxblocksize * sizeof(*blocknormals)); //already a vector
blocklights = BZ_Realloc(blocklights, maxblocksize * 3*sizeof(*blocklights));
}
dest = lm->lightmaps + (surf->light_t[0] * lm->width + surf->light_s[0]) * lm->pixbytes;
if (!r_stains.value || !surf->stained)
stainsrc = NULL;
else
stainsrc = lm->stainmaps + (surf->light_t[0] * lm->width + surf->light_s[0]) * 3;
if (lm->hasdeluxe)
{
lightmapinfo_t *dlm = lightmap[surf->lightmaptexturenums[0]+1];
deluxedest = dlm->lightmaps + (surf->light_t[0] * dlm->width + surf->light_s[0]) * dlm->pixbytes;
Surf_BuildDeluxMap(wmodel, surf, deluxedest, lm, blocknormals);
}
if (lm->fmt != PTI_L8)
{
// set to full bright if no light data
if (ambient < 0)
{ //abslight for hexen2
t = (-1-ambient)*255;
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = t;
}
for (maps = 0 ; maps < MAXCPULIGHTMAPS ; maps++)
{
surf->cached_light[maps] = -1-ambient;
surf->cached_colour[maps] = 0xff;
}
}
else if (r_fullbright.value>0)
{ //fullbright cheat
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = r_fullbright.value*255*256;
}
}
else if (!wmodel->lightdata)
{ /*fullbright if map is not lit. but not overbright*/
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = 128*256;
}
}
else
{
// clear to no light
t = ambient;
if (t == 0)
memset(blocklights, 0, size*3*sizeof(*bl));
else
{
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = t;
}
}
// add all the lightmaps
if (src)
{
if (wmodel->fromgame == fg_quake3) //rgb
{
/*q3 lightmaps are meant to be pre-built
this code is misguided, and ought never be executed anyway.
*/
int pixbytes = lm->pixbytes;
bl = blocklights;
for (i = 0; i < tmax; i++)
{
for (j = 0; j < smax; j++)
{
bl[0] = 255*src[(i*pixbytes+j)*3];
bl[1] = 255*src[(i*pixbytes+j)*3+1];
bl[2] = 255*src[(i*pixbytes+j)*3+2];
bl+=3;
}
}
}
else switch(wmodel->lightmaps.fmt)
{
case LM_E5BGR9:
for (maps = 0 ; maps < MAXCPULIGHTMAPS && surf->styles[maps] != INVALID_LIGHTSTYLE ; maps++)
{
surf->cached_light[maps] = scale = d_lightstylevalue[surf->styles[maps]]; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colourkey;
if (scale)
{
VectorScale(cl_lightstyle[surf->styles[maps]].colours, scale, scalergb);
for (i=0 ; i<size ; i++)
{
unsigned int l = ((unsigned int*)src)[i];
float e = rgb9e5tab[l>>27]*(1u<<7);
blocklights[i*3+0] += scalergb[0] * e * ((l>> 0)&0x1ff);
blocklights[i*3+1] += scalergb[1] * e * ((l>> 9)&0x1ff);
blocklights[i*3+2] += scalergb[2] * e * ((l>>18)&0x1ff);
}
}
src += size*4; // skip to next lightmap
}
break;
case LM_RGB8:
for (maps = 0 ; maps < MAXCPULIGHTMAPS && surf->styles[maps] != INVALID_LIGHTSTYLE ; maps++)
{
surf->cached_light[maps] = scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colourkey;
if (scale)
{
VectorScale(cl_lightstyle[surf->styles[maps]].colours, scale, scalergb);
bl = blocklights;
for (i=0 ; i<size ; i++)
{
*bl++ += *src++ * scalergb[0];
*bl++ += *src++ * scalergb[1];
*bl++ += *src++ * scalergb[2];
}
}
else
src += size*3; // skip to next lightmap
}
break;
case LM_L8:
for (maps = 0 ; maps < MAXCPULIGHTMAPS && surf->styles[maps] != INVALID_LIGHTSTYLE ;
maps++)
{
surf->cached_light[maps] = scale = d_lightstylevalue[surf->styles[maps]]; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colourkey;
if (scale)
{
VectorScale(cl_lightstyle[surf->styles[maps]].colours, scale, scalergb);
bl = blocklights;
for (i=0 ; i<size ; i++)
{
*bl++ += *src * scalergb[0];
*bl++ += *src * scalergb[1];
*bl++ += *src * scalergb[2];
src++;
}
}
else
src += size; // skip to next lightmap
}
break;
}
}
}
if (!r_stains.value || !surf->stained)
stainsrc = NULL;
Surf_StoreLightmap_RGB(dest, blocklights, smax, tmax, shift, stainsrc, lm);
}
else
{
// set to full bright if no light data
if (r_fullbright.ival)
{
for (i=0 ; i<size ; i++)
blocklights[i] = 255*256;
}
else if (!wmodel->lightdata)
{
for (i=0 ; i<size*3 ; i++)
{
blocklights[i] = 255*256;
}
surf->cached_light[0] = d_lightstylevalue[0];
surf->cached_colour[0] = cl_lightstyle[0].colourkey;
}
else
{
// clear to no light
for (i=0 ; i<size ; i++)
blocklights[i] = ambient;
// add all the lightmaps
if (src)
{
switch(wmodel->lightmaps.fmt)
{
case LM_E5BGR9:
for (maps = 0 ; maps < MAXCPULIGHTMAPS && surf->styles[maps] != INVALID_LIGHTSTYLE ; maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colourkey;
if (scale)
for (i=0 ; i<size ; i++)
{
unsigned int lm = ((unsigned int *)lightmap)[i];
blocklights[i] += max3(((lm>>0)&0x1ff),((lm>>9)&0x1ff),((lm>>18)&0x1ff)) * scale * (rgb9e5tab[lm>>27]*(1<<7));
}
lightmap += size*4; // skip to next lightmap
}
break;
case LM_RGB8:
for (maps = 0 ; maps < MAXCPULIGHTMAPS && surf->styles[maps] != INVALID_LIGHTSTYLE ; maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colourkey;
if (scale)
for (i=0 ; i<size ; i++)
blocklights[i] += max3(src[i*3],src[i*3+1],src[i*3+2]) * scale;
src += size*3; // skip to next lightmap
}
break;
case LM_L8:
for (maps = 0 ; maps < MAXCPULIGHTMAPS && surf->styles[maps] != INVALID_LIGHTSTYLE ; maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colourkey;
if (scale)
for (i=0 ; i<size ; i++)
blocklights[i] += src[i] * scale;
src += size; // skip to next lightmap
}
break;
}
}
}
Surf_StoreLightmap_Lum(dest, blocklights, smax, tmax, shift, stainsrc, lm->width);
}
//make sure we flag the output rect properly.
theRect = &lm->rectchange;
if (theRect->t > surf->light_t[0])
theRect->t = surf->light_t[0];
if (theRect->l > surf->light_s[0])
theRect->l = surf->light_s[0];
if (theRect->r < surf->light_s[0]+smax)
theRect->r = surf->light_s[0]+smax;
if (theRect->b < surf->light_t[0]+tmax)
theRect->b = surf->light_t[0]+tmax;
lm->modified = true;
if (lm->hasdeluxe)
{
lightmapinfo_t *dlm = lm+1;
theRect = &dlm->rectchange;
if (theRect->t > surf->light_t[0])
theRect->t = surf->light_t[0];
if (theRect->l > surf->light_s[0])
theRect->l = surf->light_s[0];
if (theRect->r < surf->light_s[0]+smax)
theRect->r = surf->light_s[0]+smax;
if (theRect->b < surf->light_t[0]+tmax)
theRect->b = surf->light_t[0]+tmax;
dlm->modified = true;
}
}
#endif
/*
=============================================================
BRUSH MODELS
=============================================================
*/
/*
================
R_RenderDynamicLightmaps
Multitexture
================
*/
void Surf_RenderDynamicLightmaps (msurface_t *fa)
{
int maps;
//surfaces without lightmaps
if (fa->lightmaptexturenums[0]<0 || !lightmap)
return;
// check for lightmap modification
if (!fa->samples)
{
if (fa->cached_light[0] != d_lightstylevalue[0]
|| fa->cached_colour[0] != cl_lightstyle[0].colourkey)
goto dynamic;
}
else
{
for (maps = 0 ; maps < MAXCPULIGHTMAPS && fa->styles[maps] != INVALID_LIGHTSTYLE ;
maps++)
if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps]
|| cl_lightstyle[fa->styles[maps]].colourkey != fa->cached_colour[maps])
goto dynamic;
}
if (fa->dlightframe == r_dlightframecount // dynamic this frame
|| fa->cached_dlight) // dynamic previously
{
RSpeedLocals();
dynamic:
RSpeedRemark();
#ifdef _DEBUG
if ((unsigned)fa->lightmaptexturenums[0] >= numlightmaps)
Sys_Error("Invalid lightmap index\n");
#endif
Surf_BuildLightMap (currentmodel, fa, 0, lightmap_shift, r_ambient.value*255, d_lightstylevalue);
RSpeedEnd(RSPEED_DYNAMIC);
}
}
#if defined(THREADEDWORLD) && (defined(Q1BSPS)||defined(Q2BSPS))
static void Surf_RenderDynamicLightmaps_Worker (model_t *wmodel, msurface_t *fa, int *d_lightstylevalue)
{
int maps;
//surfaces without lightmaps
if (fa->lightmaptexturenums[0]<0 || !lightmap)
return;
// check for lightmap modification
if (!fa->samples)
{
if (fa->cached_light[0] != d_lightstylevalue[0]
|| fa->cached_colour[0] != cl_lightstyle[0].colourkey)
goto dynamic;
}
else
{
for (maps = 0 ; maps < MAXCPULIGHTMAPS && fa->styles[maps] != INVALID_LIGHTSTYLE ;
maps++)
if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps]
|| cl_lightstyle[fa->styles[maps]].colourkey != fa->cached_colour[maps])
goto dynamic;
}
return;
dynamic:
#ifdef _DEBUG
if ((unsigned)fa->lightmaptexturenums[0] >= numlightmaps)
Sys_Error("Invalid lightmap index\n");
#endif
Surf_BuildLightMap_Worker (wmodel, fa, lightmap_shift, r_ambient.value*255, d_lightstylevalue);
}
#endif //THREADEDWORLD
void Surf_RenderAmbientLightmaps (msurface_t *fa, int ambient)
{
if (!fa->mesh)
return;
//surfaces without lightmaps
if (fa->lightmaptexturenums[0]<0)
return;
if (fa->cached_light[0] != ambient || fa->cached_colour[0] != 0xff)
goto dynamic;
if (fa->dlightframe == r_dlightframecount // dynamic this frame
|| fa->cached_dlight) // dynamic previously
{
RSpeedLocals();
dynamic:
RSpeedRemark();
Surf_BuildLightMap (currentmodel, fa, 0, lightmap_shift, -1-ambient, d_lightstylevalue);
RSpeedEnd(RSPEED_DYNAMIC);
}
}
/*
=============================================================
WORLD MODEL
=============================================================
*/
#if 0
static qbyte *R_MarkLeafSurfaces_Q1 (void)
{
qbyte *vis;
mleaf_t *leaf;
int i, j;
msurface_t *surf;
int shift;
vis = R_CalcVis_Q1();
for (i=0 ; i<cl.worldmodel->numvisleafs ; i++)
{
if (vis[i>>3] & (1<<(i&7)))
{
leaf = (mleaf_t *)&cl.worldmodel->leafs[i+1];
if (R_CullBox (leaf->minmaxs, leaf->minmaxs+3))
continue;
leaf->visframe = r_visframecount;
for (j = 0; j < leaf->nummarksurfaces; j++)
{
surf = leaf->firstmarksurface[j];
if (surf->visframe == r_visframecount)
continue;
surf->visframe = r_visframecount;
*surf->mark = surf;
}
}
}
{
texture_t *tex;
shift = Surf_LightmapShift(cl.worldmodel);
for (i = 0; i < cl.worldmodel->numtextures; i++)
{
tex = cl.worldmodel->textures[i];
if (!tex)
continue;
for (j = 0; j < tex->vbo.meshcount; j++)
{
surf = tex->vbo.meshlist[j];
if (surf)
{
Surf_RenderDynamicLightmaps (surf);
tex->vbo.meshlist[j] = NULL;
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
}
}
}
return vis;
}
#endif
/*
static qbyte *Surf_MaskVis(qbyte *src, qbyte *dest)
{
int i;
if (cl.worldmodel->leafs[i].ma
}
*/
qbyte *frustumvis;
#ifdef Q1BSPS
/*
================
R_RecursiveWorldNode
================
*/
static void Surf_RecursiveWorldNode (mnode_t *node, unsigned int clipflags)
{
int c, side, clipped;
mplane_t *plane, *clipplane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
start:
if (node->contents == Q1CONTENTS_SOLID)
return; // solid
if (node->visframe != r_visframecount)
return;
for (c = 0, clipplane = r_refdef.frustum; c < r_refdef.frustum_numworldplanes; c++, clipplane++)
{
if (!(clipflags & (1 << c)))
continue; // don't need to clip against it
clipped = BOX_ON_PLANE_SIDE (node->minmaxs, node->minmaxs + 3, clipplane);
if (clipped == 2)
return;
else if (clipped == 1)
clipflags -= (1<<c); // node is entirely on screen
}
// if a leaf node, draw stuff
if (node->contents < 0)
{
pleaf = (mleaf_t *)node;
c = (pleaf - cl.worldmodel->leafs)-1;
frustumvis[c>>3] |= 1<<(c&7);
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
if (c)
{
do
{
(*mark++)->visframe = r_framecount;
} 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;
else
side = 1;
// recurse down the children, front side first
Surf_RecursiveWorldNode (node->children[side], clipflags);
// draw stuff
c = node->numsurfaces;
if (c)
{
surf = cl.worldmodel->surfaces + node->firstsurface;
if (dot < 0 -BACKFACE_EPSILON)
side = SURF_PLANEBACK;
else if (dot > BACKFACE_EPSILON)
side = 0;
{
for ( ; c ; c--, surf++)
{
if (surf->visframe != r_framecount)
continue;
if (((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)))
continue; // wrong side
Surf_RenderDynamicLightmaps (surf);
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
}
}
// recurse down the back side
//GLR_RecursiveWorldNode (node->children[!side], clipflags);
node = node->children[!side];
goto start;
}
static void Surf_OrthoRecursiveWorldNode (mnode_t *node, unsigned int clipflags)
{
//when rendering as ortho the front and back sides are technically equal. the only culling comes from frustum culling.
int c, clipped;
mplane_t *clipplane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
if (node->contents == Q1CONTENTS_SOLID)
return; // solid
if (node->visframe != r_visframecount)
return;
for (c = 0, clipplane = r_refdef.frustum; c < r_refdef.frustum_numworldplanes; c++, clipplane++)
{
if (!(clipflags & (1 << c)))
continue; // don't need to clip against it
clipped = BOX_ON_PLANE_SIDE (node->minmaxs, node->minmaxs + 3, clipplane);
if (clipped == 2)
return;
else if (clipped == 1)
clipflags -= (1<<c); // node is entirely on screen
}
// if a leaf node, draw stuff
if (node->contents < 0)
{
pleaf = (mleaf_t *)node;
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
if (c)
{
do
{
(*mark++)->visframe = r_framecount;
} while (--c);
}
return;
}
// recurse down the children
Surf_OrthoRecursiveWorldNode (node->children[0], clipflags);
Surf_OrthoRecursiveWorldNode (node->children[1], clipflags);
// draw stuff
c = node->numsurfaces;
if (c)
{
surf = cl.worldmodel->surfaces + node->firstsurface;
for ( ; c ; c--, surf++)
{
if (surf->visframe != r_framecount)
continue;
Surf_RenderDynamicLightmaps (surf);
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
}
return;
}
#endif
#ifdef Q2BSPS
static void Surf_RecursiveQ2WorldNode (mnode_t *node)
{
int c, side;
mplane_t *plane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
int sidebit;
if (node->contents == Q2CONTENTS_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_refdef.areabits[pleaf->area>>3] & (1<<(pleaf->area&7)) ) )
return; // not visible
c = pleaf->cluster;
if (c >= 0)
frustumvis[c>>3] |= 1<<(c&7);
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
Surf_RecursiveQ2WorldNode (node->children[side]);
// draw stuff
for ( c = node->numsurfaces, surf = currentmodel->surfaces + node->firstsurface; c ; c--, surf++)
{
if (surf->visframe != r_framecount)
continue;
if ( (surf->flags & SURF_PLANEBACK) != sidebit )
continue; // wrong side
surf->visframe = 0;//r_framecount+1;//-1;
Surf_RenderDynamicLightmaps (surf);
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
// recurse down the back side
Surf_RecursiveQ2WorldNode (node->children[!side]);
}
#endif
#ifdef Q3BSPS
#if 0
static void Surf_LeafWorldNode (void)
{
int i;
int clipflags;
msurface_t **mark, *surf;
mleaf_t *pleaf;
int clipped;
mplane_t *clipplane;
for (pleaf = r_vischain; pleaf; pleaf = pleaf->vischain)
{
// check for door connected areas
// if (areabits)
{
// if (!(areabits[pleaf->area>>3] & (1<<(pleaf->area&7))))
// {
// continue; // not visible
// }
}
clipflags = 15; // 1 | 2 | 4 | 8
// if (!r_nocull->value)
{
for (i=0,clipplane=frustum ; i<FRUSTUMPLANES ; i++,clipplane++)
{
clipped = BoxOnPlaneSide (pleaf->minmaxs, pleaf->minmaxs+3, clipplane);
if (clipped == 2)
{
break;
}
else if (clipped == 1)
{
clipflags &= ~(1<<i); // node is entirely on screen
}
}
if (i != FRUSTUMPLANES)
{
continue;
}
}
i = pleaf->nummarksurfaces;
mark = pleaf->firstmarksurface;
do
{
surf = *mark++;
if (surf->visframe != r_framecount) //sufraces exist in multiple leafs.
{
surf->visframe = r_framecount;
if (surf->mark)
*surf->mark = surf;
}
} while (--i);
// c_world_leafs++;
}
{
int j;
texture_t *tex;
for (i = 0; i < cl.worldmodel->numtextures; i++)
{
tex = cl.worldmodel->textures[i];
if (!tex)
continue;
for (j = 0; j < tex->vbo.meshcount; j++)
{
surf = tex->vbo.meshlist[j];
if (surf)
{
tex->vbo.meshlist[j] = NULL;
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
}
}
}
}
#endif
static void Surf_RecursiveQ3WorldNode (mnode_t *node, unsigned int clipflags)
{
int c, side, clipped;
mplane_t *plane, *clipplane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
start:
if (node->visframe != r_visframecount)
return;
for (c = 0, clipplane = r_refdef.frustum; c < r_refdef.frustum_numworldplanes; c++, clipplane++)
{
if (!(clipflags & (1 << c)))
continue; // don't need to clip against it
clipped = BOX_ON_PLANE_SIDE (node->minmaxs, node->minmaxs + 3, clipplane);
if (clipped == 2)
return;
else if (clipped == 1)
clipflags -= (1<<c); // node is entirely on screen
}
// if a leaf node, draw stuff
if (node->contents != -1)
{
pleaf = (mleaf_t *)node;
if (! (r_refdef.areabits[pleaf->area>>3] & (1<<(pleaf->area&7)) ) )
return; // not visible
c = pleaf->cluster;
if (c >= 0)
frustumvis[c>>3] |= 1<<(c&7);
mark = pleaf->firstmarksurface;
for (c = pleaf->nummarksurfaces; c; c--)
{
surf = *mark++;
if (surf->visframe == r_framecount)
continue;
surf->visframe = r_framecount;
// if (((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)))
// continue; // wrong side
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
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;
else
side = 1;
// recurse down the children, front side first
Surf_RecursiveQ3WorldNode (node->children[side], clipflags);
// q3 nodes contain no drawables
// recurse down the back side
//GLR_RecursiveWorldNode (node->children[!side], clipflags);
node = node->children[!side];
goto start;
}
#endif
static void Surf_PushChains(batch_t **batches)
{
batch_t *batch;
int i;
if (r_refdef.recurse == R_MAX_RECURSE)
Sys_Error("Recursed too deep\n");
if (!r_refdef.recurse)
{
for (i = 0; i < SHADER_SORT_COUNT; i++)
for (batch = batches[i]; batch; batch = batch->next)
{
batch->firstmesh = 0;
}
}
#if R_MAX_RECURSE > 2
else if (r_refdef.recurse > 1)
{
for (i = 0; i < SHADER_SORT_COUNT; i++)
for (batch = batches[i]; batch; batch = batch->next)
{
batch->recursefirst[r_refdef.recurse] = batch->firstmesh;
batch->firstmesh = batch->meshes;
}
}
#endif
else
{
for (i = 0; i < SHADER_SORT_COUNT; i++)
for (batch = batches[i]; batch; batch = batch->next)
{
batch->firstmesh = batch->meshes;
}
}
}
static void Surf_PopChains(batch_t **batches)
{
batch_t *batch;
int i;
if (!r_refdef.recurse)
{
for (i = 0; i < SHADER_SORT_COUNT; i++)
for (batch = batches[i]; batch; batch = batch->next)
{
batch->meshes = 0;
}
}
#if R_MAX_RECURSE > 2
else if (r_refdef.recurse > 1)
{
for (i = 0; i < SHADER_SORT_COUNT; i++)
for (batch = batches[i]; batch; batch = batch->next)
{
batch->meshes = batch->firstmesh;
batch->firstmesh = batch->recursefirst[r_refdef.recurse];
}
}
#endif
else
{
for (i = 0; i < SHADER_SORT_COUNT; i++)
for (batch = batches[i]; batch; batch = batch->next)
{
batch->meshes = batch->firstmesh;
batch->firstmesh = 0;
}
}
}
//most of this is a direct copy from gl
void Surf_SetupFrame(void)
{
mleaf_t *leaf;
vec3_t temp, pvsorg;
int viewcontents;
if (!cl.worldmodel || (!cl.worldmodel->nodes && cl.worldmodel->type != mod_heightmap))
r_refdef.flags |= RDF_NOWORLDMODEL;
R_AnimateLight();
r_framecount++;
if (r_refdef.recurse)
{
VectorCopy(r_refdef.pvsorigin, pvsorg);
}
else
{
VectorCopy(r_refdef.vieworg, pvsorg);
R_UpdateHDR(r_refdef.vieworg);
}
r_viewarea = 0;
viewcontents = 0;
if (r_refdef.flags & RDF_NOWORLDMODEL)
{
}
else if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED || cl.worldmodel->fromgame == fg_doom3 )
{
r_viewcluster = -1;
r_viewcluster2 = -1;
}
#if defined(Q2BSPS) || defined(Q3BSPS)
else if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
{
leaf = Mod_PointInLeaf (cl.worldmodel, pvsorg);
r_viewarea = leaf->area;
viewcontents = cl.worldmodel->funcs.PointContents(cl.worldmodel, NULL, pvsorg);
r_viewcluster = r_viewcluster2 = leaf->cluster;
// check above and below so crossing solid water doesn't draw wrong
if (!leaf->contents)
{ // look down a bit
vec3_t temp;
VectorCopy (pvsorg, temp);
temp[2] -= 16;
leaf = Mod_PointInLeaf (cl.worldmodel, temp);
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
(leaf->cluster != r_viewcluster2) )
r_viewcluster2 = leaf->cluster;
}
else
{ // look up a bit
vec3_t temp;
VectorCopy (pvsorg, temp);
temp[2] += 16;
leaf = Mod_PointInLeaf (cl.worldmodel, temp);
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
(leaf->cluster != r_viewcluster2) )
r_viewcluster2 = leaf->cluster;
}
}
#endif
else
{
leaf = Mod_PointInLeaf (cl.worldmodel, pvsorg);
r_viewcluster = (leaf - cl.worldmodel->leafs)-1;
r_viewcluster2 = -1;
if (leaf)
{
switch(leaf->contents)
{
case Q1CONTENTS_WATER:
viewcontents |= FTECONTENTS_WATER;
break;
case Q1CONTENTS_LAVA:
viewcontents |= FTECONTENTS_LAVA;
break;
case Q1CONTENTS_SLIME:
viewcontents |= FTECONTENTS_SLIME;
break;
case Q1CONTENTS_SKY:
viewcontents |= FTECONTENTS_SKY;
break;
case Q1CONTENTS_SOLID:
viewcontents |= FTECONTENTS_SOLID;
break;
case Q1CONTENTS_LADDER:
viewcontents |= FTECONTENTS_LADDER;
break;
}
if (leaf->contents == Q1CONTENTS_EMPTY)
{ //look down a bit
VectorCopy (pvsorg, temp);
temp[2] -= 16;
leaf = Mod_PointInLeaf (cl.worldmodel, temp);
if (leaf->contents <= Q1CONTENTS_WATER && leaf->contents >= Q1CONTENTS_LAVA)
r_viewcluster2 = (leaf - cl.worldmodel->leafs)-1;
}
else if (leaf->contents <= Q1CONTENTS_WATER && leaf->contents >= Q1CONTENTS_LAVA)
{ //in water, look up a bit.
VectorCopy (pvsorg, temp);
temp[2] += 16;
leaf = Mod_PointInLeaf (cl.worldmodel, temp);
if (leaf->contents == Q1CONTENTS_EMPTY)
r_viewcluster2 = (leaf - cl.worldmodel->leafs)-1;
}
}
}
#ifdef TERRAIN
if (!(r_refdef.flags & RDF_NOWORLDMODEL) && cl.worldmodel && cl.worldmodel->terrain)
{
viewcontents |= Heightmap_PointContents(cl.worldmodel, NULL, pvsorg);
}
#endif
/*pick up any extra water entities*/
{
vec3_t t1,t2;
VectorCopy(pmove.player_mins, t1);
VectorCopy(pmove.player_maxs, t2);
VectorClear(pmove.player_maxs);
VectorClear(pmove.player_mins);
viewcontents |= PM_ExtraBoxContents(pvsorg);
VectorCopy(t1, pmove.player_mins);
VectorCopy(t2, pmove.player_maxs);
}
if (!r_refdef.recurse)
{
r_viewcontents = viewcontents;
if (!r_secondaryview)
V_SetContentsColor (viewcontents);
}
if (r_refdef.playerview->audio.defaulted)
{
//first scene is the 'main' scene and audio defaults to that (unless overridden later in the frame)
r_refdef.playerview->audio.defaulted = false;
r_refdef.playerview->audio.entnum = r_refdef.playerview->viewentity;
VectorCopy(r_refdef.vieworg, r_refdef.playerview->audio.origin);
AngleVectors(r_refdef.viewangles, r_refdef.playerview->audio.forward,r_refdef.playerview->audio.right, r_refdef.playerview->audio.up);
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
// I'm fed up of openal users getting audio bugs when underwater.
// if (r_viewcontents & FTECONTENTS_FLUID)
// r_refdef.playerview->audio.reverbtype = 1;
// else
r_refdef.playerview->audio.reverbtype = 0;
VectorCopy(r_refdef.playerview->simvel, r_refdef.playerview->audio.velocity);
}
}
/*
static mesh_t *surfbatchmeshes[256];
static void Surf_BuildBrushBatch(batch_t *batch)
{
model_t *model = batch->ent->model;
unsigned int i;
batch->mesh = surfbatchmeshes;
batch->meshes = batch->surf_count;
for (i = 0; i < batch->surf_count; i++)
{
surfbatchmeshes[i] = model->surfaces[batch->surf_first + i].mesh;
}
}
*/
void Surf_GenBrushBatches(batch_t **batches, entity_t *ent)
{
int i;
msurface_t *s;
batch_t *ob;
model_t *model;
batch_t *b;
unsigned int bef;
model = ent->model;
if (R_CullEntityBox (ent, model->mins, model->maxs))
return;
#ifdef RTLIGHTS
if (BE_LightCullModel(ent->origin, model))
return;
#endif
// calculate dynamic lighting for bmodel if it's not an
// instanced model
if (model->fromgame != fg_quake3 && model->fromgame != fg_doom3 && lightmap && webo_blocklightmapupdates!=3)
{
int k;
currententity = ent;
currentmodel = ent->model;
if (model->nummodelsurfaces != 0 && r_dynamic.ival > 0)
{
for (k=rtlights_first; k<RTL_FIRST; k++)
{
if (!cl_dlights[k].radius)
continue;
if (!(cl_dlights[k].flags & LFLAG_LIGHTMAP))
continue;
model->funcs.MarkLights (&cl_dlights[k], 1<<k, model->rootnode);
}
}
Surf_LightmapShift(model);
#ifdef HEXEN2
if ((ent->drawflags & MLS_MASK) == MLS_ABSLIGHT)
{
//update lightmaps.
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
Surf_RenderAmbientLightmaps (s, ent->abslight);
}
else if (ent->drawflags & DRF_TRANSLUCENT)
{
//update lightmaps.
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
Surf_RenderAmbientLightmaps (s, 255);
}
else
#endif
{
//update lightmaps.
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
Surf_RenderDynamicLightmaps (s);
}
currententity = NULL;
}
#ifdef BEF_PUSHDEPTH
if (r_pushdepth)
bef = BEF_PUSHDEPTH;
else
bef = 0;
#else
bef = 0;
#endif
if (ent->flags & RF_ADDITIVE)
bef |= BEF_FORCEADDITIVE;
#ifdef HEXEN2
else if ((ent->drawflags & DRF_TRANSLUCENT) && r_wateralpha.value != 1)
{
bef |= BEF_FORCETRANSPARENT;
ent->shaderRGBAf[3] = r_wateralpha.value;
}
#endif
else if ((ent->flags & RF_TRANSLUCENT) && cls.protocol != CP_QUAKE3)
bef |= BEF_FORCETRANSPARENT;
if (ent->flags & RF_NODEPTHTEST)
bef |= BEF_FORCENODEPTH;
if (ent->flags & RF_NOSHADOW)
bef |= BEF_NOSHADOWS;
for (i = 0; i < SHADER_SORT_COUNT; i++)
for (ob = model->batches[i]; ob; ob = ob->next)
{
b = BE_GetTempBatch();
if (!b)
continue;
*b = *ob;
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
if (b->vbo && b->maxmeshes)
{
b->user.meshbuf = *b->mesh[0];
b->user.meshbuf.numindexes = b->mesh[b->maxmeshes-1]->indexes+b->mesh[b->maxmeshes-1]->numindexes-b->mesh[0]->indexes;
b->user.meshbuf.numvertexes = b->mesh[b->maxmeshes-1]->xyz_array+b->mesh[b->maxmeshes-1]->numvertexes-b->mesh[0]->xyz_array;
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
b->mesh = &b->user.meshptr;
b->user.meshptr = &b->user.meshbuf;
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
b->meshes = b->maxmeshes = 1;
}
else
{
// if (b->texture)
// b->shader = R_TextureAnimation(ent->framestate.g[FS_REG].frame[0], b->texture)->shader;
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
b->meshes = b->maxmeshes;
}
b->ent = ent;
b->flags = bef;
if (b->buildmeshes)
b->buildmeshes(b);
if (!b->shader)
b->shader = R_TextureAnimation(ent->framestate.g[FS_REG].frame[0], b->texture)->shader;
if (bef & BEF_FORCEADDITIVE && b->shader->sort==SHADER_SORT_OPAQUE)
{
b->next = batches[SHADER_SORT_ADDITIVE];
batches[SHADER_SORT_ADDITIVE] = b;
}
else if (bef & BEF_FORCETRANSPARENT && b->shader->sort==SHADER_SORT_OPAQUE)
{
b->next = batches[SHADER_SORT_BLEND];
batches[SHADER_SORT_BLEND] = b;
}
else
{
b->next = batches[b->shader->sort];
batches[b->shader->sort] = b;
}
}
}
#ifdef THREADEDWORLD
struct webostate_s
{
char dbgid[12];
struct webostate_s *next;
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
int lastvalid; //keyed to cls.framecount, for cleaning up.
model_t *wmodel;
int cluster[2];
qboolean generating;
pvsbuffer_t pvs;
vboarray_t ebo;
void *ebomem;
size_t idxcount;
int numbatches;
int lightstylevalues[MAX_NET_LIGHTSTYLES]; //when using workers that only reprocessing lighting at 10fps, things get too ugly when things go out of sync
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
//TODO qbyte *bakedsubmodels; //flags saying whether each submodel was baked or not. baked submodels need to be untinted uncaled unrotated at origin etc
vec3_t lastpos;
batch_t *rbatches[SHADER_SORT_COUNT];
struct wesbatch_s
{
size_t numidx;
size_t maxidx;
size_t firstidx; //offset into the final ebo
index_t *idxbuffer;
batch_t b;
mesh_t m;
mesh_t *pm;
vbo_t vbo;
} batches[1];
};
static struct webostate_s *webostates;
static struct webostate_s *webogenerating;
static int webogeneratingstate; //1 if generating, 0 if not, for waiting for sync.
static void R_DestroyWorldEBO(struct webostate_s *es)
{
int i;
if (!es)
return;
for (i = 0; i < es->numbatches; i++)
BZ_Free(es->batches[i].idxbuffer);
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
qglDeleteBuffersARB(1, &es->ebo.gl.vbo);
#endif
#ifdef VKQUAKE
if (qrenderer == QR_VULKAN)
BE_VBO_Destroy(&es->ebo, es->ebomem);
#endif
BZ_Free(es);
}
void R_GeneratedWorldEBO(void *ctx, void *data, size_t a_, size_t b_)
{
size_t idxcount;
unsigned int i;
model_t *mod;
batch_t *b, *batch;
mesh_t *m;
int sortid;
struct webostate_s *webostate = ctx;
webostate->next = webostates;
webostates = webostate;
webogenerating = NULL;
webogeneratingstate = 0;
webo_blocklightmapupdates = 1;
mod = webostate->wmodel;
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
webostate->lastvalid = cls.framecount;
for (i = 0, idxcount = 0; i < webostate->numbatches; i++)
idxcount += webostate->batches[i].numidx;
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
GL_DeselectVAO();
webostate->ebo.gl.addr = NULL;
if (!webostate->ebo.gl.vbo)
qglGenBuffersARB(1, &webostate->ebo.gl.vbo);
GL_SelectEBO(webostate->ebo.gl.vbo);
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, idxcount*sizeof(index_t), NULL, GL_STATIC_DRAW_ARB);
for (i = 0, idxcount = 0; i < webostate->numbatches; i++)
{
qglBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, idxcount*sizeof(index_t), webostate->batches[i].numidx*sizeof(index_t), webostate->batches[i].idxbuffer);
// BZ_Free(webostate->batches[i].idxbuffer);
// webostate->batches[i].idxbuffer = NULL;
webostate->batches[i].firstidx = idxcount;
idxcount += webostate->batches[i].numidx;
}
}
#endif
#ifdef VKQUAKE
if (qrenderer == QR_VULKAN)
{ //this malloc is stupid.
//with vulkan we really should be doing this on the worker instead, at least the staging part.
index_t *indexes = malloc(sizeof(*indexes) * idxcount);
BE_VBO_Destroy(&webostate->ebo, webostate->ebomem);
memset(&webostate->ebo, 0, sizeof(webostate->ebo));
webostate->ebomem = NULL;
webostate->ebo.vk.offs = 0;
for (i = 0, idxcount = 0; i < webostate->numbatches; i++)
{
memcpy(indexes + idxcount, webostate->batches[i].idxbuffer, webostate->batches[i].numidx*sizeof(index_t));
// BZ_Free(webostate->batches[i].idxbuffer);
// webostate->batches[i].idxbuffer = NULL;
webostate->batches[i].firstidx = idxcount;
idxcount += webostate->batches[i].numidx;
}
if (idxcount)
BE_VBO_Finish(NULL, indexes, sizeof(*indexes) * idxcount, &webostate->ebo, NULL, &webostate->ebomem);
else
{
memset(&webostate->ebo, 0, sizeof(webostate->ebo));
webostate->ebomem = NULL;
}
free(indexes);
}
#endif
//should be doing this on the worker, but whatever
for (i = 0, sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
{
webostate->rbatches[sortid] = NULL;
for (batch = mod->batches[sortid]; batch != NULL; batch = batch->next, i++)
{
if (!webostate->batches[i].numidx)
continue;
if (batch->shader->flags & SHADER_NODRAW)
continue;
m = &webostate->batches[i].m;
webostate->batches[i].pm = m;
b = &webostate->batches[i].b;
memcpy(b, batch, sizeof(*b));
memset(m, 0, sizeof(*m));
if (b->shader->flags & SHADER_NEEDSARRAYS)
{ //this ebo cache stuff tracks only indexes, we don't know the actual surfs any more.
//if NEEDSARRAYS is flagged then the cpu will need access to the mesh data - which it doesn't have.
//while we could figure out this info, there would be a lot of vertexes that are not referenced, which would be horrendously slow.
if (b->shader->flags & SHADER_SKY)
continue;
b->shader = R_RegisterShader_Vertex("unsupported");
}
m->numvertexes = webostate->batches[i].b.vbo->vertcount;
b->mesh = &webostate->batches[i].pm;
b->meshes = 1;
m->numindexes = webostate->batches[i].numidx;
m->vbofirstelement = webostate->batches[i].firstidx;
m->vbofirstvert = 0;
m->indexes = NULL;
b->vbo = &webostate->batches[i].vbo;
*b->vbo = *batch->vbo;
b->vbo->indicies = webostate->ebo;
b->vbo->vao = 0;
b->next = webostate->rbatches[sortid];
webostate->rbatches[sortid] = b;
}
}
}
#ifdef Q1BSPS
static void Surf_SimpleWorld_Q1BSP(struct webostate_s *es, qbyte *pvs)
{
mleaf_t *leaf;
msurface_t *surf, **mark, **end;
mesh_t *mesh;
model_t *wmodel = es->wmodel;
int l = wmodel->numclusters;
int fc = -r_framecount;
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
int i;
// int s, f, lastface;
struct wesbatch_s *eb;
for (leaf = wmodel->leafs+l; l-- > 0; leaf--)
{
if ((pvs[l>>3] & (1u<<(l&7))) && leaf->nummarksurfaces)
{
mark = leaf->firstmarksurface;
end = mark+leaf->nummarksurfaces;
while(mark < end)
{
surf = *mark++;
if (surf->visframe != fc)
{
surf->visframe = fc;
Surf_RenderDynamicLightmaps_Worker (wmodel, surf, es->lightstylevalues);
mesh = surf->mesh;
eb = &es->batches[surf->sbatch->user.bmodel.ebobatch];
if (eb->maxidx < eb->numidx + mesh->numindexes)
{
//FIXME: pre-allocate
eb->maxidx = eb->numidx + surf->mesh->numindexes + 512;
eb->idxbuffer = BZ_Realloc(eb->idxbuffer, eb->maxidx * sizeof(index_t));
}
for (i = 0; i < mesh->numindexes; i++)
eb->idxbuffer[eb->numidx+i] = mesh->indexes[i] + mesh->vbofirstvert;
eb->numidx += mesh->numindexes;
}
}
}
}
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
/*TODO for (s = 0; s < wmodel->numsubmodels; s++)
{
if (!es->bakedsubmodels[s])
continue; //not baking this one (not currently visible or something)
//FIXME: pvscull it here?
lastface = wmodel->submodels[s].firstface + wmodel->submodels[s].numfaces;
for (f = wmodel->submodels[s].firstface; f < lastface; f++)
{
surf = wmodel->surfaces;
Surf_RenderDynamicLightmaps_Worker (wmodel, surf, es->lightstylevalues);
mesh = surf->mesh;
eb = &es->batches[surf->sbatch->webobatch];
if (eb->maxidx < eb->numidx + mesh->numindexes)
{
//FIXME: pre-allocate
eb->maxidx = eb->numidx + surf->mesh->numindexes + 512;
eb->idxbuffer = BZ_Realloc(eb->idxbuffer, eb->maxidx * sizeof(index_t));
}
for (i = 0; i < mesh->numindexes; i++)
eb->idxbuffer[eb->numidx+i] = mesh->indexes[i] + mesh->vbofirstvert;
eb->numidx += mesh->numindexes;
}
}*/
}
#endif
#if defined(Q2BSPS) || defined(Q3BSPS)
static void Surf_SimpleWorld_Q3BSP(struct webostate_s *es, qbyte *pvs)
{
mleaf_t *leaf;
msurface_t *surf, **mark, **end;
mesh_t *mesh;
model_t *wmodel = es->wmodel;
int l = wmodel->numleafs; //is this doing submodels too?
int c;
int fc = -r_framecount;
for (leaf = wmodel->leafs; l-- > 0; leaf++)
{
c = leaf->cluster;
if (c < 0)
continue; //o.O
if ((pvs[c>>3] & (1u<<(c&7))) && leaf->nummarksurfaces)
{
mark = leaf->firstmarksurface;
end = mark+leaf->nummarksurfaces;
while(mark < end)
{
surf = *mark++;
if (surf->visframe != fc)
{
int i;
struct wesbatch_s *eb;
surf->visframe = fc;
mesh = surf->mesh;
eb = &es->batches[surf->sbatch->user.bmodel.ebobatch];
if (eb->maxidx < eb->numidx + mesh->numindexes)
{
//FIXME: pre-allocate
eb->maxidx = eb->numidx + surf->mesh->numindexes + 512;
eb->idxbuffer = BZ_Realloc(eb->idxbuffer, eb->maxidx * sizeof(index_t));
}
for (i = 0; i < mesh->numindexes; i++)
eb->idxbuffer[eb->numidx+i] = mesh->indexes[i] + mesh->vbofirstvert;
eb->numidx += mesh->numindexes;
}
}
}
}
}
#endif
void R_GenWorldEBO(void *ctx, void *data, size_t a, size_t b)
{
int i;
struct webostate_s *es = ctx;
qbyte *pvs;
if (!es->numbatches)
{
es->numbatches = es->wmodel->numbatches;
for (i = 0; i < es->numbatches; i++)
{
es->batches[i].firstidx = 0;
es->batches[i].numidx = 0;
es->batches[i].maxidx = 0;
es->batches[i].idxbuffer = NULL;
}
}
else
{
for (i = 0; i < es->numbatches; i++)
{
es->batches[i].firstidx = 0;
es->batches[i].numidx = 0;
}
}
//maybe we should just use fatpvs instead, and wait for completion when outside?
if (es->cluster[1] != -1 && es->cluster[0] != es->cluster[1])
{ //view is near to a water boundary. this implies the water crosses the near clip plane. we need both leafs.
pvs = es->wmodel->funcs.ClusterPVS(es->wmodel, es->cluster[0], &es->pvs, PVM_REPLACE);
pvs = es->wmodel->funcs.ClusterPVS(es->wmodel, es->cluster[1], &es->pvs, PVM_MERGE);
}
else
pvs = es->wmodel->funcs.ClusterPVS(es->wmodel, es->cluster[0], &es->pvs, PVM_REPLACE);
#if defined(Q2BSPS) || defined(Q3BSPS)
if (es->wmodel->fromgame == fg_quake2 || es->wmodel->fromgame == fg_quake3)
Surf_SimpleWorld_Q3BSP(es, pvs);
else
#endif
#ifdef Q1BSPS
if (es->wmodel->fromgame == fg_quake || es->wmodel->fromgame == fg_halflife)
Surf_SimpleWorld_Q1BSP(es, pvs);
else
#endif
{
//panic
}
COM_AddWork(WG_MAIN, R_GeneratedWorldEBO, es, NULL, 0, 0);
}
#endif
/*
=============
R_DrawWorld
=============
*/
static pvsbuffer_t surf_frustumvis[R_MAX_RECURSE];
void Surf_DrawWorld (void)
{
//surfvis vs entvis - the key difference is that surfvis is surfaces while entvis is volume. though surfvis should be frustum culled also for lighting. entvis doesn't care.
qbyte *surfvis, *entvis;
int areas[2];
RSpeedLocals();
if (r_refdef.flags & RDF_NOWORLDMODEL)
{
r_refdef.flags |= RDF_NOWORLDMODEL;
r_refdef.scenevis = NULL;
BE_DrawWorld(NULL);
return;
}
if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED)
{
/*Don't act as a wallhack*/
return;
}
currentmodel = cl.worldmodel;
currententity = &r_worldentity;
{
RSpeedRemark();
Surf_LightmapShift(currentmodel);
#ifdef THREADEDWORLD
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
if ((r_temporalscenecache.ival || currentmodel->numbatches) && !r_refdef.recurse && currentmodel->type == mod_brush)
{
struct webostate_s *webostate, *best = NULL, *kill, **link;
vec_t bestdist = FLT_MAX;
for (webostate = webostates; webostate; webostate = webostate->next)
{
if (webostate->wmodel != currentmodel)
continue;
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
// kill = webostate->next;
// if (kill && kill->lastvalid < cls.framecount-5)
// {
// webostate->next = kill->next;
// R_DestroyWorldEBO(kill);
// }
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
if (webostate->cluster[0] == r_viewcluster && webostate->cluster[1] == r_viewcluster2)
{
best = webostate;
break;
}
else
{
vec3_t m;
float d;
VectorSubtract(webostate->lastpos, r_refdef.vieworg, m);
d = DotProduct(m,m);
if (bestdist > d)
{
bestdist = d;
best = webostate;
}
}
}
webostate = best;
if (qrenderer != QR_OPENGL && qrenderer != QR_VULKAN)
;
#ifdef Q1BSPS
else if (currentmodel->fromgame == fg_quake || currentmodel->fromgame == fg_halflife)
{
if (!webogenerating)
{
qboolean gennew = false;
if (!webostate)
gennew = true; //generate an initial one, if we can.
if (!gennew && webostate)
{
int i = cl_max_lightstyles;
for (i = 0; i < cl_max_lightstyles; i++)
{
if (webostate->lightstylevalues[i] != d_lightstylevalue[i])
{ //a lightstyle changed. something needs to be rebuilt. FIXME: should probably have a bitmask for whether the lightstyle is relevant...
gennew = true;
break;
}
}
}
if (!gennew && webostate && (webostate->cluster[0] != r_viewcluster || webostate->cluster[1] != r_viewcluster2))
{
if (webostate->pvs.buffersize != currentmodel->pvsbytes || r_viewcluster2 != -1)
gennew = true; //o.O
else if (memcmp(webostate->pvs.buffer, webostate->wmodel->funcs.ClusterPVS(webostate->wmodel, r_viewcluster, NULL, PVM_FAST), currentmodel->pvsbytes))
gennew = true;
else
{ //okay, so the pvs didn't change despite the clusters changing. this happens when using unvised maps or lots of func_detail
//just hack the cluster numbers so we don't have to do the memcmp above repeatedly for no reason.
webostate->cluster[0] = r_viewcluster;
webostate->cluster[1] = r_viewcluster2;
}
}
if (gennew)
{
int i;
if (!currentmodel->numbatches)
{
int sortid;
batch_t *batch;
currentmodel->numbatches = 0;
for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
for (batch = currentmodel->batches[sortid]; batch != NULL; batch = batch->next)
{
batch->user.bmodel.ebobatch = currentmodel->numbatches;
currentmodel->numbatches++;
}
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
/*TODO submodels too*/
}
webogeneratingstate = true;
webogenerating = NULL;
if (webostate)
webostate->lastvalid = cls.framecount;
for (link = &webostates; (kill=*link); )
{
if (kill->lastvalid < cls.framecount-5 && kill->wmodel == currentmodel)
{ //this one looks old... kill it.
if (webogenerating)
R_DestroyWorldEBO(webogenerating); //can't use more than one!
webogenerating = kill;
*link = kill->next;
}
else
link = &(*link)->next;
}
if (!webogenerating)
{
webogenerating = BZ_Malloc(sizeof(*webogenerating) + sizeof(webogenerating->batches[0]) * (currentmodel->numbatches-1) + currentmodel->pvsbytes);
memset(&webogenerating->ebo, 0, sizeof(webogenerating->ebo));
webogenerating->ebomem = NULL;
webogenerating->numbatches = 0;
}
webogenerating->wmodel = currentmodel;
webogenerating->cluster[0] = r_viewcluster;
webogenerating->cluster[1] = r_viewcluster2;
webogenerating->pvs.buffer = (qbyte*)(webogenerating+1) + sizeof(webogenerating->batches[0])*(currentmodel->numbatches-1);
webogenerating->pvs.buffersize = currentmodel->pvsbytes;
for (i = 0; i < cl_max_lightstyles; i++)
webogenerating->lightstylevalues[i] = d_lightstylevalue[i];
Q_strncpyz(webogenerating->dbgid, "webostate", sizeof(webogenerating->dbgid));
COM_AddWork(WG_LOADER, R_GenWorldEBO, webogenerating, NULL, 0, 0);
}
}
}
#endif
#ifdef Q3BSPS
else if (currentmodel->fromgame == fg_quake3)
{
if (!webogenerating)
{
qboolean gennew = false;
if (!webostate)
gennew = true; //generate an initial one, if we can.
if (!gennew && webostate && (webostate->cluster[0] != r_viewcluster || webostate->cluster[1] != r_viewcluster2))
{
if (webostate->pvs.buffersize != currentmodel->pvsbytes || r_viewcluster2 != -1)
gennew = true; //o.O
else if (memcmp(webostate->pvs.buffer, webostate->wmodel->funcs.ClusterPVS(webostate->wmodel, r_viewcluster, NULL, PVM_FAST), currentmodel->pvsbytes))
gennew = true;
else
{ //okay, so the pvs didn't change despite the clusters changing. this happens when using unvised maps or lots of func_detail
//just hack the cluster numbers so we don't have to do the memcmp above repeatedly for no reason.
webostate->cluster[0] = r_viewcluster;
webostate->cluster[1] = r_viewcluster2;
}
}
if (gennew)
{
if (!currentmodel->numbatches)
{
int sortid;
batch_t *batch;
currentmodel->numbatches = 0;
for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
for (batch = currentmodel->batches[sortid]; batch != NULL; batch = batch->next)
{
batch->user.bmodel.ebobatch = currentmodel->numbatches;
currentmodel->numbatches++;
}
/*TODO submodels too*/
}
webogeneratingstate = true;
webogenerating = NULL;
if (webostate)
webostate->lastvalid = cls.framecount;
for (link = &webostates; (kill=*link); )
{
if (kill->lastvalid < cls.framecount-5 && kill->wmodel == currentmodel)
{ //this one looks old... kill it.
if (webogenerating)
R_DestroyWorldEBO(webogenerating); //can't use more than one!
webogenerating = kill;
*link = kill->next;
}
else
link = &(*link)->next;
}
if (!webogenerating)
{
webogenerating = BZ_Malloc(sizeof(*webogenerating) + sizeof(webogenerating->batches[0]) * (currentmodel->numbatches-1) + currentmodel->pvsbytes);
memset(&webogenerating->ebo, 0, sizeof(webogenerating->ebo));
webogenerating->ebomem = NULL;
webogenerating->numbatches = 0;
}
webogenerating->wmodel = currentmodel;
webogenerating->cluster[0] = r_viewcluster;
webogenerating->cluster[1] = r_viewcluster2;
webogenerating->pvs.buffer = (qbyte*)(webogenerating+1) + sizeof(webogenerating->batches[0])*(currentmodel->numbatches-1);
webogenerating->pvs.buffersize = currentmodel->pvsbytes;
Q_strncpyz(webogenerating->dbgid, "webostate", sizeof(webogenerating->dbgid));
COM_AddWork(WG_LOADER, R_GenWorldEBO, webogenerating, NULL, 0, 0);
}
}
}
#endif
if (webostate)
{
entvis = surfvis = webostate->pvs.buffer;
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
webostate->lastvalid = cls.framecount;
r_dynamic.ival = -1; //don't waste time on dlighting models.
RSpeedEnd(RSPEED_WORLDNODE);
areas[0] = 1;
areas[1] = r_viewarea;
CL_LinkStaticEntities(entvis, areas);
TRACE(("dbg: calling R_DrawParticles\n"));
if (!r_refdef.recurse && !(r_refdef.flags & RDF_DISABLEPARTICLES))
P_DrawParticles ();
TRACE(("dbg: calling BE_DrawWorld\n"));
r_refdef.scenevis = surfvis;
BE_DrawWorld(webostate->rbatches);
/*FIXME: move this away*/
if (currentmodel->fromgame == fg_quake || currentmodel->fromgame == fg_halflife)
Surf_LessenStains();
return;
}
}
#endif
Surf_PushChains(currentmodel->batches);
#ifdef TERRAIN
if (currentmodel->type == mod_heightmap)
{
frustumvis = NULL;
entvis = surfvis = NULL;
}
else
#endif
#if defined(Q2BSPS) || defined(Q3BSPS)
if (currentmodel->fromgame == fg_quake2 || currentmodel->fromgame == fg_quake3)
{
pvsbuffer_t *vis = &surf_frustumvis[r_refdef.recurse];
if (vis->buffersize < currentmodel->pvsbytes)
vis->buffer = BZ_Realloc(vis->buffer, vis->buffersize=currentmodel->pvsbytes);
frustumvis = vis->buffer;
memset(frustumvis, 0, currentmodel->pvsbytes);
if (!r_refdef.areabitsknown)
{ //generate the info each frame, as the gamecode didn't tell us what to use.
int leafnum = CM_PointLeafnum (currentmodel, r_refdef.vieworg);
int clientarea = CM_LeafArea (currentmodel, leafnum);
CM_WriteAreaBits(currentmodel, r_refdef.areabits, clientarea, false);
r_refdef.areabitsknown = true;
}
#ifdef Q3BSPS
if (currentmodel->fromgame == fg_quake3)
{
entvis = surfvis = R_MarkLeaves_Q3 ();
Surf_RecursiveQ3WorldNode (currentmodel->nodes, (1<<r_refdef.frustum_numworldplanes)-1);
//Surf_LeafWorldNode ();
}
else
#endif
#ifdef Q2BSPS
if (currentmodel->fromgame == fg_quake2)
{
entvis = surfvis = R_MarkLeaves_Q2 ();
VectorCopy (r_refdef.vieworg, modelorg);
Surf_RecursiveQ2WorldNode (currentmodel->nodes);
}
else
#endif
{
entvis = surfvis = NULL;
}
surfvis = frustumvis;
}
else
#endif
#ifdef MAP_PROC
if (currentmodel->fromgame == fg_doom3)
{
entvis = surfvis = D3_CalcVis(currentmodel, r_origin);
}
else
#endif
#ifdef MAP_DOOM
if (currentmodel->fromgame == fg_doom)
{
entvis = surfvis = NULL;
R_DoomWorld();
}
else
#endif
#ifdef Q1BSPS
if (1)
{
//extern cvar_t temp1;
// if (0)//temp1.value)
// entvis = surfvis = R_MarkLeafSurfaces_Q1();
// else
{
pvsbuffer_t *vis = &surf_frustumvis[r_refdef.recurse];
entvis = R_MarkLeaves_Q1 (false);
if (!(r_novis.ival & 2))
VectorCopy (r_origin, modelorg);
if (vis->buffersize < currentmodel->pvsbytes)
vis->buffer = BZ_Realloc(vis->buffer, vis->buffersize=currentmodel->pvsbytes);
frustumvis = vis->buffer;
memset(frustumvis, 0, currentmodel->pvsbytes);
if (r_refdef.useperspective)
Surf_RecursiveWorldNode (currentmodel->nodes, 0x1f);
else
Surf_OrthoRecursiveWorldNode (currentmodel->nodes, 0x1f);
surfvis = frustumvis;
}
}
else
#endif
{
frustumvis = NULL;
entvis = surfvis = NULL;
}
RSpeedEnd(RSPEED_WORLDNODE);
areas[0] = 1;
areas[1] = r_viewarea;
r_refdef.sceneareas = areas;
if (!(r_refdef.flags & RDF_NOWORLDMODEL))
{
CL_LinkStaticEntities(entvis, r_refdef.sceneareas);
TRACE(("dbg: calling R_DrawParticles\n"));
if (!r_refdef.recurse && !(r_refdef.flags & RDF_DISABLEPARTICLES))
P_DrawParticles ();
}
TRACE(("dbg: calling BE_DrawWorld\n"));
r_refdef.scenevis = surfvis;
BE_DrawWorld(cl.worldmodel->batches);
Surf_PopChains(cl.worldmodel->batches);
/*FIXME: move this away*/
if (cl.worldmodel->fromgame == fg_quake || cl.worldmodel->fromgame == fg_halflife)
Surf_LessenStains();
}
}
unsigned int Surf_CalcMemSize(msurface_t *surf)
{
if (surf->mesh)
return 0;
if (!surf->numedges)
return 0;
//figure out how much space this surface needs
return sizeof(mesh_t) +
sizeof(index_t)*(surf->numedges-2)*3 +
(sizeof(vecV_t)+sizeof(vec2_t)*2+sizeof(vec3_t)*3+sizeof(vec4_t))*surf->numedges;
}
void Surf_DeInit(void)
{
int i;
#ifdef THREADEDWORLD
webo_blocklightmapupdates = 0;
while(webogenerating)
COM_WorkerPartialSync(webogenerating, &webogeneratingstate, true);
while (webostates)
{
void *webostate = webostates;
webostates = webostates->next;
R_DestroyWorldEBO(webostate);
}
#endif
for (i = 0; i < numlightmaps; i++)
{
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
Surf_FreeLightmap(lightmap[i]);
lightmap[i] = NULL;
}
if (lightmap)
BZ_Free(lightmap);
for (i = 0; i < R_MAX_RECURSE; i++)
Z_Free(surf_frustumvis[i].buffer);
memset(surf_frustumvis, 0, sizeof(surf_frustumvis));
CL_FreeDlights();
lightmap=NULL;
numlightmaps=0;
Alias_Shutdown();
Shader_ResetRemaps();
}
void Surf_Clear(model_t *mod)
{
int i;
vbo_t *vbo;
// if (mod->fromgame == fg_doom3)
// return;/*they're on the hunk*/
#ifdef THREADEDWORLD
struct webostate_s **link, *t;
while(webogenerating)
COM_WorkerPartialSync(webogenerating, &webogeneratingstate, true);
for (link = &webostates; (t=*link); )
{
if (t->wmodel == mod)
{
*link = t->next;
R_DestroyWorldEBO(t);
}
else
link = &(*link)->next;
}
#endif
while(mod->vbos)
{
vbo = mod->vbos;
mod->vbos = vbo->next;
BE_ClearVBO(vbo, false);
}
if (!mod->submodelof)
{
for (i = 0; i < mod->numtextures; i++)
{
R_UnloadShader(mod->textures[i]->shader);
mod->textures[i]->shader = NULL;
}
}
mod->numtextures = 0;
BZ_Free(mod->shadowbatches);
mod->numshadowbatches = 0;
mod->shadowbatches = NULL;
#ifdef RTLIGHTS
Sh_PurgeShadowMeshes();
#endif
BZ_Free(blocklights);
BZ_Free(blocknormals);
blocklights = NULL;
blocknormals = NULL;
maxblocksize = 0;
}
uploadfmt_t Surf_NameToFormat(const char *nam)
{
static uploadfmt_t tab[] = {PTI_L8, PTI_RGB8, PTI_BGRA8, PTI_A2BGR10, PTI_E5BGR9, PTI_RGBA16F, PTI_RGBA32F, PTI_RGB565, PTI_RGBA4444, PTI_RGBA5551};
int idx = atoi(nam)-1;
if (idx>=0 && idx < countof(tab))
return tab[idx];
if (!Q_strcasecmp(nam, "e5bgr9") || !Q_strcasecmp(nam, "rgb9e5"))
return PTI_E5BGR9; //prefered hdr format, for some reason.
if (!Q_strcasecmp(nam, "a2bgr10") || !Q_strcasecmp(nam, "rgb10a2") || !Q_strcasecmp(nam, "rgb10"))
return PTI_A2BGR10; //prefered ldr format. hurrah for 10 bits.
if (!Q_strcasecmp(nam, "rgba32f"))
return PTI_RGBA32F; //big bulky hdr format
if (!Q_strcasecmp(nam, "rgba16f"))
return PTI_RGBA16F; //tolerable hdr format
// if (!Q_strcasecmp(nam, "rgba8s"))
// return PTI_RGBA8_SIGNED;
if (!Q_strcasecmp(nam, "rgb565") || !Q_strcasecmp(nam, "rgb5"))
return PTI_RGB565; //boo hiss
if (!Q_strcasecmp(nam, "rgba4444") || !Q_strcasecmp(nam, "rgba4"))
return PTI_RGBA4444; //erk
if (!Q_strcasecmp(nam, "rgba5551") || !Q_strcasecmp(nam, "rgba51") || !Q_strcasecmp(nam, "rgb5a1"))
return PTI_RGBA5551;
if (!Q_strcasecmp(nam, "argb4444"))
return PTI_ARGB4444;
if (!Q_strcasecmp(nam, "argb1555"))
return PTI_ARGB1555;
if (!Q_strcasecmp(nam, "rgbx8") || !Q_strcasecmp(nam, "bgrx8") || !Q_strcasecmp(nam, "rgba8") || !Q_strcasecmp(nam, "bgra8"))
return PTI_BGRX8; //most common formats...
if (!Q_strcasecmp(nam, "rgb8") || !Q_strcasecmp(nam, "bgr8"))
return PTI_RGB8; //generally not recommended (misaligned so the gpu has to compensate)
if (!Q_strcasecmp(nam, "l8"))
return PTI_L8;
if (*nam)
Con_Printf("Unknown lightmap format: %s\n", nam);
return PTI_INVALID;
}
//pick fastest mode for lightmap data
uploadfmt_t Surf_LightmapMode(model_t *model)
{
uploadfmt_t fmt = Surf_NameToFormat(r_lightmap_format.string);
if (!sh_config.texfmt[fmt])
{
qboolean hdr = (vid.flags&VID_SRGBAWARE), rgb = false;
if (fmt != PTI_INVALID)
Con_Printf("lightmap format %s not supported by renderer\n", r_lightmap_format.string);
if (model)
{
switch (model->lightmaps.fmt)
{
case LM_E5BGR9:
hdr = rgb = true;
break;
case LM_RGB8:
rgb = true;
break;
case LM_L8:
break;
}
if (model->deluxdata)
rgb = true;
if (model->terrain) //the terrain code requires rgba8.
hdr = false;
}
if (sh_config.texfmt[PTI_E5BGR9] && hdr)
fmt = PTI_E5BGR9;
else if (sh_config.texfmt[PTI_RGBA16F] && hdr)
fmt = PTI_RGBA16F;
else if (sh_config.texfmt[PTI_RGBA32F] && hdr)
fmt = PTI_RGBA32F;
else if (sh_config.texfmt[PTI_A2BGR10] && rgb)
fmt = PTI_A2BGR10;
else if (sh_config.texfmt[PTI_L8] && !rgb && !r_deluxemapping && r_dynamic.ival<=0)
fmt = PTI_L8;
else if (sh_config.texfmt[PTI_BGRX8])
fmt = PTI_BGRX8;
else if (sh_config.texfmt[PTI_RGB8])
fmt = PTI_RGB8;
else
fmt = PTI_RGBX8;
}
if (!model->submodelof)
Con_DPrintf("%s: Using lightmap format %s\n", model->name, Image_FormatName(fmt));
return fmt;
}
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
static void Surf_FreeLightmap(lightmapinfo_t *lm)
{
if (lm)
{
#ifdef GLQUAKE
if (lm->pbo_handle)
{
qglBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, lm->pbo_handle);
qglUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
qglBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
qglDeleteBuffersARB(1, &lm->pbo_handle);
}
#endif
if (!lm->external)
Image_DestroyTexture(lm->lightmap_texture);
BZ_Free(lm);
}
}
//needs to be followed by a BE_UploadAllLightmaps at some point
int Surf_NewLightmaps(int count, int width, int height, uploadfmt_t fmt, qboolean deluxe)
{
int first = numlightmaps;
int i;
unsigned int pixbytes, pixw, pixh, pixd;
unsigned int dpixbytes, dpixw, dpixh, dpixd;
uploadfmt_t dfmt;
#ifdef THREADEDWORLD
extern int webo_blocklightmapupdates;
webo_blocklightmapupdates = 0;
#endif
if (!count)
return -1;
if (deluxe && (count & 1))
{
deluxe = false;
Too many changes, sorry. Change revision displays, use the SVN commit date instead of using __DATE__ (when there's no local changes). This should allow reproducible builds. Added s_al_disable cvar, to block openal and all the various problems people have had with it, without having to name an explicit fallback (which would vary by system). Add mastervolume cvar (for ss). Add r_shadows 2 (aka fake shadows - for ss). Add scr_loadingscreen_aspect -1 setting, to disable levelshots entirely, also disables the progress bar (for ss). Better support for some effectinfo hacks (for ss). Added dpcompat_nocsqcwarnings (because of lazy+buggy mods like ss). Rework the dpcsqc versions of project+unproject builtins for better compat (for ss). Added dpcompat_csqcinputeventtypes to block unexpected csqc input events (for ss). Better compat with DP's loadfont console command (for ss). Added dpcompat_smallerfonts cvar to replicate a DP bug (for ss). Detect dp's m_draw extension, to work around it (for ss). Cvar dpcompat_ignoremodificationtimes added. A value of 0 favour the most recently modified file, 1 will use DP-like alphabetically sorted preferences (for ss). loadfont builtin can now accept outline=1 in the sizes arg for slightly more readable fonts. Fix bbox calcs for rotated entities, fix needed for r_ignorenetpvs 0. Hackily parse emoji.json to provide :poop: etc suggestions. Skip prediction entirely when there's no local entity info. This fixes stair-smoothing in xonotic. screenshot_cubemap will now capture half-float images when saving to ktx or dds files. Fix support for xcf files larger than 4gb, mostly to avoid compiler warnings. Fixed size of gfx/loading.lmp when replacement textures are used. Added mipmap support for rg8 and l8a8 textures. r_hdr_framebuffer cvar updated to support format names instead of random negative numbers. Description updated to name some interesting ones. Perform autoupdate _checks_ ONLY with explicit user confirmation (actual updating already needed user confirmation, but this extra step should reduce the chances of us getting wrongly accused of exfiltrating user data if we're run in a sandbox - we ONLY ever included the updating engine's version in the checks, though there's nothing we can do to avoid sending the user's router's IP). Removed the 'summon satan all over your harddrive' quit message, in case paranoid security researchers are idiots and don't bother doing actual research. Removed the triptohell.info and fte.triptohell.info certificates, they really need to stop being self-signed. The updates domain is still self-signed for autoupdates. Video drivers are now able to report supported video resolutions, visible to menuqc. Currently only works with SDL2 builds. Added setmousepos builtin. Should work with glx+win32 build. VF_SKYROOM_CAMERA can now accept an extra two args, setviewprop(VF_SKYROOM_CAMERA, org, axis, degrees). Removed v_skyroom_origin+v_skyroom_orientation cvars in favour just v_skyroom, which should make it behave more like the 'fog' command (used when csqc isn't overriding). Added R_EndPolygonRibbon builtin to make it faster+easier to generate textured ribbon/cable/etc wide lines (for TW). sdl: Fix up sys_sdl.c's file enumeration to support wildcards in directories. edit command now displays end1.bin/end2.bin correctly, because we can. Finally add support for f_modified - though ruleset_allow_larger_models and ruleset_allow_overlong_sounds generally make it redundant. Fix threading race condition in sha1 lookups. Updated f_ruleset to include the same extra flags reported by ezquake. A mod's default.fmf file can now contain an eg 'mainconfig config.cfg' line (to explicitly set the main config saved with cfg_save_auto 1 etc). fmf: basegame steam:GameName/GameDir can be used to try to load a mod directory from an installed steam game. The resulting gamedir will be read-only. HOMEDIR CHANGE: use homedirs only if the basedir cannot be written or a homedir already exists, which should further reduce the probability of microsoft randomly uploading our data to their cloud (but mostly because its annoying to never know where your data is written). Fixed buf_cvarlist, should work in xonotic now, and without segfaults. Added an extra arg to URI_Get_Callback calls - the response size, also changed the tempstring to contain all bytes of the response, you need to be careful about nulls though. Try to work around nvidia's forced-panning bug on x11 when changing video modes. This might screw with other programs. sdl: support custom icons. sdl: support choosing a specific display. Added some documentation to menuqc builtins. menusys: use outlines for slightly more readable fonts. menusys: switch vid_width and vid_height combos into a single video mode combo to set both according to reported video modes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5581 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-11-20 03:09:50 +00:00
// count+=1;
Con_Print("WARNING: Deluxemapping with odd number of lightmaps\n");
}
Image_BlockSizeForEncoding(fmt, &pixbytes, &pixw, &pixh, &pixd);
if (pixw != 1 || pixh != 1 || pixd != 1)
return -1; //compressed formats are unsupported
dfmt = PTI_A2BGR10; //favour this one, because it tends to be slightly faster.
if (!sh_config.texfmt[dfmt])
dfmt = PTI_BGRX8;
if (!sh_config.texfmt[dfmt])
dfmt = PTI_RGBX8;
if (!sh_config.texfmt[dfmt])
dfmt = PTI_RGB8;
Image_BlockSizeForEncoding(dfmt, &dpixbytes, &dpixw, &dpixh, &dpixd);
if (dpixw != 1 || dpixh != 1 || dpixd != 1)
return -1; //compressed formats are unsupported
Sys_LockMutex(com_resourcemutex);
i = numlightmaps + count;
lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(i));
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
while(i --> first)
{
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
#ifdef GLQUAKE
extern cvar_t gl_pbolightmaps;
//we might as well use a pbo for our staging memory.
if (qrenderer == QR_OPENGL && qglBufferStorage && qglMapBufferRange && gl_pbolightmaps.ival && Sys_IsMainThread())
{ //glBufferStorage and GL_MAP_PERSISTENT_BIT generally means gl4.4+ (we need persistent for scenecache)
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
//pbos are 2.1
if (deluxe && ((i - numlightmaps)&1))
{
lightmap[i] = Z_Malloc(sizeof(*lightmap[i]));
lightmap[i]->width = width;
lightmap[i]->height = height;
lightmap[i]->lightmaps = NULL;
lightmap[i]->stainmaps = NULL;
lightmap[i]->hasdeluxe = false;
lightmap[i]->pixbytes = dpixbytes;
lightmap[i]->fmt = dfmt;
}
else
{
lightmap[i] = Z_Malloc(sizeof(*lightmap[i]) + (sizeof(stmap)*3)*width*height);
lightmap[i]->width = width;
lightmap[i]->height = height;
lightmap[i]->lightmaps = NULL;
lightmap[i]->stainmaps = (qbyte*)(lightmap[i]+1);
lightmap[i]->hasdeluxe = deluxe;
lightmap[i]->pixbytes = pixbytes;
lightmap[i]->fmt = fmt;
}
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
qglGenBuffersARB(1, &lightmap[i]->pbo_handle);
qglBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, lightmap[i]->pbo_handle);
//note: we only write the memory. the pbo would normally be in system memory anyway so there shouldn't be too much cost from coherent mappings.
qglBufferStorage(GL_PIXEL_UNPACK_BUFFER_ARB, lightmap[i]->pixbytes*width*height, NULL, GL_MAP_WRITE_BIT|GL_MAP_PERSISTENT_BIT|GL_MAP_COHERENT_BIT);
lightmap[i]->lightmaps = qglMapBufferRange(GL_PIXEL_UNPACK_BUFFER_ARB, 0, lightmap[i]->pixbytes*width*height, GL_MAP_WRITE_BIT|GL_MAP_PERSISTENT_BIT|GL_MAP_COHERENT_BIT);
qglBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
}
else
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
#endif
{
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
if (deluxe && ((i - numlightmaps)&1))
{ //deluxemaps always use a specific format.
lightmap[i] = Z_Malloc(sizeof(*lightmap[i]) + (sizeof(qbyte)*dpixbytes)*width*height);
lightmap[i]->width = width;
lightmap[i]->height = height;
lightmap[i]->lightmaps = (qbyte*)(lightmap[i]+1);
lightmap[i]->stainmaps = NULL;
lightmap[i]->hasdeluxe = false;
lightmap[i]->pixbytes = dpixbytes;
lightmap[i]->fmt = dfmt;
}
else
{
lightmap[i] = Z_Malloc(sizeof(*lightmap[i]) + (sizeof(qbyte)*pixbytes + sizeof(stmap)*3)*width*height);
lightmap[i]->width = width;
lightmap[i]->height = height;
lightmap[i]->lightmaps = (qbyte*)(lightmap[i]+1);
lightmap[i]->stainmaps = (stmap*)(lightmap[i]->lightmaps+pixbytes*width*height);
lightmap[i]->hasdeluxe = deluxe;
lightmap[i]->pixbytes = pixbytes;
lightmap[i]->fmt = fmt;
}
}
lightmap[i]->rectchange.l = 0;
lightmap[i]->rectchange.t = 0;
lightmap[i]->rectchange.b = lightmap[i]->height;
lightmap[i]->rectchange.r = lightmap[i]->width;
lightmap[i]->lightmap_texture = r_nulltex;
lightmap[i]->modified = true;
// lightmap[i]->shader = NULL;
lightmap[i]->external = false;
// reset stainmap since it now starts at 255
if (lightmap[i]->stainmaps)
memset(lightmap[i]->stainmaps, 255, width*height*3*sizeof(stmap));
}
numlightmaps += count;
Sys_UnlockMutex(com_resourcemutex);
return first;
}
int Surf_NewExternalLightmaps(int count, char *filepattern, qboolean deluxe)
{
unsigned int nulllight = 0xffffffff;
unsigned int nulldeluxe = 0xffff7f7f;
int first = numlightmaps;
int i;
char nname[MAX_QPATH];
qboolean odd = (count & 1) && deluxe;
#ifdef THREADEDWORLD
extern int webo_blocklightmapupdates;
webo_blocklightmapupdates = 0;
#endif
if (!count)
return -1;
if (odd)
count++;
i = numlightmaps + count;
lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(i));
while(i > first)
{
i--;
lightmap[i] = Z_Malloc(sizeof(*lightmap[i]));
lightmap[i]->width = 0;
lightmap[i]->height = 0;
lightmap[i]->lightmaps = NULL;
lightmap[i]->stainmaps = NULL;
lightmap[i]->modified = false;
lightmap[i]->external = true;
lightmap[i]->hasdeluxe = (deluxe && !((i - numlightmaps)&1));
Q_snprintfz(nname, sizeof(nname), filepattern, i - numlightmaps);
TEXASSIGN(lightmap[i]->lightmap_texture, R_LoadHiResTexture(nname, NULL, (r_lightmap_nearest.ival?IF_NEAREST:IF_LINEAR)|IF_NOMIPMAP));
if (lightmap[i]->lightmap_texture->status == TEX_LOADING)
COM_WorkerPartialSync(lightmap[i]->lightmap_texture, &lightmap[i]->lightmap_texture->status, TEX_LOADING);
if (lightmap[i]->lightmap_texture->status == TEX_FAILED)
{
if ((i&1) && deluxe)
lightmap[i]->lightmap_texture = R_LoadReplacementTexture("*nulldeluxe", NULL, IF_LOADNOW, &nulldeluxe, 1, 1, TF_RGBX32);
else
lightmap[i]->lightmap_texture = R_LoadReplacementTexture("*nulllight", NULL, IF_LOADNOW, &nulllight, 1, 1, TF_RGBX32);
}
lightmap[i]->width = lightmap[i]->lightmap_texture->width;
lightmap[i]->height = lightmap[i]->lightmap_texture->height;
lightmap[i]->fmt = lightmap[i]->lightmap_texture->format;
}
if (odd)
{
i = numlightmaps+count-1;
if (!TEXVALID(lightmap[i]->lightmap_texture))
{ //FIXME: no deluxemaps after all...
Z_Free(lightmap[i]);
lightmap[i] = NULL;
count--;
}
}
numlightmaps += count;
return first;
}
void Surf_BuildModelLightmaps (model_t *m)
{
int i;
int shift;
msurface_t *surf;
batch_t *batch;
int sortid;
int newfirst;
uploadfmt_t fmt;
if (m->loadstate != MLS_LOADED)
return;
#ifdef TERRAIN
//easiest way to deal with heightmap lightmaps is to just purge the entire thing.
if (m->terrain)
Terr_PurgeTerrainModel(m, false, false); //FIXME: cop out. middle arg should be 'true'.
#endif
if (m->type != mod_brush)
return;
if (!m->lightmaps.count)
return;
currentmodel = m;
shift = Surf_LightmapShift(currentmodel);
fmt = Surf_LightmapMode(m);
#ifdef THREADEDWORLD
//make sure nothing is poking the lightmaps while we're rewriting them
while(webogenerating)
COM_WorkerPartialSync(webogenerating, &webogeneratingstate, true);
#endif
R_BumpLightstyles(m->lightmaps.maxstyle); //should only really happen with lazy loading
if (m->submodelof && m->fromgame == fg_quake3) //FIXME: should be all bsp formats
{
if (m->submodelof->loadstate != MLS_LOADED)
return;
newfirst = m->submodelof->lightmaps.first;
}
else
{
if (!m->lightdata && m->lightmaps.count && m->fromgame == fg_quake3)
{
char pattern[MAX_QPATH];
COM_StripAllExtensions(m->name, pattern, sizeof(pattern));
Q_strncatz(pattern, "/lm_%04u.tga", sizeof(pattern));
newfirst = Surf_NewExternalLightmaps(m->lightmaps.count, pattern, m->lightmaps.deluxemapping);
m->lightmaps.count = numlightmaps - newfirst;
}
else
newfirst = Surf_NewLightmaps(m->lightmaps.count, m->lightmaps.width, m->lightmaps.height, fmt, m->lightmaps.deluxemapping);
}
//fixup batch lightmaps
for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
for (batch = m->batches[sortid]; batch != NULL; batch = batch->next)
{
for (i = 0; i < MAXRLIGHTMAPS; i++)
{
if (batch->lightmap[i] < 0)
continue;
batch->lightmap[i] = batch->lightmap[i] - m->lightmaps.first + newfirst;
}
}
if (m->fromgame == fg_quake3)
{
int j;
unsigned char *src, *stop;
unsigned char *dst;
//fixup surface lightmaps, and paint
for (i=0; i<m->nummodelsurfaces; i++)
{
surf = m->surfaces + i + m->firstmodelsurface;
for (j = 0; j < MAXRLIGHTMAPS; j++)
{
if (surf->lightmaptexturenums[j] < m->lightmaps.first)
{
surf->lightmaptexturenums[j] = -1;
continue;
}
if (surf->lightmaptexturenums[j] >= m->lightmaps.first+m->lightmaps.count)
{
surf->lightmaptexturenums[j] = -1;
continue;
}
surf->lightmaptexturenums[j] = surf->lightmaptexturenums[0] - m->lightmaps.first + newfirst;
}
}
if (!m->submodelof)
for (i = 0; i < m->lightmaps.count; i++)
{
if (lightmap[newfirst+i]->external)
continue;
dst = lightmap[newfirst+i]->lightmaps;
src = m->lightdata + i*m->lightmaps.width*m->lightmaps.height*3;
stop = m->lightdata + (i+1)*m->lightmaps.width*m->lightmaps.height*3;
if (stop-m->lightdata > m->lightdatasize)
stop = m->lightdata + m->lightdatasize;
if (m->lightdata)
{
switch(lightmap[newfirst+i]->fmt)
{
default:
Sys_Error("Bad lightmap_fmt\n");
break;
case PTI_A2BGR10:
for (; src < stop; dst += 4, src += 3)
*(unsigned int*)dst = (0x3<<30) | (src[2]<<22) | (src[1]<<12) | (src[0]<<2);
break;
case PTI_E5BGR9:
for (; src < stop; dst += 4, src += 3)
*(unsigned int*)dst = Surf_PackE5BRG9(src[0], src[1], src[2], 8);
break;
case PTI_BGRA8:
case PTI_BGRX8:
for (; src < stop; dst += 4, src += 3)
{
dst[0] = src[2];
dst[1] = src[1];
dst[2] = src[0];
dst[3] = 255;
}
break;
/*case TF_RGBA32:
for (; src < stop; dst += 4, src += 3)
{
dst[0] = src[0];
dst[1] = src[1];
dst[2] = src[2];
dst[3] = 255;
}
break;
case TF_BGR24:
for (; src < stop; dst += 3, src += 3)
{
dst[0] = src[2];
dst[1] = src[1];
dst[2] = src[0];
}
break;*/
case TF_RGB24:
for (; src < stop; dst += 3, src += 3)
{
dst[0] = src[0];
dst[1] = src[1];
dst[2] = src[2];
}
break;
case PTI_RGB565:
for (; src < stop; dst += 2, src += 3)
*(unsigned short*)dst = ((src[0]>>3)<<11)|((src[1]>>2)<<5)|((src[2]>>3)<<0);
break;
case PTI_L8:
for (; src < stop; dst += 1, src += 3)
{
dst[0] = max(max(src[0], src[1]), src[2]);
}
break;
}
}
}
}
else
{
int j;
// if (*m->name == '*')
// {
// if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED)
// return;
// }
//fixup surface lightmaps, and paint
for (i=0; i<m->nummodelsurfaces; i++)
{
surf = m->surfaces + i + m->firstmodelsurface;
for (j = 0; j < MAXRLIGHTMAPS; j++)
{
if (surf->lightmaptexturenums[j] < m->lightmaps.first)
{
surf->lightmaptexturenums[j] = -1;
continue;
}
if (surf->lightmaptexturenums[j] >= m->lightmaps.first+m->lightmaps.count)
{
surf->lightmaptexturenums[j] = -1;
continue;
}
surf->lightmaptexturenums[j] = surf->lightmaptexturenums[j] - m->lightmaps.first + newfirst;
Surf_BuildLightMap (m, surf, j, shift, r_ambient.value*255, d_lightstylevalue);
}
}
}
m->lightmaps.first = newfirst;
}
void Surf_ClearLightmaps(void)
{
#ifdef THREADEDWORLD
while(webogenerating)
COM_WorkerPartialSync(webogenerating, &webogeneratingstate, true);
while (webostates)
{
void *webostate = webostates;
webostates = webostates->next;
R_DestroyWorldEBO(webostate);
}
#endif
}
/*
==================
GL_BuildLightmaps
Builds the lightmap texture
with all the surfaces from all brush models
Groups surfaces into their respective batches (based on the lightmap number).
==================
*/
void Surf_BuildLightmaps (void)
{
unsigned int i, j;
model_t *m;
extern model_t *mod_known;
extern int mod_numknown;
int maxstyle;
//make sure the lightstyle values are correct (and be sure that the sizes cover all models).
for (i = 0, maxstyle=0; i < mod_numknown; i++)
{
m = &mod_known[i];
if (m->loadstate == MLS_LOADED)
if (maxstyle < m->lightmaps.maxstyle)
maxstyle = m->lightmaps.maxstyle;
}
R_BumpLightstyles(maxstyle); //should only really happen with lazy loading
R_AnimateLight();
r_framecount = 1; // no dlightcache
while(numlightmaps > 0)
{
numlightmaps--;
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
Surf_FreeLightmap(lightmap[numlightmaps]);
lightmap[numlightmaps] = NULL;
}
r_oldviewcluster = -1;
r_oldviewcluster2 = -1;
//FIXME: unload stuff that's no longer relevant somehow.
for (i = 0; i < mod_numknown; i++)
{
m = &mod_known[i];
if (m->loadstate != MLS_LOADED)
continue;
Surf_BuildModelLightmaps(m);
for (j = 0; j < m->numenvmaps; j++)
if (m->envmaps[j].image)
m->envmaps[j].image->regsequence = r_regsequence;
}
BE_UploadAllLightmaps();
}
/*
===============
Surf_NewMap
===============
*/
void Surf_NewMap (void)
{
char namebuf[MAX_QPATH];
extern cvar_t host_mapname;
#ifdef BEF_PUSHDEPTH
extern cvar_t r_polygonoffset_submodel_maps;
char *s;
#endif
int i;
Too many changes, sorry. Change revision displays, use the SVN commit date instead of using __DATE__ (when there's no local changes). This should allow reproducible builds. Added s_al_disable cvar, to block openal and all the various problems people have had with it, without having to name an explicit fallback (which would vary by system). Add mastervolume cvar (for ss). Add r_shadows 2 (aka fake shadows - for ss). Add scr_loadingscreen_aspect -1 setting, to disable levelshots entirely, also disables the progress bar (for ss). Better support for some effectinfo hacks (for ss). Added dpcompat_nocsqcwarnings (because of lazy+buggy mods like ss). Rework the dpcsqc versions of project+unproject builtins for better compat (for ss). Added dpcompat_csqcinputeventtypes to block unexpected csqc input events (for ss). Better compat with DP's loadfont console command (for ss). Added dpcompat_smallerfonts cvar to replicate a DP bug (for ss). Detect dp's m_draw extension, to work around it (for ss). Cvar dpcompat_ignoremodificationtimes added. A value of 0 favour the most recently modified file, 1 will use DP-like alphabetically sorted preferences (for ss). loadfont builtin can now accept outline=1 in the sizes arg for slightly more readable fonts. Fix bbox calcs for rotated entities, fix needed for r_ignorenetpvs 0. Hackily parse emoji.json to provide :poop: etc suggestions. Skip prediction entirely when there's no local entity info. This fixes stair-smoothing in xonotic. screenshot_cubemap will now capture half-float images when saving to ktx or dds files. Fix support for xcf files larger than 4gb, mostly to avoid compiler warnings. Fixed size of gfx/loading.lmp when replacement textures are used. Added mipmap support for rg8 and l8a8 textures. r_hdr_framebuffer cvar updated to support format names instead of random negative numbers. Description updated to name some interesting ones. Perform autoupdate _checks_ ONLY with explicit user confirmation (actual updating already needed user confirmation, but this extra step should reduce the chances of us getting wrongly accused of exfiltrating user data if we're run in a sandbox - we ONLY ever included the updating engine's version in the checks, though there's nothing we can do to avoid sending the user's router's IP). Removed the 'summon satan all over your harddrive' quit message, in case paranoid security researchers are idiots and don't bother doing actual research. Removed the triptohell.info and fte.triptohell.info certificates, they really need to stop being self-signed. The updates domain is still self-signed for autoupdates. Video drivers are now able to report supported video resolutions, visible to menuqc. Currently only works with SDL2 builds. Added setmousepos builtin. Should work with glx+win32 build. VF_SKYROOM_CAMERA can now accept an extra two args, setviewprop(VF_SKYROOM_CAMERA, org, axis, degrees). Removed v_skyroom_origin+v_skyroom_orientation cvars in favour just v_skyroom, which should make it behave more like the 'fog' command (used when csqc isn't overriding). Added R_EndPolygonRibbon builtin to make it faster+easier to generate textured ribbon/cable/etc wide lines (for TW). sdl: Fix up sys_sdl.c's file enumeration to support wildcards in directories. edit command now displays end1.bin/end2.bin correctly, because we can. Finally add support for f_modified - though ruleset_allow_larger_models and ruleset_allow_overlong_sounds generally make it redundant. Fix threading race condition in sha1 lookups. Updated f_ruleset to include the same extra flags reported by ezquake. A mod's default.fmf file can now contain an eg 'mainconfig config.cfg' line (to explicitly set the main config saved with cfg_save_auto 1 etc). fmf: basegame steam:GameName/GameDir can be used to try to load a mod directory from an installed steam game. The resulting gamedir will be read-only. HOMEDIR CHANGE: use homedirs only if the basedir cannot be written or a homedir already exists, which should further reduce the probability of microsoft randomly uploading our data to their cloud (but mostly because its annoying to never know where your data is written). Fixed buf_cvarlist, should work in xonotic now, and without segfaults. Added an extra arg to URI_Get_Callback calls - the response size, also changed the tempstring to contain all bytes of the response, you need to be careful about nulls though. Try to work around nvidia's forced-panning bug on x11 when changing video modes. This might screw with other programs. sdl: support custom icons. sdl: support choosing a specific display. Added some documentation to menuqc builtins. menusys: use outlines for slightly more readable fonts. menusys: switch vid_width and vid_height combos into a single video mode combo to set both according to reported video modes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5581 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-11-20 03:09:50 +00:00
//evil haxx
r_dynamic.ival = r_dynamic.value;
if (r_dynamic.ival > 0 && cl.worldmodel->fromgame == fg_quake3) //quake3 has no lightmaps, disable r_dynamic
r_dynamic.ival = 0;
memset (&r_worldentity, 0, sizeof(r_worldentity));
AngleVectors(r_worldentity.angles, r_worldentity.axis[0], r_worldentity.axis[1], r_worldentity.axis[2]);
VectorInverse(r_worldentity.axis[1]);
r_worldentity.model = cl.worldmodel;
Vector4Set(r_worldentity.shaderRGBAf, 1, 1, 1, 1);
VectorSet(r_worldentity.light_avg, 1, 1, 1);
if (cl.worldmodel)
disabled some quake-only teamplay stuff in non-quake builds. GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-19 01:23:32 +00:00
COM_FileBase(cl.worldmodel->name, namebuf, sizeof(namebuf));
else
*namebuf = '\0';
Cvar_Set(&host_mapname, namebuf);
Surf_DeInit();
r_viewcluster = -1;
r_oldviewcluster = 0;
r_viewcluster2 = -1;
r_oldviewcluster2 = 0;
#ifdef BEF_PUSHDEPTH
r_pushdepth = false;
for (s = r_polygonoffset_submodel_maps.string; s && *s; )
{
s = COM_Parse(s);
if (*com_token)
if (wildcmp(com_token, namebuf))
{
r_pushdepth = true;
break;
}
}
#endif
TRACE(("dbg: Surf_NewMap: clear particles\n"));
P_ClearParticles ();
CL_RegisterParticles();
Shader_DoReload();
if (cl.worldmodel)
{
if (cl.worldmodel->loadstate == MLS_LOADING)
COM_WorkerPartialSync(cl.worldmodel, &cl.worldmodel->loadstate, MLS_LOADING);
Mod_ParseInfoFromEntityLump(cl.worldmodel);
}
Shader_DoReload();
if (!pe)
Cvar_ForceCallback(&r_particlesystem);
R_Clutter_Purge();
TRACE(("dbg: Surf_NewMap: wiping them stains (getting the cloth out)\n"));
Surf_WipeStains();
TRACE(("dbg: Surf_NewMap: building lightmaps\n"));
Surf_BuildLightmaps ();
TRACE(("dbg: Surf_NewMap: ui\n"));
#ifdef VM_UI
UI_Reset();
#endif
TRACE(("dbg: Surf_NewMap: tp\n"));
TP_NewMap();
for (i = 0; i < cl.num_statics; i++)
{
vec3_t mins, maxs;
//fixme: no rotation
if (!cl_static_entities[i].ent.model && cl_static_entities[i].mdlidx > 0 && cl_static_entities[i].mdlidx < countof(cl.model_precache))
cl_static_entities[i].ent.model = cl.model_precache[cl_static_entities[i].mdlidx];
else if (!cl_static_entities[i].ent.model && cl_static_entities[i].mdlidx < 0 && (-cl_static_entities[i].mdlidx) < countof(cl.model_csqcprecache))
cl_static_entities[i].ent.model = cl.model_csqcprecache[-cl_static_entities[i].mdlidx];
if (cl_static_entities[i].ent.model)
{
//unfortunately, we need to know the actual size so that we can get this right. bum.
if (cl_static_entities[i].ent.model->loadstate == MLS_NOTLOADED)
Mod_LoadModel(cl_static_entities[i].ent.model, MLV_WARNSYNC);
if (cl_static_entities[i].ent.model->loadstate == MLS_LOADING)
COM_WorkerPartialSync(cl_static_entities[i].ent.model, &cl_static_entities[i].ent.model->loadstate, MLS_LOADING);
VectorAdd(cl_static_entities[i].ent.origin, cl_static_entities[i].ent.model->mins, mins);
VectorAdd(cl_static_entities[i].ent.origin, cl_static_entities[i].ent.model->maxs, maxs);
}
else
{
VectorCopy(mins, cl_static_entities[i].ent.origin);
VectorCopy(maxs, cl_static_entities[i].ent.origin);
}
if (cl.worldmodel->funcs.FindTouchedLeafs)
cl.worldmodel->funcs.FindTouchedLeafs(cl.worldmodel, &cl_static_entities[i].ent.pvscache, mins, maxs);
cl_static_entities[i].emit = NULL;
}
CL_InitDlights();
#ifdef RTLIGHTS
Sh_PreGenerateLights();
#endif
}
void Surf_PreNewMap(void)
{
r_loadbumpmapping = r_deluxemapping || r_glsl_offsetmapping.ival;
#ifdef RTLIGHTS
r_loadbumpmapping |= r_shadow_realtime_world.ival || r_shadow_realtime_dlight.ival;
#endif
r_viewcluster = -1;
r_oldviewcluster = -1;
r_viewcluster2 = -1;
r_oldviewcluster2 = -1;
Shader_DoReload();
}
static float sgn(float a)
{
if (a > 0.0F) return (1.0F);
if (a < 0.0F) return (-1.0F);
return (0.0F);
}
void R_ObliqueNearClip(float *viewmat, mplane_t *wplane)
{
float f;
vec4_t q, c;
vec3_t ping, pong;
vec4_t vplane;
//convert world plane into view space
Matrix4x4_CM_Transform3x3(viewmat, wplane->normal, vplane);
VectorScale(wplane->normal, wplane->dist, ping);
Matrix4x4_CM_Transform3(viewmat, ping, pong);
vplane[3] = -DotProduct(pong, vplane);
// Calculate the clip-space corner point opposite the clipping plane
// as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
// transform it into camera space by multiplying it
// by the inverse of the projection matrix
q[0] = (sgn(vplane[0]) + r_refdef.m_projection_std[8]) / r_refdef.m_projection_std[0];
q[1] = (sgn(vplane[1]) + fabs(r_refdef.m_projection_std[9])) / fabs(r_refdef.m_projection_std[5]);
q[2] = -1.0F;
q[3] = (1.0F + r_refdef.m_projection_std[10]) / r_refdef.m_projection_std[14];
// Calculate the scaled plane vector
f = 2.0F / DotProduct4(vplane, q);
Vector4Scale(vplane, f, c);
// Replace the third row of the projection matrix
r_refdef.m_projection_std[2] = c[0];
r_refdef.m_projection_std[6] = c[1];
r_refdef.m_projection_std[10] = c[2] + 1.0F;
r_refdef.m_projection_std[14] = c[3];
}
#endif