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//FIXME: Light visibility is decided from weather the light's pvs overlaps the view pvs.
//This doesn't take light radius into account. This means that lights around corners that will never be visible are drawn in full per-pixel goodness.
//This is bad. lights*3, 33% framerate for no worthwhile effect.
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# include "quakedef.h"
# ifdef RGLQUAKE
# include "glquake.h"
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# include "shader.h"
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# include "renderque.h"
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# define qglGetError() 0
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//these are shared with gl_rsurf - move to header
void R_MirrorChain ( msurface_t * s ) ;
void GL_SelectTexture ( GLenum target ) ;
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void R_RenderDynamicLightmaps ( msurface_t * fa , int shift ) ;
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void R_BlendLightmaps ( void ) ;
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void PPL_BeginShadowMesh ( dlight_t * dl ) ;
void PPL_FinishShadowMesh ( dlight_t * dl ) ;
void PPL_FlushShadowMesh ( dlight_t * dl ) ;
void PPL_Shadow_Cache_Surface ( msurface_t * surf ) ; //only caches for lighting
void PPL_Shadow_Cache_Leaf ( mleaf_t * leaf ) ;
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extern qboolean r_inmirror ;
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extern int gldepthfunc ;
extern int * lightmap_textures ;
extern int lightmap_bytes ; // 1, 2, or 4
extern cvar_t gl_detail ;
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extern cvar_t gl_detailscale ;
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extern cvar_t gl_overbright , gl_overbright_all ;
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extern cvar_t r_fb_bmodels ;
extern cvar_t gl_part_flame ;
extern cvar_t gl_maxshadowlights ;
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extern cvar_t r_shadow_realtime_world ;
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extern cvar_t r_shadow_realtime_world_lightmaps ;
extern cvar_t r_shadow_glsl_offsetmapping ;
extern cvar_t r_shadow_glsl_offsetmapping_scale ;
extern cvar_t r_shadow_glsl_offsetmapping_bias ;
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extern int detailtexture ;
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extern cvar_t gl_bump ;
extern cvar_t gl_specular ;
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extern cvar_t gl_mylumassuck ;
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//end header confict
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extern cvar_t gl_schematics ;
extern cvar_t r_drawflat ;
extern cvar_t r_wallcolour ;
extern cvar_t r_floorcolour ;
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float r_lightmapintensity ; //1 or r_shadow_realtime_world_lightmaps
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int overbright ;
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extern lightmapinfo_t * * lightmap ;
extern model_t * currentmodel ;
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extern int * deluxmap_textures ;
extern int normalisationCubeMap ;
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int r_shadowframe ;
int shadowsurfcount ;
int shadowedgecount ;
int shadowlightfaces ;
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int shadowemittedeges ;
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int ppl_specular_shader ;
int ppl_specular_shader_vieworg ;
int ppl_specular_shader_texr ;
int ppl_specular_shader_texu ;
int ppl_specular_shader_texf ;
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int GLR_LightmapShift ( model_t * model ) ;
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//#define glBegin glEnd
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qboolean PPL_ShouldDraw ( void )
{
if ( r_inmirror )
{
if ( currententity - > flags & Q2RF_WEAPONMODEL )
return false ;
}
else
{
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if ( currententity - > flags & Q2RF_WEAPONMODEL & & r_secondaryview > = 2 )
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return false ;
if ( currententity - > flags & Q2RF_EXTERNALMODEL & & r_secondaryview ! = 3 )
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return false ;
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// if (currententity->keynum == (cl.viewentity[r_refdef.currentplayernum]?cl.viewentity[r_refdef.currentplayernum]:(cl.playernum[r_refdef.currentplayernum]+1)))
// return false;
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// if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
// continue;
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if ( ! Cam_DrawPlayer ( r_refdef . currentplayernum , currententity - > keynum - 1 ) )
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return false ;
}
return true ;
}
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typedef struct {
int count ;
msurface_t * * s ;
} shadowmeshsurfs_t ;
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typedef struct shadowmesh_s {
int numindicies ;
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int numverts ;
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int * indicies ;
vec3_t * verts ;
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//we also have a list of all the surfaces that this light lights.
int numsurftextures ;
shadowmeshsurfs_t * litsurfs ;
unsigned char * litleaves ;
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} shadowmesh_t ;
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# define Q2RF_WEAPONMODEL 4 // only draw through eyes
struct {
short count ;
short count2 ;
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int next ;
int prev ;
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} edge [ MAX_MAP_EDGES ] ;
int firstedge ;
vec3_t lightorg = { 0 , 0 , 0 } ;
float lightradius ;
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typedef struct {
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float xyz [ 3 ] ; //xyz world coordinates
float stw [ 2 ] ; //base texture/normalmap/specular map st coords
float stl [ 3 ] ; //lightmap/deluxmap st coords (or attenuated distance*colour)
float ncm [ 3 ] ; //normalisation cube map (reflected light dir)
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} surfvertexarray_t ;
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# define MAXARRAYVERTS 2048
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static surfvertexarray_t varray_v [ MAXARRAYVERTS ] ;
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static index_t varray_i [ MAXARRAYVERTS ] ;
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//static unsigned int varray_i_forward[MAXARRAYVERTS];
//static unsigned int varray_i_polytotri[MAXARRAYVERTS]; //012 023 034 045...
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int varray_ic ;
int varray_vc ;
# define inline static
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extern qboolean varrayactive ; //used by the backend
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inline void PPL_EnableVertexArrays ( void )
{
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varrayactive = false ;
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qglDisableClientState ( GL_COLOR_ARRAY ) ;
qglEnableClientState ( GL_VERTEX_ARRAY ) ;
qglVertexPointer ( 3 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > xyz ) ;
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}
inline void PPL_FlushArrays ( void )
{
if ( varray_ic )
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qglDrawElements ( GL_TRIANGLES , varray_ic , GL_INDEX_TYPE , varray_i ) ;
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varray_ic = 0 ;
varray_vc = 0 ;
}
static void PPL_GenerateArrays ( msurface_t * surf )
{
int vi ;
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if ( ! surf - > mesh )
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return ;
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if ( surf - > mesh - > numindexes > MAXARRAYVERTS )
return ;
if ( surf - > mesh - > numvertexes > MAXARRAYVERTS )
return ;
if ( ! surf - > mesh - > st_array )
return ;
if ( ! surf - > mesh - > lmst_array )
return ;
if ( varray_ic ) //FIXME: go muuuch faster please
PPL_FlushArrays ( ) ;
for ( vi = 0 ; vi < surf - > mesh - > numindexes ; vi + + )
varray_i [ vi ] = surf - > mesh - > indexes [ vi ] ;
for ( vi = 0 ; vi < surf - > mesh - > numvertexes ; vi + + )
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{
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VectorCopy ( surf - > mesh - > xyz_array [ vi ] , varray_v [ vi ] . xyz ) ;
varray_v [ vi ] . stw [ 0 ] = surf - > mesh - > st_array [ vi ] [ 0 ] ;
varray_v [ vi ] . stw [ 1 ] = surf - > mesh - > st_array [ vi ] [ 1 ] ;
varray_v [ vi ] . stl [ 0 ] = surf - > mesh - > lmst_array [ vi ] [ 0 ] ;
varray_v [ vi ] . stl [ 1 ] = surf - > mesh - > lmst_array [ vi ] [ 1 ] ;
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}
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varray_vc = surf - > mesh - > numvertexes ;
varray_ic = surf - > mesh - > numindexes ;
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}
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static void PPL_GenerateDetailArrays ( msurface_t * surf )
{
int vi ;
if ( ! surf - > mesh )
return ;
if ( surf - > mesh - > numindexes > MAXARRAYVERTS )
return ;
if ( surf - > mesh - > numvertexes > MAXARRAYVERTS )
return ;
if ( ! surf - > mesh - > st_array )
return ;
if ( ! surf - > mesh - > lmst_array )
return ;
if ( varray_ic ) //FIXME: go muuuch faster please
PPL_FlushArrays ( ) ;
for ( vi = 0 ; vi < surf - > mesh - > numindexes ; vi + + )
varray_i [ vi ] = surf - > mesh - > indexes [ vi ] ;
for ( vi = 0 ; vi < surf - > mesh - > numvertexes ; vi + + )
{
VectorCopy ( surf - > mesh - > xyz_array [ vi ] , varray_v [ vi ] . xyz ) ;
varray_v [ vi ] . stw [ 0 ] = surf - > mesh - > st_array [ vi ] [ 0 ] * gl_detailscale . value ;
varray_v [ vi ] . stw [ 1 ] = surf - > mesh - > st_array [ vi ] [ 1 ] * gl_detailscale . value ;
}
varray_vc = surf - > mesh - > numvertexes ;
varray_ic = surf - > mesh - > numindexes ;
}
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/*
static void PPL_BaseChain_NoLightmap ( msurface_t * first , texture_t * tex )
{
Sys_Error ( " 1 TMU is disabled for now (surface has no lightmap) \n " ) ;
}
*/
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static void PPL_BaseChain_NoBump_1TMU ( msurface_t * first , texture_t * tex )
{
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int vi ;
glRect_t * theRect ;
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msurface_t * s ;
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PPL_EnableVertexArrays ( ) ;
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qglDisable ( GL_BLEND ) ;
qglBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
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qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stw ) ;
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GL_TexEnv ( GL_REPLACE ) ;
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GL_Bind ( tex - > gl_texturenum ) ;
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for ( s = first ; s ; s = s - > texturechain )
{
PPL_GenerateArrays ( s ) ;
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}
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PPL_FlushArrays ( ) ;
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qglEnable ( GL_BLEND ) ;
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GL_TexEnv ( GL_MODULATE ) ;
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if ( gl_lightmap_format = = GL_LUMINANCE | | gl_lightmap_format = = GL_RGB )
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qglBlendFunc ( GL_ZERO , GL_SRC_COLOR ) ;
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else if ( gl_lightmap_format = = GL_INTENSITY )
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{
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qglColor4f ( 0 , 0 , 0 , 1 ) ;
qglBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
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}
else if ( gl_lightmap_format = = GL_RGBA )
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qglBlendFunc ( GL_ZERO , GL_ONE_MINUS_SRC_ALPHA ) ;
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qglTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stl ) ;
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vi = - 1 ;
for ( s = first ; s ; s = s - > texturechain )
{
if ( vi ! = s - > lightmaptexturenum )
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{
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PPL_FlushArrays ( ) ;
vi = s - > lightmaptexturenum ;
GL_BindType ( GL_TEXTURE_2D , lightmap_textures [ vi ] ) ;
if ( lightmap [ vi ] - > modified )
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{
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lightmap [ vi ] - > modified = false ;
theRect = & lightmap [ vi ] - > rectchange ;
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qglTexSubImage2D ( GL_TEXTURE_2D , 0 , 0 , theRect - > t ,
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LMBLOCK_WIDTH , theRect - > h , gl_lightmap_format , GL_UNSIGNED_BYTE ,
lightmap [ vi ] - > lightmaps + ( theRect - > t ) * LMBLOCK_WIDTH * lightmap_bytes ) ;
theRect - > l = LMBLOCK_WIDTH ;
theRect - > t = LMBLOCK_HEIGHT ;
theRect - > h = 0 ;
theRect - > w = 0 ;
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}
}
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PPL_GenerateArrays ( s ) ;
}
PPL_FlushArrays ( ) ;
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qglBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
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}
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/*static void PPL_BaseChain_NoBump_2TMU(msurface_t *s, texture_t *tex)
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{ //doesn't merge surfaces, but tells gl to do each vertex arrayed surface individually, which means no vertex copying.
int vi ;
glRect_t * theRect ;
PPL_EnableVertexArrays ( ) ;
if ( tex - > alphaed )
{
qglEnable ( GL_BLEND ) ;
GL_TexEnv ( GL_MODULATE ) ;
}
else
{
qglDisable ( GL_BLEND ) ;
GL_TexEnv ( GL_REPLACE ) ;
}
GL_MBind ( GL_TEXTURE0_ARB , tex - > gl_texturenum ) ;
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
GL_SelectTexture ( GL_TEXTURE1_ARB ) ;
GL_TexEnv ( GL_MODULATE ) ;
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
vi = - 1 ;
for ( ; s ; s = s - > texturechain )
{
if ( vi ! = s - > lightmaptexturenum )
{
if ( vi < 0 )
qglEnable ( GL_TEXTURE_2D ) ;
vi = s - > lightmaptexturenum ;
if ( vi > = 0 )
{
GL_Bind ( lightmap_textures [ vi ] ) ;
if ( lightmap [ vi ] - > modified )
{
lightmap [ vi ] - > modified = false ;
theRect = & lightmap [ vi ] - > rectchange ;
qglTexSubImage2D ( GL_TEXTURE_2D , 0 , 0 , theRect - > t ,
LMBLOCK_WIDTH , theRect - > h , gl_lightmap_format , GL_UNSIGNED_BYTE ,
lightmap [ vi ] - > lightmaps + ( theRect - > t ) * LMBLOCK_WIDTH * lightmap_bytes ) ;
theRect - > l = LMBLOCK_WIDTH ;
theRect - > t = LMBLOCK_HEIGHT ;
theRect - > h = 0 ;
theRect - > w = 0 ;
}
}
else
qglDisable ( GL_TEXTURE_2D ) ;
}
qglClientActiveTextureARB ( GL_TEXTURE0_ARB ) ;
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qglTexCoordPointer ( 2 , GL_FLOAT , 0 , s - > mesh - > st_array ) ;
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qglClientActiveTextureARB ( GL_TEXTURE1_ARB ) ;
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qglTexCoordPointer ( 2 , GL_FLOAT , 0 , s - > mesh - > lmst_array ) ;
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qglVertexPointer ( 3 , GL_FLOAT , 0 , s - > mesh - > xyz_array ) ;
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qglDrawRangeElements ( GL_TRIANGLES , 0 , s - > mesh - > numvertexes , s - > mesh - > numindexes , GL_INDEX_TYPE , s - > mesh - > indexes ) ;
//qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
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}
qglDisable ( GL_TEXTURE_2D ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
GL_SelectTexture ( GL_TEXTURE0_ARB ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
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} */
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static void PPL_BaseChain_NoBump_2TMU_Overbright ( msurface_t * s , texture_t * tex )
{ //doesn't merge surfaces, but tells gl to do each vertex arrayed surface individually, which means no vertex copying.
int vi ;
glRect_t * theRect ;
PPL_EnableVertexArrays ( ) ;
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if ( tex - > alphaed | | currententity - > shaderRGBAf [ 3 ] < 1 )
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{
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if ( * tex - > name = = ' { ' )
{
qglEnable ( GL_ALPHA_TEST ) ;
qglDisable ( GL_BLEND ) ;
GL_TexEnv ( GL_REPLACE ) ;
}
else
{
qglEnable ( GL_BLEND ) ;
GL_TexEnv ( GL_MODULATE ) ;
}
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}
else
{
qglDisable ( GL_BLEND ) ;
GL_TexEnv ( GL_REPLACE ) ;
}
GL_MBind ( GL_TEXTURE0_ARB , tex - > gl_texturenum ) ;
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
GL_SelectTexture ( GL_TEXTURE1_ARB ) ;
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
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GL_TexEnv ( GL_MODULATE ) ;
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/* if (currententity->shaderRGBAf[3]<1)
{
s - > lightmaptexturenum = - 1 ;
qglBlendFunc ( GL_SRC_COLOR , GL_ONE ) ;
}
*/
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if ( overbright ! = 1 )
{
GL_TexEnv ( GL_COMBINE_ARB ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE0_RGB_ARB , GL_TEXTURE ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE1_RGB_ARB , GL_PREVIOUS_ARB ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_COMBINE_RGB_ARB , GL_MODULATE ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_RGB_SCALE_ARB , overbright ) ; //this is the key
}
vi = - 1 ;
for ( ; s ; s = s - > texturechain )
{
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if ( ! s - > mesh ) //urm.
continue ;
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if ( s - > mesh - > numvertexes < = 1 )
continue ;
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if ( vi ! = s - > lightmaptexturenum )
{
if ( vi < 0 )
qglEnable ( GL_TEXTURE_2D ) ;
vi = s - > lightmaptexturenum ;
if ( vi > = 0 )
{
GL_Bind ( lightmap_textures [ vi ] ) ;
if ( lightmap [ vi ] - > modified )
{
lightmap [ vi ] - > modified = false ;
theRect = & lightmap [ vi ] - > rectchange ;
qglTexSubImage2D ( GL_TEXTURE_2D , 0 , 0 , theRect - > t ,
LMBLOCK_WIDTH , theRect - > h , gl_lightmap_format , GL_UNSIGNED_BYTE ,
lightmap [ vi ] - > lightmaps + ( theRect - > t ) * LMBLOCK_WIDTH * lightmap_bytes ) ;
theRect - > l = LMBLOCK_WIDTH ;
theRect - > t = LMBLOCK_HEIGHT ;
theRect - > h = 0 ;
theRect - > w = 0 ;
}
}
else
qglDisable ( GL_TEXTURE_2D ) ;
}
qglClientActiveTextureARB ( GL_TEXTURE0_ARB ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , 0 , s - > mesh - > st_array ) ;
qglClientActiveTextureARB ( GL_TEXTURE1_ARB ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , 0 , s - > mesh - > lmst_array ) ;
qglVertexPointer ( 3 , GL_FLOAT , 0 , s - > mesh - > xyz_array ) ;
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qglDrawRangeElements ( GL_TRIANGLES , 0 , s - > mesh - > numvertexes , s - > mesh - > numindexes , GL_INDEX_TYPE , s - > mesh - > indexes ) ;
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}
if ( overbright ! = 1 )
{
qglTexEnvi ( GL_TEXTURE_ENV , GL_RGB_SCALE_ARB , 1 ) ; //just in case
GL_TexEnv ( GL_MODULATE ) ;
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}
qglDisable ( GL_TEXTURE_2D ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
GL_SelectTexture ( GL_TEXTURE0_ARB ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
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if ( tex - > alphaed )
qglDisable ( GL_ALPHA_TEST ) ;
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}
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static void PPL_BaseChain_VBO_NoBump_2TMU_Overbright ( msurface_t * s , texture_t * tex )
{ //doesn't merge surfaces, but tells gl to do each vertex arrayed surface individually, which means no vertex copying.
int vi ;
glRect_t * theRect ;
varrayactive = false ;
qglDisableClientState ( GL_COLOR_ARRAY ) ;
qglEnableClientState ( GL_VERTEX_ARRAY ) ;
qglBindBufferARB ( GL_ARRAY_BUFFER_ARB , tex - > gl_vbov ) ;
qglBindBufferARB ( GL_ELEMENT_ARRAY_BUFFER_ARB , tex - > gl_vboe ) ;
qglVertexPointer ( 3 , GL_FLOAT , VBOSTRIDE , NULL ) ;
if ( tex - > alphaed | | currententity - > shaderRGBAf [ 3 ] < 1 )
{
if ( * tex - > name = = ' { ' )
{
qglEnable ( GL_ALPHA_TEST ) ;
qglDisable ( GL_BLEND ) ;
GL_TexEnv ( GL_REPLACE ) ;
}
else
{
qglEnable ( GL_BLEND ) ;
GL_TexEnv ( GL_MODULATE ) ;
}
}
else
{
qglDisable ( GL_BLEND ) ;
GL_TexEnv ( GL_REPLACE ) ;
}
GL_MBind ( GL_TEXTURE0_ARB , tex - > gl_texturenum ) ;
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , VBOSTRIDE , ( void * ) ( 3 * sizeof ( float ) ) ) ;
GL_SelectTexture ( GL_TEXTURE1_ARB ) ;
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , VBOSTRIDE , ( void * ) ( 5 * sizeof ( float ) ) ) ;
GL_TexEnv ( GL_MODULATE ) ;
/* if (currententity->shaderRGBAf[3]<1)
{
s - > lightmaptexturenum = - 1 ;
qglBlendFunc ( GL_SRC_COLOR , GL_ONE ) ;
}
*/
if ( overbright ! = 1 )
{
GL_TexEnv ( GL_COMBINE_ARB ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE0_RGB_ARB , GL_TEXTURE ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE1_RGB_ARB , GL_PREVIOUS_ARB ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_COMBINE_RGB_ARB , GL_MODULATE ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_RGB_SCALE_ARB , overbright ) ; //this is the key
}
// numidxs = 0;
vi = - 1 ;
for ( ; s ; s = s - > texturechain )
{
if ( ! s - > mesh ) //urm.
continue ;
if ( s - > mesh - > numvertexes < = 1 )
continue ;
if ( vi ! = s - > lightmaptexturenum )
{
if ( vi < 0 )
qglEnable ( GL_TEXTURE_2D ) ;
vi = s - > lightmaptexturenum ;
if ( vi > = 0 )
{
GL_Bind ( lightmap_textures [ vi ] ) ;
if ( lightmap [ vi ] - > modified )
{
lightmap [ vi ] - > modified = false ;
theRect = & lightmap [ vi ] - > rectchange ;
qglTexSubImage2D ( GL_TEXTURE_2D , 0 , 0 , theRect - > t ,
LMBLOCK_WIDTH , theRect - > h , gl_lightmap_format , GL_UNSIGNED_BYTE ,
lightmap [ vi ] - > lightmaps + ( theRect - > t ) * LMBLOCK_WIDTH * lightmap_bytes ) ;
theRect - > l = LMBLOCK_WIDTH ;
theRect - > t = LMBLOCK_HEIGHT ;
theRect - > h = 0 ;
theRect - > w = 0 ;
}
}
else
qglDisable ( GL_TEXTURE_2D ) ;
}
qglDrawRangeElements ( GL_TRIANGLES , s - > mesh - > vbofirstvert , s - > mesh - > numvertexes , s - > mesh - > numindexes , GL_INDEX_TYPE , ( index_t * ) ( s - > mesh - > vbofirstelement * sizeof ( index_t ) ) ) ;
}
qglBindBufferARB ( GL_ARRAY_BUFFER_ARB , 0 ) ;
qglBindBufferARB ( GL_ELEMENT_ARRAY_BUFFER_ARB , 0 ) ;
if ( overbright ! = 1 )
{
qglTexEnvi ( GL_TEXTURE_ENV , GL_RGB_SCALE_ARB , 1 ) ; //just in case
GL_TexEnv ( GL_MODULATE ) ;
}
//tmu 1 should be selected here
qglDisable ( GL_TEXTURE_2D ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
GL_SelectTexture ( GL_TEXTURE0_ARB ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglDisable ( GL_TEXTURE_2D ) ;
if ( tex - > alphaed )
qglDisable ( GL_ALPHA_TEST ) ;
}
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/*
static void PPL_BaseChain_NoBump_2TMU_TEST ( msurface_t * s , texture_t * tex )
{ //this was just me testing efficiency between arrays/glbegin.
int vi , i ;
glRect_t * theRect ;
PPL_EnableVertexArrays ( ) ;
if ( tex - > alphaed )
{
qglEnable ( GL_BLEND ) ;
GL_TexEnv ( GL_MODULATE ) ;
}
else
{
qglDisable ( GL_BLEND ) ;
GL_TexEnv ( GL_REPLACE ) ;
}
qglCullFace ( GL_BACK ) ;
GL_MBind ( GL_TEXTURE0_ARB , tex - > gl_texturenum ) ;
GL_SelectTexture ( GL_TEXTURE1_ARB ) ;
GL_TexEnv ( GL_MODULATE ) ;
vi = - 1 ;
for ( ; s ; s = s - > texturechain )
{
if ( vi ! = s - > lightmaptexturenum )
{
if ( vi < 0 )
qglEnable ( GL_TEXTURE_2D ) ;
vi = s - > lightmaptexturenum ;
if ( vi > = 0 )
{
GL_Bind ( lightmap_textures [ vi ] ) ;
if ( lightmap [ vi ] - > modified )
{
lightmap [ vi ] - > modified = false ;
theRect = & lightmap [ vi ] - > rectchange ;
qglTexSubImage2D ( GL_TEXTURE_2D , 0 , 0 , theRect - > t ,
LMBLOCK_WIDTH , theRect - > h , gl_lightmap_format , GL_UNSIGNED_BYTE ,
lightmap [ vi ] - > lightmaps + ( theRect - > t ) * LMBLOCK_WIDTH * lightmap_bytes ) ;
theRect - > l = LMBLOCK_WIDTH ;
theRect - > t = LMBLOCK_HEIGHT ;
theRect - > h = 0 ;
theRect - > w = 0 ;
}
}
else
qglDisable ( GL_TEXTURE_2D ) ;
}
qglBegin ( GL_POLYGON ) ;
switch ( s - > mesh - > numvertexes )
{
default :
for ( i = s - > mesh - > numvertexes - 1 ; i > = 6 ; i - - )
{
qglMultiTexCoord2fARB ( GL_TEXTURE0_ARB , s - > mesh - > st_array [ i ] [ 0 ] , s - > mesh - > st_array [ i ] [ 1 ] ) ;
qglMultiTexCoord2fARB ( GL_TEXTURE1_ARB , s - > mesh - > lmst_array [ i ] [ 0 ] , s - > mesh - > lmst_array [ i ] [ 1 ] ) ;
qglVertex3fv ( s - > mesh - > xyz_array [ i ] ) ;
}
case 6 :
qglMultiTexCoord2fARB ( GL_TEXTURE0_ARB , s - > mesh - > st_array [ 5 ] [ 0 ] , s - > mesh - > st_array [ 5 ] [ 1 ] ) ;
qglMultiTexCoord2fARB ( GL_TEXTURE1_ARB , s - > mesh - > lmst_array [ 5 ] [ 0 ] , s - > mesh - > lmst_array [ 5 ] [ 1 ] ) ;
qglVertex3fv ( s - > mesh - > xyz_array [ 5 ] ) ;
case 5 :
qglMultiTexCoord2fARB ( GL_TEXTURE0_ARB , s - > mesh - > st_array [ 4 ] [ 0 ] , s - > mesh - > st_array [ 4 ] [ 1 ] ) ;
qglMultiTexCoord2fARB ( GL_TEXTURE1_ARB , s - > mesh - > lmst_array [ 4 ] [ 0 ] , s - > mesh - > lmst_array [ 4 ] [ 1 ] ) ;
qglVertex3fv ( s - > mesh - > xyz_array [ 4 ] ) ;
case 4 :
qglMultiTexCoord2fARB ( GL_TEXTURE0_ARB , s - > mesh - > st_array [ 3 ] [ 0 ] , s - > mesh - > st_array [ 3 ] [ 1 ] ) ;
qglMultiTexCoord2fARB ( GL_TEXTURE1_ARB , s - > mesh - > lmst_array [ 3 ] [ 0 ] , s - > mesh - > lmst_array [ 3 ] [ 1 ] ) ;
qglVertex3fv ( s - > mesh - > xyz_array [ 3 ] ) ;
case 3 :
qglMultiTexCoord2fARB ( GL_TEXTURE0_ARB , s - > mesh - > st_array [ 2 ] [ 0 ] , s - > mesh - > st_array [ 2 ] [ 1 ] ) ;
qglMultiTexCoord2fARB ( GL_TEXTURE1_ARB , s - > mesh - > lmst_array [ 2 ] [ 0 ] , s - > mesh - > lmst_array [ 2 ] [ 1 ] ) ;
qglVertex3fv ( s - > mesh - > xyz_array [ 2 ] ) ;
case 2 :
qglMultiTexCoord2fARB ( GL_TEXTURE0_ARB , s - > mesh - > st_array [ 1 ] [ 0 ] , s - > mesh - > st_array [ 1 ] [ 1 ] ) ;
qglMultiTexCoord2fARB ( GL_TEXTURE1_ARB , s - > mesh - > lmst_array [ 1 ] [ 0 ] , s - > mesh - > lmst_array [ 1 ] [ 1 ] ) ;
qglVertex3fv ( s - > mesh - > xyz_array [ 1 ] ) ;
case 1 :
qglMultiTexCoord2fARB ( GL_TEXTURE0_ARB , s - > mesh - > st_array [ 0 ] [ 0 ] , s - > mesh - > st_array [ 0 ] [ 1 ] ) ;
qglMultiTexCoord2fARB ( GL_TEXTURE1_ARB , s - > mesh - > lmst_array [ 0 ] [ 0 ] , s - > mesh - > lmst_array [ 0 ] [ 1 ] ) ;
qglVertex3fv ( s - > mesh - > xyz_array [ 0 ] ) ;
case 0 :
break ;
}
qglEnd ( ) ;
}
qglDisable ( GL_TEXTURE_2D ) ;
GL_SelectTexture ( GL_TEXTURE0_ARB ) ;
}
*/
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static void PPL_BaseChain_Bump_2TMU ( msurface_t * first , texture_t * tex )
{
int vi ;
glRect_t * theRect ;
msurface_t * s ;
PPL_EnableVertexArrays ( ) ;
if ( tex - > alphaed )
{
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qglEnable ( GL_BLEND ) ;
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GL_TexEnv ( GL_MODULATE ) ;
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}
else
{
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qglDisable ( GL_BLEND ) ;
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GL_TexEnv ( GL_REPLACE ) ;
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}
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//Bind normal map to texture unit 0
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GL_MBind ( GL_TEXTURE0_ARB , tex - > gl_texturenumbumpmap ) ;
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qglEnable ( GL_TEXTURE_2D ) ;
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GL_TexEnv ( GL_COMBINE_ARB ) ;
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qglTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE0_RGB_ARB , GL_TEXTURE ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_COMBINE_RGB_ARB , GL_REPLACE ) ;
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qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stw ) ;
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GL_MBind ( GL_TEXTURE1_ARB , tex - > gl_texturenumbumpmap ) ;
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qglEnable ( GL_TEXTURE_2D ) ;
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GL_TexEnv ( GL_COMBINE_ARB ) ;
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qglTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE0_RGB_ARB , GL_TEXTURE ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE1_RGB_ARB , GL_PREVIOUS_ARB ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_COMBINE_RGB_ARB , GL_DOT3_RGB_ARB ) ;
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qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stl ) ;
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vi = - 1 ;
for ( s = first ; s ; s = s - > texturechain )
{
if ( vi ! = s - > lightmaptexturenum )
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{
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PPL_FlushArrays ( ) ;
vi = s - > lightmaptexturenum ;
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GL_Bind ( deluxmap_textures [ vi ] ) ;
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if ( lightmap [ vi ] - > deluxmodified )
{
lightmap [ vi ] - > deluxmodified = false ;
theRect = & lightmap [ vi ] - > deluxrectchange ;
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qglTexSubImage2D ( GL_TEXTURE_2D , 0 , 0 , theRect - > t ,
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LMBLOCK_WIDTH , theRect - > h , gl_lightmap_format , GL_UNSIGNED_BYTE ,
lightmap [ vi ] - > lightmaps + ( theRect - > t ) * LMBLOCK_WIDTH * 3 ) ;
theRect - > l = LMBLOCK_WIDTH ;
theRect - > t = LMBLOCK_HEIGHT ;
theRect - > h = 0 ;
theRect - > w = 0 ;
}
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}
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PPL_GenerateArrays ( s ) ;
}
PPL_FlushArrays ( ) ;
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qglEnable ( GL_BLEND ) ;
qglBlendFunc ( GL_DST_COLOR , GL_ZERO ) ;
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GL_MBind ( GL_TEXTURE0_ARB , tex - > gl_texturenum ) ;
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GL_SelectTexture ( GL_TEXTURE1_ARB ) ;
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qglEnable ( GL_TEXTURE_2D ) ;
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GL_TexEnv ( GL_MODULATE ) ;
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vi = - 1 ;
for ( s = first ; s ; s = s - > texturechain )
{
if ( vi ! = s - > lightmaptexturenum )
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{
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PPL_FlushArrays ( ) ;
vi = s - > lightmaptexturenum ;
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GL_Bind ( lightmap_textures [ vi ] ) ;
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if ( lightmap [ vi ] - > modified )
{
lightmap [ vi ] - > modified = false ;
theRect = & lightmap [ vi ] - > rectchange ;
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qglTexSubImage2D ( GL_TEXTURE_2D , 0 , 0 , theRect - > t ,
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LMBLOCK_WIDTH , theRect - > h , gl_lightmap_format , GL_UNSIGNED_BYTE ,
lightmap [ vi ] - > lightmaps + ( theRect - > t ) * LMBLOCK_WIDTH * lightmap_bytes ) ;
theRect - > l = LMBLOCK_WIDTH ;
theRect - > t = LMBLOCK_HEIGHT ;
theRect - > h = 0 ;
theRect - > w = 0 ;
}
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}
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PPL_GenerateArrays ( s ) ;
}
PPL_FlushArrays ( ) ;
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qglBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
qglDisable ( GL_BLEND ) ;
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qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
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GL_SelectTexture ( GL_TEXTURE0_ARB ) ;
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}
static void PPL_BaseChain_Bump_4TMU ( msurface_t * s , texture_t * tex )
{
int vi ;
glRect_t * theRect ;
PPL_EnableVertexArrays ( ) ;
//Bind normal map to texture unit 0
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GL_MBind ( GL_TEXTURE0_ARB , tex - > gl_texturenumbumpmap ) ;
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qglEnable ( GL_TEXTURE_2D ) ;
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GL_TexEnv ( GL_REPLACE ) ;
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qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stw ) ;
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//1 gets the deluxmap
GL_SelectTexture ( GL_TEXTURE1_ARB ) ;
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qglEnable ( GL_TEXTURE_2D ) ;
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GL_TexEnv ( GL_COMBINE_ARB ) ;
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qglTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE0_RGB_ARB , GL_TEXTURE ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE1_RGB_ARB , GL_PREVIOUS_ARB ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_COMBINE_RGB_ARB , GL_DOT3_RGB_ARB ) ;
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qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stl ) ;
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//2 gets the diffusemap
GL_MBind ( GL_TEXTURE2_ARB , tex - > gl_texturenum ) ;
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qglEnable ( GL_TEXTURE_2D ) ;
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GL_TexEnv ( GL_MODULATE ) ;
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qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stw ) ;
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//3 gets the lightmap
GL_SelectTexture ( GL_TEXTURE3_ARB ) ;
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qglEnable ( GL_TEXTURE_2D ) ;
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GL_TexEnv ( GL_MODULATE ) ;
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qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stl ) ;
2004-09-13 03:20:04 +00:00
vi = - 1 ;
for ( ; s ; s = s - > texturechain )
{
if ( vi ! = s - > lightmaptexturenum )
{
PPL_FlushArrays ( ) ;
vi = s - > lightmaptexturenum ;
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GL_MBind ( GL_TEXTURE1_ARB , deluxmap_textures [ vi ] ) ;
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if ( lightmap [ vi ] - > deluxmodified )
{
lightmap [ vi ] - > deluxmodified = false ;
theRect = & lightmap [ vi ] - > deluxrectchange ;
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qglTexSubImage2D ( GL_TEXTURE_2D , 0 , 0 , theRect - > t ,
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LMBLOCK_WIDTH , theRect - > h , GL_RGB , GL_UNSIGNED_BYTE ,
lightmap [ vi ] - > deluxmaps + ( theRect - > t ) * LMBLOCK_WIDTH * 3 ) ;
theRect - > l = LMBLOCK_WIDTH ;
theRect - > t = LMBLOCK_HEIGHT ;
theRect - > h = 0 ;
theRect - > w = 0 ;
}
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GL_MBind ( GL_TEXTURE3_ARB , lightmap_textures [ vi ] ) ;
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if ( lightmap [ vi ] - > modified )
{
lightmap [ vi ] - > modified = false ;
theRect = & lightmap [ vi ] - > rectchange ;
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qglTexSubImage2D ( GL_TEXTURE_2D , 0 , 0 , theRect - > t ,
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LMBLOCK_WIDTH , theRect - > h , gl_lightmap_format , GL_UNSIGNED_BYTE ,
lightmap [ vi ] - > lightmaps + ( theRect - > t ) * LMBLOCK_WIDTH * lightmap_bytes ) ;
theRect - > l = LMBLOCK_WIDTH ;
theRect - > t = LMBLOCK_HEIGHT ;
theRect - > h = 0 ;
theRect - > w = 0 ;
}
}
PPL_GenerateArrays ( s ) ;
}
PPL_FlushArrays ( ) ;
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GL_SelectTexture ( GL_TEXTURE3_ARB ) ;
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qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglDisable ( GL_TEXTURE_2D ) ;
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GL_SelectTexture ( GL_TEXTURE2_ARB ) ;
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qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglDisable ( GL_TEXTURE_2D ) ;
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GL_SelectTexture ( GL_TEXTURE1_ARB ) ;
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GL_TexEnv ( GL_MODULATE ) ;
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qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglDisable ( GL_TEXTURE_2D ) ;
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GL_SelectTexture ( GL_TEXTURE0_ARB ) ;
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qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
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GL_TexEnv ( GL_MODULATE ) ;
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}
# ifdef SPECULAR
//Draw a texture chain with specular exponant 1.
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//erm...
//this uses the wrong stuff to work on gf4tis.
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/*
static void PPL_BaseChain_Specular_4TMU ( msurface_t * first , texture_t * tex )
{
//if I ever do write this function, It'll take a couple of passes.
int vi ;
glRect_t * theRect ;
msurface_t * s ;
glColorMask ( 1 , 1 , 1 , 0 ) ;
PPL_EnableVertexArrays ( ) ;
if ( qglGetError ( ) )
Con_Printf ( " Error before PPL_BaseChain_Specular \n " ) ;
//first 4 texture units: (N.((L+V)/2))^2
glDisable ( GL_BLEND ) ;
qglActiveTextureARB ( GL_TEXTURE0_ARB ) ;
GL_BindType ( GL_TEXTURE_2D , tex - > gl_texturenumbumpmap ) ;
glEnable ( GL_TEXTURE_2D ) ;
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GL_TexEnv ( GL_REPLACE ) ;
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qglClientActiveTextureARB ( GL_TEXTURE0_ARB ) ;
glEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
glTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stw ) ;
if ( qglGetError ( ) )
Con_Printf ( " Error binding dot3 tmu1 \n " ) ;
qglActiveTextureARB ( GL_TEXTURE1_ARB ) ;
glDisable ( GL_TEXTURE_2D ) ;
GL_BindType ( GL_TEXTURE_CUBE_MAP_ARB , normalisationCubeMap ) ;
glEnable ( GL_TEXTURE_CUBE_MAP_ARB ) ;
if ( qglGetError ( ) )
Con_Printf ( " Error binding dot3 cubemap \n " ) ;
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GL_TexEnv ( GL_COMBINE_ARB ) ;
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glTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE0_RGB_ARB , GL_TEXTURE ) ;
glTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE1_RGB_ARB , GL_PREVIOUS_ARB ) ;
glTexEnvi ( GL_TEXTURE_ENV , GL_COMBINE_RGB_ARB , GL_DOT3_RGB_ARB ) ;
if ( qglGetError ( ) )
Con_Printf ( " Error binding dot3 combine \n " ) ;
qglClientActiveTextureARB ( GL_TEXTURE1_ARB ) ;
glEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
glTexCoordPointer ( 3 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > ncm ) ;
if ( qglGetError ( ) )
Con_Printf ( " Error binding dot3 tmu2 \n " ) ;
//prev*prev (the exponential)
qglActiveTextureARB ( GL_TEXTURE2_ARB ) ;
GL_BindType ( GL_TEXTURE_2D , tex - > gl_texturenumbumpmap ) ; //need to bind something.
glEnable ( GL_TEXTURE_2D ) ;
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GL_TexEnv ( GL_COMBINE_ARB ) ;
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glTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE0_RGB_ARB , GL_PREVIOUS_ARB ) ;
glTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE1_RGB_ARB , GL_PREVIOUS_ARB ) ;
glTexEnvi ( GL_TEXTURE_ENV , GL_COMBINE_RGB_ARB , GL_MODULATE ) ;
if ( qglGetError ( ) )
Con_Printf ( " Error binding prev*prev \n " ) ;
qglActiveTextureARB ( GL_TEXTURE3_ARB ) ;
GL_BindType ( GL_TEXTURE_2D , tex - > gl_texturenumspec ) ;
glEnable ( GL_TEXTURE_2D ) ;
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GL_TexEnv ( GL_COMBINE_ARB ) ;
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glTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE0_RGB_ARB , GL_TEXTURE ) ;
glTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE1_RGB_ARB , GL_PREVIOUS_ARB ) ;
glTexEnvi ( GL_TEXTURE_ENV , GL_COMBINE_RGB_ARB , GL_MODULATE ) ;
qglClientActiveTextureARB ( GL_TEXTURE3_ARB ) ;
glEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
glTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stw ) ;
if ( qglGetError ( ) )
Con_Printf ( " Error binding specular in PPL_BaseChain_Specular \n " ) ;
for ( s = first ; s ; s = s - > texturechain )
{
PPL_GenerateArraysBlinnCubeMap ( s ) ;
}
PPL_FlushArrays ( ) ;
glEnable ( GL_BLEND ) ;
glBlendFunc ( GL_DST_COLOR , GL_ZERO ) ;
// Add normal dot delux times diffusemap then multiple the entire lot by the lightmap.
qglActiveTextureARB ( GL_TEXTURE0_ARB ) ;
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GL_TexEnv ( GL_REPLACE ) ;
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qglActiveTextureARB ( GL_TEXTURE1_ARB ) ;
glDisable ( GL_TEXTURE_CUBE_MAP_ARB ) ;
glEnable ( GL_TEXTURE_2D ) ;
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GL_TexEnv ( GL_COMBINE_ARB ) ;
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glTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE0_RGB_ARB , GL_TEXTURE ) ;
glTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE1_RGB_ARB , GL_PREVIOUS_ARB ) ;
glTexEnvi ( GL_TEXTURE_ENV , GL_COMBINE_RGB_ARB , GL_DOT3_RGB_ARB ) ;
qglClientActiveTextureARB ( GL_TEXTURE1_ARB ) ;
glEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
glTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stl ) ;
qglActiveTextureARB ( GL_TEXTURE2_ARB ) ;
glEnable ( GL_TEXTURE_2D ) ;
GL_BindType ( GL_TEXTURE_2D , tex - > gl_texturenum ) ;
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GL_TexEnv ( GL_COMBINE_ARB ) ;
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glTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE0_RGB_ARB , GL_TEXTURE ) ;
glTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE1_RGB_ARB , GL_PREVIOUS_ARB ) ;
glTexEnvi ( GL_TEXTURE_ENV , GL_COMBINE_RGB_ARB , GL_MODULATE ) ;
qglClientActiveTextureARB ( GL_TEXTURE2_ARB ) ;
glEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
glTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stw ) ;
qglActiveTextureARB ( GL_TEXTURE3_ARB ) ;
glEnable ( GL_TEXTURE_2D ) ;
glDisable ( GL_TEXTURE_2D ) ;
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GL_TexEnv ( GL_COMBINE_ARB ) ;
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glTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE0_RGB_ARB , GL_TEXTURE ) ;
glTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE1_RGB_ARB , GL_PREVIOUS_ARB ) ;
glTexEnvi ( GL_TEXTURE_ENV , GL_COMBINE_RGB_ARB , GL_MODULATE ) ;
qglClientActiveTextureARB ( GL_TEXTURE3_ARB ) ;
glEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
glTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stl ) ;
vi = - 1 ;
for ( s = first ; s ; s = s - > texturechain )
{
if ( vi ! = s - > lightmaptexturenum )
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{
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PPL_FlushArrays ( ) ;
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vi = s - > lightmaptexturenum ;
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qglActiveTextureARB ( GL_TEXTURE1_ARB ) ;
GL_BindType ( GL_TEXTURE_2D , deluxmap_textures [ vi ] ) ;
if ( lightmap [ vi ] - > deluxmodified )
{
lightmap [ vi ] - > deluxmodified = false ;
theRect = & lightmap [ vi ] - > deluxrectchange ;
glTexSubImage2D ( GL_TEXTURE_2D , 0 , 0 , theRect - > t ,
LMBLOCK_WIDTH , theRect - > h , GL_RGB , GL_UNSIGNED_BYTE ,
lightmap [ vi ] - > deluxmaps + ( theRect - > t ) * LMBLOCK_WIDTH * 3 ) ;
theRect - > l = LMBLOCK_WIDTH ;
theRect - > t = LMBLOCK_HEIGHT ;
theRect - > h = 0 ;
theRect - > w = 0 ;
}
qglActiveTextureARB ( GL_TEXTURE3_ARB ) ;
GL_BindType ( GL_TEXTURE_2D , lightmap_textures [ vi ] ) ;
if ( lightmap [ vi ] - > modified )
{
lightmap [ vi ] - > modified = false ;
theRect = & lightmap [ vi ] - > rectchange ;
glTexSubImage2D ( GL_TEXTURE_2D , 0 , 0 , theRect - > t ,
LMBLOCK_WIDTH , theRect - > h , gl_lightmap_format , GL_UNSIGNED_BYTE ,
lightmap [ vi ] - > lightmaps + ( theRect - > t ) * LMBLOCK_WIDTH * lightmap_bytes ) ;
theRect - > l = LMBLOCK_WIDTH ;
theRect - > t = LMBLOCK_HEIGHT ;
theRect - > h = 0 ;
theRect - > w = 0 ;
}
}
PPL_GenerateArrays ( s ) ;
}
PPL_FlushArrays ( ) ;
glColorMask ( 1 , 1 , 1 , 0 ) ;
if ( qglGetError ( ) )
Con_Printf ( " Error drawing in PPL_BaseChain_Specular \n " ) ;
glDisable ( GL_TEXTURE_2D ) ;
glDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglClientActiveTextureARB ( GL_TEXTURE2_ARB ) ;
glDisable ( GL_TEXTURE_2D ) ;
glDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglClientActiveTextureARB ( GL_TEXTURE1_ARB ) ;
glDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
glDisable ( GL_TEXTURE_2D ) ;
qglActiveTextureARB ( GL_TEXTURE0_ARB ) ;
qglClientActiveTextureARB ( GL_TEXTURE0_ARB ) ;
}
*/
void PPL_LoadSpecularFragmentProgram ( void )
{
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//#define SMOOOOOTH //define this to calculate everything per-pixel as opposed to interpolating the halfdir
char * vert =
" varying vec2 tcbase; \n "
" varying vec2 tclm; \n "
" uniform vec3 vieworg; \n "
# ifdef SMOOOOOTH
" varying vec3 fragpos; \n "
" varying vec3 norm; \n "
# else
" uniform vec3 texr, texu, texf; \n "
" varying vec3 halfnorm; \n "
# endif
" void main (void) \n "
" { \n "
" gl_Position = ftransform(); \n "
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" tcbase = gl_MultiTexCoord0.xy; \n " //pass the texture coords straight through
" tclm = gl_MultiTexCoord1.xy; \n "
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# ifdef SMOOOOOTH
" fragpos = vec3(gl_Vertex.xyz); \n "
" norm = gl_Normal; \n "
# else
" vec3 eye = normalize(vieworg - vec3(gl_Vertex.xyz)); \n "
" vec3 halfdir = (eye + texf) / 2.0; \n "
" halfnorm.x = dot(texr, halfdir); \n " //put halfnorm into object space
" halfnorm.y = dot(texu, halfdir); \n "
" halfnorm.z = dot(texf, halfdir); \n "
# endif
" } \n "
;
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/*
VectorSubtract ( r_refdef . vieworg , v , eye ) ;
VectorNormalize ( eye ) ;
VectorAdd ( eye , ( v + 7 ) , halfdir ) ; //v+7 is the light dir (or plane normal)
varray_v [ varray_vc ] . ncm [ 0 ] = DotProduct ( surf - > texinfo - > vecs [ 0 ] , halfdir ) ;
varray_v [ varray_vc ] . ncm [ 1 ] = DotProduct ( surf - > texinfo - > vecs [ 1 ] , halfdir ) ;
if ( surf - > flags & SURF_PLANEBACK )
varray_v [ varray_vc ] . ncm [ 2 ] = - DotProduct ( surf - > plane - > normal , halfdir ) ;
else
varray_v [ varray_vc ] . ncm [ 2 ] = DotProduct ( surf - > plane - > normal , halfdir ) ;
*/
char * frag =
" uniform sampler2D baset; \n "
" uniform sampler2D bumpt; \n "
" uniform sampler2D lightmapt; \n "
" uniform sampler2D deluxt; \n "
" uniform sampler2D speculart; \n "
" varying vec2 tcbase; \n "
" varying vec2 tclm; \n "
# ifdef SMOOOOOTH
" uniform vec3 vieworg; \n "
" varying vec3 fragpos; \n "
" uniform vec3 texr, texu, texf; \n "
# else
" varying vec3 halfnorm; \n "
# endif
" void main (void) \n "
" { \n "
" vec3 bases = vec3(texture2D(baset, tcbase)); \n "
" vec3 bumps = vec3(texture2D(bumpt, tcbase)) * 2.0 - 1.0; \n "
" vec3 deluxs = vec3(texture2D(deluxt, tclm)) * 2.0 - 1.0; \n "
" vec3 lms = vec3(texture2D(lightmapt, tclm)); \n "
" vec3 specs = vec3(texture2D(speculart, tcbase)); \n "
" vec3 diff, spec; \n "
# ifdef SMOOOOOTH
" vec3 eye = normalize(vieworg - fragpos); \n "
" vec3 halfdir = (eye + texf) / 2.0; \n "
" vec3 halfnorm; \n "
" halfnorm.x = dot(texr, halfdir); \n " //put halfnorm into object space
" halfnorm.y = dot(texu, halfdir); \n "
" halfnorm.z = dot(texf, halfdir); \n "
# endif
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" diff = bases * dot(bumps, deluxs); \n "
" float dv = dot(normalize(halfnorm), bumps); \n "
" spec = pow(dv, 8.0) * specs; \n "
" gl_FragColor = vec4((diff+spec)*lms, 1.0); \n "
" } \n "
;
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ppl_specular_shader = GLSlang_CreateProgram ( NULL , vert , frag ) ;
if ( ppl_specular_shader )
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{
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GLSlang_UseProgram ( ppl_specular_shader ) ;
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qglUniform1iARB ( qglGetUniformLocationARB ( ppl_specular_shader , " baset " ) , 0 ) ;
qglUniform1iARB ( qglGetUniformLocationARB ( ppl_specular_shader , " bumpt " ) , 1 ) ;
qglUniform1iARB ( qglGetUniformLocationARB ( ppl_specular_shader , " lightmapt " ) , 2 ) ;
qglUniform1iARB ( qglGetUniformLocationARB ( ppl_specular_shader , " deluxt " ) , 3 ) ;
qglUniform1iARB ( qglGetUniformLocationARB ( ppl_specular_shader , " speculart " ) , 4 ) ;
ppl_specular_shader_vieworg = qglGetUniformLocationARB ( ppl_specular_shader , " vieworg " ) ;
ppl_specular_shader_texr = qglGetUniformLocationARB ( ppl_specular_shader , " texr " ) ;
ppl_specular_shader_texu = qglGetUniformLocationARB ( ppl_specular_shader , " texu " ) ;
ppl_specular_shader_texf = qglGetUniformLocationARB ( ppl_specular_shader , " texf " ) ;
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GLSlang_UseProgram ( 0 ) ;
}
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}
static void PPL_BaseChain_Specular_FP ( msurface_t * s , texture_t * tex )
{
int vi ;
glRect_t * theRect ;
PPL_EnableVertexArrays ( ) ;
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GLSlang_UseProgram ( ppl_specular_shader ) ;
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if ( qglGetError ( ) )
Con_Printf ( " GL Error on shadow lighting \n " ) ;
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GL_MBind ( GL_TEXTURE0_ARB , tex - > gl_texturenum ) ;
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qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
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GL_MBind ( GL_TEXTURE1_ARB , tex - > gl_texturenumbumpmap ) ;
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qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
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// GL_MBind(GL_TEXTURE2_ARB, lightmap_textures[vi] );
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// GL_MBind(GL_TEXTURE3_ARB, deluxmap_textures[vi] );
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GL_MBind ( GL_TEXTURE4_ARB , tex - > gl_texturenumspec ) ;
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qglUniform3fvARB ( ppl_specular_shader_vieworg , 1 , r_refdef . vieworg ) ;
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if ( qglGetError ( ) )
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Con_Printf ( " GL Error early during PPL_BaseChain_Specular_FP \n " ) ;
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vi = - 1 ;
for ( ; s ; s = s - > texturechain )
{
if ( vi ! = s - > lightmaptexturenum )
{
vi = s - > lightmaptexturenum ;
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GL_MBind ( GL_TEXTURE3_ARB , deluxmap_textures [ vi ] ) ;
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if ( lightmap [ vi ] - > deluxmodified )
{
lightmap [ vi ] - > deluxmodified = false ;
theRect = & lightmap [ vi ] - > deluxrectchange ;
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qglTexSubImage2D ( GL_TEXTURE_2D , 0 , 0 , theRect - > t ,
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LMBLOCK_WIDTH , theRect - > h , GL_RGB , GL_UNSIGNED_BYTE ,
lightmap [ vi ] - > deluxmaps + ( theRect - > t ) * LMBLOCK_WIDTH * 3 ) ;
theRect - > l = LMBLOCK_WIDTH ;
theRect - > t = LMBLOCK_HEIGHT ;
theRect - > h = 0 ;
theRect - > w = 0 ;
}
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GL_MBind ( GL_TEXTURE2_ARB , lightmap_textures [ vi ] ) ;
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if ( lightmap [ vi ] - > modified )
{
lightmap [ vi ] - > modified = false ;
theRect = & lightmap [ vi ] - > rectchange ;
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qglTexSubImage2D ( GL_TEXTURE_2D , 0 , 0 , theRect - > t ,
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LMBLOCK_WIDTH , theRect - > h , gl_lightmap_format , GL_UNSIGNED_BYTE ,
lightmap [ vi ] - > lightmaps + ( theRect - > t ) * LMBLOCK_WIDTH * lightmap_bytes ) ;
theRect - > l = LMBLOCK_WIDTH ;
theRect - > t = LMBLOCK_HEIGHT ;
theRect - > h = 0 ;
theRect - > w = 0 ;
}
}
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qglUniform3fvARB ( ppl_specular_shader_texr , 1 , s - > texinfo - > vecs [ 0 ] ) ;
qglUniform3fvARB ( ppl_specular_shader_texu , 1 , s - > texinfo - > vecs [ 1 ] ) ;
if ( s - > flags & SURF_PLANEBACK )
qglUniform3fARB ( ppl_specular_shader_texf , - s - > plane - > normal [ 0 ] , - s - > plane - > normal [ 1 ] , - s - > plane - > normal [ 2 ] ) ;
else
qglUniform3fvARB ( ppl_specular_shader_texf , 1 , s - > plane - > normal ) ;
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qglClientActiveTextureARB ( GL_TEXTURE0_ARB ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , 0 , s - > mesh - > st_array ) ;
qglClientActiveTextureARB ( GL_TEXTURE1_ARB ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , 0 , s - > mesh - > lmst_array ) ;
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qglVertexPointer ( 3 , GL_FLOAT , 0 , s - > mesh - > xyz_array ) ;
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qglDrawElements ( GL_TRIANGLES , s - > mesh - > numindexes , GL_INDEX_TYPE , s - > mesh - > indexes ) ;
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}
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GLSlang_UseProgram ( 0 ) ;
GL_SelectTexture ( GL_TEXTURE2_ARB ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
GL_SelectTexture ( GL_TEXTURE1_ARB ) ;
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qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
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GL_SelectTexture ( GL_TEXTURE0_ARB ) ;
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qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
if ( qglGetError ( ) )
Con_Printf ( " GL Error on specular lighting \n " ) ;
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}
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# endif
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static vec_t wallcolour [ 4 ] = { 0 , 0 , 0 , 1 } ;
static vec_t floorcolour [ 4 ] = { 0 , 0 , 0 , 1 } ;
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static int walltexture = 0 ;
static int floortexture = 0 ;
static qboolean simpletextures = false ;
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//single textured.
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void GLR_Wallcolour_Callback ( struct cvar_s * var , char * oldvalue )
{
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SCR_StringToRGB ( var - > string , wallcolour , 255 ) ;
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}
void GLR_Floorcolour_Callback ( struct cvar_s * var , char * oldvalue )
{
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SCR_StringToRGB ( var - > string , floorcolour , 255 ) ;
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}
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void GLR_Walltexture_Callback ( struct cvar_s * var , char * oldvalue )
{
if ( ! var - > string [ 0 ] )
{
walltexture = 0 ;
if ( ! floortexture )
simpletextures = false ;
return ;
}
walltexture = Mod_LoadHiResTexture ( var - > string , NULL , true , false , true ) ;
if ( walltexture )
simpletextures = true ;
}
void GLR_Floortexture_Callback ( struct cvar_s * var , char * oldvalue )
{
if ( ! var - > string [ 0 ] )
{
floortexture = 0 ;
if ( ! walltexture )
simpletextures = false ;
return ;
}
floortexture = Mod_LoadHiResTexture ( var - > string , NULL , true , false , true ) ;
if ( floortexture )
simpletextures = true ;
}
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static void PPL_BaseChain_Flat ( msurface_t * first )
{
msurface_t * s ;
int iswall = - 1 ;
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int vi = - 10 ;
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glRect_t * theRect ;
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if ( ! r_lightmapintensity )
{ //these are bad. :(
PPL_EnableVertexArrays ( ) ;
qglColor4f ( 0 , 0 , 0 , 1 ) ;
qglDisable ( GL_TEXTURE_2D ) ; //texturing? who wants texturing?!?!
for ( s = first ; s ; s = s - > texturechain )
PPL_GenerateArrays ( s ) ;
PPL_FlushArrays ( ) ;
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qglEnable ( GL_TEXTURE_2D ) ;
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return ;
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}
PPL_EnableVertexArrays ( ) ;
GL_TexEnv ( GL_MODULATE ) ;
for ( s = first ; s ; s = s - > texturechain )
{
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if ( s - > mesh - > numvertexes < 3 ) continue ;
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if ( vi ! = s - > lightmaptexturenum )
{
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if ( vi < 0 )
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{
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qglEnable ( GL_TEXTURE_2D ) ;
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qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
}
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vi = s - > lightmaptexturenum ;
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if ( s - > lightmaptexturenum < 0 )
{
qglDisable ( GL_TEXTURE_2D ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
}
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if ( vi > = 0 )
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{
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GL_Bind ( lightmap_textures [ vi ] ) ;
if ( lightmap [ vi ] - > modified )
{
lightmap [ vi ] - > modified = false ;
theRect = & lightmap [ vi ] - > rectchange ;
qglTexSubImage2D ( GL_TEXTURE_2D , 0 , 0 , theRect - > t ,
LMBLOCK_WIDTH , theRect - > h , gl_lightmap_format , GL_UNSIGNED_BYTE ,
lightmap [ vi ] - > lightmaps + ( theRect - > t ) * LMBLOCK_WIDTH * lightmap_bytes ) ;
theRect - > l = LMBLOCK_WIDTH ;
theRect - > t = LMBLOCK_HEIGHT ;
theRect - > h = 0 ;
theRect - > w = 0 ;
}
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}
}
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if ( s - > plane - > normal [ 2 ] < = 0.5 )
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{
if ( iswall ! = 0 )
{
iswall = 0 ;
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qglColor4fv ( wallcolour ) ;
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}
}
else if ( iswall ! = 1 )
{
iswall = 1 ;
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qglColor4fv ( floorcolour ) ;
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}
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qglTexCoordPointer ( 2 , GL_FLOAT , 0 , s - > mesh - > lmst_array ) ;
qglVertexPointer ( 3 , GL_FLOAT , 0 , s - > mesh - > xyz_array ) ;
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qglDrawRangeElements ( GL_TRIANGLES , 0 , s - > mesh - > numvertexes , s - > mesh - > numindexes , GL_INDEX_TYPE , s - > mesh - > indexes ) ;
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}
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qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglColor3f ( 1 , 1 , 1 ) ;
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}
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static int nprtextures [ 10 ] ;
void GLR_Drawflat_Callback ( struct cvar_s * var , char * oldvalue )
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{
int i ;
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if ( var - > value ! = 2 )
return ;
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for ( i = 0 ; i < sizeof ( nprtextures ) / sizeof ( nprtextures [ 0 ] ) ; i + + )
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{
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nprtextures [ i ] = Mod_LoadHiResTexture ( va ( " sketch%i " , i + 1 ) , " sketch " , true , false , false ) ;
if ( ! nprtextures [ i ] )
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{
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int data [ 128 * 128 ] ;
FILE * file ;
unsigned char * f ;
int p ;
file = fopen ( va ( " nprtextures/tex%i_3_128_128.raw " , i + 1 ) , " rb " ) ;
if ( file )
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{
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f = Hunk_TempAlloc ( 128 * 128 * 3 ) ;
if ( fread ( f , 128 * 3 , 128 , file ) = = 128 )
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{
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for ( p = 0 ; p < 128 * 128 ; p + + )
data [ p ] = LittleLong ( f [ p * 3 ] + ( f [ p * 3 + 1 ] < < 8 ) + ( f [ p * 3 + 2 ] < < 16 ) + ( 255 < < 24 ) ) ;
nprtextures [ i ] = GL_LoadTexture32 ( va ( " textures/tex%i_3_128_128.raw " , i + 1 ) , 128 , 128 , data , true , false ) ;
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}
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fclose ( file ) ;
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}
}
}
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}
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2006-05-08 04:30:04 +00:00
static void PPL_BaseChain_SimpleTexture ( msurface_t * first )
{
msurface_t * s ;
int vi = - 10 ;
int iswall ;
int oldwall = - 1 ;
glRect_t * theRect ;
GL_SelectTexture ( GL_TEXTURE0_ARB ) ;
PPL_EnableVertexArrays ( ) ;
//draw the surface properly
qglEnable ( GL_TEXTURE_2D ) ;
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stw ) ;
GL_TexEnv ( GL_MODULATE ) ;
GL_SelectTexture ( GL_TEXTURE1_ARB ) ;
GL_TexEnv ( GL_MODULATE ) ;
qglEnable ( GL_TEXTURE_2D ) ;
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stl ) ;
for ( s = first ; s ; s = s - > texturechain )
{
if ( s - > plane - > normal [ 2 ] < = 0.5 )
iswall = 1 ;
else
iswall = 0 ;
if ( vi ! = s - > lightmaptexturenum | | iswall ! = oldwall )
{
PPL_FlushArrays ( ) ;
vi = s - > lightmaptexturenum ;
oldwall = iswall ;
if ( iswall )
{
GL_MBind ( GL_TEXTURE0_ARB , walltexture ) ;
qglColor4fv ( wallcolour ) ;
}
else
{
GL_MBind ( GL_TEXTURE0_ARB , floortexture ) ;
qglColor4fv ( floorcolour ) ;
}
if ( vi < 0 )
GL_MBind ( GL_TEXTURE1_ARB , 0 ) ;
else
{
GL_MBind ( GL_TEXTURE1_ARB , lightmap_textures [ vi ] ) ;
if ( lightmap [ vi ] - > modified )
{
lightmap [ vi ] - > modified = false ;
theRect = & lightmap [ vi ] - > rectchange ;
qglTexSubImage2D ( GL_TEXTURE_2D , 0 , 0 , theRect - > t ,
LMBLOCK_WIDTH , theRect - > h , gl_lightmap_format , GL_UNSIGNED_BYTE ,
lightmap [ vi ] - > lightmaps + ( theRect - > t ) * LMBLOCK_WIDTH * lightmap_bytes ) ;
theRect - > l = LMBLOCK_WIDTH ;
theRect - > t = LMBLOCK_HEIGHT ;
theRect - > h = 0 ;
theRect - > w = 0 ;
}
}
}
PPL_GenerateArrays ( s ) ;
}
PPL_FlushArrays ( ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglDisableClientState ( GL_VERTEX_ARRAY ) ;
qglDisable ( GL_TEXTURE_2D ) ;
qglColor3f ( 1 , 1 , 1 ) ;
GL_SelectTexture ( GL_TEXTURE0_ARB ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglDisableClientState ( GL_VERTEX_ARRAY ) ;
qglEnable ( GL_TEXTURE_2D ) ;
qglColor3f ( 1 , 1 , 1 ) ;
}
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static void PPL_BaseChain_NPR_Sketch ( msurface_t * first )
{
msurface_t * s ;
int vi = - 10 ;
int i ;
glRect_t * theRect ;
GL_SelectTexture ( GL_TEXTURE0_ARB ) ;
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PPL_EnableVertexArrays ( ) ;
//draw the surface properly
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qglEnable ( GL_TEXTURE_2D ) ;
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stw ) ;
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GL_TexEnv ( GL_MODULATE ) ;
GL_SelectTexture ( GL_TEXTURE1_ARB ) ;
GL_TexEnv ( GL_MODULATE ) ;
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qglEnable ( GL_TEXTURE_2D ) ;
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stl ) ;
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qglColor3f ( 1 , 1 , 1 ) ;
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for ( s = first ; s ; s = s - > texturechain )
{
if ( vi ! = s - > lightmaptexturenum )
{
PPL_FlushArrays ( ) ;
vi = s - > lightmaptexturenum ;
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GL_MBind ( GL_TEXTURE0_ARB , nprtextures [ rand ( ) % 10 ] ) ;
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if ( vi < 0 )
GL_MBind ( GL_TEXTURE1_ARB , 0 ) ;
else
{
GL_MBind ( GL_TEXTURE1_ARB , lightmap_textures [ vi ] ) ;
if ( lightmap [ vi ] - > modified )
{
lightmap [ vi ] - > modified = false ;
theRect = & lightmap [ vi ] - > rectchange ;
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qglTexSubImage2D ( GL_TEXTURE_2D , 0 , 0 , theRect - > t ,
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LMBLOCK_WIDTH , theRect - > h , gl_lightmap_format , GL_UNSIGNED_BYTE ,
lightmap [ vi ] - > lightmaps + ( theRect - > t ) * LMBLOCK_WIDTH * lightmap_bytes ) ;
theRect - > l = LMBLOCK_WIDTH ;
theRect - > t = LMBLOCK_HEIGHT ;
theRect - > h = 0 ;
theRect - > w = 0 ;
}
}
}
PPL_GenerateArrays ( s ) ;
}
PPL_FlushArrays ( ) ;
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qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglDisable ( GL_TEXTURE_2D ) ;
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GL_SelectTexture ( GL_TEXTURE0_ARB ) ;
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qglDisable ( GL_TEXTURE_2D ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
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qglDisableClientState ( GL_VERTEX_ARRAY ) ;
qglDisableClientState ( GL_COLOR_ARRAY ) ;
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//draw some extra lines around the edge for added coolness.
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qglColor3f ( 0 , 0 , 0 ) ;
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for ( vi = 0 ; vi < 2 ; vi + + )
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{
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for ( s = first ; s ; s = s - > texturechain )
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{
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if ( ! s - > mesh )
continue ;
for ( i = 0 ; i < s - > mesh - > numindexes ; i + = 3 )
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{
qglBegin ( GL_LINE_LOOP ) ;
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qglVertex3f ( s - > mesh - > xyz_array [ s - > mesh - > indexes [ i + 0 ] ] [ 0 ] + 5 * ( rand ( ) / ( float ) RAND_MAX - 0.5 ) ,
s - > mesh - > xyz_array [ s - > mesh - > indexes [ i + 0 ] ] [ 1 ] + 5 * ( rand ( ) / ( float ) RAND_MAX - 0.5 ) ,
s - > mesh - > xyz_array [ s - > mesh - > indexes [ i + 0 ] ] [ 2 ] + 5 * ( rand ( ) / ( float ) RAND_MAX - 0.5 ) ) ;
qglVertex3f ( s - > mesh - > xyz_array [ s - > mesh - > indexes [ i + 1 ] ] [ 0 ] + 5 * ( rand ( ) / ( float ) RAND_MAX - 0.5 ) ,
s - > mesh - > xyz_array [ s - > mesh - > indexes [ i + 1 ] ] [ 1 ] + 5 * ( rand ( ) / ( float ) RAND_MAX - 0.5 ) ,
s - > mesh - > xyz_array [ s - > mesh - > indexes [ i + 1 ] ] [ 2 ] + 5 * ( rand ( ) / ( float ) RAND_MAX - 0.5 ) ) ;
qglVertex3f ( s - > mesh - > xyz_array [ s - > mesh - > indexes [ i + 2 ] ] [ 0 ] + 5 * ( rand ( ) / ( float ) RAND_MAX - 0.5 ) ,
s - > mesh - > xyz_array [ s - > mesh - > indexes [ i + 2 ] ] [ 1 ] + 5 * ( rand ( ) / ( float ) RAND_MAX - 0.5 ) ,
s - > mesh - > xyz_array [ s - > mesh - > indexes [ i + 2 ] ] [ 2 ] + 5 * ( rand ( ) / ( float ) RAND_MAX - 0.5 ) ) ;
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qglEnd ( ) ;
}
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}
}
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qglEnable ( GL_TEXTURE_2D ) ;
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}
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static void PPL_BaseTextureChain ( msurface_t * first )
{
texture_t * t ;
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shader_t * shader ;
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if ( r_drawflat . value | | ! r_lightmapintensity )
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{
if ( r_drawflat . value = = 2 )
{
if ( gl_mtexarbable > = 2 ) //shiesh!.
{
PPL_BaseChain_NPR_Sketch ( first ) ;
return ;
}
}
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else if ( ! ( first - > flags & SURF_NOFLAT ) )
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{
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if ( gl_mtexarbable > = 2 & & simpletextures )
PPL_BaseChain_SimpleTexture ( first ) ;
else
PPL_BaseChain_Flat ( first ) ; //who cares about texture? :/
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return ;
}
}
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t = R_TextureAnimation ( first - > texinfo - > texture ) ;
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# ifdef Q3SHADERS
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shader = t - > shader ;
if ( shader ) // && shader->style != SSTYLE_LIGHTMAPPED)
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{
meshbuffer_t mb ;
msurface_t * s ;
int vi = - 1 ;
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int redraw = false ;
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int dlb ;
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glRect_t * theRect ;
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if ( shader - > flags & SHADER_FLARE )
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{
dlight_t * dl ;
while ( first )
{ //a quick hack to convert to a dlight
dl = CL_AllocDlight ( 0 ) ;
VectorCopy ( first - > mesh - > xyz_array [ 0 ] , dl - > origin ) ;
dl - > color [ 0 ] = 0.2 ;
dl - > color [ 1 ] = 0.2 ;
dl - > color [ 2 ] = 0.2 ;
dl - > radius = 50 ;
//flashblend only
dl - > noppl = true ;
dl - > nodynamic = true ;
first = first - > texturechain ;
}
return ;
}
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2004-11-13 17:31:04 +00:00
if ( ! varrayactive )
R_IBrokeTheArrays ( ) ;
mb . entity = & r_worldentity ;
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mb . shader = shader ;
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mb . mesh = NULL ;
mb . fog = NULL ;
mb . infokey = - 2 ;
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if ( first - > dlightframe = = r_framecount )
mb . dlightbits = first - > dlightbits ;
else
mb . dlightbits = 0 ;
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GL_DisableMultitexture ( ) ;
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2005-01-07 03:01:24 +00:00
qglShadeModel ( GL_SMOOTH ) ;
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{
for ( s = first ; s ; s = s - > texturechain )
{
if ( vi ! = s - > lightmaptexturenum )
{
vi = s - > lightmaptexturenum ;
if ( vi > = 0 )
{
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if ( gl_bump . value )
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if ( lightmap [ vi ] - > deluxmodified )
{
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GL_BindType ( GL_TEXTURE_2D , deluxmap_textures [ vi ] ) ;
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lightmap [ vi ] - > deluxmodified = false ;
theRect = & lightmap [ vi ] - > deluxrectchange ;
2005-01-07 03:01:24 +00:00
qglTexSubImage2D ( GL_TEXTURE_2D , 0 , 0 , theRect - > t ,
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LMBLOCK_WIDTH , theRect - > h , GL_RGB , GL_UNSIGNED_BYTE ,
lightmap [ vi ] - > deluxmaps + ( theRect - > t ) * LMBLOCK_WIDTH * 3 ) ;
theRect - > l = LMBLOCK_WIDTH ;
theRect - > t = LMBLOCK_HEIGHT ;
theRect - > h = 0 ;
theRect - > w = 0 ;
}
if ( lightmap [ vi ] - > modified )
{
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GL_BindType ( GL_TEXTURE_2D , lightmap_textures [ vi ] ) ;
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lightmap [ vi ] - > modified = false ;
theRect = & lightmap [ vi ] - > rectchange ;
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qglTexSubImage2D ( GL_TEXTURE_2D , 0 , 0 , theRect - > t ,
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LMBLOCK_WIDTH , theRect - > h , gl_lightmap_format , GL_UNSIGNED_BYTE ,
lightmap [ vi ] - > lightmaps + ( theRect - > t ) * LMBLOCK_WIDTH * lightmap_bytes ) ;
theRect - > l = LMBLOCK_WIDTH ;
theRect - > t = LMBLOCK_HEIGHT ;
theRect - > h = 0 ;
theRect - > w = 0 ;
}
}
}
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2004-10-26 23:06:29 +00:00
if ( s - > mesh )
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{
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if ( s - > dlightframe = = r_framecount )
dlb = s - > dlightbits ;
else
dlb = 0 ;
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redraw = mb . dlightbits ! = dlb | | mb . fog ! = s - > fog | | mb . infokey ! = vi | | R_MeshWillExceed ( s - > mesh ) ;
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if ( redraw )
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{
if ( mb . mesh )
R_RenderMeshBuffer ( & mb , false ) ;
redraw = false ;
}
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2004-11-13 17:31:04 +00:00
mb . infokey = vi ;
mb . mesh = s - > mesh ;
mb . fog = s - > fog ;
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mb . dlightbits = dlb ;
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R_PushMesh ( s - > mesh , mb . shader - > features ) ;
}
}
}
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if ( mb . mesh )
R_RenderMeshBuffer ( & mb , false ) ;
2006-03-11 03:12:10 +00:00
2004-10-19 16:10:14 +00:00
return ;
}
# endif
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qglEnable ( GL_TEXTURE_2D ) ;
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2006-03-11 03:12:10 +00:00
2005-01-07 03:01:24 +00:00
if ( first - > flags & SURF_DRAWTURB )
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{
GL_DisableMultitexture ( ) ;
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qglBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
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GL_Bind ( t - > gl_texturenum ) ;
for ( ; first ; first = first - > texturechain )
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EmitWaterPolys ( first , currententity - > shaderRGBAf [ 3 ] ) ;
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2005-01-07 03:01:24 +00:00
qglDisable ( GL_BLEND ) ;
qglColor4f ( 1 , 1 , 1 , 1 ) ;
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t - > texturechain = NULL ; //no lighting effects. (good job these don't animate eh?)
return ;
}
/* else if (s->lightmaptexturenum < 0) //no lightmap
{
PPL_BaseChain_NoLightmap ( first , t ) ;
} */
else if ( gl_mtexarbable < 2 )
{ //multitexture isn't supported.
PPL_BaseChain_NoBump_1TMU ( first , t ) ;
}
else
{
if ( gl_bump . value & & currentmodel - > deluxdata & & t - > gl_texturenumbumpmap )
2004-09-04 18:15:18 +00:00
{
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if ( gl_mtexarbable > = 4 )
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{
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if ( t - > gl_texturenumspec & & gl_specular . value )
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{
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if ( ppl_specular_shader )
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PPL_BaseChain_Specular_FP ( first , t ) ;
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// else if (gl_mtexarbable>=8)
// PPL_BaseChain_Specular_8TMU(first, t);
2004-09-13 03:20:04 +00:00
else
PPL_BaseChain_Bump_4TMU ( first , t ) ; //can't do specular.
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}
2004-09-13 03:20:04 +00:00
else
PPL_BaseChain_Bump_4TMU ( first , t ) ;
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}
2004-09-13 03:20:04 +00:00
else
PPL_BaseChain_Bump_2TMU ( first , t ) ;
}
else
{
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// PPL_BaseChain_NoBump_2TMU_TEST(first, t);
// PPL_BaseChain_NoBump_2TMU(first, t);
2009-05-24 10:11:17 +00:00
if ( t - > gl_vbov )
PPL_BaseChain_VBO_NoBump_2TMU_Overbright ( first , t ) ;
else
PPL_BaseChain_NoBump_2TMU_Overbright ( first , t ) ;
2004-09-04 18:15:18 +00:00
}
}
}
2004-09-13 03:20:04 +00:00
2004-08-22 22:29:09 +00:00
static void PPL_FullBrightTextureChain ( msurface_t * first )
{
texture_t * t ;
msurface_t * s ;
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t = R_TextureAnimation ( first - > texinfo - > texture ) ;
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if ( detailtexture & & gl_detail . value )
{
GL_Bind ( detailtexture ) ;
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qglBlendFunc ( GL_DST_COLOR , GL_SRC_COLOR ) ;
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2004-09-13 03:20:04 +00:00
PPL_EnableVertexArrays ( ) ;
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qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stw ) ;
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for ( s = first ; s ; s = s - > texturechain )
{
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PPL_GenerateDetailArrays ( s ) ;
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}
2004-09-13 03:20:04 +00:00
PPL_FlushArrays ( ) ;
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}
if ( t - > gl_texturenumfb & & r_fb_bmodels . value & & cls . allow_luma )
{
GL_Bind ( t - > gl_texturenumfb ) ;
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qglBlendFunc ( GL_SRC_ALPHA , GL_ONE ) ;
if ( gl_mylumassuck . value )
qglEnable ( GL_ALPHA_TEST ) ;
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2004-09-13 03:20:04 +00:00
PPL_EnableVertexArrays ( ) ;
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qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stw ) ;
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for ( s = first ; s ; s = s - > texturechain )
{
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PPL_GenerateArrays ( s ) ;
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}
2004-09-13 03:20:04 +00:00
PPL_FlushArrays ( ) ;
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if ( gl_mylumassuck . value )
qglDisable ( GL_ALPHA_TEST ) ;
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}
}
//requires multitexture
void PPL_BaseTextures ( model_t * model )
{
int i ;
msurface_t * s ;
texture_t * t ;
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currententity = & r_worldentity ;
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GL_DoSwap ( ) ;
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currententity - > shaderRGBAf [ 0 ] = 1 ;
currententity - > shaderRGBAf [ 1 ] = 1 ;
currententity - > shaderRGBAf [ 2 ] = 1 ;
currententity - > shaderRGBAf [ 3 ] = 1 ;
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qglDisable ( GL_BLEND ) ;
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qglDisable ( GL_ALPHA_TEST ) ;
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qglColor4fv ( currententity - > shaderRGBAf ) ;
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// qglDepthFunc(GL_LESS);
2004-08-22 22:29:09 +00:00
2005-01-07 03:01:24 +00:00
qglBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
2004-08-22 22:29:09 +00:00
2005-01-07 03:01:24 +00:00
qglShadeModel ( GL_FLAT ) ;
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2006-04-16 06:03:58 +00:00
overbright = 1 ;
if ( gl_overbright_all . value | | ( model - > engineflags & MDLF_NEEDOVERBRIGHT ) )
{
if ( gl_overbright . value > = 2 )
overbright = 4 ;
else if ( gl_overbright . value )
overbright = 2 ;
}
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2004-08-22 22:29:09 +00:00
currentmodel = model ;
if ( model = = cl . worldmodel & & skytexturenum > = 0 )
{
t = model - > textures [ skytexturenum ] ;
if ( t )
{
s = t - > texturechain ;
if ( s )
{
t - > texturechain = NULL ;
2007-05-25 22:16:29 +00:00
GL_DrawSkyChain ( s ) ;
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}
}
}
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if ( mirrortexturenum > = 0 & & model = = cl . worldmodel & & r_mirroralpha . value ! = 1.0 )
2004-08-22 22:29:09 +00:00
{
t = model - > textures [ mirrortexturenum ] ;
if ( t )
{
s = t - > texturechain ;
if ( s )
{
t - > texturechain = NULL ;
2005-07-01 19:23:00 +00:00
if ( ! r_inmirror )
R_MirrorChain ( s ) ;
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}
}
}
for ( i = 0 ; i < model - > numtextures ; i + + )
{
t = model - > textures [ i ] ;
if ( ! t )
continue ;
s = t - > texturechain ;
if ( ! s )
continue ;
if ( ( s - > flags & SURF_DRAWTURB ) & & r_wateralphaval ! = 1.0 )
continue ; // draw translucent water later
PPL_BaseTextureChain ( s ) ;
}
GL_DisableMultitexture ( ) ;
}
void PPL_BaseBModelTextures ( entity_t * e )
{
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extern cvar_t r_drawflat_nonworldmodel ;
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extern msurface_t * r_alpha_surfaces ;
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int i , k ;
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int shift ;
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int sflags ;
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model_t * model ;
msurface_t * s ;
msurface_t * chain = NULL ;
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qglPushMatrix ( ) ;
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R_RotateForEntity ( e ) ;
currentmodel = model = e - > model ;
s = model - > surfaces + model - > firstmodelsurface ;
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shift = GLR_LightmapShift ( currentmodel ) ;
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if ( currententity - > drawflags & DRF_TRANSLUCENT )
currententity - > shaderRGBAf [ 3 ] = 0.5 ;
if ( ( currententity - > drawflags & MLS_ABSLIGHT ) = = MLS_ABSLIGHT )
{
currententity - > shaderRGBAf [ 0 ] =
currententity - > shaderRGBAf [ 1 ] =
currententity - > shaderRGBAf [ 2 ] = currententity - > abslight / 255.0f ;
}
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if ( currententity - > shaderRGBAf [ 3 ] < 1 )
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{
GL_TexEnv ( GL_MODULATE ) ;
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qglEnable ( GL_BLEND ) ;
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}
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else
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{
GL_TexEnv ( GL_REPLACE ) ;
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qglDisable ( GL_BLEND ) ;
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}
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qglColor4fv ( currententity - > shaderRGBAf ) ;
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qglBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
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// calculate dynamic lighting for bmodel if it's not an
// instanced model
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if ( model - > fromgame ! = fg_quake3 )
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{
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if ( currentmodel - > nummodelsurfaces ! = 0 & & r_dynamic . value )
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{
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for ( k = 0 ; k < dlights_software ; k + + )
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{
if ( ! cl_dlights [ k ] . radius )
continue ;
if ( cl_dlights [ k ] . nodynamic )
continue ;
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currentmodel - > funcs . MarkLights ( & cl_dlights [ k ] , 1 < < k ,
currentmodel - > nodes + currentmodel - > hulls [ 0 ] . firstclipnode ) ;
}
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}
//update lightmaps.
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for ( s = model - > surfaces + model - > firstmodelsurface , i = 0 ; i < model - > nummodelsurfaces ; i + + , s + + )
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R_RenderDynamicLightmaps ( s , shift ) ;
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}
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2006-06-04 16:02:03 +00:00
if ( ! r_drawflat_nonworldmodel . value & & ( ! cl . worldmodel - > submodels | | model - > submodels ! = cl . worldmodel - > submodels ) )
sflags = SURF_NOFLAT ;
else
sflags = 0 ;
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for ( s = model - > surfaces + model - > firstmodelsurface , i = 0 ; i < model - > nummodelsurfaces ; i + + , s + + )
{
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if ( s - > texinfo - > flags & ( SURF_TRANS33 | SURF_TRANS66 ) )
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{
s - > ownerent = currententity ;
s - > nextalphasurface = r_alpha_surfaces ;
r_alpha_surfaces = s ;
continue ;
}
else if ( chain & & s - > texinfo - > texture ! = chain - > texinfo - > texture ) //last surface or not the same as the next
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{
PPL_BaseTextureChain ( chain ) ;
chain = NULL ;
}
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s - > flags | = sflags ;
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s - > texturechain = chain ;
chain = s ;
}
if ( chain )
PPL_BaseTextureChain ( chain ) ;
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qglPopMatrix ( ) ;
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GL_DisableMultitexture ( ) ;
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qglBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
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if ( ! varrayactive )
R_IBrokeTheArrays ( ) ;
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}
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# ifdef Q3SHADERS
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void R_DrawLightning ( entity_t * e )
{
vec3_t v ;
vec3_t dir , cr ;
float scale = e - > scale ;
float length ;
vec3_t points [ 4 ] ;
vec2_t texcoords [ 4 ] = { { 0 , 0 } , { 0 , 1 } , { 1 , 1 } , { 1 , 0 } } ;
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index_t indexarray [ 6 ] = { 0 , 1 , 2 , 0 , 2 , 3 } ;
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mesh_t mesh ;
meshbuffer_t mb ;
if ( ! e - > forcedshader )
return ;
if ( ! scale )
scale = 10 ;
VectorSubtract ( e - > origin , e - > oldorigin , dir ) ;
length = Length ( dir ) ;
//this seems to be about right.
texcoords [ 2 ] [ 0 ] = length / 128 ;
texcoords [ 3 ] [ 0 ] = length / 128 ;
VectorSubtract ( r_refdef . vieworg , e - > origin , v ) ;
CrossProduct ( v , dir , cr ) ;
VectorNormalize ( cr ) ;
VectorMA ( e - > origin , - scale / 2 , cr , points [ 0 ] ) ;
VectorMA ( e - > origin , scale / 2 , cr , points [ 1 ] ) ;
VectorSubtract ( r_refdef . vieworg , e - > oldorigin , v ) ;
CrossProduct ( v , dir , cr ) ;
VectorNormalize ( cr ) ;
VectorMA ( e - > oldorigin , scale / 2 , cr , points [ 2 ] ) ;
VectorMA ( e - > oldorigin , - scale / 2 , cr , points [ 3 ] ) ;
mesh . xyz_array = points ;
mesh . indexes = indexarray ;
mesh . numindexes = sizeof ( indexarray ) / sizeof ( indexarray [ 0 ] ) ;
mesh . colors_array = NULL ;
mesh . lmst_array = NULL ;
mesh . normals_array = NULL ;
mesh . numvertexes = 4 ;
mesh . st_array = texcoords ;
mb . entity = e ;
mb . mesh = & mesh ;
mb . shader = e - > forcedshader ;
mb . infokey = 0 ;
mb . fog = NULL ;
mb . infokey = currententity - > keynum ;
mb . dlightbits = 0 ;
R_IBrokeTheArrays ( ) ;
R_PushMesh ( & mesh , mb . shader - > features | MF_NONBATCHED ) ;
R_RenderMeshBuffer ( & mb , false ) ;
}
void R_DrawRailCore ( entity_t * e )
{
vec3_t v ;
vec3_t dir , cr ;
float scale = e - > scale ;
float length ;
mesh_t mesh ;
meshbuffer_t mb ;
vec3_t points [ 4 ] ;
vec2_t texcoords [ 4 ] = { { 0 , 0 } , { 0 , 1 } , { 1 , 1 } , { 1 , 0 } } ;
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index_t indexarray [ 6 ] = { 0 , 1 , 2 , 0 , 2 , 3 } ;
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int colors [ 4 ] ;
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qbyte colorsb [ 4 ] ;
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if ( ! e - > forcedshader )
return ;
if ( ! scale )
scale = 10 ;
VectorSubtract ( e - > origin , e - > oldorigin , dir ) ;
length = Length ( dir ) ;
//this seems to be about right.
texcoords [ 2 ] [ 0 ] = length / 128 ;
texcoords [ 3 ] [ 0 ] = length / 128 ;
VectorSubtract ( r_refdef . vieworg , e - > origin , v ) ;
CrossProduct ( v , dir , cr ) ;
VectorNormalize ( cr ) ;
VectorMA ( e - > origin , - scale / 2 , cr , points [ 0 ] ) ;
VectorMA ( e - > origin , scale / 2 , cr , points [ 1 ] ) ;
VectorSubtract ( r_refdef . vieworg , e - > oldorigin , v ) ;
CrossProduct ( v , dir , cr ) ;
VectorNormalize ( cr ) ;
VectorMA ( e - > oldorigin , scale / 2 , cr , points [ 2 ] ) ;
VectorMA ( e - > oldorigin , - scale / 2 , cr , points [ 3 ] ) ;
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colorsb [ 0 ] = e - > shaderRGBAf [ 0 ] * 255 ;
colorsb [ 1 ] = e - > shaderRGBAf [ 1 ] * 255 ;
colorsb [ 2 ] = e - > shaderRGBAf [ 2 ] * 255 ;
colorsb [ 3 ] = e - > shaderRGBAf [ 3 ] * 255 ;
colors [ 0 ] = colors [ 1 ] = colors [ 2 ] = colors [ 3 ] = * ( int * ) colorsb ;
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mesh . xyz_array = points ;
mesh . indexes = indexarray ;
mesh . numindexes = sizeof ( indexarray ) / sizeof ( indexarray [ 0 ] ) ;
mesh . colors_array = ( byte_vec4_t * ) colors ;
mesh . lmst_array = NULL ;
mesh . normals_array = NULL ;
mesh . numvertexes = 4 ;
mesh . st_array = texcoords ;
mb . entity = e ;
mb . mesh = & mesh ;
mb . shader = e - > forcedshader ;
mb . infokey = 0 ;
mb . fog = NULL ;
mb . infokey = currententity - > keynum ;
mb . dlightbits = 0 ;
R_IBrokeTheArrays ( ) ;
R_PushMesh ( & mesh , mb . shader - > features | MF_NONBATCHED | MF_COLORS ) ;
R_RenderMeshBuffer ( & mb , false ) ;
}
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# endif
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void RotatePointAroundVector ( vec3_t dst , const vec3_t dir , const vec3_t point , float degrees ) ;
void PerpendicularVector ( vec3_t dst , const vec3_t src ) ;
void R_DrawBeam ( entity_t * e )
{
# define NUM_BEAM_SEGS 6
int i ;
float r , g , b ;
vec3_t perpvec ;
vec3_t direction , normalized_direction ;
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vec3_t points [ NUM_BEAM_SEGS * 2 ] ;
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vec3_t oldorigin , origin ;
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float scale ;
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oldorigin [ 0 ] = e - > oldorigin [ 0 ] ;
oldorigin [ 1 ] = e - > oldorigin [ 1 ] ;
oldorigin [ 2 ] = e - > oldorigin [ 2 ] ;
origin [ 0 ] = e - > origin [ 0 ] ;
origin [ 1 ] = e - > origin [ 1 ] ;
origin [ 2 ] = e - > origin [ 2 ] ;
normalized_direction [ 0 ] = direction [ 0 ] = oldorigin [ 0 ] - origin [ 0 ] ;
normalized_direction [ 1 ] = direction [ 1 ] = oldorigin [ 1 ] - origin [ 1 ] ;
normalized_direction [ 2 ] = direction [ 2 ] = oldorigin [ 2 ] - origin [ 2 ] ;
if ( VectorNormalize ( normalized_direction ) = = 0 )
return ;
PerpendicularVector ( perpvec , normalized_direction ) ;
2005-09-14 04:27:20 +00:00
scale = e - > scale ;
if ( ! scale )
2008-12-23 02:55:20 +00:00
scale = e - > framestate . g [ FS_REG ] . frame [ 0 ] ;
2005-09-14 04:27:20 +00:00
if ( ! scale )
scale = 6 ;
VectorScale ( perpvec , scale / 2 , perpvec ) ;
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for ( i = 0 ; i < 6 ; i + + )
{
2005-08-11 04:14:33 +00:00
RotatePointAroundVector ( points [ i ] , normalized_direction , perpvec , ( 360.0 / NUM_BEAM_SEGS ) * i ) ;
VectorAdd ( points [ i ] , origin , points [ i ] ) ;
VectorAdd ( points [ i ] , direction , points [ i + NUM_BEAM_SEGS ] ) ;
2005-03-18 06:14:33 +00:00
}
2005-08-11 04:14:33 +00:00
# ifdef Q3SHADERS
if ( e - > forcedshader )
{
2008-11-09 22:29:28 +00:00
index_t indexarray [ NUM_BEAM_SEGS * 6 ] ;
2005-08-11 04:14:33 +00:00
vec2_t texcoords [ NUM_BEAM_SEGS * 2 ] ;
mesh_t mesh ;
meshbuffer_t mb ;
mesh . xyz_array = points ;
mesh . indexes = indexarray ;
mesh . numindexes = sizeof ( indexarray ) / sizeof ( indexarray [ 0 ] ) ;
mesh . colors_array = NULL ;
mesh . lmst_array = NULL ;
mesh . normals_array = NULL ;
mesh . numvertexes = NUM_BEAM_SEGS * 2 ;
mesh . st_array = texcoords ;
mb . entity = e ;
mb . mesh = & mesh ;
mb . shader = e - > forcedshader ;
mb . infokey = 0 ;
mb . fog = NULL ;
mb . infokey = currententity - > keynum ;
mb . dlightbits = 0 ;
2005-03-18 06:14:33 +00:00
2005-08-11 04:14:33 +00:00
for ( i = 0 ; i < NUM_BEAM_SEGS ; i + + )
{
indexarray [ i * 6 + 0 ] = i + 0 ;
indexarray [ i * 6 + 1 ] = ( i + 1 ) % NUM_BEAM_SEGS ;
indexarray [ i * 6 + 2 ] = indexarray [ i * 6 + 1 ] + NUM_BEAM_SEGS ;
indexarray [ i * 6 + 3 ] = indexarray [ i * 6 + 0 ] ;
indexarray [ i * 6 + 4 ] = indexarray [ i * 6 + 2 ] ;
indexarray [ i * 6 + 5 ] = i + 0 + NUM_BEAM_SEGS ;
2005-09-14 04:27:20 +00:00
texcoords [ i ] [ 1 ] = ( float ) i / NUM_BEAM_SEGS + 0.35 ;
2005-08-11 04:14:33 +00:00
texcoords [ i ] [ 0 ] = 0 ;
2005-09-14 04:27:20 +00:00
texcoords [ i + NUM_BEAM_SEGS ] [ 1 ] = ( float ) i / NUM_BEAM_SEGS + 0.35 ;
2005-08-11 04:14:33 +00:00
texcoords [ i + NUM_BEAM_SEGS ] [ 0 ] = 1 ;
}
2005-03-18 06:14:33 +00:00
2005-08-11 04:14:33 +00:00
R_IBrokeTheArrays ( ) ;
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2005-08-11 04:14:33 +00:00
R_PushMesh ( & mesh , mb . shader - > features | MF_NONBATCHED ) ;
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2005-08-11 04:14:33 +00:00
R_RenderMeshBuffer ( & mb , false ) ;
2005-03-18 06:14:33 +00:00
}
2005-08-11 04:14:33 +00:00
else
# endif
{
qglDisable ( GL_TEXTURE_2D ) ;
qglEnable ( GL_BLEND ) ;
qglDepthMask ( GL_FALSE ) ;
qglDisable ( GL_ALPHA_TEST ) ;
r = ( d_8to24rgbtable [ e - > skinnum & 0xFF ] ) & 0xFF ;
g = ( d_8to24rgbtable [ e - > skinnum & 0xFF ] > > 8 ) & 0xFF ;
b = ( d_8to24rgbtable [ e - > skinnum & 0xFF ] > > 16 ) & 0xFF ;
2006-02-27 00:42:25 +00:00
r * = e - > shaderRGBAf [ 0 ] / 255.0F ;
g * = e - > shaderRGBAf [ 1 ] / 255.0F ;
b * = e - > shaderRGBAf [ 2 ] / 255.0F ;
2005-08-11 04:14:33 +00:00
2006-02-27 00:42:25 +00:00
qglColor4f ( r , g , b , e - > shaderRGBAf [ 3 ] ) ;
2005-03-18 06:14:33 +00:00
2005-08-11 04:14:33 +00:00
qglBegin ( GL_TRIANGLE_STRIP ) ;
for ( i = 0 ; i < NUM_BEAM_SEGS ; i + + )
{
qglVertex3fv ( points [ i ] ) ;
qglVertex3fv ( points [ i + NUM_BEAM_SEGS ] ) ;
qglVertex3fv ( points [ ( ( i + 1 ) % NUM_BEAM_SEGS ) ] ) ;
qglVertex3fv ( points [ ( ( i + 1 ) % NUM_BEAM_SEGS ) + NUM_BEAM_SEGS ] ) ;
}
qglEnd ( ) ;
qglEnable ( GL_TEXTURE_2D ) ;
qglDisable ( GL_BLEND ) ;
qglDepthMask ( GL_TRUE ) ;
}
2005-03-18 06:14:33 +00:00
}
2005-07-14 01:57:34 +00:00
void PPL_DrawEnt ( entity_t * e , void * parm )
{
qglEnd ( ) ;
currententity = e ;
2005-08-07 18:08:13 +00:00
qglDepthMask ( 1 ) ;
qglDisable ( GL_POLYGON_OFFSET_FILL ) ;
2005-07-14 01:57:34 +00:00
R_IBrokeTheArrays ( ) ;
R_DrawGAliasModel ( currententity ) ;
P_FlushRenderer ( ) ;
qglBegin ( GL_QUADS ) ;
}
2008-12-23 02:55:20 +00:00
void PPL_DelayBaseBModelTextures ( int count , void * * e , void * parm )
{
while ( count - - )
{
currententity = * e + + ;
qglDepthFunc ( gldepthfunc ) ;
qglEnable ( GL_DEPTH_TEST ) ;
qglDepthMask ( 1 ) ;
PPL_BaseBModelTextures ( currententity ) ;
}
}
2004-08-22 22:29:09 +00:00
void PPL_BaseEntTextures ( void )
{
extern model_t * currentmodel ;
2005-09-21 01:21:35 +00:00
int i ;
2004-08-22 22:29:09 +00:00
if ( ! r_drawentities . value )
return ;
// draw sprites seperately, because of alpha blending
for ( i = 0 ; i < cl_numvisedicts ; i + + )
{
currententity = & cl_visedicts [ i ] ;
2005-07-08 00:37:52 +00:00
if ( ! PPL_ShouldDraw ( ) )
continue ;
2004-08-22 22:29:09 +00:00
2005-08-26 22:56:51 +00:00
if ( currententity - > rtype )
continue ;
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if ( currententity - > flags & Q2RF_BEAM )
{
R_DrawBeam ( currententity ) ;
continue ;
}
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if ( ! currententity - > model )
continue ;
if ( cls . allow_anyparticles | | currententity - > visframe ) //allowed or static
{
2005-08-06 22:39:28 +00:00
if ( currententity - > model - > engineflags & MDLF_ENGULPHS )
2004-08-22 22:29:09 +00:00
{
2005-08-06 22:39:28 +00:00
if ( gl_part_flame . value )
continue ;
2004-08-22 22:29:09 +00:00
}
}
2008-02-21 03:13:59 +00:00
if ( currententity - > model - > engineflags & MDLF_NOTREPLACEMENTS )
{
2008-02-24 19:20:51 +00:00
if ( currententity - > model - > fromgame ! = fg_quake | | currententity - > model - > type ! = mod_alias )
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if ( ! ruleset_allow_sensative_texture_replacements . value )
continue ;
}
2004-08-22 22:29:09 +00:00
switch ( currententity - > model - > type )
{
2005-08-03 23:14:59 +00:00
//FIXME: We want to depth sort with particles, but we also want depth. :(
//Until then, we have broken model lighting.
2004-08-22 22:29:09 +00:00
case mod_alias :
2005-08-11 04:14:33 +00:00
R_DrawGAliasModel ( currententity ) ;
// if (currententity->flags & Q2RF_WEAPONMODEL)
// RQ_AddDistReorder(PPL_DrawEnt, currententity, NULL, r_refdef.vieworg);
// else
// RQ_AddDistReorder(PPL_DrawEnt, currententity, NULL, currententity->origin);
2004-08-22 22:29:09 +00:00
break ;
case mod_brush :
2008-12-23 02:55:20 +00:00
if ( currententity - > shaderRGBAf [ 3 ] < 1 )
RQ_AddDistReorder ( PPL_DelayBaseBModelTextures , currententity , NULL , currententity - > origin ) ;
else
{
qglDepthFunc ( gldepthfunc ) ;
qglEnable ( GL_DEPTH_TEST ) ;
qglDepthMask ( 1 ) ;
PPL_BaseBModelTextures ( currententity ) ;
}
2004-08-22 22:29:09 +00:00
break ;
default :
break ;
}
}
currentmodel = cl . worldmodel ;
}
2004-11-29 01:21:00 +00:00
# ifdef PPL
2004-12-15 19:53:30 +00:00
static void PPL_GenerateLightArrays ( msurface_t * surf , vec3_t relativelightorigin , dlight_t * light , vec3_t colour )
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{
2004-09-13 03:20:04 +00:00
int vi ;
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float * v , * stw ;
surfvertexarray_t * out ;
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vec3_t lightdir ;
2004-08-22 22:29:09 +00:00
float dist ;
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shadowlightfaces + + ;
v = surf - > mesh - > xyz_array [ 0 ] ;
stw = surf - > mesh - > st_array [ 0 ] ;
2004-09-13 03:20:04 +00:00
2005-06-04 01:58:17 +00:00
out = & varray_v [ 0 ] ;
2004-09-13 03:20:04 +00:00
2005-06-04 01:58:17 +00:00
for ( vi = 0 ; vi < surf - > mesh - > numvertexes ; vi + + , v + = 3 , stw + = 2 , out + + )
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{
out - > stw [ 0 ] = stw [ 0 ] ;
out - > stw [ 1 ] = stw [ 1 ] ;
2004-09-13 03:20:04 +00:00
lightdir [ 0 ] = relativelightorigin [ 0 ] - v [ 0 ] ;
lightdir [ 1 ] = relativelightorigin [ 1 ] - v [ 1 ] ;
lightdir [ 2 ] = relativelightorigin [ 2 ] - v [ 2 ] ;
dist = 1 - ( sqrt ( ( lightdir [ 0 ] ) * ( lightdir [ 0 ] ) +
( lightdir [ 1 ] ) * ( lightdir [ 1 ] ) +
( lightdir [ 2 ] ) * ( lightdir [ 2 ] ) ) / light - > radius ) ;
VectorNormalize ( lightdir ) ;
2005-04-16 16:21:27 +00:00
out - > stl [ 0 ] = colour [ 0 ] * dist ;
out - > stl [ 1 ] = colour [ 1 ] * dist ;
out - > stl [ 2 ] = colour [ 2 ] * dist ;
out - > ncm [ 0 ] = DotProduct ( lightdir , surf - > texinfo - > vecs [ 0 ] ) ;
out - > ncm [ 1 ] = - DotProduct ( lightdir , surf - > texinfo - > vecs [ 1 ] ) ;
2005-06-04 01:58:17 +00:00
if ( surf - > flags & SURF_PLANEBACK )
out - > ncm [ 2 ] = - DotProduct ( lightdir , surf - > plane - > normal ) ;
else
out - > ncm [ 2 ] = DotProduct ( lightdir , surf - > plane - > normal ) ;
2005-04-16 16:21:27 +00:00
}
}
//flags
enum {
PERMUTATION_GENERIC = 0 ,
PERMUTATION_BUMPMAP = 1 ,
PERMUTATION_SPECULAR = 2 ,
PERMUTATION_BUMP_SPEC = 3 ,
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PERMUTATION_OFFSET = 4 ,
PERMUTATION_OFFSET_BUMP = 5 ,
PERMUTATION_OFFSET_SPEC = 6 ,
PERMUTATION_OFFSET_BUMP_SPEC = 7 ,
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PERMUTATIONS
} ;
int ppl_light_shader [ PERMUTATIONS ] ;
int ppl_light_shader_eyeposition [ PERMUTATIONS ] ;
int ppl_light_shader_lightposition [ PERMUTATIONS ] ;
int ppl_light_shader_lightcolour [ PERMUTATIONS ] ;
int ppl_light_shader_lightradius [ PERMUTATIONS ] ;
2005-08-03 23:14:59 +00:00
int ppl_light_shader_offset_scale [ PERMUTATIONS ] ;
int ppl_light_shader_offset_bias [ PERMUTATIONS ] ;
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void PPL_CreateLightTexturesProgram ( void )
{
int i ;
char * permutation [ PERMUTATIONS ] = {
" " ,
" #define BUMP \n " ,
" #define SPECULAR \n " ,
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" #define SPECULAR \n #define BUMP \n " ,
" #define USEOFFSETMAPPING \n " ,
" #define USEOFFSETMAPPING \n #define BUMP \n " ,
" #define USEOFFSETMAPPING \n #define SPECULAR \n " ,
" #define USEOFFSETMAPPING \n #define SPECULAR \n #define BUMP \n "
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} ;
char * vert =
" varying vec2 tcbase; \n "
" uniform vec3 texr, texu, texf; \n "
" varying vec3 LightVector; \n "
" uniform vec3 LightPosition; \n "
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" #if defined(SPECULAR) || defined(USEOFFSETMAPPING) \n "
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" uniform vec3 EyePosition; \n "
" varying vec3 EyeVector; \n "
" #endif \n "
" void main (void) \n "
" { \n "
" gl_Position = ftransform(); \n "
" tcbase = gl_MultiTexCoord0.xy; \n " //pass the texture coords straight through
" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz; \n "
" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz); \n "
" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz); \n "
" LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz); \n "
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" #if defined(SPECULAR)||defined(USEOFFSETMAPPING) \n "
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" vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz; \n "
" EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz); \n "
" EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz); \n "
" EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz); \n "
" #endif \n "
" } \n "
;
char * frag =
" uniform sampler2D baset; \n "
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" #if defined(BUMP) || defined(SPECULAR) || defined(USEOFFSETMAPPING) \n "
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" uniform sampler2D bumpt; \n "
" #endif \n "
" #ifdef SPECULAR \n "
" uniform sampler2D speculart; \n "
" #endif \n "
" varying vec2 tcbase; \n "
" varying vec3 LightVector; \n "
" uniform float lightradius; \n "
" uniform vec3 LightColour; \n "
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" #if defined(SPECULAR) || defined(USEOFFSETMAPPING) \n "
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" varying vec3 EyeVector; \n "
" #endif \n "
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" #ifdef USEOFFSETMAPPING \n "
" uniform float OffsetMapping_Scale; \n "
" uniform float OffsetMapping_Bias; \n "
" #endif \n "
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" void main (void) \n "
" { \n "
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" #ifdef USEOFFSETMAPPING \n "
" // this is 3 sample because of ATI Radeon 9500-9800/X300 limits \n "
" vec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333); \n "
" vec2 TexCoordOffset = tcbase + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(bumpt, tcbase).w); \n "
" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(bumpt, TexCoordOffset).w); \n "
" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(bumpt, TexCoordOffset).w); \n "
" #define tcbase TexCoordOffset \n "
" #endif \n "
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" #ifdef BUMP \n "
" vec3 bases = vec3(texture2D(baset, tcbase)); \n "
" #else \n "
" vec3 diff = vec3(texture2D(baset, tcbase)); \n "
" #endif \n "
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" #if defined(BUMP) || defined(SPECULAR) \n "
" vec3 bumps = vec3(texture2D(bumpt, tcbase)) * 2.0 - 1.0; \n "
" #endif \n "
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" #ifdef SPECULAR \n "
" vec3 specs = vec3(texture2D(speculart, tcbase)); \n "
" #endif \n "
" vec3 nl = normalize(LightVector); \n "
" float colorscale = max(1.0 - dot(LightVector, LightVector)/(lightradius*lightradius), 0.0); \n "
" #ifdef BUMP \n "
" vec3 diff; \n "
" diff = bases * max(dot(bumps, nl), 0.0); \n "
" #endif \n "
" #ifdef SPECULAR \n "
" vec3 halfdir = (normalize(EyeVector) + normalize(LightVector))/2.0; \n "
" float dv = dot(halfdir, bumps); \n "
" diff += pow(dv, 8.0) * specs; \n "
" #endif \n "
" gl_FragColor.rgb = diff*colorscale*LightColour; \n "
" } \n "
;
for ( i = 0 ; i < PERMUTATIONS ; i + + )
{
ppl_light_shader [ i ] = GLSlang_CreateProgram ( permutation [ i ] , vert , frag ) ;
if ( ppl_light_shader [ i ] )
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{
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GLSlang_UseProgram ( ppl_light_shader [ i ] ) ;
qglUniform1iARB ( qglGetUniformLocationARB ( ppl_light_shader [ i ] , " baset " ) , 0 ) ;
qglUniform1iARB ( qglGetUniformLocationARB ( ppl_light_shader [ i ] , " bumpt " ) , 1 ) ;
qglUniform1iARB ( qglGetUniformLocationARB ( ppl_light_shader [ i ] , " speculart " ) , 2 ) ;
ppl_light_shader_eyeposition [ i ] = qglGetUniformLocationARB ( ppl_light_shader [ i ] , " EyePosition " ) ;
ppl_light_shader_lightposition [ i ] = qglGetUniformLocationARB ( ppl_light_shader [ i ] , " LightPosition " ) ;
ppl_light_shader_lightcolour [ i ] = qglGetUniformLocationARB ( ppl_light_shader [ i ] , " LightColour " ) ;
ppl_light_shader_lightradius [ i ] = qglGetUniformLocationARB ( ppl_light_shader [ i ] , " lightradius " ) ;
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ppl_light_shader_offset_scale [ i ] = qglGetUniformLocationARB ( ppl_light_shader [ i ] , " OffsetMapping_Scale " ) ;
ppl_light_shader_offset_bias [ i ] = qglGetUniformLocationARB ( ppl_light_shader [ i ] , " OffsetMapping_Bias " ) ;
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GLSlang_UseProgram ( 0 ) ;
}
}
} ;
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void PPL_LightTexturesFP_Cached ( model_t * model , vec3_t modelorigin , dlight_t * light , vec3_t colour )
{
int i , j ;
texture_t * t ;
msurface_t * s ;
int p , lp = - 1 ;
extern cvar_t gl_specular ;
shadowmesh_t * shm = light - > worldshadowmesh ;
vec3_t relativelightorigin ;
vec3_t relativeeyeorigin ;
if ( qglGetError ( ) )
Con_Printf ( " GL Error before lighttextures \n " ) ;
VectorSubtract ( light - > origin , modelorigin , relativelightorigin ) ;
VectorSubtract ( r_refdef . vieworg , modelorigin , relativeeyeorigin ) ;
qglEnable ( GL_BLEND ) ;
GL_TexEnv ( GL_MODULATE ) ;
qglBlendFunc ( GL_ONE , GL_ONE ) ;
qglDisableClientState ( GL_COLOR_ARRAY ) ;
if ( qglGetError ( ) )
Con_Printf ( " GL Error early in lighttextures \n " ) ;
for ( j = 0 ; j < shm - > numsurftextures ; j + + )
{
if ( ! shm - > litsurfs [ j ] . count )
continue ;
s = shm - > litsurfs [ j ] . s [ 0 ] ;
t = s - > texinfo - > texture ;
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t = R_TextureAnimation ( t ) ;
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for ( i = 0 ; i < shm - > litsurfs [ j ] . count ; i + + )
{
s = shm - > litsurfs [ j ] . s [ i ] ;
if ( s - > visframe ! = r_framecount )
continue ;
if ( s - > flags & SURF_PLANEBACK )
{ //inverted normal.
if ( DotProduct ( s - > plane - > normal , relativelightorigin ) - s - > plane - > dist > lightradius )
continue ;
}
else
{
if ( - DotProduct ( s - > plane - > normal , relativelightorigin ) + s - > plane - > dist > lightradius )
continue ;
}
// if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0)
// continue; // draw translucent water later
p = 0 ;
if ( t - > gl_texturenumbumpmap & & ppl_light_shader [ p | PERMUTATION_BUMPMAP ] )
p | = PERMUTATION_BUMPMAP ;
if ( gl_specular . value & & t - > gl_texturenumspec & & ppl_light_shader [ p | PERMUTATION_SPECULAR ] )
p | = PERMUTATION_SPECULAR ;
if ( r_shadow_glsl_offsetmapping . value & & t - > gl_texturenumbumpmap & & ppl_light_shader [ p | PERMUTATION_OFFSET ] )
p | = PERMUTATION_OFFSET ;
if ( p ! = lp )
{
lp = p ;
GLSlang_UseProgram ( ppl_light_shader [ p ] ) ;
if ( ppl_light_shader_eyeposition [ p ] ! = - 1 )
qglUniform3fvARB ( ppl_light_shader_eyeposition [ p ] , 1 , relativeeyeorigin ) ;
qglUniform3fvARB ( ppl_light_shader_lightposition [ p ] , 1 , relativelightorigin ) ;
qglUniform3fvARB ( ppl_light_shader_lightcolour [ p ] , 1 , colour ) ;
qglUniform1fARB ( ppl_light_shader_lightradius [ p ] , light - > radius ) ;
if ( ppl_light_shader_offset_scale [ p ] ! = - 1 )
qglUniform1fARB ( ppl_light_shader_offset_scale [ p ] , r_shadow_glsl_offsetmapping_scale . value ) ;
if ( ppl_light_shader_offset_bias [ p ] ! = - 1 )
qglUniform1fARB ( ppl_light_shader_offset_bias [ p ] , r_shadow_glsl_offsetmapping_bias . value ) ;
}
if ( p & PERMUTATION_BUMPMAP )
GL_MBind ( GL_TEXTURE1_ARB , t - > gl_texturenumbumpmap ) ;
if ( p & PERMUTATION_SPECULAR )
GL_MBind ( GL_TEXTURE2_ARB , t - > gl_texturenumspec ) ;
GL_MBind ( GL_TEXTURE0_ARB , t - > gl_texturenum ) ;
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglMultiTexCoord3fARB ( GL_TEXTURE1_ARB , s - > texinfo - > vecs [ 0 ] [ 0 ] , s - > texinfo - > vecs [ 0 ] [ 1 ] , s - > texinfo - > vecs [ 0 ] [ 2 ] ) ;
qglMultiTexCoord3fARB ( GL_TEXTURE2_ARB , - s - > texinfo - > vecs [ 1 ] [ 0 ] , - s - > texinfo - > vecs [ 1 ] [ 1 ] , - s - > texinfo - > vecs [ 1 ] [ 2 ] ) ;
if ( s - > flags & SURF_PLANEBACK )
qglMultiTexCoord3fARB ( GL_TEXTURE3_ARB , - s - > plane - > normal [ 0 ] , - s - > plane - > normal [ 1 ] , - s - > plane - > normal [ 2 ] ) ;
else
qglMultiTexCoord3fARB ( GL_TEXTURE3_ARB , s - > plane - > normal [ 0 ] , s - > plane - > normal [ 1 ] , s - > plane - > normal [ 2 ] ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , 0 , s - > mesh - > st_array ) ;
qglVertexPointer ( 3 , GL_FLOAT , 0 , s - > mesh - > xyz_array ) ;
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qglDrawElements ( GL_TRIANGLES , s - > mesh - > numindexes , GL_INDEX_TYPE , s - > mesh - > indexes ) ;
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}
}
GLSlang_UseProgram ( 0 ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
if ( qglGetError ( ) )
Con_Printf ( " GL Error during lighttextures \n " ) ;
}
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void PPL_LightTexturesFP ( model_t * model , vec3_t modelorigin , dlight_t * light , vec3_t colour )
{
int i ;
texture_t * t ;
msurface_t * s ;
int p , lp = - 1 ;
extern cvar_t gl_specular ;
vec3_t relativelightorigin ;
vec3_t relativeeyeorigin ;
if ( qglGetError ( ) )
Con_Printf ( " GL Error before lighttextures \n " ) ;
VectorSubtract ( light - > origin , modelorigin , relativelightorigin ) ;
VectorSubtract ( r_refdef . vieworg , modelorigin , relativeeyeorigin ) ;
qglEnable ( GL_BLEND ) ;
GL_TexEnv ( GL_MODULATE ) ;
qglBlendFunc ( GL_ONE , GL_ONE ) ;
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qglDisableClientState ( GL_COLOR_ARRAY ) ;
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if ( qglGetError ( ) )
Con_Printf ( " GL Error early in lighttextures \n " ) ;
for ( i = 0 ; i < model - > numtextures ; i + + )
{
t = model - > textures [ i ] ;
if ( ! t )
continue ;
s = t - > texturechain ;
if ( ! s )
continue ;
// if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0)
// continue; // draw translucent water later
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t = R_TextureAnimation ( t ) ;
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p = 0 ;
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if ( t - > gl_texturenumbumpmap & & ppl_light_shader [ p | PERMUTATION_BUMPMAP ] )
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p | = PERMUTATION_BUMPMAP ;
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if ( gl_specular . value & & t - > gl_texturenumspec & & ppl_light_shader [ p | PERMUTATION_SPECULAR ] )
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p | = PERMUTATION_SPECULAR ;
if ( p ! = lp )
{
lp = p ;
GLSlang_UseProgram ( ppl_light_shader [ p ] ) ;
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if ( ppl_light_shader_eyeposition [ p ] ! = - 1 )
qglUniform3fvARB ( ppl_light_shader_eyeposition [ p ] , 1 , relativeeyeorigin ) ;
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qglUniform3fvARB ( ppl_light_shader_lightposition [ p ] , 1 , relativelightorigin ) ;
qglUniform3fvARB ( ppl_light_shader_lightcolour [ p ] , 1 , colour ) ;
qglUniform1fARB ( ppl_light_shader_lightradius [ p ] , light - > radius ) ;
}
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if ( p & PERMUTATION_BUMPMAP )
GL_MBind ( GL_TEXTURE1_ARB , t - > gl_texturenumbumpmap ) ;
if ( p & PERMUTATION_SPECULAR )
GL_MBind ( GL_TEXTURE2_ARB , t - > gl_texturenumspec ) ;
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GL_MBind ( GL_TEXTURE0_ARB , t - > gl_texturenum ) ;
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
for ( ; s ; s = s - > texturechain )
{
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if ( s - > shadowframe ! = r_shadowframe )
continue ;
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if ( s - > flags & SURF_PLANEBACK )
{ //inverted normal.
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if ( DotProduct ( s - > plane - > normal , relativelightorigin ) - s - > plane - > dist > lightradius )
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continue ;
}
else
{
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if ( - DotProduct ( s - > plane - > normal , relativelightorigin ) + s - > plane - > dist > lightradius )
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continue ;
}
qglMultiTexCoord3fARB ( GL_TEXTURE1_ARB , s - > texinfo - > vecs [ 0 ] [ 0 ] , s - > texinfo - > vecs [ 0 ] [ 1 ] , s - > texinfo - > vecs [ 0 ] [ 2 ] ) ;
qglMultiTexCoord3fARB ( GL_TEXTURE2_ARB , - s - > texinfo - > vecs [ 1 ] [ 0 ] , - s - > texinfo - > vecs [ 1 ] [ 1 ] , - s - > texinfo - > vecs [ 1 ] [ 2 ] ) ;
if ( s - > flags & SURF_PLANEBACK )
qglMultiTexCoord3fARB ( GL_TEXTURE3_ARB , - s - > plane - > normal [ 0 ] , - s - > plane - > normal [ 1 ] , - s - > plane - > normal [ 2 ] ) ;
else
qglMultiTexCoord3fARB ( GL_TEXTURE3_ARB , s - > plane - > normal [ 0 ] , s - > plane - > normal [ 1 ] , s - > plane - > normal [ 2 ] ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , 0 , s - > mesh - > st_array ) ;
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qglVertexPointer ( 3 , GL_FLOAT , 0 , s - > mesh - > xyz_array ) ;
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qglDrawElements ( GL_TRIANGLES , s - > mesh - > numindexes , GL_INDEX_TYPE , s - > mesh - > indexes ) ;
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}
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}
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GLSlang_UseProgram ( 0 ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
if ( qglGetError ( ) )
Con_Printf ( " GL Error during lighttextures \n " ) ;
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}
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void PPL_LightTextures ( model_t * model , vec3_t modelorigin , dlight_t * light , vec3_t colour )
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{
int i ;
msurface_t * s ;
texture_t * t ;
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vec3_t relativelightorigin ;
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if ( ppl_light_shader [ 0 ] )
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{
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if ( model = = cl . worldmodel & & light - > worldshadowmesh )
PPL_LightTexturesFP_Cached ( model , modelorigin , light , colour ) ;
else
PPL_LightTexturesFP ( model , modelorigin , light , colour ) ;
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return ;
}
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PPL_EnableVertexArrays ( ) ;
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VectorSubtract ( light - > origin , modelorigin , relativelightorigin ) ;
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qglShadeModel ( GL_SMOOTH ) ;
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for ( i = 0 ; i < model - > numtextures ; i + + )
{
t = model - > textures [ i ] ;
if ( ! t )
continue ;
s = t - > texturechain ;
if ( ! s )
continue ;
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if ( ( s - > flags & SURF_DRAWTURB ) & & r_wateralphaval ! = 1.0 )
continue ; // draw translucent water later
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{
extern int normalisationCubeMap ;
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t = R_TextureAnimation ( t ) ;
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qglEnableClientState ( GL_COLOR_ARRAY ) ;
qglColorPointer ( 3 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stl ) ;
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if ( t - > gl_texturenumbumpmap & & gl_mtexarbable > 3 )
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{
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GL_MBind ( GL_TEXTURE0_ARB , t - > gl_texturenumbumpmap ) ;
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qglEnable ( GL_TEXTURE_2D ) ;
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//Set up texture environment to do (tex0 dot tex1)*color
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GL_TexEnv ( GL_REPLACE ) ; //make texture normalmap available.
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qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stw ) ;
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GL_SelectTexture ( GL_TEXTURE1_ARB ) ;
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GL_BindType ( GL_TEXTURE_CUBE_MAP_ARB , normalisationCubeMap ) ;
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qglEnable ( GL_TEXTURE_CUBE_MAP_ARB ) ;
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GL_TexEnv ( GL_COMBINE_ARB ) ; //normalisation cubemap . normalmap
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qglTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE0_RGB_ARB , GL_TEXTURE ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE1_RGB_ARB , GL_PREVIOUS_ARB ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_COMBINE_RGB_ARB , GL_DOT3_RGB_ARB ) ;
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qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 3 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > ncm ) ;
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GL_MBind ( GL_TEXTURE2_ARB , t - > gl_texturenumbumpmap ) ; //a dummy
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qglEnable ( GL_TEXTURE_2D ) ;
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GL_TexEnv ( GL_COMBINE_ARB ) ; //bumps * color (the attenuation)
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qglTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE0_RGB_ARB , GL_PRIMARY_COLOR_ARB ) ; //(doesn't actually use the bound texture)
qglTexEnvi ( GL_TEXTURE_ENV , GL_OPERAND0_RGB_ARB , GL_SRC_COLOR ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE1_RGB_ARB , GL_PREVIOUS_ARB ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_COMBINE_RGB_ARB , GL_MODULATE ) ;
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GL_MBind ( GL_TEXTURE3_ARB , t - > gl_texturenum ) ;
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qglEnable ( GL_TEXTURE_2D ) ;
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 3 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stw ) ;
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}
else
{
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if ( gl_mtexarbable > 3 )
{
GL_TexEnv ( GL_MODULATE ) ;
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qglDisable ( GL_TEXTURE_2D ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
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GL_SelectTexture ( GL_TEXTURE2_ARB ) ;
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qglDisable ( GL_TEXTURE_2D ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
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}
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GL_SelectTexture ( GL_TEXTURE1_ARB ) ;
GL_TexEnv ( GL_MODULATE ) ;
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qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglDisable ( GL_TEXTURE_CUBE_MAP_ARB ) ;
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GL_SelectTexture ( GL_TEXTURE0_ARB ) ;
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qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stw ) ;
qglDisable ( GL_TEXTURE_2D ) ;
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}
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2004-09-13 03:20:04 +00:00
for ( ; s ; s = s - > texturechain )
{
2004-08-22 22:29:09 +00:00
2004-09-13 03:20:04 +00:00
if ( s - > shadowframe ! = r_shadowframe )
continue ;
2004-08-22 22:29:09 +00:00
2004-09-13 03:20:04 +00:00
if ( s - > flags & SURF_PLANEBACK )
{ //inverted normal.
2005-06-04 01:58:17 +00:00
if ( DotProduct ( s - > plane - > normal , relativelightorigin ) - s - > plane - > dist > lightradius )
2004-09-04 18:15:18 +00:00
continue ;
2004-09-13 03:20:04 +00:00
}
else
{
2005-06-04 01:58:17 +00:00
if ( - DotProduct ( s - > plane - > normal , relativelightorigin ) + s - > plane - > dist > lightradius )
2004-09-04 18:15:18 +00:00
continue ;
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}
2005-06-04 01:58:17 +00:00
2004-12-15 19:53:30 +00:00
PPL_GenerateLightArrays ( s , relativelightorigin , light , colour ) ;
2005-06-04 01:58:17 +00:00
qglVertexPointer ( 3 , GL_FLOAT , 0 , s - > mesh - > xyz_array ) ;
2007-05-25 22:16:29 +00:00
qglDrawElements ( GL_TRIANGLES , s - > mesh - > numindexes , GL_INDEX_TYPE , s - > mesh - > indexes ) ;
2005-06-04 01:58:17 +00:00
varray_ic = 0 ;
varray_vc = 0 ;
2004-08-22 22:29:09 +00:00
}
}
}
2004-09-13 03:20:04 +00:00
2004-11-29 01:21:00 +00:00
if ( gl_mtexarbable > 2 )
{
GL_TexEnv ( GL_MODULATE ) ;
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qglDisable ( GL_TEXTURE_2D ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
2004-11-29 01:21:00 +00:00
GL_SelectTexture ( GL_TEXTURE2_ARB ) ;
2005-01-07 03:01:24 +00:00
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
2004-11-29 01:21:00 +00:00
}
2004-11-13 17:31:04 +00:00
GL_TexEnv ( GL_MODULATE ) ;
2005-01-07 03:01:24 +00:00
qglDisable ( GL_TEXTURE_2D ) ;
2004-11-13 17:31:04 +00:00
GL_SelectTexture ( GL_TEXTURE1_ARB ) ;
GL_TexEnv ( GL_MODULATE ) ;
2005-01-07 03:01:24 +00:00
qglDisable ( GL_TEXTURE_CUBE_MAP_ARB ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
2004-11-13 17:31:04 +00:00
GL_SelectTexture ( GL_TEXTURE0_ARB ) ;
2005-01-07 03:01:24 +00:00
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglDisable ( GL_TEXTURE_2D ) ;
2004-09-13 03:20:04 +00:00
2004-08-22 22:29:09 +00:00
}
2004-09-13 03:20:04 +00:00
2005-04-16 16:21:27 +00:00
void PPL_LightBModelTexturesFP ( entity_t * e , dlight_t * light , vec3_t colour )
{
int i ;
texture_t * t ;
msurface_t * s ;
model_t * model = e - > model ;
texture_t * tnum = NULL ;
int p , lp = - 1 ;
vec3_t relativelightorigin ;
vec3_t relativeeyeorigin ;
if ( qglGetError ( ) )
Con_Printf ( " GL Error before lighttextures \n " ) ;
//Fixme: rotate
VectorSubtract ( light - > origin , e - > origin , relativelightorigin ) ;
VectorSubtract ( r_refdef . vieworg , e - > origin , relativeeyeorigin ) ;
qglEnable ( GL_BLEND ) ;
qglBlendFunc ( GL_ONE , GL_ONE ) ;
if ( qglGetError ( ) )
Con_Printf ( " GL Error early in lighttextures \n " ) ;
for ( s = model - > surfaces + model - > firstmodelsurface , i = 0 ; i < model - > nummodelsurfaces ; i + + , s + + )
{
if ( tnum ! = s - > texinfo - > texture )
{
tnum = s - > texinfo - > texture ;
2007-05-25 22:16:29 +00:00
t = R_TextureAnimation ( tnum ) ;
2005-04-16 16:21:27 +00:00
p = 0 ;
2005-06-04 01:58:17 +00:00
if ( t - > gl_texturenumbumpmap & & ppl_light_shader [ p | PERMUTATION_BUMPMAP ] )
2005-04-16 16:21:27 +00:00
p | = PERMUTATION_BUMPMAP ;
2005-06-04 01:58:17 +00:00
if ( gl_specular . value & & t - > gl_texturenumspec & & ppl_light_shader [ p | PERMUTATION_SPECULAR ] )
2005-04-16 16:21:27 +00:00
p | = PERMUTATION_SPECULAR ;
if ( p ! = lp )
{
lp = p ;
GLSlang_UseProgram ( ppl_light_shader [ p ] ) ;
2005-06-04 01:58:17 +00:00
if ( ppl_light_shader_eyeposition [ p ] ! = - 1 )
qglUniform3fvARB ( ppl_light_shader_eyeposition [ p ] , 1 , relativeeyeorigin ) ;
2005-04-16 16:21:27 +00:00
qglUniform3fvARB ( ppl_light_shader_lightposition [ p ] , 1 , relativelightorigin ) ;
qglUniform3fvARB ( ppl_light_shader_lightcolour [ p ] , 1 , colour ) ;
qglUniform1fARB ( ppl_light_shader_lightradius [ p ] , light - > radius ) ;
}
GL_MBind ( GL_TEXTURE0_ARB , t - > gl_texturenum ) ;
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
GL_MBind ( GL_TEXTURE1_ARB , t - > gl_texturenumbumpmap ) ;
GL_MBind ( GL_TEXTURE2_ARB , t - > gl_texturenumspec ) ;
GL_SelectTexture ( GL_TEXTURE0_ARB ) ;
}
qglMultiTexCoord3fARB ( GL_TEXTURE1_ARB , - s - > texinfo - > vecs [ 0 ] [ 0 ] , - s - > texinfo - > vecs [ 0 ] [ 1 ] , - s - > texinfo - > vecs [ 0 ] [ 2 ] ) ;
qglMultiTexCoord3fARB ( GL_TEXTURE2_ARB , s - > texinfo - > vecs [ 1 ] [ 0 ] , s - > texinfo - > vecs [ 1 ] [ 1 ] , s - > texinfo - > vecs [ 1 ] [ 2 ] ) ;
if ( s - > flags & SURF_PLANEBACK )
qglMultiTexCoord3fARB ( GL_TEXTURE3_ARB , - s - > plane - > normal [ 0 ] , - s - > plane - > normal [ 1 ] , - s - > plane - > normal [ 2 ] ) ;
else
qglMultiTexCoord3fARB ( GL_TEXTURE3_ARB , s - > plane - > normal [ 0 ] , s - > plane - > normal [ 1 ] , s - > plane - > normal [ 2 ] ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , 0 , s - > mesh - > st_array ) ;
2005-05-27 08:22:56 +00:00
qglVertexPointer ( 3 , GL_FLOAT , 0 , s - > mesh - > xyz_array ) ;
2007-05-25 22:16:29 +00:00
qglDrawElements ( GL_TRIANGLES , s - > mesh - > numindexes , GL_INDEX_TYPE , s - > mesh - > indexes ) ;
2005-04-16 16:21:27 +00:00
}
GLSlang_UseProgram ( 0 ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
if ( qglGetError ( ) )
Con_Printf ( " GL Error during lighttextures \n " ) ;
}
2004-12-15 19:53:30 +00:00
void PPL_LightBModelTextures ( entity_t * e , dlight_t * light , vec3_t colour )
2004-08-22 22:29:09 +00:00
{
int i ;
model_t * model = e - > model ;
msurface_t * s ;
texture_t * t ;
2005-04-16 16:21:27 +00:00
vec3_t relativelightorigin ;
2004-08-22 22:29:09 +00:00
2005-01-07 03:01:24 +00:00
qglPushMatrix ( ) ;
2004-08-22 22:29:09 +00:00
R_RotateForEntity ( e ) ;
2005-04-16 16:21:27 +00:00
2005-06-04 01:58:17 +00:00
if ( ppl_light_shader [ 0 ] )
2005-04-16 16:21:27 +00:00
{
PPL_LightBModelTexturesFP ( e , light , colour ) ;
qglPopMatrix ( ) ;
return ;
}
2005-01-07 03:01:24 +00:00
qglColor4f ( 1 , 1 , 1 , 1 ) ;
2004-08-22 22:29:09 +00:00
2004-12-15 19:53:30 +00:00
PPL_EnableVertexArrays ( ) ;
2004-08-22 22:29:09 +00:00
VectorSubtract ( light - > origin , e - > origin , relativelightorigin ) ;
2005-01-07 03:01:24 +00:00
qglShadeModel ( GL_SMOOTH ) ;
2004-08-22 22:29:09 +00:00
for ( s = model - > surfaces + model - > firstmodelsurface , i = 0 ; i < model - > nummodelsurfaces ; i + + , s + + )
{
2007-05-25 22:16:29 +00:00
t = R_TextureAnimation ( s - > texinfo - > texture ) ;
2004-08-22 22:29:09 +00:00
2005-01-07 03:01:24 +00:00
qglEnableClientState ( GL_COLOR_ARRAY ) ;
qglColorPointer ( 3 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stl ) ;
2004-11-29 01:21:00 +00:00
if ( t - > gl_texturenumbumpmap & & gl_mtexarbable > 3 )
2004-08-22 22:29:09 +00:00
{
2004-11-13 17:31:04 +00:00
GL_MBind ( GL_TEXTURE0_ARB , t - > gl_texturenumbumpmap ) ;
2005-01-07 03:01:24 +00:00
qglEnable ( GL_TEXTURE_2D ) ;
2004-09-13 03:20:04 +00:00
//Set up texture environment to do (tex0 dot tex1)*color
2004-11-13 17:31:04 +00:00
GL_TexEnv ( GL_REPLACE ) ; //make texture normalmap available.
2004-08-22 22:29:09 +00:00
2005-01-07 03:01:24 +00:00
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stw ) ;
2004-08-22 22:29:09 +00:00
2004-11-13 17:31:04 +00:00
GL_SelectTexture ( GL_TEXTURE1_ARB ) ;
2004-09-13 03:20:04 +00:00
GL_BindType ( GL_TEXTURE_CUBE_MAP_ARB , normalisationCubeMap ) ;
2005-01-07 03:01:24 +00:00
qglEnable ( GL_TEXTURE_CUBE_MAP_ARB ) ;
2004-11-13 17:31:04 +00:00
GL_TexEnv ( GL_COMBINE_ARB ) ; //normalisation cubemap * normalmap
2005-01-07 03:01:24 +00:00
qglTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE0_RGB_ARB , GL_TEXTURE ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE1_RGB_ARB , GL_PREVIOUS_ARB ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_COMBINE_RGB_ARB , GL_DOT3_RGB_ARB ) ;
2004-09-13 03:20:04 +00:00
2005-01-07 03:01:24 +00:00
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 3 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > ncm ) ;
2004-08-22 22:29:09 +00:00
2004-11-13 17:31:04 +00:00
GL_MBind ( GL_TEXTURE2_ARB , t - > gl_texturenumbumpmap ) ;
2005-01-07 03:01:24 +00:00
qglEnable ( GL_TEXTURE_2D ) ;
2004-11-13 17:31:04 +00:00
GL_TexEnv ( GL_COMBINE_ARB ) ; //bumps * color (the attenuation)
2005-01-07 03:01:24 +00:00
qglTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE0_RGB_ARB , GL_PRIMARY_COLOR_ARB ) ; //(doesn't actually use the bound texture)
qglTexEnvi ( GL_TEXTURE_ENV , GL_OPERAND0_RGB_ARB , GL_SRC_COLOR ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_SOURCE1_RGB_ARB , GL_PREVIOUS_ARB ) ;
qglTexEnvi ( GL_TEXTURE_ENV , GL_COMBINE_RGB_ARB , GL_MODULATE ) ;
2004-11-29 01:21:00 +00:00
GL_MBind ( GL_TEXTURE3_ARB , t - > gl_texturenum ) ;
2005-01-07 03:01:24 +00:00
qglEnable ( GL_TEXTURE_2D ) ;
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 3 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stw ) ;
2004-08-22 22:29:09 +00:00
}
2004-09-13 03:20:04 +00:00
else
2004-08-22 22:29:09 +00:00
{
2004-11-29 01:21:00 +00:00
if ( gl_mtexarbable > 3 )
{
GL_TexEnv ( GL_MODULATE ) ;
2005-01-07 03:01:24 +00:00
qglDisable ( GL_TEXTURE_2D ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
2004-11-29 01:21:00 +00:00
GL_SelectTexture ( GL_TEXTURE2_ARB ) ;
2005-01-07 03:01:24 +00:00
qglDisable ( GL_TEXTURE_2D ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
2004-11-29 01:21:00 +00:00
}
2004-11-13 17:31:04 +00:00
GL_TexEnv ( GL_MODULATE ) ;
2005-01-07 03:01:24 +00:00
qglDisable ( GL_TEXTURE_2D ) ;
2004-12-15 19:53:30 +00:00
GL_SelectTexture ( GL_TEXTURE1_ARB ) ;
2004-11-13 17:31:04 +00:00
GL_TexEnv ( GL_MODULATE ) ;
2005-01-07 03:01:24 +00:00
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglDisable ( GL_TEXTURE_CUBE_MAP_ARB ) ;
2004-12-15 19:53:30 +00:00
GL_SelectTexture ( GL_TEXTURE0_ARB ) ;
2004-08-22 22:29:09 +00:00
2005-01-07 03:01:24 +00:00
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v - > stw ) ;
2004-09-13 03:20:04 +00:00
}
2004-08-22 22:29:09 +00:00
2004-09-13 03:20:04 +00:00
// for (; s; s=s->texturechain)
{
2004-08-22 22:29:09 +00:00
2004-09-14 05:16:04 +00:00
// if (s->shadowframe != r_shadowframe)
// continue;
2004-08-22 22:29:09 +00:00
2004-09-13 03:20:04 +00:00
/* if (fabs(s->center[0] - lightorg[0]) > lightradius+s->radius ||
fabs ( s - > center [ 1 ] - lightorg [ 1 ] ) > lightradius + s - > radius | |
fabs ( s - > center [ 2 ] - lightorg [ 2 ] ) > lightradius + s - > radius )
continue ; */
2004-08-22 22:29:09 +00:00
2004-09-13 03:20:04 +00:00
if ( s - > flags & SURF_PLANEBACK )
{ //inverted normal.
if ( - DotProduct ( s - > plane - > normal , relativelightorigin ) + s - > plane - > dist > lightradius )
continue ;
2004-08-22 22:29:09 +00:00
}
2004-09-13 03:20:04 +00:00
else
{
if ( DotProduct ( s - > plane - > normal , relativelightorigin ) - s - > plane - > dist > lightradius )
continue ;
}
2004-12-15 19:53:30 +00:00
PPL_GenerateLightArrays ( s , relativelightorigin , light , colour ) ;
2005-06-04 01:58:17 +00:00
qglVertexPointer ( 3 , GL_FLOAT , 0 , s - > mesh - > xyz_array ) ;
2007-05-25 22:16:29 +00:00
qglDrawElements ( GL_TRIANGLES , s - > mesh - > numindexes , GL_INDEX_TYPE , s - > mesh - > indexes ) ;
2005-06-04 01:58:17 +00:00
varray_ic = 0 ;
varray_vc = 0 ;
2004-08-22 22:29:09 +00:00
}
2004-09-13 03:20:04 +00:00
PPL_FlushArrays ( ) ;
2004-08-22 22:29:09 +00:00
}
2004-11-29 01:21:00 +00:00
if ( gl_mtexarbable > 2 )
{
GL_TexEnv ( GL_MODULATE ) ;
2005-01-07 03:01:24 +00:00
qglDisable ( GL_TEXTURE_2D ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
2004-11-29 01:21:00 +00:00
GL_SelectTexture ( GL_TEXTURE2_ARB ) ;
2005-01-07 03:01:24 +00:00
qglDisable ( GL_TEXTURE_2D ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
2004-11-29 01:21:00 +00:00
}
2004-11-13 17:31:04 +00:00
GL_TexEnv ( GL_MODULATE ) ;
2005-01-07 03:01:24 +00:00
qglDisable ( GL_TEXTURE_2D ) ;
2004-12-15 19:53:30 +00:00
GL_SelectTexture ( GL_TEXTURE1_ARB ) ;
2005-01-07 03:01:24 +00:00
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
2004-11-13 17:31:04 +00:00
GL_TexEnv ( GL_MODULATE ) ;
2005-01-07 03:01:24 +00:00
qglDisable ( GL_TEXTURE_CUBE_MAP_ARB ) ;
2004-12-15 19:53:30 +00:00
GL_SelectTexture ( GL_TEXTURE0_ARB ) ;
2005-01-07 03:01:24 +00:00
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglDisable ( GL_TEXTURE_2D ) ;
2004-08-22 22:29:09 +00:00
2005-01-07 03:01:24 +00:00
qglPopMatrix ( ) ;
2004-08-22 22:29:09 +00:00
}
//draw the bumps on the models for each light.
2004-12-15 19:53:30 +00:00
void PPL_DrawEntLighting ( dlight_t * light , vec3_t colour )
2004-08-22 22:29:09 +00:00
{
2005-09-21 01:21:35 +00:00
int i ;
2004-08-22 22:29:09 +00:00
2004-12-15 19:53:30 +00:00
PPL_LightTextures ( cl . worldmodel , r_worldentity . origin , light , colour ) ;
2004-08-22 22:29:09 +00:00
if ( ! r_drawentities . value )
return ;
for ( i = 0 ; i < cl_numvisedicts ; i + + )
{
currententity = & cl_visedicts [ i ] ;
2005-07-08 00:37:52 +00:00
if ( ! PPL_ShouldDraw ( ) )
continue ;
2005-03-28 00:11:59 +00:00
if ( r_inmirror )
{
if ( currententity - > flags & Q2RF_WEAPONMODEL )
continue ;
}
else
{
2005-07-01 19:23:00 +00:00
if ( currententity - > keynum = = ( cl . viewentity [ r_refdef . currentplayernum ] ? cl . viewentity [ r_refdef . currentplayernum ] : ( cl . playernum [ r_refdef . currentplayernum ] + 1 ) ) )
2005-03-28 00:11:59 +00:00
continue ;
2005-07-01 19:23:00 +00:00
// if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
// continue;
2005-03-28 00:11:59 +00:00
if ( ! Cam_DrawPlayer ( 0 , currententity - > keynum - 1 ) )
continue ;
}
2004-08-22 22:29:09 +00:00
2005-03-28 00:11:59 +00:00
if ( currententity - > flags & Q2RF_BEAM )
2004-08-22 22:29:09 +00:00
{
2005-03-28 00:11:59 +00:00
continue ;
2004-08-22 22:29:09 +00:00
}
2005-03-28 00:11:59 +00:00
if ( ! currententity - > model )
continue ;
2004-08-22 22:29:09 +00:00
2008-02-21 03:13:59 +00:00
if ( currententity - > model - > engineflags & MDLF_NOTREPLACEMENTS )
{
2008-02-24 19:20:51 +00:00
if ( currententity - > model - > fromgame ! = fg_quake | | currententity - > model - > type ! = mod_alias )
2008-02-21 03:13:59 +00:00
if ( ! ruleset_allow_sensative_texture_replacements . value )
continue ;
}
2004-08-22 22:29:09 +00:00
switch ( currententity - > model - > type )
{
case mod_alias :
2004-12-09 23:43:19 +00:00
if ( ! varrayactive )
R_IBrokeTheArrays ( ) ;
2004-12-15 19:53:30 +00:00
R_DrawGAliasModelLighting ( currententity , light - > origin , colour , light - > radius ) ;
2004-08-22 22:29:09 +00:00
break ;
case mod_brush :
2004-12-15 19:53:30 +00:00
PPL_LightBModelTextures ( currententity , light , colour ) ;
2004-08-22 22:29:09 +00:00
break ;
default :
break ;
}
}
}
2004-11-29 01:21:00 +00:00
# endif
2004-08-22 22:29:09 +00:00
void PPL_FullBrights ( model_t * model )
{
int tn ;
msurface_t * s ;
texture_t * t ;
2005-01-07 03:01:24 +00:00
qglColor3f ( 1 , 1 , 1 ) ;
2004-08-22 22:29:09 +00:00
2005-01-07 03:01:24 +00:00
qglDepthMask ( 0 ) ; //don't bother writing depth
2004-08-22 22:29:09 +00:00
2004-11-13 17:31:04 +00:00
GL_TexEnv ( GL_MODULATE ) ;
2004-08-22 22:29:09 +00:00
2005-01-07 03:01:24 +00:00
qglShadeModel ( GL_FLAT ) ;
2004-08-22 22:29:09 +00:00
2005-01-07 03:01:24 +00:00
qglEnable ( GL_BLEND ) ;
qglEnable ( GL_TEXTURE_2D ) ;
2004-08-22 22:29:09 +00:00
for ( tn = 0 ; tn < model - > numtextures ; tn + + )
{
t = model - > textures [ tn ] ;
if ( ! t )
continue ;
s = t - > texturechain ;
if ( ! s )
continue ;
2004-11-13 17:31:04 +00:00
if ( ( s - > flags & SURF_DRAWTURB ) & & r_wateralphaval ! = 1.0 )
continue ; // draw translucent water later
2004-08-22 22:29:09 +00:00
PPL_FullBrightTextureChain ( s ) ;
t - > texturechain = NULL ;
}
2004-11-13 17:31:04 +00:00
GL_TexEnv ( GL_REPLACE ) ;
2005-01-07 03:01:24 +00:00
qglDepthMask ( 1 ) ;
2004-08-22 22:29:09 +00:00
}
void PPL_FullBrightBModelTextures ( entity_t * e )
{
int i ;
model_t * model ;
msurface_t * s ;
msurface_t * chain = NULL ;
2005-01-07 03:01:24 +00:00
qglPushMatrix ( ) ;
2004-08-22 22:29:09 +00:00
R_RotateForEntity ( e ) ;
currentmodel = model = e - > model ;
s = model - > surfaces + model - > firstmodelsurface ;
2005-01-07 03:01:24 +00:00
qglColor4f ( 1 , 1 , 1 , 1 ) ;
qglDepthMask ( 0 ) ; //don't bother writing depth
2004-08-22 22:29:09 +00:00
2004-11-13 17:31:04 +00:00
GL_TexEnv ( GL_MODULATE ) ;
2005-01-07 03:01:24 +00:00
qglBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
qglShadeModel ( GL_FLAT ) ;
2004-08-22 22:29:09 +00:00
2005-01-07 03:01:24 +00:00
qglEnable ( GL_BLEND ) ;
qglEnable ( GL_TEXTURE_2D ) ;
2004-08-22 22:29:09 +00:00
for ( s = model - > surfaces + model - > firstmodelsurface , i = 0 ; i < model - > nummodelsurfaces ; i + + , s + + )
{
if ( chain & & s - > texinfo - > texture ! = chain - > texinfo - > texture ) //last surface or not the same as the next
{
PPL_FullBrightTextureChain ( chain ) ;
chain = NULL ;
}
s - > texturechain = chain ;
chain = s ;
}
if ( chain )
PPL_FullBrightTextureChain ( chain ) ;
2005-01-07 03:01:24 +00:00
qglPopMatrix ( ) ;
qglTexEnvf ( GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , GL_REPLACE ) ;
qglDepthMask ( 1 ) ;
2004-08-22 22:29:09 +00:00
}
//draw the bumps on the models for each light.
void PPL_DrawEntFullBrights ( void )
{
int i ;
2005-06-04 01:58:17 +00:00
currententity = & r_worldentity ;
2005-04-16 16:21:27 +00:00
// if (gl_detail.value || (r_fb_bmodels.value && cls.allow_luma))
PPL_FullBrights ( cl . worldmodel ) ;
2004-08-22 22:29:09 +00:00
if ( ! r_drawentities . value )
return ;
for ( i = 0 ; i < cl_numvisedicts ; i + + )
{
currententity = & cl_visedicts [ i ] ;
if ( cl . viewentity [ r_refdef . currentplayernum ] & & currententity - > keynum = = cl . viewentity [ r_refdef . currentplayernum ] )
continue ;
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if ( ! Cam_DrawPlayer ( 0 , currententity - > keynum - 1 ) )
continue ;
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if ( currententity - > flags & Q2RF_BEAM )
continue ;
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if ( ! currententity - > model )
continue ;
if ( cls . allow_anyparticles | | currententity - > visframe ) //allowed or static
{
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if ( currententity - > model - > engineflags & MDLF_ENGULPHS )
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{
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if ( gl_part_flame . value )
continue ;
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}
}
switch ( currententity - > model - > type )
{
case mod_alias :
// R_DrawGAliasModelLighting (currententity);
break ;
case mod_brush :
PPL_FullBrightBModelTextures ( currententity ) ;
break ;
default :
break ;
}
}
}
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void PPL_SchematicsTextureChain ( msurface_t * first )
{
extern int char_texture ;
msurface_t * s ;
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float * v1 , * v2 ;
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float len ;
unsigned char str [ 64 ] ;
int sl , c ;
vec3_t dir ;
vec3_t pos , v ;
const float size = 0.0625 ;
float frow , fcol ;
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int e , en ;
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if ( ! cl . worldmodel - > surfedges )
return ;
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qglEnable ( GL_ALPHA_TEST ) ;
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if ( qglPolygonOffset )
qglPolygonOffset ( - 1 , 0 ) ;
frow = rand ( ) / ( float ) RAND_MAX ;
frow = frow / 2 + 0.5 ;
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qglColor3f ( frow , frow , 0 ) ;
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//draw the distances
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if ( gl_schematics . value ! = 2 )
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{
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qglEnable ( GL_POLYGON_OFFSET_FILL ) ;
qglEnable ( GL_TEXTURE_2D ) ;
GL_Bind ( char_texture ) ;
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qglBegin ( GL_QUADS ) ;
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for ( s = first ; s ; s = s - > texturechain )
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{
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for ( e = s - > numedges ; e > = 0 ; e - - )
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{
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en = cl . worldmodel - > surfedges [ e + s - > firstedge ] ;
if ( en < 0 ) //backwards
{
en = - en ;
v2 = cl . worldmodel - > vertexes [ cl . worldmodel - > edges [ en ] . v [ 0 ] ] . position ;
v1 = cl . worldmodel - > vertexes [ cl . worldmodel - > edges [ en ] . v [ 1 ] ] . position ;
}
else
{
v1 = cl . worldmodel - > vertexes [ cl . worldmodel - > edges [ en ] . v [ 0 ] ] . position ;
v2 = cl . worldmodel - > vertexes [ cl . worldmodel - > edges [ en ] . v [ 1 ] ] . position ;
}
VectorSubtract ( v1 , v2 , dir ) ;
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len = Length ( dir ) ;
VectorNormalize ( dir ) ;
sprintf ( str , " %i " , ( len < 1 ) ? 1 : ( int ) len ) ;
sl = strlen ( str ) ;
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VectorMA ( v2 , len / 2 + sl * 4 , dir , pos ) ;
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for ( c = 0 ; c < sl ; c + + )
{
frow = ( str [ c ] > > 4 ) * size ;
fcol = ( str [ c ] & 15 ) * size ;
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qglTexCoord2f ( fcol , frow + size ) ;
qglVertex3fv ( pos ) ;
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if ( s - > flags & SURF_PLANEBACK )
VectorMA ( pos , - 8 , s - > plane - > normal , v ) ;
else
VectorMA ( pos , 8 , s - > plane - > normal , v ) ;
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qglTexCoord2f ( fcol , frow ) ;
qglVertex3fv ( v ) ;
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VectorMA ( pos , - 8 , dir , pos ) ;
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if ( s - > flags & SURF_PLANEBACK )
VectorMA ( pos , - 8 , s - > plane - > normal , v ) ;
else
VectorMA ( pos , 8 , s - > plane - > normal , v ) ;
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qglTexCoord2f ( fcol + size , frow ) ;
qglVertex3fv ( v ) ;
qglTexCoord2f ( fcol + size , frow + size ) ;
qglVertex3fv ( pos ) ;
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}
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}
}
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qglEnd ( ) ;
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qglDisable ( GL_POLYGON_OFFSET_FILL ) ;
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}
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qglEnable ( GL_POLYGON_OFFSET_LINE ) ;
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qglDisable ( GL_TEXTURE_2D ) ;
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qglBegin ( GL_LINES ) ;
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for ( s = first ; s ; s = s - > texturechain )
{
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for ( e = s - > numedges ; e > = 0 ; e - - )
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{
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en = cl . worldmodel - > surfedges [ e + s - > firstedge ] ;
if ( en < 0 ) //backwards
en = - en ;
v1 = cl . worldmodel - > vertexes [ cl . worldmodel - > edges [ en ] . v [ 0 ] ] . position ;
v2 = cl . worldmodel - > vertexes [ cl . worldmodel - > edges [ en ] . v [ 1 ] ] . position ;
VectorSubtract ( v2 , v1 , dir ) ;
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len = Length ( dir ) ;
VectorNormalize ( dir ) ;
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if ( gl_schematics . value ! = 2 )
{
sprintf ( str , " %i " , ( len < 1 ) ? 1 : ( int ) len ) ;
sl = strlen ( str ) ;
}
else
sl = 0 ;
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//left side. (find arrowhead part)
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if ( s - > flags & SURF_PLANEBACK )
VectorMA ( v1 , - 4 , s - > plane - > normal , pos ) ;
else
VectorMA ( v1 , 4 , s - > plane - > normal , pos ) ;
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VectorMA ( pos , 4 , dir , v ) ;
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if ( s - > flags & SURF_PLANEBACK )
VectorMA ( v , 4 , s - > plane - > normal , v ) ;
else
VectorMA ( v , - 4 , s - > plane - > normal , v ) ;
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qglVertex3fv ( v ) ;
qglVertex3fv ( pos ) ;
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if ( s - > flags & SURF_PLANEBACK )
VectorMA ( v , - 8 , s - > plane - > normal , v ) ;
else
VectorMA ( v , 8 , s - > plane - > normal , v ) ;
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qglVertex3fv ( v ) ;
qglVertex3fv ( pos ) ;
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//the line
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qglVertex3fv ( pos ) ;
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VectorMA ( pos , len / 2 - sl * 4 , dir , pos ) ;
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qglVertex3fv ( pos ) ;
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//right hand side.
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if ( s - > flags & SURF_PLANEBACK )
VectorMA ( v2 , - 4 , s - > plane - > normal , pos ) ;
else
VectorMA ( v2 , 4 , s - > plane - > normal , pos ) ;
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VectorMA ( pos , - 4 , dir , v ) ;
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if ( s - > flags & SURF_PLANEBACK )
VectorMA ( v , 4 , s - > plane - > normal , v ) ;
else
VectorMA ( v , - 4 , s - > plane - > normal , v ) ;
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qglVertex3fv ( v ) ;
qglVertex3fv ( pos ) ;
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2005-06-04 01:58:17 +00:00
if ( s - > flags & SURF_PLANEBACK )
VectorMA ( v , - 8 , s - > plane - > normal , v ) ;
else
VectorMA ( v , 8 , s - > plane - > normal , v ) ;
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qglVertex3fv ( v ) ;
qglVertex3fv ( pos ) ;
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//the line
2005-01-07 03:01:24 +00:00
qglVertex3fv ( pos ) ;
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VectorMA ( pos , - ( len / 2 - sl * 4 ) , dir , pos ) ;
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qglVertex3fv ( pos ) ;
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}
}
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qglEnd ( ) ;
qglDisable ( GL_POLYGON_OFFSET_LINE ) ;
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qglEnable ( GL_TEXTURE_2D ) ;
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}
// :)
void PPL_Schematics ( void )
{
int tn ;
msurface_t * s ;
texture_t * t ;
model_t * model ;
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qglColor3f ( 1 , 1 , 1 ) ;
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2005-01-07 03:01:24 +00:00
qglDepthMask ( 0 ) ; //don't bother writing depth
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GL_TexEnv ( GL_MODULATE ) ;
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qglShadeModel ( GL_FLAT ) ;
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qglEnable ( GL_BLEND ) ;
qglDisable ( GL_TEXTURE_2D ) ;
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model = cl . worldmodel ;
for ( tn = 0 ; tn < model - > numtextures ; tn + + )
{
t = model - > textures [ tn ] ;
if ( ! t )
continue ;
s = t - > texturechain ;
if ( ! s )
continue ;
PPL_SchematicsTextureChain ( s ) ;
t - > texturechain = NULL ;
}
GL_TexEnv ( GL_REPLACE ) ;
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qglDepthMask ( 1 ) ;
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}
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2004-11-29 01:21:00 +00:00
# ifdef PPL
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qboolean PPL_VisOverlaps ( qbyte * v1 , qbyte * v2 )
{
int i , m ;
m = ( cl . worldmodel - > numleafs - 1 ) > > 3 ;
for ( i = 0 ; i < m ; i + + )
{
if ( v1 [ i ] & v2 [ i ] )
return true ;
}
return false ;
}
2005-08-03 23:14:59 +00:00
qboolean PPL_LeafInView ( qbyte * lightvis )
{
int i ;
int m = ( cl . worldmodel - > numleafs + 7 ) / 8 ;
mleaf_t * wl = cl . worldmodel - > leafs ;
unsigned char lv ;
for ( i = 0 ; i < m ; i + + )
{
lv = lightvis [ i ] ;
if ( lv & 1 & & wl [ ( i < < 3 ) + 0 ] . visframe = = r_visframecount ) return true ;
if ( lv & 2 & & wl [ ( i < < 3 ) + 1 ] . visframe = = r_visframecount ) return true ;
if ( lv & 4 & & wl [ ( i < < 3 ) + 2 ] . visframe = = r_visframecount ) return true ;
if ( lv & 8 & & wl [ ( i < < 3 ) + 3 ] . visframe = = r_visframecount ) return true ;
if ( lv & 16 & & wl [ ( i < < 3 ) + 4 ] . visframe = = r_visframecount ) return true ;
if ( lv & 32 & & wl [ ( i < < 3 ) + 5 ] . visframe = = r_visframecount ) return true ;
if ( lv & 64 & & wl [ ( i < < 3 ) + 6 ] . visframe = = r_visframecount ) return true ;
if ( lv & 128 & & wl [ ( i < < 3 ) + 7 ] . visframe = = r_visframecount ) return true ;
}
return false ;
}
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void PPL_RecursiveWorldNode_r ( mnode_t * node )
{
int c , side ;
mplane_t * plane ;
msurface_t * surf , * * mark ;
mleaf_t * pleaf ;
double dot ;
int v ;
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float * v1 ;
vec3_t v3 ;
if ( node - > shadowframe ! = r_shadowframe )
return ;
if ( node - > contents = = Q1CONTENTS_SOLID )
return ; // solid
2004-09-04 18:15:18 +00:00
//if light areabox is outside node, ignore node + children
for ( c = 0 ; c < 3 ; c + + )
{
if ( lightorg [ c ] + lightradius < node - > minmaxs [ c ] )
return ;
if ( lightorg [ c ] - lightradius > node - > minmaxs [ 3 + c ] )
return ;
}
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// if a leaf node, draw stuff
if ( node - > contents < 0 )
{
pleaf = ( mleaf_t * ) node ;
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PPL_Shadow_Cache_Leaf ( pleaf ) ;
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mark = pleaf - > firstmarksurface ;
c = pleaf - > nummarksurfaces ;
if ( c )
{
do
{
( * mark + + ) - > shadowframe = r_shadowframe ;
} 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
PPL_RecursiveWorldNode_r ( node - > children [ side ] ) ;
// draw stuff
c = node - > numsurfaces ;
if ( c )
{
surf = cl . worldmodel - > surfaces + node - > firstsurface ;
{
for ( ; c ; c - - , surf + + )
{
if ( surf - > shadowframe ! = r_shadowframe )
continue ;
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
// continue; // wrong side
// if (surf->flags & SURF_PLANEBACK)
// continue;
if ( surf - > flags & ( SURF_DRAWALPHA | SURF_DRAWTILED ) )
{ // no shadows
continue ;
}
//is the light on the right side?
if ( surf - > flags & SURF_PLANEBACK )
{ //inverted normal.
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if ( - DotProduct ( surf - > plane - > normal , lightorg ) + surf - > plane - > dist > = lightradius )
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continue ;
}
else
{
if ( DotProduct ( surf - > plane - > normal , lightorg ) - surf - > plane - > dist > = lightradius )
continue ;
}
2004-12-15 19:53:30 +00:00
2004-09-04 18:15:18 +00:00
/* if (fabs(surf->center[0] - lightorg[0]) > lightradius+surf->radius ||
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fabs ( surf - > center [ 1 ] - lightorg [ 1 ] ) > lightradius + surf - > radius | |
fabs ( surf - > center [ 2 ] - lightorg [ 2 ] ) > lightradius + surf - > radius )
continue ;
2004-09-04 18:15:18 +00:00
*/
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PPL_Shadow_Cache_Surface ( surf ) ;
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# define PROJECTION_DISTANCE (float)(lightradius*2) //0x7fffffff
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//build a list of the edges that are to be drawn.
for ( v = 0 ; v < surf - > numedges ; v + + )
{
int e , delta ;
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shadowemittedeges + + ;
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e = cl . worldmodel - > surfedges [ surf - > firstedge + v ] ;
//negative edge means backwards edge.
if ( e < 0 )
{
e = - e ;
delta = - 1 ;
}
else
{
delta = 1 ;
}
if ( ! edge [ e ] . count )
{
if ( firstedge )
edge [ firstedge ] . prev = e ;
edge [ e ] . next = firstedge ;
edge [ e ] . prev = 0 ;
firstedge = e ;
edge [ e ] . count = delta ;
}
else
{
edge [ e ] . count + = delta ;
if ( ! edge [ e ] . count ) //unlink
{
if ( edge [ e ] . next )
{
edge [ edge [ e ] . next ] . prev = edge [ e ] . prev ;
}
if ( edge [ e ] . prev )
edge [ edge [ e ] . prev ] . next = edge [ e ] . next ;
else
firstedge = edge [ e ] . next ;
}
}
}
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shadowsurfcount + + ;
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qglVertexPointer ( 3 , GL_FLOAT , 0 , surf - > mesh - > xyz_array ) ;
2007-05-25 22:16:29 +00:00
qglDrawElements ( GL_TRIANGLES , surf - > mesh - > numindexes , GL_INDEX_TYPE , surf - > mesh - > indexes ) ;
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//fixme:this only works becuse q1bsps don't have combined meshes yet...
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//back (depth precision doesn't matter)
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qglBegin ( GL_POLYGON ) ;
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for ( v = surf - > mesh - > numvertexes - 1 ; v > = 0 ; v - - )
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{
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v1 = surf - > mesh - > xyz_array [ v ] ;
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v3 [ 0 ] = ( v1 [ 0 ] - lightorg [ 0 ] ) * PROJECTION_DISTANCE ;
v3 [ 1 ] = ( v1 [ 1 ] - lightorg [ 1 ] ) * PROJECTION_DISTANCE ;
v3 [ 2 ] = ( v1 [ 2 ] - lightorg [ 2 ] ) * PROJECTION_DISTANCE ;
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qglVertex3f ( v1 [ 0 ] + v3 [ 0 ] , v1 [ 1 ] + v3 [ 1 ] , v1 [ 2 ] + v3 [ 2 ] ) ;
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}
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qglEnd ( ) ;
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}
}
}
// recurse down the back side
PPL_RecursiveWorldNode_r ( node - > children [ ! side ] ) ;
}
//2 changes, but otherwise the same
void PPL_RecursiveWorldNodeQ2_r ( mnode_t * node )
{
int c , side ;
mplane_t * plane ;
msurface_t * surf , * * mark ;
mleaf_t * pleaf ;
double dot ;
int v ;
2004-09-13 03:20:04 +00:00
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float * v1 ;
vec3_t v3 ;
if ( node - > contents = = Q2CONTENTS_SOLID )
return ; // solid
if ( node - > shadowframe ! = r_shadowframe )
return ;
// if (R_CullBox (node->minmaxs, node->minmaxs+3))
// return;
// if a leaf node, draw stuff
if ( node - > contents ! = - 1 )
{
pleaf = ( mleaf_t * ) node ;
mark = pleaf - > firstmarksurface ;
c = pleaf - > nummarksurfaces ;
if ( c )
{
do
{
( * mark + + ) - > shadowframe = r_shadowframe ;
} 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
PPL_RecursiveWorldNodeQ2_r ( node - > children [ side ] ) ;
// draw stuff
c = node - > numsurfaces ;
if ( c )
{
surf = cl . worldmodel - > surfaces + node - > firstsurface ;
{
for ( ; c ; c - - , surf + + )
{
if ( surf - > shadowframe ! = r_shadowframe )
continue ;
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/*
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if ( surf - > lightframe = = r_shadowframe ) //done this one!
continue ;
surf - > lightframe = r_shadowframe ;
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*/
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// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
// continue; // wrong side
// if (surf->flags & SURF_PLANEBACK)
// continue;
if ( surf - > flags & SURF_PLANEBACK )
{ //inverted normal.
if ( DotProduct ( surf - > plane - > normal , lightorg ) - surf - > plane - > dist > = 0 )
continue ;
}
else
{
if ( DotProduct ( surf - > plane - > normal , lightorg ) - surf - > plane - > dist < = 0 )
continue ;
}
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//#define PROJECTION_DISTANCE (float)0x7fffffff
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if ( surf - > flags & ( SURF_DRAWALPHA | SURF_DRAWTILED ) )
{ // no shadows
continue ;
}
//build a list of the edges that are to be drawn.
for ( v = 0 ; v < surf - > numedges ; v + + )
{
int e , delta ;
e = cl . worldmodel - > surfedges [ surf - > firstedge + v ] ;
//negative edge means backwards edge.
if ( e < 0 )
{
e = - e ;
delta = - 1 ;
}
else
{
delta = 1 ;
}
if ( ! edge [ e ] . count )
{
if ( firstedge )
edge [ firstedge ] . prev = e ;
edge [ e ] . next = firstedge ;
edge [ e ] . prev = 0 ;
firstedge = e ;
edge [ e ] . count = delta ;
}
else
{
edge [ e ] . count + = delta ;
if ( ! edge [ e ] . count ) //unlink
{
if ( edge [ e ] . next )
{
edge [ edge [ e ] . next ] . prev = edge [ e ] . prev ;
}
if ( edge [ e ] . prev )
edge [ edge [ e ] . prev ] . next = edge [ e ] . next ;
else
firstedge = edge [ e ] . next ;
}
}
}
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//front face
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qglVertexPointer ( 3 , GL_FLOAT , 0 , surf - > mesh - > xyz_array ) ;
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qglDrawElements ( GL_TRIANGLES , surf - > mesh - > numindexes , GL_INDEX_TYPE , surf - > mesh - > indexes ) ;
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//fixme:this only works becuse q1bsps don't have combined meshes yet...
//back (depth precision doesn't matter)
qglBegin ( GL_POLYGON ) ;
for ( v = surf - > mesh - > numvertexes - 1 ; v > = 0 ; v - - )
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{
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v1 = surf - > mesh - > xyz_array [ v ] ;
v3 [ 0 ] = ( v1 [ 0 ] - lightorg [ 0 ] ) * PROJECTION_DISTANCE ;
v3 [ 1 ] = ( v1 [ 1 ] - lightorg [ 1 ] ) * PROJECTION_DISTANCE ;
v3 [ 2 ] = ( v1 [ 2 ] - lightorg [ 2 ] ) * PROJECTION_DISTANCE ;
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qglVertex3f ( v1 [ 0 ] + v3 [ 0 ] , v1 [ 1 ] + v3 [ 1 ] , v1 [ 2 ] + v3 [ 2 ] ) ;
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}
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qglEnd ( ) ;
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}
}
}
// recurse down the back side
PPL_RecursiveWorldNodeQ2_r ( node - > children [ ! side ] ) ;
}
void PPL_RecursiveWorldNodeQ3_r ( mnode_t * node )
{
int c , side ;
mplane_t * plane ;
msurface_t * surf , * * mark ;
mleaf_t * pleaf ;
double dot ;
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// glpoly_t *p;
// int v;
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// float *v2;
// vec3_t v4;
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// vec3_t v3;
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if ( node - > contents = = Q2CONTENTS_SOLID )
return ; // solid
if ( node - > shadowframe ! = r_shadowframe )
return ;
// if (R_CullBox (node->minmaxs, node->minmaxs+3))
// return;
// if a leaf node, draw stuff
if ( node - > contents ! = - 1 )
{
pleaf = ( mleaf_t * ) node ;
mark = pleaf - > firstmarksurface ;
c = pleaf - > nummarksurfaces ;
if ( c )
{
do
{
surf = * mark ;
( * mark + + ) - > shadowframe = r_shadowframe ;
/* if (surf->shadowframe != r_shadowframe)
continue ;
*/
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
// continue; // wrong side
// if (surf->flags & SURF_PLANEBACK)
// continue;
if ( surf - > flags & SURF_PLANEBACK )
{ //inverted normal.
if ( DotProduct ( surf - > plane - > normal , lightorg ) - surf - > plane - > dist < = - lightradius )
continue ;
}
else
{
if ( DotProduct ( surf - > plane - > normal , lightorg ) - surf - > plane - > dist > = lightradius )
continue ;
}
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//#define PROJECTION_DISTANCE (float)0x7fffffff
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/*if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
{ // no shadows
continue ;
} */
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Sys_Error ( " PPL_RecursiveWorldNodeQ3_r needs work " ) ;
/*
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for ( p = surf - > polys ; p ; p = p - > next )
{
//front face
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qglVertexPointer ( 3 , GL_FLOAT , sizeof ( GLfloat ) * VERTEXSIZE , p - > verts ) ;
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qglDrawElements ( GL_TRIANGLES , ( p - > numverts - 2 ) * 3 , GL_INDEX_TYPE , varray_i_polytotri ) ;
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//fixme...
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for ( v = 0 ; v < p - > numverts ; v + + )
{
//border
v1 = p - > verts [ v ] ;
v2 = p - > verts [ ( v + 1 ) % p - > numverts ] ;
//get positions of v3 and v4 based on the light position
v3 [ 0 ] = ( v1 [ 0 ] - lightorg [ 0 ] ) * PROJECTION_DISTANCE ;
v3 [ 1 ] = ( v1 [ 1 ] - lightorg [ 1 ] ) * PROJECTION_DISTANCE ;
v3 [ 2 ] = ( v1 [ 2 ] - lightorg [ 2 ] ) * PROJECTION_DISTANCE ;
v4 [ 0 ] = ( v2 [ 0 ] - lightorg [ 0 ] ) * PROJECTION_DISTANCE ;
v4 [ 1 ] = ( v2 [ 1 ] - lightorg [ 1 ] ) * PROJECTION_DISTANCE ;
v4 [ 2 ] = ( v2 [ 2 ] - lightorg [ 2 ] ) * PROJECTION_DISTANCE ;
//Now draw the quad from the two verts to the projected light
//verts
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qglBegin ( GL_QUAD_STRIP ) ;
qglVertex3f ( v1 [ 0 ] , v1 [ 1 ] , v1 [ 2 ] ) ;
qglVertex3f ( v1 [ 0 ] + v3 [ 0 ] , v1 [ 1 ] + v3 [ 1 ] , v1 [ 2 ] + v3 [ 2 ] ) ;
qglVertex3f ( v2 [ 0 ] , v2 [ 1 ] , v2 [ 2 ] ) ;
qglVertex3f ( v2 [ 0 ] + v4 [ 0 ] , v2 [ 1 ] + v4 [ 1 ] , v2 [ 2 ] + v4 [ 2 ] ) ;
qglEnd ( ) ;
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}
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//back
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qglBegin ( GL_POLYGON ) ;
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for ( v = p - > numverts - 1 ; v > = 0 ; v - - )
{
v1 = p - > verts [ v ] ;
v3 [ 0 ] = ( v1 [ 0 ] - lightorg [ 0 ] ) * PROJECTION_DISTANCE ;
v3 [ 1 ] = ( v1 [ 1 ] - lightorg [ 1 ] ) * PROJECTION_DISTANCE ;
v3 [ 2 ] = ( v1 [ 2 ] - lightorg [ 2 ] ) * PROJECTION_DISTANCE ;
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qglVertex3f ( v1 [ 0 ] + v3 [ 0 ] , v1 [ 1 ] + v3 [ 1 ] , v1 [ 2 ] + v3 [ 2 ] ) ;
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}
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qglEnd ( ) ;
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}
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*/
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} 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
PPL_RecursiveWorldNodeQ3_r ( node - > children [ side ] ) ;
// draw stuff
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/* c = node->numsurfaces;
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if ( c )
{
surf = cl . worldmodel - > surfaces + node - > firstsurface ;
{
for ( ; c ; c - - , surf + + )
{
}
}
}
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*/
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// recurse down the back side
PPL_RecursiveWorldNodeQ3_r ( node - > children [ ! side ] ) ;
}
void PPL_RecursiveWorldNode ( dlight_t * dl )
{
float * v1 , * v2 ;
vec3_t v3 , v4 ;
lightradius = dl - > radius ;
lightorg [ 0 ] = dl - > origin [ 0 ] + 0.5 ;
lightorg [ 1 ] = dl - > origin [ 1 ] + 0.5 ;
lightorg [ 2 ] = dl - > origin [ 2 ] + 0.5 ;
modelorg [ 0 ] = lightorg [ 0 ] ;
modelorg [ 1 ] = lightorg [ 1 ] ;
modelorg [ 2 ] = lightorg [ 2 ] ;
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if ( dl - > worldshadowmesh )
{
qglEnableClientState ( GL_VERTEX_ARRAY ) ;
qglVertexPointer ( 3 , GL_FLOAT , 0 , dl - > worldshadowmesh - > verts ) ;
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qglDrawRangeElements ( GL_TRIANGLES , 0 , dl - > worldshadowmesh - > numverts , dl - > worldshadowmesh - > numindicies , GL_INDEX_TYPE , dl - > worldshadowmesh - > indicies ) ;
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return ;
}
PPL_BeginShadowMesh ( dl ) ;
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qglEnableClientState ( GL_VERTEX_ARRAY ) ;
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if ( qglGetError ( ) )
Con_Printf ( " GL Error on entities \n " ) ;
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if ( cl . worldmodel - > fromgame = = fg_quake3 )
PPL_RecursiveWorldNodeQ3_r ( cl . worldmodel - > nodes ) ;
else if ( cl . worldmodel - > fromgame = = fg_quake2 )
PPL_RecursiveWorldNodeQ2_r ( cl . worldmodel - > nodes ) ;
else
PPL_RecursiveWorldNode_r ( cl . worldmodel - > nodes ) ;
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if ( qglGetError ( ) )
Con_Printf ( " GL Error on entities \n " ) ;
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qglVertexPointer ( 3 , GL_FLOAT , sizeof ( surfvertexarray_t ) , varray_v [ 0 ] . xyz ) ;
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if ( qglGetError ( ) )
Con_Printf ( " GL Error on entities \n " ) ;
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while ( firstedge )
{
//border
v1 = cl . worldmodel - > vertexes [ cl . worldmodel - > edges [ firstedge ] . v [ 0 ] ] . position ;
v2 = cl . worldmodel - > vertexes [ cl . worldmodel - > edges [ firstedge ] . v [ 1 ] ] . position ;
//get positions of v3 and v4 based on the light position
v3 [ 0 ] = ( v1 [ 0 ] - lightorg [ 0 ] ) * PROJECTION_DISTANCE ;
v3 [ 1 ] = ( v1 [ 1 ] - lightorg [ 1 ] ) * PROJECTION_DISTANCE ;
v3 [ 2 ] = ( v1 [ 2 ] - lightorg [ 2 ] ) * PROJECTION_DISTANCE ;
v4 [ 0 ] = ( v2 [ 0 ] - lightorg [ 0 ] ) * PROJECTION_DISTANCE ;
v4 [ 1 ] = ( v2 [ 1 ] - lightorg [ 1 ] ) * PROJECTION_DISTANCE ;
v4 [ 2 ] = ( v2 [ 2 ] - lightorg [ 2 ] ) * PROJECTION_DISTANCE ;
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if ( varray_vc + 4 > MAXARRAYVERTS )
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{
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qglDrawArrays ( GL_QUADS , 0 , varray_vc ) ;
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if ( qglGetError ( ) )
Con_Printf ( " GL Error on entities \n " ) ;
varray_vc = 0 ;
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}
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if ( edge [ firstedge ] . count > 0 )
{
varray_v [ varray_vc ] . xyz [ 0 ] = v1 [ 0 ] + v3 [ 0 ] ;
varray_v [ varray_vc ] . xyz [ 1 ] = v1 [ 1 ] + v3 [ 1 ] ;
varray_v [ varray_vc ] . xyz [ 2 ] = v1 [ 2 ] + v3 [ 2 ] ;
varray_vc + + ;
varray_v [ varray_vc ] . xyz [ 0 ] = v2 [ 0 ] + v4 [ 0 ] ;
varray_v [ varray_vc ] . xyz [ 1 ] = v2 [ 1 ] + v4 [ 1 ] ;
varray_v [ varray_vc ] . xyz [ 2 ] = v2 [ 2 ] + v4 [ 2 ] ;
varray_vc + + ;
varray_v [ varray_vc ] . xyz [ 0 ] = v2 [ 0 ] ;
varray_v [ varray_vc ] . xyz [ 1 ] = v2 [ 1 ] ;
varray_v [ varray_vc ] . xyz [ 2 ] = v2 [ 2 ] ;
varray_vc + + ;
varray_v [ varray_vc ] . xyz [ 0 ] = v1 [ 0 ] ;
varray_v [ varray_vc ] . xyz [ 1 ] = v1 [ 1 ] ;
varray_v [ varray_vc ] . xyz [ 2 ] = v1 [ 2 ] ;
varray_vc + + ;
}
else
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{
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varray_v [ varray_vc ] . xyz [ 0 ] = v1 [ 0 ] ;
varray_v [ varray_vc ] . xyz [ 1 ] = v1 [ 1 ] ;
varray_v [ varray_vc ] . xyz [ 2 ] = v1 [ 2 ] ;
varray_vc + + ;
varray_v [ varray_vc ] . xyz [ 0 ] = v2 [ 0 ] ;
varray_v [ varray_vc ] . xyz [ 1 ] = v2 [ 1 ] ;
varray_v [ varray_vc ] . xyz [ 2 ] = v2 [ 2 ] ;
varray_vc + + ;
varray_v [ varray_vc ] . xyz [ 0 ] = v2 [ 0 ] + v4 [ 0 ] ;
varray_v [ varray_vc ] . xyz [ 1 ] = v2 [ 1 ] + v4 [ 1 ] ;
varray_v [ varray_vc ] . xyz [ 2 ] = v2 [ 2 ] + v4 [ 2 ] ;
varray_vc + + ;
varray_v [ varray_vc ] . xyz [ 0 ] = v1 [ 0 ] + v3 [ 0 ] ;
varray_v [ varray_vc ] . xyz [ 1 ] = v1 [ 1 ] + v3 [ 1 ] ;
varray_v [ varray_vc ] . xyz [ 2 ] = v1 [ 2 ] + v3 [ 2 ] ;
varray_vc + + ;
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}
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edge [ firstedge ] . count = 0 ;
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firstedge = edge [ firstedge ] . next ;
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shadowedgecount + + ;
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}
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qglDrawArrays ( GL_QUADS , 0 , varray_vc ) ;
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if ( qglGetError ( ) )
Con_Printf ( " GL Error on entities \n " ) ;
varray_vc = 0 ;
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firstedge = 0 ;
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PPL_FinishShadowMesh ( dl ) ;
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}
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void PPL_DrawBrushModelShadow ( dlight_t * dl , entity_t * e )
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{
int v ;
float * v1 , * v2 ;
vec3_t v3 , v4 ;
int i ;
model_t * model ;
msurface_t * surf ;
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RotateLightVector ( e - > axis , e - > origin , dl - > origin , lightorg ) ;
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qglPushMatrix ( ) ;
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R_RotateForEntity ( e ) ;
model = e - > model ;
surf = model - > surfaces + model - > firstmodelsurface ;
for ( i = 0 ; i < model - > nummodelsurfaces ; i + + , surf + + )
{
if ( surf - > flags & SURF_PLANEBACK )
{ //inverted normal.
if ( DotProduct ( surf - > plane - > normal , lightorg ) - surf - > plane - > dist > = - 0.1 )
continue ;
}
else
{
if ( DotProduct ( surf - > plane - > normal , lightorg ) - surf - > plane - > dist < = 0.1 )
continue ;
}
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//#define PROJECTION_DISTANCE (float)0x7fffffff
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if ( surf - > flags & ( SURF_DRAWALPHA | SURF_DRAWTILED ) )
{ // no shadows
continue ;
}
//front face
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qglVertexPointer ( 3 , GL_FLOAT , 0 , surf - > mesh - > xyz_array ) ;
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qglDrawArrays ( GL_POLYGON , 0 , surf - > mesh - > numvertexes ) ;
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for ( v = 0 ; v < surf - > mesh - > numvertexes ; v + + )
{
//border
v1 = surf - > mesh - > xyz_array [ v ] ;
v2 = surf - > mesh - > xyz_array [ ( v + 1 ) % surf - > mesh - > numvertexes ] ;
//get positions of v3 and v4 based on the light position
v3 [ 0 ] = ( v1 [ 0 ] - lightorg [ 0 ] ) * PROJECTION_DISTANCE ;
v3 [ 1 ] = ( v1 [ 1 ] - lightorg [ 1 ] ) * PROJECTION_DISTANCE ;
v3 [ 2 ] = ( v1 [ 2 ] - lightorg [ 2 ] ) * PROJECTION_DISTANCE ;
v4 [ 0 ] = ( v2 [ 0 ] - lightorg [ 0 ] ) * PROJECTION_DISTANCE ;
v4 [ 1 ] = ( v2 [ 1 ] - lightorg [ 1 ] ) * PROJECTION_DISTANCE ;
v4 [ 2 ] = ( v2 [ 2 ] - lightorg [ 2 ] ) * PROJECTION_DISTANCE ;
//Now draw the quad from the two verts to the projected light
//verts
qglBegin ( GL_QUAD_STRIP ) ;
qglVertex3fv ( v1 ) ;
qglVertex3f ( v1 [ 0 ] + v3 [ 0 ] , v1 [ 1 ] + v3 [ 1 ] , v1 [ 2 ] + v3 [ 2 ] ) ;
qglVertex3fv ( v2 ) ;
qglVertex3f ( v2 [ 0 ] + v4 [ 0 ] , v2 [ 1 ] + v4 [ 1 ] , v2 [ 2 ] + v4 [ 2 ] ) ;
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qglEnd ( ) ;
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}
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//back
//the same applies as earlier
qglBegin ( GL_POLYGON ) ;
for ( v = surf - > mesh - > numvertexes - 1 ; v > = 0 ; v - - )
{
v1 = surf - > mesh - > xyz_array [ v ] ;
v3 [ 0 ] = ( v1 [ 0 ] - lightorg [ 0 ] ) * PROJECTION_DISTANCE ;
v3 [ 1 ] = ( v1 [ 1 ] - lightorg [ 1 ] ) * PROJECTION_DISTANCE ;
v3 [ 2 ] = ( v1 [ 2 ] - lightorg [ 2 ] ) * PROJECTION_DISTANCE ;
qglVertex3f ( v1 [ 0 ] + v3 [ 0 ] , v1 [ 1 ] + v3 [ 1 ] , v1 [ 2 ] + v3 [ 2 ] ) ;
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}
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qglEnd ( ) ;
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}
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qglPopMatrix ( ) ;
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}
void PPL_DrawShadowMeshes ( dlight_t * dl )
{
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int i ;
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if ( ! r_drawentities . value )
return ;
// draw sprites seperately, because of alpha blending
for ( i = 0 ; i < cl_numvisedicts ; i + + )
{
currententity = & cl_visedicts [ i ] ;
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if ( r_inmirror )
{
if ( currententity - > flags & Q2RF_WEAPONMODEL )
continue ;
}
else
{
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if ( currententity - > keynum = = dl - > key )
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continue ;
}
if ( currententity - > flags & Q2RF_BEAM )
{
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R_DrawBeam ( currententity ) ;
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continue ;
}
if ( ! currententity - > model )
continue ;
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if ( cls . allow_anyparticles | | currententity - > visframe ) //allowed or static
{
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if ( currententity - > model - > engineflags & MDLF_ENGULPHS )
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{
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if ( gl_part_flame . value )
continue ;
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}
}
switch ( currententity - > model - > type )
{
case mod_alias :
R_DrawGAliasShadowVolume ( currententity , dl - > origin , dl - > radius ) ;
break ;
case mod_brush :
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PPL_DrawBrushModelShadow ( dl , currententity ) ;
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break ;
default :
break ;
}
}
}
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void PPL_UpdateNodeShadowFrames ( qbyte * lvis )
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{
int i ;
mnode_t * node ;
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if ( ! lvis ) //using a cached light, we don't need shadowframes
return ;
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# ifdef Q3BSPS
if ( cl . worldmodel - > fromgame = = fg_quake3 )
{
mleaf_t * leaf ;
r_shadowframe + + ;
for ( i = 0 , leaf = cl . worldmodel - > leafs ; i < cl . worldmodel - > numleafs ; i + + , leaf + + )
{
node = ( mnode_t * ) leaf ;
while ( node )
{
if ( node - > shadowframe = = r_shadowframe )
break ;
node - > shadowframe = r_shadowframe ;
node = node - > parent ;
}
}
}
else
# endif
# ifdef Q2BSPS
if ( cl . worldmodel - > fromgame = = fg_quake2 )
{
mleaf_t * leaf ;
int cluster ;
r_shadowframe + + ;
for ( i = 0 , leaf = cl . worldmodel - > leafs ; i < cl . worldmodel - > numleafs ; i + + , leaf + + )
{
cluster = leaf - > cluster ;
if ( cluster = = - 1 )
continue ;
if ( lvis [ cluster > > 3 ] & ( 1 < < ( cluster & 7 ) ) )
{
node = ( mnode_t * ) leaf ;
do
{
if ( node - > shadowframe = = r_shadowframe )
break ;
node - > shadowframe = r_shadowframe ;
node = node - > parent ;
} while ( node ) ;
}
}
}
else
# endif
{
if ( r_novis . value ! = 2 )
{
r_shadowframe + + ;
//variation on mark leaves
for ( i = 0 ; i < cl . worldmodel - > numleafs ; i + + )
{
if ( lvis [ i > > 3 ] & ( 1 < < ( i & 7 ) ) ) // && vvis[i>>3] & (1<<(i&7)))
{
node = ( mnode_t * ) & cl . worldmodel - > leafs [ i + 1 ] ;
do
{
if ( node - > shadowframe = = r_shadowframe )
break ;
node - > shadowframe = r_shadowframe ;
node = node - > parent ;
} while ( node ) ;
}
}
}
}
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}
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# if 1 //DP's stolen code
static void GL_Scissor ( int x , int y , int width , int height )
{
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#if 0 //visible scissors
glMatrixMode ( GL_PROJECTION ) ;
glPushMatrix ( ) ;
glLoadIdentity ( ) ;
glOrtho ( 0 , glwidth , glheight , 0 , - 99999 , 99999 ) ;
glMatrixMode ( GL_MODELVIEW ) ;
glPushMatrix ( ) ;
glLoadIdentity ( ) ;
// GL_Set2D();
glColor4f ( 1 , 1 , 1 , 1 ) ;
glDisable ( GL_DEPTH_TEST ) ;
glDisable ( GL_SCISSOR_TEST ) ;
glColorMask ( GL_TRUE , GL_TRUE , GL_TRUE , GL_FALSE ) ;
glDisable ( GL_TEXTURE_2D ) ;
GL_TexEnv ( GL_REPLACE ) ;
glBegin ( GL_LINE_LOOP ) ;
glVertex2f ( x , y ) ;
glVertex2f ( x + glwidth , y ) ;
glVertex2f ( x + glwidth , y + glheight ) ;
glVertex2f ( x , y + glheight ) ;
glEnd ( ) ;
glMatrixMode ( GL_PROJECTION ) ;
glPopMatrix ( ) ;
glMatrixMode ( GL_MODELVIEW ) ;
glPopMatrix ( ) ;
# endif
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qglScissor ( x , glheight - ( y + height ) , width , height ) ;
}
# define BoxesOverlap(a,b,c,d) ((a)[0] <= (d)[0] && (b)[0] >= (c)[0] && (a)[1] <= (d)[1] && (b)[1] >= (c)[1] && (a)[2] <= (d)[2] && (b)[2] >= (c)[2])
qboolean PPL_ScissorForBox ( vec3_t mins , vec3_t maxs )
{
int i , ix1 , iy1 , ix2 , iy2 ;
float x1 , y1 , x2 , y2 , x , y , f ;
vec3_t smins , smaxs ;
vec4_t v , v2 ;
int r_view_x = 0 ;
int r_view_y = 0 ;
int r_view_width = glwidth ;
int r_view_height = glheight ;
if ( 0 ) //!r_shadow_scissor.integer)
{
GL_Scissor ( r_view_x , r_view_y , r_view_width , r_view_height ) ;
return false ;
}
// if view is inside the box, just say yes it's visible
if ( BoxesOverlap ( r_refdef . vieworg , r_refdef . vieworg , mins , maxs ) )
{
GL_Scissor ( r_view_x , r_view_y , r_view_width , r_view_height ) ;
return false ;
}
for ( i = 0 ; i < 3 ; i + + )
{
if ( vpn [ i ] > = 0 )
{
v [ i ] = mins [ i ] ;
v2 [ i ] = maxs [ i ] ;
}
else
{
v [ i ] = maxs [ i ] ;
v2 [ i ] = mins [ i ] ;
}
}
f = DotProduct ( vpn , r_refdef . vieworg ) + 1 ;
if ( DotProduct ( vpn , v2 ) < = f )
{
// entirely behind nearclip plane
GL_Scissor ( r_view_x , r_view_y , r_view_width , r_view_height ) ;
return true ;
}
if ( DotProduct ( vpn , v ) > = f )
{
// entirely infront of nearclip plane
x1 = y1 = x2 = y2 = 0 ;
for ( i = 0 ; i < 8 ; i + + )
{
v [ 0 ] = ( i & 1 ) ? mins [ 0 ] : maxs [ 0 ] ;
v [ 1 ] = ( i & 2 ) ? mins [ 1 ] : maxs [ 1 ] ;
v [ 2 ] = ( i & 4 ) ? mins [ 2 ] : maxs [ 2 ] ;
v [ 3 ] = 1.0f ;
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Matrix4_Project ( v , v2 , r_refdef . viewangles , r_refdef . vieworg , ( float ) vid . width / vid . height , r_refdef . fov_y ) ;
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v2 [ 0 ] * = r_view_width ;
v2 [ 1 ] * = r_view_height ;
// GL_TransformToScreen(v, v2);
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//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
x = v2 [ 0 ] ;
y = v2 [ 1 ] ;
if ( i )
{
if ( x1 > x ) x1 = x ;
if ( x2 < x ) x2 = x ;
if ( y1 > y ) y1 = y ;
if ( y2 < y ) y2 = y ;
}
else
{
x1 = x2 = x ;
y1 = y2 = y ;
}
}
}
else
{
// clipped by nearclip plane
// this is nasty and crude...
// create viewspace bbox
for ( i = 0 ; i < 8 ; i + + )
{
v [ 0 ] = ( ( i & 1 ) ? mins [ 0 ] : maxs [ 0 ] ) - r_refdef . vieworg [ 0 ] ;
v [ 1 ] = ( ( i & 2 ) ? mins [ 1 ] : maxs [ 1 ] ) - r_refdef . vieworg [ 1 ] ;
v [ 2 ] = ( ( i & 4 ) ? mins [ 2 ] : maxs [ 2 ] ) - r_refdef . vieworg [ 2 ] ;
v2 [ 0 ] = DotProduct ( v , vright ) ;
v2 [ 1 ] = DotProduct ( v , vup ) ;
v2 [ 2 ] = DotProduct ( v , vpn ) ;
if ( i )
{
if ( smins [ 0 ] > v2 [ 0 ] ) smins [ 0 ] = v2 [ 0 ] ;
if ( smaxs [ 0 ] < v2 [ 0 ] ) smaxs [ 0 ] = v2 [ 0 ] ;
if ( smins [ 1 ] > v2 [ 1 ] ) smins [ 1 ] = v2 [ 1 ] ;
if ( smaxs [ 1 ] < v2 [ 1 ] ) smaxs [ 1 ] = v2 [ 1 ] ;
if ( smins [ 2 ] > v2 [ 2 ] ) smins [ 2 ] = v2 [ 2 ] ;
if ( smaxs [ 2 ] < v2 [ 2 ] ) smaxs [ 2 ] = v2 [ 2 ] ;
}
else
{
smins [ 0 ] = smaxs [ 0 ] = v2 [ 0 ] ;
smins [ 1 ] = smaxs [ 1 ] = v2 [ 1 ] ;
smins [ 2 ] = smaxs [ 2 ] = v2 [ 2 ] ;
}
}
// now we have a bbox in viewspace
// clip it to the view plane
if ( smins [ 2 ] < 1 )
smins [ 2 ] = 1 ;
// return true if that culled the box
if ( smins [ 2 ] > = smaxs [ 2 ] )
return true ;
// ok some of it is infront of the view, transform each corner back to
// worldspace and then to screenspace and make screen rect
// initialize these variables just to avoid compiler warnings
x1 = y1 = x2 = y2 = 0 ;
for ( i = 0 ; i < 8 ; i + + )
{
v2 [ 0 ] = ( i & 1 ) ? smins [ 0 ] : smaxs [ 0 ] ;
v2 [ 1 ] = ( i & 2 ) ? smins [ 1 ] : smaxs [ 1 ] ;
v2 [ 2 ] = ( i & 4 ) ? smins [ 2 ] : smaxs [ 2 ] ;
v [ 0 ] = v2 [ 0 ] * vright [ 0 ] + v2 [ 1 ] * vup [ 0 ] + v2 [ 2 ] * vpn [ 0 ] + r_refdef . vieworg [ 0 ] ;
v [ 1 ] = v2 [ 0 ] * vright [ 1 ] + v2 [ 1 ] * vup [ 1 ] + v2 [ 2 ] * vpn [ 1 ] + r_refdef . vieworg [ 1 ] ;
v [ 2 ] = v2 [ 0 ] * vright [ 2 ] + v2 [ 1 ] * vup [ 2 ] + v2 [ 2 ] * vpn [ 2 ] + r_refdef . vieworg [ 2 ] ;
v [ 3 ] = 1.0f ;
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Matrix4_Project ( v , v2 , r_refdef . viewangles , r_refdef . vieworg , vid . width / vid . height , r_refdef . fov_y ) ;
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v2 [ 0 ] * = r_view_width ;
v2 [ 1 ] * = r_view_height ;
// GL_TransformToScreen(v, v2);
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//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
x = v2 [ 0 ] ;
y = v2 [ 1 ] ;
if ( i )
{
if ( x1 > x ) x1 = x ;
if ( x2 < x ) x2 = x ;
if ( y1 > y ) y1 = y ;
if ( y2 < y ) y2 = y ;
}
else
{
x1 = x2 = x ;
y1 = y2 = y ;
}
}
#if 0
// this code doesn't handle boxes with any points behind view properly
x1 = 1000 ; x2 = - 1000 ;
y1 = 1000 ; y2 = - 1000 ;
for ( i = 0 ; i < 8 ; i + + )
{
v [ 0 ] = ( i & 1 ) ? mins [ 0 ] : maxs [ 0 ] ;
v [ 1 ] = ( i & 2 ) ? mins [ 1 ] : maxs [ 1 ] ;
v [ 2 ] = ( i & 4 ) ? mins [ 2 ] : maxs [ 2 ] ;
v [ 3 ] = 1.0f ;
GL_TransformToScreen ( v , v2 ) ;
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v2 [ 0 ] * = r_view_width ;
v2 [ 1 ] * = r_view_height ;
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//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
if ( v2 [ 2 ] > 0 )
{
x = v2 [ 0 ] ;
y = v2 [ 1 ] ;
if ( x1 > x ) x1 = x ;
if ( x2 < x ) x2 = x ;
if ( y1 > y ) y1 = y ;
if ( y2 < y ) y2 = y ;
}
}
# endif
}
ix1 = x1 - 1.0f ;
iy1 = y1 - 1.0f ;
ix2 = x2 + 1.0f ;
iy2 = y2 + 1.0f ;
//Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
if ( ix1 < r_view_x ) ix1 = r_view_x ;
if ( iy1 < r_view_y ) iy1 = r_view_y ;
if ( ix2 > r_view_x + r_view_width ) ix2 = r_view_x + r_view_width ;
if ( iy2 > r_view_y + r_view_height ) iy2 = r_view_y + r_view_height ;
if ( ix2 < = ix1 | | iy2 < = iy1 )
return true ;
// set up the scissor rectangle
qglScissor ( ix1 , iy1 , ix2 - ix1 , iy2 - iy1 ) ;
//qglEnable(GL_SCISSOR_TEST);
return false ;
}
# endif
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//generates stencil shadows of the world geometry.
//redraws world geometry
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qboolean PPL_AddLight ( dlight_t * dl )
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{
int i ;
int sdecrw ;
int sincrw ;
int leaf ;
qbyte * lvis ;
qbyte * vvis ;
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vec3_t colour ;
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qbyte lvisb [ MAX_MAP_LEAFS / 8 ] ;
qbyte vvisb [ MAX_MAP_LEAFS / 8 ] ;
vec3_t mins ;
vec3_t maxs ;
mins [ 0 ] = dl - > origin [ 0 ] - dl - > radius ;
mins [ 1 ] = dl - > origin [ 1 ] - dl - > radius ;
mins [ 2 ] = dl - > origin [ 2 ] - dl - > radius ;
maxs [ 0 ] = dl - > origin [ 0 ] + dl - > radius ;
maxs [ 1 ] = dl - > origin [ 1 ] + dl - > radius ;
maxs [ 2 ] = dl - > origin [ 2 ] + dl - > radius ;
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colour [ 0 ] = dl - > color [ 0 ] ;
colour [ 1 ] = dl - > color [ 1 ] ;
colour [ 2 ] = dl - > color [ 2 ] ;
if ( dl - > style )
{
if ( cl_lightstyle [ dl - > style - 1 ] . colour & 1 )
colour [ 0 ] * = d_lightstylevalue [ dl - > style - 1 ] / 255.0f ;
else
colour [ 0 ] = 0 ;
if ( cl_lightstyle [ dl - > style - 1 ] . colour & 2 )
colour [ 1 ] * = d_lightstylevalue [ dl - > style - 1 ] / 255.0f ;
else
colour [ 1 ] = 0 ;
if ( cl_lightstyle [ dl - > style - 1 ] . colour & 4 )
colour [ 2 ] * = d_lightstylevalue [ dl - > style - 1 ] / 255.0f ;
else
colour [ 2 ] = 0 ;
}
if ( colour [ 0 ] < 0.1 & & colour [ 1 ] < 0.1 & & colour [ 2 ] < 0.1 )
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return false ; //just switch these off.
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if ( PPL_ScissorForBox ( mins , maxs ) )
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return false ; //was culled.
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if ( dl - > worldshadowmesh )
{
if ( ! PPL_LeafInView ( dl - > worldshadowmesh - > litleaves ) )
return false ;
/*
if ( cl . worldmodel - > fromgame = = fg_quake2 | | cl . worldmodel - > fromgame = = fg_quake3 )
i = cl . worldmodel - > funcs . LeafForPoint ( r_refdef . vieworg , cl . worldmodel ) ;
else
i = r_viewleaf - cl . worldmodel - > leafs ;
vvis = cl . worldmodel - > funcs . LeafPVS ( i , cl . worldmodel , vvisb ) ;
// if (!(lvis[i>>3] & (1<<(i&7)))) //light might not be visible, but it's effects probably should be.
// return;
if ( ! PPL_VisOverlaps ( dl - > worldshadowmesh - > litleaves , vvis ) ) //The two viewing areas do not intersect.
return ;
*/
lvis = NULL ;
}
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else
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{
if ( cl . worldmodel - > fromgame = = fg_quake2 | | cl . worldmodel - > fromgame = = fg_quake3 )
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i = cl . worldmodel - > funcs . LeafnumForPoint ( cl . worldmodel , r_refdef . vieworg ) ;
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else
i = r_viewleaf - cl . worldmodel - > leafs ;
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leaf = cl . worldmodel - > funcs . LeafnumForPoint ( cl . worldmodel , dl - > origin ) ;
lvis = cl . worldmodel - > funcs . LeafPVS ( cl . worldmodel , leaf , lvisb ) ;
vvis = cl . worldmodel - > funcs . LeafPVS ( cl . worldmodel , i , vvisb ) ;
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// if (!(lvis[i>>3] & (1<<(i&7)))) //light might not be visible, but it's effects probably should be.
// return;
if ( ! PPL_VisOverlaps ( lvis , vvis ) ) //The two viewing areas do not intersect.
return false ;
}
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PPL_EnableVertexArrays ( ) ;
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qglDisable ( GL_TEXTURE_2D ) ;
qglTexEnvf ( GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , GL_REPLACE ) ;
qglEnable ( GL_SCISSOR_TEST ) ;
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if ( ! ( ( int ) r_shadows . value & 4 ) )
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{
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qglDisable ( GL_BLEND ) ;
qglColorMask ( GL_FALSE , GL_FALSE , GL_FALSE , GL_FALSE ) ;
qglDepthMask ( 0 ) ;
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if ( gldepthfunc = = GL_LEQUAL )
qglDepthFunc ( GL_LESS ) ;
else
qglDepthFunc ( GL_GREATER ) ;
qglEnable ( GL_DEPTH_TEST ) ;
qglEnable ( GL_STENCIL_TEST ) ;
sincrw = GL_INCR ;
sdecrw = GL_DECR ;
if ( gl_config . ext_stencil_wrap )
{ //minamlise damage...
sincrw = GL_INCR_WRAP_EXT ;
sdecrw = GL_DECR_WRAP_EXT ;
}
//our stencil writes.
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# ifdef _DEBUG
if ( r_shadows . value = = 666 ) //testing (visible shadow volumes)
{
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PPL_UpdateNodeShadowFrames ( lvis ) ;
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if ( qglGetError ( ) )
Con_Printf ( " GL Error on entities \n " ) ;
qglColorMask ( GL_TRUE , GL_TRUE , GL_TRUE , GL_TRUE ) ;
qglColor3f ( dl - > color [ 0 ] , dl - > color [ 1 ] , dl - > color [ 2 ] ) ;
qglDisable ( GL_STENCIL_TEST ) ;
qglPolygonMode ( GL_FRONT_AND_BACK , GL_LINE ) ;
if ( qglGetError ( ) )
Con_Printf ( " GL Error on entities \n " ) ;
PPL_RecursiveWorldNode ( dl ) ;
if ( qglGetError ( ) )
Con_Printf ( " GL Error on entities \n " ) ;
PPL_DrawShadowMeshes ( dl ) ;
if ( qglGetError ( ) )
Con_Printf ( " GL Error on entities \n " ) ;
qglPolygonMode ( GL_FRONT_AND_BACK , GL_FILL ) ;
}
else
# endif
if ( qglStencilOpSeparateATI & & ! ( ( int ) r_shadows . value & 2 ) ) //GL_ATI_separate_stencil
{
qglClearStencil ( 0 ) ;
qglClear ( GL_STENCIL_BUFFER_BIT ) ;
qglDisable ( GL_CULL_FACE ) ;
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qglStencilFunc ( GL_ALWAYS , 1 , ~ 0 ) ;
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qglStencilOpSeparateATI ( GL_BACK , GL_KEEP , sincrw , GL_KEEP ) ;
qglStencilOpSeparateATI ( GL_FRONT , GL_KEEP , sdecrw , GL_KEEP ) ;
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PPL_UpdateNodeShadowFrames ( lvis ) ;
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PPL_RecursiveWorldNode ( dl ) ;
PPL_DrawShadowMeshes ( dl ) ;
qglStencilOpSeparateATI ( GL_FRONT_AND_BACK , GL_KEEP , GL_KEEP , GL_KEEP ) ;
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qglEnable ( GL_CULL_FACE ) ;
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qglStencilFunc ( GL_EQUAL , 0 , ~ 0 ) ;
}
else if ( qglActiveStencilFaceEXT & & ! ( ( int ) r_shadows . value & 2 ) ) //NVidias variation on a theme. (GFFX class)
{
qglClearStencil ( 0 ) ;
qglClear ( GL_STENCIL_BUFFER_BIT ) ;
qglDisable ( GL_CULL_FACE ) ;
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qglEnable ( GL_STENCIL_TEST_TWO_SIDE_EXT ) ;
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qglActiveStencilFaceEXT ( GL_BACK ) ;
qglStencilOp ( GL_KEEP , sincrw , GL_KEEP ) ;
qglStencilFunc ( GL_ALWAYS , 1 , ~ 0 ) ;
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qglActiveStencilFaceEXT ( GL_FRONT ) ;
qglStencilOp ( GL_KEEP , sdecrw , GL_KEEP ) ;
qglStencilFunc ( GL_ALWAYS , 1 , ~ 0 ) ;
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PPL_UpdateNodeShadowFrames ( lvis ) ;
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PPL_RecursiveWorldNode ( dl ) ;
PPL_DrawShadowMeshes ( dl ) ;
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qglActiveStencilFaceEXT ( GL_BACK ) ;
qglStencilOp ( GL_KEEP , GL_KEEP , GL_KEEP ) ;
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qglActiveStencilFaceEXT ( GL_FRONT ) ;
qglStencilOp ( GL_KEEP , GL_KEEP , GL_KEEP ) ;
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qglDisable ( GL_STENCIL_TEST_TWO_SIDE_EXT ) ;
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qglEnable ( GL_CULL_FACE ) ;
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qglActiveStencilFaceEXT ( GL_BACK ) ;
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qglStencilFunc ( GL_ALWAYS , 0 , ~ 0 ) ;
qglActiveStencilFaceEXT ( GL_FRONT ) ;
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qglStencilFunc ( GL_EQUAL , 0 , ~ 0 ) ;
}
else //your graphics card sucks and lacks efficient stencil shadow techniques.
{ //centered around 0. Will only be increased then decreased less.
qglClearStencil ( 0 ) ;
qglClear ( GL_STENCIL_BUFFER_BIT ) ;
qglEnable ( GL_CULL_FACE ) ;
qglStencilFunc ( GL_ALWAYS , 0 , ~ 0 ) ;
shadowsurfcount = 0 ;
qglCullFace ( GL_BACK ) ;
qglStencilOp ( GL_KEEP , sincrw , GL_KEEP ) ;
PPL_UpdateNodeShadowFrames ( lvis ) ;
PPL_RecursiveWorldNode ( dl ) ;
PPL_DrawShadowMeshes ( dl ) ;
shadowsurfcount = 0 ;
qglCullFace ( GL_FRONT ) ;
qglStencilOp ( GL_KEEP , sdecrw , GL_KEEP ) ;
PPL_UpdateNodeShadowFrames ( lvis ) ;
PPL_RecursiveWorldNode ( dl ) ;
PPL_DrawShadowMeshes ( dl ) ;
qglStencilFunc ( GL_EQUAL , 0 , ~ 0 ) ;
}
//end stencil writing.
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qglEnable ( GL_DEPTH_TEST ) ;
qglDepthMask ( 0 ) ;
qglStencilOp ( GL_KEEP , GL_KEEP , GL_KEEP ) ;
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qglCullFace ( GL_FRONT ) ;
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#if 0 //draw the stencil stuff to the red channel
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/*
{
# pragma comment(lib, "opengl32.lib")
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static char buffer [ 1024 * 1024 * 8 ] ;
glReadPixels ( 0 , 0 , vid . width , vid . height , GL_STENCIL_INDEX , GL_UNSIGNED_BYTE , buffer ) ;
glDrawPixels ( vid . width , vid . height , GL_GREEN , GL_UNSIGNED_BYTE , buffer ) ;
}
*/
qglMatrixMode ( GL_PROJECTION ) ;
qglPushMatrix ( ) ;
qglMatrixMode ( GL_MODELVIEW ) ;
qglPushMatrix ( ) ;
GL_Set2D ( ) ;
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{
extern cvar_t vid_conheight ;
qglColorMask ( GL_FALSE , GL_TRUE , GL_FALSE , GL_FALSE ) ;
qglStencilFunc ( GL_GREATER , 1 , ~ 0 ) ;
Draw_ConsoleBackground ( vid_conheight . value ) ;
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qglColorMask ( GL_TRUE , GL_FALSE , GL_FALSE , GL_FALSE ) ;
qglStencilFunc ( GL_LESS , 1 , ~ 0 ) ;
Draw_ConsoleBackground ( vid_conheight . value ) ;
qglColorMask ( GL_FALSE , GL_FALSE , GL_TRUE , GL_FALSE ) ;
qglStencilFunc ( GL_NEVER , 1 , ~ 0 ) ;
Draw_ConsoleBackground ( vid_conheight . value ) ;
}
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qglMatrixMode ( GL_PROJECTION ) ;
qglPopMatrix ( ) ;
qglMatrixMode ( GL_MODELVIEW ) ;
qglPopMatrix ( ) ;
# endif
qglColorMask ( GL_TRUE , GL_TRUE , GL_TRUE , GL_TRUE ) ;
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}
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qglColor3f ( 1 , 1 , 1 ) ;
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qglEnable ( GL_BLEND ) ;
qglBlendFunc ( GL_ONE , GL_ONE ) ;
qglColor4f ( dl - > color [ 0 ] , dl - > color [ 1 ] , dl - > color [ 2 ] , 1 ) ;
qglDepthFunc ( GL_EQUAL ) ;
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lightorg [ 0 ] = dl - > origin [ 0 ] + 0.5 ;
lightorg [ 1 ] = dl - > origin [ 1 ] + 0.5 ;
lightorg [ 2 ] = dl - > origin [ 2 ] + 0.5 ;
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PPL_DrawEntLighting ( dl , colour ) ;
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qglBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
qglDepthMask ( 1 ) ;
qglDepthFunc ( gldepthfunc ) ;
qglEnable ( GL_DEPTH_TEST ) ;
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qglDisable ( GL_STENCIL_TEST ) ;
qglStencilFunc ( GL_ALWAYS , 0 , ~ 0 ) ;
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qglDisable ( GL_SCISSOR_TEST ) ;
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qglDisable ( GL_BLEND ) ;
GL_TexEnv ( GL_REPLACE ) ;
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return true ;
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}
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# endif
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void GL_CheckTMUIs0 ( void ) ;
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void PPL_DrawWorld ( void )
{
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RSpeedLocals ( ) ;
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#if 0
dlight_t * lc , * furthestprev ;
float furthest ;
# endif
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# ifdef PPL
dlight_t * l ;
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int i ;
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int numlights ;
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vec3_t mins , maxs ;
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# endif
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int maxshadowlights = gl_maxshadowlights . value ;
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if ( ! r_shadow_realtime_world . value )
r_lightmapintensity = 1 ;
else
r_lightmapintensity = r_shadow_realtime_world_lightmaps . value ;
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/*
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if ( ! lightmap )
{
R_PreNewMap ( ) ;
R_NewMap ( ) ;
return ; // :/
}
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*/
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if ( maxshadowlights < 1 )
maxshadowlights = 1 ;
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// if (qglGetError())
// Con_Printf("GL Error before world\n");
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//glColorMask(0,0,0,0);
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RSpeedRemark ( ) ;
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TRACE ( ( " dbg: calling PPL_BaseTextures \n " ) ) ;
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PPL_BaseTextures ( cl . worldmodel ) ;
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RSpeedEnd ( RSPEED_WORLD ) ;
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// if (qglGetError())
// Con_Printf("GL Error during base textures\n");
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//glColorMask(1,1,1,1);
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RSpeedRemark ( ) ;
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TRACE ( ( " dbg: calling PPL_BaseEntTextures \n " ) ) ;
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PPL_BaseEntTextures ( ) ;
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RSpeedEnd ( RSPEED_DRAWENTITIES ) ;
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// CL_NewDlightRGB(1, r_refdef.vieworg[0], r_refdef.vieworg[1]-16, r_refdef.vieworg[2]-24, 128, 1, 1, 1, 1);
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// if (qglGetError())
// Con_Printf("GL Error on entities\n");
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# ifdef PPL
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numlights = 0 ;
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RSpeedRemark ( ) ;
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if ( r_shadows . value & & qglStencilFunc & & gl_canstencil )
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{
if ( cl . worldmodel - > fromgame = = fg_quake | | cl . worldmodel - > fromgame = = fg_halflife | | cl . worldmodel - > fromgame = = fg_quake2 /*|| cl.worldmodel->fromgame == fg_quake3*/ )
{
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// lc = NULL;
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for ( l = cl_dlights , i = 0 ; i < dlights_running ; i + + , l + + )
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{
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if ( ! l - > radius | | l - > noppl )
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continue ;
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if ( l - > color [ 0 ] < 0 )
continue ; //quick check for darklight
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if ( l - > isstatic )
{
if ( ! r_shadow_realtime_world . value )
continue ;
}
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mins [ 0 ] = l - > origin [ 0 ] - l - > radius ;
mins [ 1 ] = l - > origin [ 1 ] - l - > radius ;
mins [ 2 ] = l - > origin [ 2 ] - l - > radius ;
maxs [ 0 ] = l - > origin [ 0 ] + l - > radius ;
maxs [ 1 ] = l - > origin [ 1 ] + l - > radius ;
maxs [ 2 ] = l - > origin [ 2 ] + l - > radius ;
if ( R_CullBox ( mins , maxs ) )
continue ;
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if ( R_CullSphere ( l - > origin , l - > radius ) )
continue ;
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# if 1
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if ( maxshadowlights - - < = 0 )
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continue ;
# else
VectorSubtract ( l - > origin , r_refdef . vieworg , mins )
l - > dist = Length ( mins ) ;
VectorNormalize ( mins ) ;
l - > dist * = 1 - sqrt ( DotProduct ( vpn , mins ) * DotProduct ( vpn , mins ) ) ;
l - > next = lc ;
lc = l ;
maxshadowlights - - ;
}
while ( maxshadowlights < 0 ) //ooer... we exceeded our quota... strip the furthest ones out.
{
furthest = lc - > dist ;
furthestprev = NULL ;
for ( l = lc ; l - > next ; l = l - > next )
{
if ( l - > next - > dist > furthest )
{
furthest = l - > next - > dist ;
furthestprev = l ;
}
}
if ( furthestprev )
furthestprev - > next = furthestprev - > next - > next ;
else
lc = lc - > next ;
maxshadowlights + + ;
}
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for ( l = lc ; l ; l = l - > next ) //we now have our quotaed list
{
# endif
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if ( ! l - > isstatic )
{
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l - > color [ 0 ] * = 10 ;
l - > color [ 1 ] * = 10 ;
l - > color [ 2 ] * = 10 ;
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}
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TRACE ( ( " dbg: calling PPL_AddLight \n " ) ) ;
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if ( PPL_AddLight ( l ) )
numlights + + ;
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if ( ! l - > isstatic )
{
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l - > color [ 0 ] / = 10 ;
l - > color [ 1 ] / = 10 ;
l - > color [ 2 ] / = 10 ;
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}
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}
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qglEnable ( GL_TEXTURE_2D ) ;
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}
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qglDisableClientState ( GL_COLOR_ARRAY ) ;
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}
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RSpeedEnd ( RSPEED_STENCILSHADOWS ) ;
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# endif
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// Con_Printf("%i lights\n", numlights);
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// if (qglGetError())
// Con_Printf("GL Error on shadow lighting\n");
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RSpeedRemark ( ) ;
if ( gl_schematics . value )
PPL_Schematics ( ) ;
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TRACE ( ( " dbg: calling PPL_DrawEntFullBrights \n " ) ) ;
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PPL_DrawEntFullBrights ( ) ;
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RSpeedEnd ( RSPEED_FULLBRIGHTS ) ;
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// if (qglGetError())
// Con_Printf("GL Error on fullbrights/details\n");
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// Con_Printf("%i %i(%i) %i\n", shadowsurfcount, shadowedgecount, shadowemittedeges, shadowlightfaces);
RQuantAdd ( RQUANT_SHADOWFACES , shadowsurfcount ) ;
RQuantAdd ( RQUANT_SHADOWEDGES , shadowedgecount ) ;
RQuantAdd ( RQUANT_LITFACES , shadowlightfaces ) ;
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shadowsurfcount = 0 ;
shadowedgecount = 0 ;
shadowlightfaces = 0 ;
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shadowemittedeges = 0 ;
GL_CheckTMUIs0 ( ) ;
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R_IBrokeTheArrays ( ) ;
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}
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void PPL_CreateShaderObjects ( void )
{
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# ifdef PPL
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PPL_CreateLightTexturesProgram ( ) ;
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# endif
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PPL_LoadSpecularFragmentProgram ( ) ;
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}
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void PPL_FlushShadowMesh ( dlight_t * dl )
{
int tn ;
shadowmesh_t * sm ;
sm = dl - > worldshadowmesh ;
if ( sm )
{
dl - > worldshadowmesh = NULL ;
for ( tn = 0 ; tn < sm - > numsurftextures ; tn + + )
if ( sm - > litsurfs [ tn ] . count )
BZ_Free ( sm - > litsurfs ) ;
BZ_Free ( sm - > indicies ) ;
BZ_Free ( sm - > verts ) ;
BZ_Free ( sm ) ;
}
}
//okay, so this is a bit of a hack...
qboolean buildingmesh ;
void ( APIENTRY * realBegin ) ( GLenum ) ;
void ( APIENTRY * realEnd ) ( void ) ;
void ( APIENTRY * realVertex3f ) ( GLfloat x , GLfloat y , GLfloat z ) ;
void ( APIENTRY * realVertex3fv ) ( const GLfloat * v ) ;
void ( APIENTRY * realVertexPointer ) ( GLint size , GLenum type , GLsizei stride , const GLvoid * pointer ) ;
void ( APIENTRY * realDrawArrays ) ( GLenum mode , GLint first , GLsizei count ) ;
void ( APIENTRY * realDrawElements ) ( GLenum mode , GLsizei count , GLenum type , const GLvoid * indices ) ;
# define inc 128
int sh_type ;
int sh_index [ 64 * 64 ] ;
int sh_vertnum ; //vertex number (set to 0 at SH_Begin)
int sh_maxverts ;
int sh_numverts ; //total emitted
int sh_maxindicies ;
int sh_numindicies ;
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const float * sh_vertexpointer ;
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int sh_vpstride ;
shadowmesh_t * sh_shmesh ;
void APIENTRY SH_Begin ( GLenum e )
{
sh_type = e ;
}
void APIENTRY SH_End ( void )
{
int i ;
int v1 , v2 ;
switch ( sh_type )
{
case GL_POLYGON :
i = ( sh_numindicies + ( sh_vertnum - 2 ) * 3 + inc + 5 ) & ~ ( inc - 1 ) ; //and a bit of padding
if ( sh_maxindicies ! = i )
{
sh_maxindicies = i ;
sh_shmesh - > indicies = BZ_Realloc ( sh_shmesh - > indicies , i * sizeof ( * sh_shmesh - > indicies ) ) ;
}
//decompose the poly into a triangle fan.
v1 = sh_index [ 0 ] ;
v2 = sh_index [ 1 ] ;
for ( i = 2 ; i < sh_vertnum ; i + + )
{
sh_shmesh - > indicies [ sh_numindicies + + ] = v1 ;
sh_shmesh - > indicies [ sh_numindicies + + ] = v2 ;
sh_shmesh - > indicies [ sh_numindicies + + ] = v2 = sh_index [ i ] ;
}
sh_vertnum = 0 ;
break ;
case GL_TRIANGLES :
i = ( sh_numindicies + ( sh_vertnum ) + inc + 5 ) & ~ ( inc - 1 ) ; //and a bit of padding
if ( sh_maxindicies ! = i )
{
sh_maxindicies = i ;
sh_shmesh - > indicies = BZ_Realloc ( sh_shmesh - > indicies , i * sizeof ( * sh_shmesh - > indicies ) ) ;
}
//add the extra triangles
for ( i = 0 ; i < sh_vertnum ; i + = 3 )
{
sh_shmesh - > indicies [ sh_numindicies + + ] = sh_index [ i + 0 ] ;
sh_shmesh - > indicies [ sh_numindicies + + ] = sh_index [ i + 1 ] ;
sh_shmesh - > indicies [ sh_numindicies + + ] = sh_index [ i + 2 ] ;
}
sh_vertnum = 0 ;
break ;
case GL_QUADS :
i = ( sh_numindicies + ( sh_vertnum / 4 ) * 6 + inc + 5 ) & ~ ( inc - 1 ) ; //and a bit of padding
if ( sh_maxindicies ! = i )
{
sh_maxindicies = i ;
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sh_shmesh - > indicies = BZ_Realloc ( sh_shmesh - > indicies , i * sizeof ( * sh_shmesh - > indicies ) ) ;
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}
//add the extra triangles
for ( i = 0 ; i < sh_vertnum ; i + = 4 )
{
sh_shmesh - > indicies [ sh_numindicies + + ] = sh_index [ i + 0 ] ;
sh_shmesh - > indicies [ sh_numindicies + + ] = sh_index [ i + 1 ] ;
sh_shmesh - > indicies [ sh_numindicies + + ] = sh_index [ i + 2 ] ;
sh_shmesh - > indicies [ sh_numindicies + + ] = sh_index [ i + 0 ] ;
sh_shmesh - > indicies [ sh_numindicies + + ] = sh_index [ i + 2 ] ;
sh_shmesh - > indicies [ sh_numindicies + + ] = sh_index [ i + 3 ] ;
}
sh_vertnum = 0 ;
break ;
default :
if ( sh_vertnum )
Sys_Error ( " SH_End: verticies were left " ) ;
}
}
void APIENTRY SH_Vertex3f ( GLfloat x , GLfloat y , GLfloat z )
{
int i ;
if ( sh_vertnum > sizeof ( sh_index ) / sizeof ( sh_index [ 0 ] ) )
Sys_Error ( " SH_End: too many verticies " ) ;
//add the verts as we go
i = ( sh_numverts + inc + 5 ) & ~ ( inc - 1 ) ; //and a bit of padding
if ( sh_maxverts ! = i )
{
sh_maxverts = i ;
sh_shmesh - > verts = BZ_Realloc ( sh_shmesh - > verts , i * sizeof ( * sh_shmesh - > verts ) ) ;
}
sh_shmesh - > verts [ sh_numverts ] [ 0 ] = x ;
sh_shmesh - > verts [ sh_numverts ] [ 1 ] = y ;
sh_shmesh - > verts [ sh_numverts ] [ 2 ] = z ;
sh_index [ sh_vertnum ] = sh_numverts ;
sh_vertnum + + ;
sh_numverts + + ;
switch ( sh_type )
{
case GL_POLYGON :
break ;
case GL_TRIANGLES :
if ( sh_vertnum = = 3 )
SH_End ( ) ;
break ;
case GL_QUADS :
if ( sh_vertnum = = 4 )
SH_End ( ) ;
break ;
default :
Sys_Error ( " SH_Vertex3f: bad type " ) ;
}
}
void APIENTRY SH_Vertex3fv ( const GLfloat * v )
{
SH_Vertex3f ( v [ 0 ] , v [ 1 ] , v [ 2 ] ) ;
}
void APIENTRY SH_VertexPointer ( GLint size , GLenum type , GLsizei stride , const GLvoid * pointer )
{
sh_vertexpointer = pointer ;
sh_vpstride = stride / 4 ;
if ( ! sh_vpstride )
sh_vpstride = 3 ;
}
void APIENTRY SH_DrawArrays ( GLenum mode , GLint first , GLsizei count )
{
int i ;
SH_Begin ( mode ) ;
count + = first ;
for ( i = first ; i < count ; i + + )
SH_Vertex3fv ( sh_vertexpointer + i * sh_vpstride ) ;
SH_End ( ) ;
}
void APIENTRY SH_DrawElements ( GLenum mode , GLsizei count , GLenum type , const GLvoid * indices )
{
int i ;
SH_Begin ( mode ) ;
for ( i = 0 ; i < count ; i + + )
SH_Vertex3fv ( sh_vertexpointer + ( ( ( int * ) indices ) [ i ] ) * sh_vpstride ) ;
SH_End ( ) ;
}
void PPL_Shadow_Cache_Surface ( msurface_t * surf )
{
int i ;
if ( ! buildingmesh )
return ;
for ( i = 0 ; i < cl . worldmodel - > numtextures ; i + + )
if ( surf - > texinfo - > texture = = cl . worldmodel - > textures [ i ] )
break ;
sh_shmesh - > litsurfs [ i ] . s = BZ_Realloc ( sh_shmesh - > litsurfs [ i ] . s , sizeof ( void * ) * ( sh_shmesh - > litsurfs [ i ] . count + 1 ) ) ;
sh_shmesh - > litsurfs [ i ] . s [ sh_shmesh - > litsurfs [ i ] . count ] = surf ;
sh_shmesh - > litsurfs [ i ] . count + + ;
}
void PPL_Shadow_Cache_Leaf ( mleaf_t * leaf )
{
int i ;
if ( ! buildingmesh )
return ;
i = leaf - cl . worldmodel - > leafs ;
sh_shmesh - > litleaves [ i > > 3 ] = 1 < < ( i & 7 ) ;
}
void PPL_BeginShadowMesh ( dlight_t * dl )
{
PPL_FlushShadowMesh ( dl ) ;
if ( buildingmesh )
return ;
if ( ! dl - > isstatic )
return ;
sh_maxverts = 0 ;
sh_numverts = 0 ;
sh_vertnum = 0 ;
sh_maxindicies = 0 ;
sh_numindicies = 0 ;
buildingmesh = true ;
realBegin = qglBegin ;
realEnd = qglEnd ;
realVertex3f = qglVertex3f ;
realVertex3fv = qglVertex3fv ;
realVertexPointer = qglVertexPointer ;
realDrawArrays = qglDrawArrays ;
realDrawElements = qglDrawElements ;
qglBegin = SH_Begin ;
qglEnd = SH_End ;
qglVertex3f = SH_Vertex3f ;
qglVertex3fv = SH_Vertex3fv ;
qglVertexPointer = SH_VertexPointer ;
qglDrawArrays = SH_DrawArrays ;
qglDrawElements = SH_DrawElements ;
sh_shmesh = Z_Malloc ( sizeof ( * sh_shmesh ) + ( cl . worldmodel - > numleafs + 7 ) / 8 ) ;
sh_shmesh - > litsurfs = Z_Malloc ( sizeof ( shadowmeshsurfs_t ) * cl . worldmodel - > numtextures ) ;
sh_shmesh - > numsurftextures = cl . worldmodel - > numtextures ;
sh_shmesh - > litleaves = ( unsigned char * ) ( sh_shmesh + 1 ) ;
}
void PPL_FinishShadowMesh ( dlight_t * dl )
{
if ( ! buildingmesh )
return ;
qglBegin = realBegin ;
qglEnd = realEnd ;
qglVertex3f = realVertex3f ;
qglVertex3fv = realVertex3fv ;
qglVertexPointer = realVertexPointer ;
qglDrawArrays = realDrawArrays ;
qglDrawElements = realDrawElements ;
buildingmesh = false ;
dl - > worldshadowmesh = sh_shmesh ;
sh_shmesh - > numindicies = sh_numindicies ;
sh_shmesh - > numverts = sh_numverts ;
sh_shmesh = NULL ;
}
# endif //ifdef GLQUAKE