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fteqw/engine/gl/gl_rsurf.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_surf.c: surface-related refresh code
#include "quakedef.h"
#include "glquake.h"
#include "shader.h"
#include "renderque.h"
#include <math.h>
int skytexturenum;
extern cvar_t gl_bump;
extern qbyte areabits[MAX_Q2MAP_AREAS/8];
model_t *currentmodel;
int lightmap_bytes; // 1, 3 or 4
int *lightmap_textures;
int *deluxmap_textures;
int detailtexture;
#define MAX_LIGHTMAP_SIZE 256
vec3_t blocknormals[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
unsigned blocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
#ifdef PEXT_LIGHTSTYLECOL
unsigned greenblklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
unsigned blueblklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
#endif
lightmapinfo_t **lightmap;
int numlightmaps;
msurface_t *r_alpha_surfaces = NULL;
extern msurface_t *r_mirror_chain;
mleaf_t *r_vischain; // linked list of visible leafs
void R_RenderDynamicLightmaps (msurface_t *fa);
extern cvar_t gl_detail;
extern cvar_t r_stains;
extern cvar_t r_loadlits;
extern cvar_t r_stainfadetime;
extern cvar_t r_stainfadeammount;
extern cvar_t gl_waterripples;
extern cvar_t gl_lightmapmode;
//radius, x y z, r g b
void GLR_StainSurf (msurface_t *surf, float *parms)
{
int sd, td;
float dist, rad, minlight;
float change;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
float amm;
mtexinfo_t *tex;
#define stain(x) \
\
change = amm*parms[4+x]; \
if (change < 0) \
{ if(change<-128)change=-128; \
if (stainbase[(s)*3+x] < change) \
{} \
else if (stainbase[(s)*3+x] < 0) \
stainbase[(s)*3+x] = change; \
else \
stainbase[(s)*3+x] += change; \
} \
else \
{ if(change>127)change=127; \
if (stainbase[(s)*3+x] > change) \
{} \
else if (stainbase[(s)*3+x] > 0) \
stainbase[(s)*3+x] = change; \
else \
stainbase[(s)*3+x] += change; \
}
stmap *stainbase;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
tex = surf->texinfo;
stainbase = lightmap[surf->lightmaptexturenum]->stainmaps;
stainbase += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
rad = *parms;
dist = DotProduct ((parms+1), surf->plane->normal) - surf->plane->dist;
rad -= fabs(dist);
minlight = 0;
if (rad < minlight) //not hit
return;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = (parms+1)[i] - surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*16;
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
{
amm = (rad - dist);
stain(0);
stain(1);
stain(2);
surf->stained = true;
}
}
stainbase += 3*LMBLOCK_WIDTH;
}
if (surf->stained)
surf->cached_dlight=-1;
}
//combination of R_AddDynamicLights and R_MarkLights
/*
void GLR_StainNode (mnode_t *node, float *parms)
{
mplane_t *splitplane;
float dist;
msurface_t *surf;
int i;
if (node->contents < 0)
return;
splitplane = node->plane;
dist = DotProduct ((parms+1), splitplane->normal) - splitplane->dist;
if (dist > (*parms))
{
GLR_StainNode (node->children[0], parms);
return;
}
if (dist < (-*parms))
{
GLR_StainNode (node->children[1], parms);
return;
}
// mark the polygons
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i=0 ; i<node->numsurfaces ; i++, surf++)
{
if (surf->flags&~(SURF_DONTWARP|SURF_PLANEBACK))
continue;
GLR_StainSurf(surf, parms);
}
GLR_StainNode (node->children[0], parms);
GLR_StainNode (node->children[1], parms);
}
*/
void GLR_StainQ3Node (mnode_t *node, float *parms)
{
// mplane_t *splitplane;
// float dist;
int i;
if (node->contents != -1)
{
msurface_t **mark;
mleaf_t *leaf;
// mark the polygons
leaf = (mleaf_t *)node;
mark = leaf->firstmarksurface;
for (i=0 ; i<leaf->nummarksurfaces ; i++)
{
GLR_StainSurf(*mark++, parms);
}
return;
}
/*
splitplane = node->plane;
dist = DotProduct ((parms+1), splitplane->normal) - splitplane->dist;
if (dist > (*parms))
{
GLR_StainQ2Node (node->children[0], parms);
return;
}
if (dist < (-*parms))
{
GLR_StainQ2Node (node->children[1], parms);
return;
}*/
GLR_StainQ3Node (node->children[0], parms);
GLR_StainQ3Node (node->children[1], parms);
}
void GLR_AddStain(vec3_t org, float red, float green, float blue, float radius)
{
physent_t *pe;
int i;
float parms[7];
if (!cl.worldmodel || !r_stains.value)
return;
parms[0] = radius;
parms[1] = org[0];
parms[2] = org[1];
parms[3] = org[2];
parms[4] = red;
parms[5] = green;
parms[6] = blue;
cl.worldmodel->funcs.StainNode(cl.worldmodel->nodes+cl.worldmodel->hulls[0].firstclipnode, parms);
//now stain bsp models other than world.
for (i=1 ; i< pmove.numphysent ; i++) //0 is world...
{
pe = &pmove.physents[i];
if (pe->model && pe->model->surfaces == cl.worldmodel->surfaces)
{
parms[1] = org[0] - pe->origin[0];
parms[2] = org[1] - pe->origin[1];
parms[3] = org[2] - pe->origin[2];
pe->model->funcs.StainNode(pe->model->nodes+pe->model->hulls[0].firstclipnode, parms);
}
}
}
void GLR_WipeStains(void)
{
int i;
for (i = 0; i < numlightmaps; i++)
{
if (!lightmap[i])
break;
memset(lightmap[i]->stainmaps, 0, sizeof(lightmap[i]->stainmaps));
}
}
void GLR_LessenStains(void)
{
int i;
msurface_t *surf;
int smax, tmax;
int s, t;
stmap *stain;
int stride;
int ammount;
static float time;
if (!r_stains.value)
return;
time += host_frametime;
if (time < r_stainfadetime.value)
return;
time-=r_stainfadetime.value;
ammount = r_stainfadeammount.value;
surf = cl.worldmodel->surfaces;
for (i=0 ; i<cl.worldmodel->numsurfaces ; i++, surf++)
{
if (surf->stained)
{
surf->cached_dlight=-1;//nice hack here...
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
stain = lightmap[surf->lightmaptexturenum]->stainmaps;
stain += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
stride = (LMBLOCK_WIDTH-smax)*3;
surf->stained = false;
smax*=3;
for (t = 0 ; t<tmax ; t++, stain+=stride)
{
for (s=0 ; s<smax ; s++)
{
if (*stain < -ammount) //negative values increase to 0
{
*stain += ammount;
surf->stained=true;
}
else if (*stain > ammount) //positive values reduce to 0
{
*stain -= ammount;
surf->stained=true;
}
else //close to 0 or 0 already.
*stain = 0;
stain++;
}
}
}
}
}
/*
===============
R_AddDynamicLights
===============
*/
void GLR_AddDynamicLights (msurface_t *surf)
{
int lnum;
int sd, td;
float dist, rad, minlight;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
mtexinfo_t *tex;
float a;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
tex = surf->texinfo;
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
{
if ( !(surf->dlightbits & (1<<lnum) ) )
continue; // not lit by this light
if (cl_dlights[lnum].nodynamic)
continue;
rad = cl_dlights[lnum].radius;
dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
surf->plane->dist;
rad -= fabs(dist);
minlight = cl_dlights[lnum].minlight;
if (rad < minlight)
continue;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = cl_dlights[lnum].origin[i] -
surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
a = 256*(cl_dlights[lnum].color[0]*1.5 + cl_dlights[lnum].color[1]*2.95 + cl_dlights[lnum].color[2]*0.55);
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*16;
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
blocklights[t*smax + s] += (rad - dist)*a;
}
}
}
}
void GLR_AddDynamicLightNorms (msurface_t *surf)
{
int lnum;
int sd, td;
float dist, rad, minlight;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
mtexinfo_t *tex;
float a;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
tex = surf->texinfo;
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
{
if ( !(surf->dlightbits & (1<<lnum) ) )
continue; // not lit by this light
if (cl_dlights[lnum].nodynamic)
continue;
rad = cl_dlights[lnum].radius;
dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
surf->plane->dist;
rad -= fabs(dist);
minlight = cl_dlights[lnum].minlight;
if (rad < minlight)
continue;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = cl_dlights[lnum].origin[i] -
surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
a = 256*(cl_dlights[lnum].color[0]*1.5 + cl_dlights[lnum].color[1]*2.95 + cl_dlights[lnum].color[2]*0.55);
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*16;
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
{
// blocknormals[t*smax + s][0] -= (rad - dist)*(impact[0]-local[0])/8192.0;
// blocknormals[t*smax + s][1] -= (rad - dist)*(impact[1]-local[1])/8192.0;
blocknormals[t*smax + s][2] += 0.5*blocknormals[t*smax + s][2]*(rad - dist)/256;
}
}
}
}
}
#ifdef PEXT_LIGHTSTYLECOL
void GLR_AddDynamicLightsColours (msurface_t *surf)
{
int lnum;
int sd, td;
float dist, rad, minlight;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
mtexinfo_t *tex;
// float temp;
float r, g, b;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
tex = surf->texinfo;
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
{
if ( !(surf->dlightbits & (1<<lnum) ) )
continue; // not lit by this light
rad = cl_dlights[lnum].radius;
dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
surf->plane->dist;
rad -= fabs(dist);
minlight = cl_dlights[lnum].minlight;
if (rad < minlight)
continue;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = cl_dlights[lnum].origin[i] -
surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
r = cl_dlights[lnum].color[0]*3*256;
g = cl_dlights[lnum].color[1]*3*256;
b = cl_dlights[lnum].color[2]*3*256;
/* if (cl_dlights[lnum].type == 1) //a wierd effect.
{
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*16;
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
{
blocklights[t*smax + s] += 2*sin(dist/10+cl.time*20)*(rad - dist)*256 * cl_dlights[lnum].colour[0]*3;
greenblklights[t*smax + s] += 2*sin(M_PI/3+dist/10+cl.time*20)*(rad - dist)*256 * cl_dlights[lnum].colour[1]*3;
blueblklights[t*smax + s] += 2*sin(2*M_PI/3+dist/10+cl.time*20)*(rad - dist)*256 * cl_dlights[lnum].colour[2]*3;
}
}
}
}
else
{
*/ for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*16;
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
{
blocklights[t*smax + s] += (rad - dist)*r;
greenblklights[t*smax + s] += (rad - dist)*g;
blueblklights[t*smax + s] += (rad - dist)*b;
}
}
}
// }
}
}
#endif
void GLR_BuildDeluxMap (msurface_t *surf, qbyte *dest)
{
int smax, tmax;
int i, j, size;
qbyte *lightmap;
qbyte *deluxmap;
unsigned scale;
int maps;
float intensity;
vec_t *bnorm;
vec3_t temp;
int stride = LMBLOCK_WIDTH*3;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
size = smax*tmax;
lightmap = surf->samples;
// set to full bright if no light data
if (!currentmodel->deluxdata)
{
for (i=0 ; i<size ; i++)
{
blocknormals[i][0] = 0.9;//surf->orientation[2][0];
blocknormals[i][1] = 0.8;//surf->orientation[2][1];
blocknormals[i][2] = 1;//surf->orientation[2][2];
}
goto store;
}
if (currentmodel->rgblighting)
deluxmap = surf->samples - currentmodel->lightdata + currentmodel->deluxdata;
else
deluxmap = (surf->samples - currentmodel->lightdata)*3 + currentmodel->deluxdata;
// clear to no light
for (i=0 ; i<size ; i++)
{
blocknormals[i][0] = 0;
blocknormals[i][1] = 0;
blocknormals[i][2] = 0;
}
// add all the lightmaps
if (lightmap)
{
if (currentmodel->rgblighting)
{
deluxmap = surf->samples - currentmodel->lightdata + currentmodel->deluxdata;
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
for (i=0 ; i<size ; i++)
{
intensity = (lightmap[i*3]+lightmap[i*3+1]+lightmap[i*3+2]) * scale;
blocknormals[i][0] += intensity*(deluxmap[i*3+0]-127);
blocknormals[i][1] += intensity*(deluxmap[i*3+1]-127);
blocknormals[i][2] += intensity*(deluxmap[i*3+2]-127);
}
lightmap += size*3; // skip to next lightmap
deluxmap += size*3;
}
}
else
{
deluxmap = (surf->samples - currentmodel->lightdata)*3 + currentmodel->deluxdata;
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
for (i=0 ; i<size ; i++)
{
intensity = (lightmap[i]) * scale;
blocknormals[i][0] += intensity*(deluxmap[i*3+0]-127);
blocknormals[i][1] += intensity*(deluxmap[i*3+1]-127);
blocknormals[i][2] += intensity*(deluxmap[i*3+2]-127);
}
lightmap += size; // skip to next lightmap
deluxmap += size*3;
}
}
}
store:
// add all the dynamic lights
// if (surf->dlightframe == r_framecount)
// GLR_AddDynamicLightNorms (surf);
// bound, invert, and shift
stride -= smax*3;
bnorm = blocknormals[0];
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
temp[0] = bnorm[0];
temp[1] = bnorm[1];
temp[2] = bnorm[2]; //half the effect? so we emulate light's scalecos of 0.5
VectorNormalize(temp);
if (temp[2]<0.5)
{
temp[2]=0.5; //don't let it get too dark.
}
dest[0] = (temp[0]+1)/2*255;
dest[1] = (temp[1]+1)/2*255;
dest[2] = (temp[2]+1)/2*255;
dest += 3;
bnorm+=3;
}
}
}
/*
===============
R_BuildLightMap
Combine and scale multiple lightmaps into the 8.8 format in blocklights
===============
*/
void GLR_BuildLightMap (msurface_t *surf, qbyte *dest, qbyte *deluxdest, stmap *stainsrc)
{
int smax, tmax;
int t;
int i, j, size;
qbyte *lightmap;
unsigned scale;
int maps;
unsigned *bl;
qboolean isstained;
extern cvar_t r_ambient;
#ifdef PEXT_LIGHTSTYLECOL
unsigned *blg;
unsigned *blb;
int r, g, b;
int cr, cg, cb;
#endif
int stride = LMBLOCK_WIDTH*lightmap_bytes;
surf->cached_dlight = (surf->dlightframe == r_framecount);
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
size = smax*tmax;
lightmap = surf->samples;
if (size > MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE)
{ //fixme: fill in?
Con_Printf("Lightmap too large\n");
return;
}
if (currentmodel->deluxdata)
GLR_BuildDeluxMap(surf, deluxdest);
#ifdef PEXT_LIGHTSTYLECOL
if (gl_lightmap_format == GL_RGBA || gl_lightmap_format == GL_RGB)
{
// set to full bright if no light data
if (r_fullbright.value>0) //not qw
{
for (i=0 ; i<size ; i++)
{
blocklights[i] = r_fullbright.value*255*256;
greenblklights[i] = r_fullbright.value*255*256;
blueblklights[i] = r_fullbright.value*255*256;
}
// if (r_fullbright.value < 1)
{
if (surf->dlightframe == r_framecount)
GLR_AddDynamicLightsColours (surf);
}
goto store;
}
if (!currentmodel->lightdata)
{
for (i=0 ; i<size ; i++)
{
blocklights[i] = 255*256;
greenblklights[i] = 255*256;
blueblklights[i] = 255*256;
}
if (surf->dlightframe == r_framecount)
GLR_AddDynamicLightsColours (surf);
goto store;
}
// clear to no light
t = r_ambient.value*255;
for (i=0 ; i<size ; i++)
{
blocklights[i] = t;
greenblklights[i] = t;
blueblklights[i] = t;
}
// add all the lightmaps
if (lightmap)
{
if (currentmodel->fromgame == fg_quake3) //rgb
{
/* for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++) //no light styles in q3 apparently.
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
}
*/
for (i = 0; i < tmax; i++) //q3 maps store thier light in a block fashion, q1/q2/hl store it in a linear fashion.
{
for (j = 0; j < smax; j++)
{
blocklights[i*smax+j] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3];
greenblklights[i*smax+j] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3+1];
blueblklights[i*smax+j] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3+2];
}
}
// memset(blocklights, 255, sizeof(blocklights));
}
else if (currentmodel->rgblighting) //rgb
{
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
if (cl_lightstyle[surf->styles[maps]].colour == 7) //hopefully a faster alternative.
{
for (i=0 ; i<size ; i++)
{
blocklights[i] += lightmap[i*3 ] * scale;
greenblklights[i] += lightmap[i*3+1] * scale;
blueblklights[i] += lightmap[i*3+2] * scale;
}
}
else
{
if (cl_lightstyle[surf->styles[maps]].colour & 1)
for (i=0 ; i<size ; i++)
blocklights[i] += lightmap[i*3 ] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 2)
for (i=0 ; i<size ; i++)
greenblklights[i] += lightmap[i*3+1] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 4)
for (i=0 ; i<size ; i++)
blueblklights[i] += lightmap[i*3+2] * scale;
}
lightmap += size*3; // skip to next lightmap
}
}
else
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
if (cl_lightstyle[surf->styles[maps]].colour & 1)
for (i=0 ; i<size ; i++)
blocklights[i] += lightmap[i] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 2)
for (i=0 ; i<size ; i++)
greenblklights[i] += lightmap[i] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 4)
for (i=0 ; i<size ; i++)
blueblklights[i] += lightmap[i] * scale;
lightmap += size; // skip to next lightmap
}
}
// add all the dynamic lights
if (surf->dlightframe == r_framecount)
GLR_AddDynamicLightsColours (surf);
}
else
{
#endif
// set to full bright if no light data
if (r_fullbright.value || !currentmodel->lightdata)
{
for (i=0 ; i<size ; i++)
blocklights[i] = 255*256;
goto store;
}
// clear to no light
for (i=0 ; i<size ; i++)
blocklights[i] = 0;
// add all the lightmaps
if (lightmap)
{
if (currentmodel->rgblighting) //rgb
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]]/3;
surf->cached_light[maps] = scale; // 8.8 fraction
for (i=0 ; i<size ; i++)
blocklights[i] += (lightmap[i*3]+lightmap[i*3+1]+lightmap[i*3+2]) * scale;
lightmap += size*3; // skip to next lightmap
}
else
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
for (i=0 ; i<size ; i++)
blocklights[i] += lightmap[i] * scale;
lightmap += size; // skip to next lightmap
}
}
// add all the dynamic lights
if (surf->dlightframe == r_framecount)
GLR_AddDynamicLights (surf);
#ifdef PEXT_LIGHTSTYLECOL
}
#endif
// bound, invert, and shift
store:
#ifdef INVERTLIGHTMAPS
switch (gl_lightmap_format)
{
#ifdef PEXT_LIGHTSTYLECOL
case GL_RGBA:
stride -= (smax<<2);
bl = blocklights;
blg = greenblklights;
blb = blueblklights;
if (!r_stains.value)
isstained = false;
else
isstained = surf->stained;
/* if (!gl_lightcomponantreduction.value)
{
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= 7;
if (t > 255)
dest[0] = 0;
else if (t < 0)
dest[0] = 256;
else
dest[0] = (255-t);
t = *blg++;
t >>= 7;
if (t > 255)
dest[1] = 0;
else if (t < 0)
dest[1] = 256;
else
dest[1] = (255-t);
t = *blb++;
t >>= 7;
if (t > 255)
dest[2] = 0;
else if (t < 0)
dest[2] = 256;
else
dest[2] = (255-t);
dest[3] = 0;//(dest[0]+dest[1]+dest[2])/3;
dest += 4;
}
}
}
else
*/ {
stmap *stain;
for (i=0 ; i<tmax ; i++, dest += stride)
{
stain = stainsrc + i*LMBLOCK_WIDTH*3;
for (j=0 ; j<smax ; j++)
{
r = *bl++;
r >>= 7;
g = *blg++;
g >>= 7;
b = *blb++;
b >>= 7;
if (isstained) //do we need to add the stain?
{
r += *stain++;
g += *stain++;
b += *stain++;
}
cr = 0;
cg = 0;
cb = 0;
if (r > 255) //ak too much red
{
cr -= (255-r)/2;
cg += (255-r)/4; //reduce it, and indicate to drop the others too.
cb += (255-r)/4;
r = 255;
}
// else if (r < 0)
// r = 0;
if (g > 255)
{
cr += (255-g)/4;
cg -= (255-g)/2;
cb += (255-g)/4;
g = 255;
}
// else if (g < 0)
// g = 0;
if (b > 255)
{
cr += (255-b)/4;
cg += (255-b)/4;
cb -= (255-b)/2;
b = 255;
}
// else if (b < 0)
// b = 0;
//*
if ((r+cr) > 255)
dest[0] = 0; //inverse lighting
else if ((r+cr) < 0)
dest[0] = 255;
else
dest[0] = 255-(r+cr);
if ((g+cg) > 255)
dest[1] = 0;
else if ((g+cg) < 0)
dest[1] = 255;
else
dest[1] = 255-(g+cg);
if ((b+cb) > 255)
dest[2] = 0;
else if ((b+cb) < 0)
dest[2] = 255;
else
dest[2] = 255-(b+cb);
/*/
if ((r+cr) > 255)
dest[0] = 255; //non-inverse lighting
else if ((r+cr) < 0)
dest[0] = 0;
else
dest[0] = (r+cr);
if ((g+cg) > 255)
dest[1] = 255;
else if ((g+cg) < 0)
dest[1] = 0;
else
dest[1] = (g+cg);
if ((b+cb) > 255)
dest[2] = 255;
else if ((b+cb) < 0)
dest[2] = 0;
else
dest[2] = (b+cb);
*/
dest[3] = (dest[0]+dest[1]+dest[2])/3; //alpha?!?!
dest += 4;
}
}
}
break;
case GL_RGB:
stride -= smax*3;
bl = blocklights;
blg = greenblklights;
blb = blueblklights;
if (!r_stains.value)
isstained = false;
else
isstained = surf->stained;
/* if (!gl_lightcomponantreduction.value)
{
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= 7;
if (t > 255)
dest[0] = 0;
else if (t < 0)
dest[0] = 256;
else
dest[0] = (255-t);
t = *blg++;
t >>= 7;
if (t > 255)
dest[1] = 0;
else if (t < 0)
dest[1] = 256;
else
dest[1] = (255-t);
t = *blb++;
t >>= 7;
if (t > 255)
dest[2] = 0;
else if (t < 0)
dest[2] = 256;
else
dest[2] = (255-t);
dest += 3;
}
}
}
else
*/ {
stmap *stain;
for (i=0 ; i<tmax ; i++, dest += stride)
{
stain = stainsrc + i*LMBLOCK_WIDTH*3;
for (j=0 ; j<smax ; j++)
{
r = *bl++;
r >>= 7;
g = *blg++;
g >>= 7;
b = *blb++;
b >>= 7;
if (isstained) //do we need to add the stain?
{
r += *stain++;
g += *stain++;
b += *stain++;
}
cr = 0;
cg = 0;
cb = 0;
if (r > 255) //ak too much red
{
cr -= (255-r)/2;
cg += (255-r)/4; //reduce it, and indicate to drop the others too.
cb += (255-r)/4;
r = 255;
}
// else if (r < 0)
// r = 0;
if (g > 255)
{
cr += (255-g)/4;
cg -= (255-g)/2;
cb += (255-g)/4;
g = 255;
}
// else if (g < 0)
// g = 0;
if (b > 255)
{
cr += (255-b)/4;
cg += (255-b)/4;
cb -= (255-b)/2;
b = 255;
}
// else if (b < 0)
// b = 0;
//*
if ((r+cr) > 255)
dest[0] = 0; //inverse lighting
else if ((r+cr) < 0)
dest[0] = 255;
else
dest[0] = 255-(r+cr);
if ((g+cg) > 255)
dest[1] = 0;
else if ((g+cg) < 0)
dest[1] = 255;
else
dest[1] = 255-(g+cg);
if ((b+cb) > 255)
dest[2] = 0;
else if ((b+cb) < 0)
dest[2] = 255;
else
dest[2] = 255-(b+cb);
/*/
if ((r+cr) > 255)
dest[0] = 255; //non-inverse lighting
else if ((r+cr) < 0)
dest[0] = 0;
else
dest[0] = (r+cr);
if ((g+cg) > 255)
dest[1] = 255;
else if ((g+cg) < 0)
dest[1] = 0;
else
dest[1] = (g+cg);
if ((b+cb) > 255)
dest[2] = 255;
else if ((b+cb) < 0)
dest[2] = 0;
else
dest[2] = (b+cb);
// */
dest += 3;
}
}
}
break;
#else
case GL_RGBA:
stride -= (smax<<2);
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= 7;
if (t > 255)
t = 255;
dest[3] = 255-t;
dest += 4;
}
}
break;
#endif
case GL_ALPHA:
case GL_LUMINANCE:
case GL_INTENSITY:
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= 7;
if (t > 255)
t = 255;
dest[j] = 255-t;
}
}
break;
default:
Sys_Error ("Bad lightmap format");
}
#else
switch (gl_lightmap_format)
{
#ifdef PEXT_LIGHTSTYLECOL
case GL_RGBA:
stride -= (smax<<2);
bl = blocklights;
blg = greenblklights;
blb = blueblklights;
if (!r_stains.value)
isstained = false;
else
isstained = surf->stained;
/* if (!gl_lightcomponantreduction.value)
{
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= 7;
if (t > 255)
dest[0] = 0;
else if (t < 0)
dest[0] = 256;
else
dest[0] = (255-t);
t = *blg++;
t >>= 7;
if (t > 255)
dest[1] = 0;
else if (t < 0)
dest[1] = 256;
else
dest[1] = (255-t);
t = *blb++;
t >>= 7;
if (t > 255)
dest[2] = 0;
else if (t < 0)
dest[2] = 256;
else
dest[2] = (255-t);
dest[3] = 0;//(dest[0]+dest[1]+dest[2])/3;
dest += 4;
}
}
}
else
*/ {
stmap *stain;
for (i=0 ; i<tmax ; i++, dest += stride)
{
stain = stainsrc + i*LMBLOCK_WIDTH*3;
for (j=0 ; j<smax ; j++)
{
r = *bl++;
r >>= 7;
g = *blg++;
g >>= 7;
b = *blb++;
b >>= 7;
if (isstained) //do we need to add the stain?
{
r += *stain++;
g += *stain++;
b += *stain++;
}
cr = 0;
cg = 0;
cb = 0;
if (r > 255) //ak too much red
{
cr -= (255-r)/2;
cg += (255-r)/4; //reduce it, and indicate to drop the others too.
cb += (255-r)/4;
r = 255;
}
// else if (r < 0)
// r = 0;
if (g > 255)
{
cr += (255-g)/4;
cg -= (255-g)/2;
cb += (255-g)/4;
g = 255;
}
// else if (g < 0)
// g = 0;
if (b > 255)
{
cr += (255-b)/4;
cg += (255-b)/4;
cb -= (255-b)/2;
b = 255;
}
// else if (b < 0)
// b = 0;
//*
if ((r+cr) > 255)
dest[0] = 0; //inverse lighting
else if ((r+cr) < 0)
dest[0] = 255;
else
dest[0] = 255-(r+cr);
if ((g+cg) > 255)
dest[1] = 0;
else if ((g+cg) < 0)
dest[1] = 255;
else
dest[1] = 255-(g+cg);
if ((b+cb) > 255)
dest[2] = 0;
else if ((b+cb) < 0)
dest[2] = 255;
else
dest[2] = 255-(b+cb);
/*/
if ((r+cr) > 255)
dest[0] = 255; //non-inverse lighting
else if ((r+cr) < 0)
dest[0] = 0;
else
dest[0] = (r+cr);
if ((g+cg) > 255)
dest[1] = 255;
else if ((g+cg) < 0)
dest[1] = 0;
else
dest[1] = (g+cg);
if ((b+cb) > 255)
dest[2] = 255;
else if ((b+cb) < 0)
dest[2] = 0;
else
dest[2] = (b+cb);
*/
dest[3] = (dest[0]+dest[1]+dest[2])/3; //alpha?!?!
dest += 4;
}
}
}
break;
case GL_RGB:
stride -= smax*3;
bl = blocklights;
blg = greenblklights;
blb = blueblklights;
if (!r_stains.value)
isstained = false;
else
isstained = surf->stained;
/* if (!gl_lightcomponantreduction.value)
{
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= 7;
if (t > 255)
dest[0] = 255;
else if (t < 0)
dest[0] = 0;
else
dest[0] = t;
t = *blg++;
t >>= 7;
if (t > 255)
dest[1] = 255;
else if (t < 0)
dest[1] = 0;
else
dest[1] = t;
t = *blb++;
t >>= 7;
if (t > 255)
dest[2] = 255;
else if (t < 0)
dest[2] = 0;
else
dest[2] = t;
dest += 3;
}
}
}
else
*/ {
stmap *stain;
for (i=0 ; i<tmax ; i++, dest += stride)
{
stain = stainsrc + i*LMBLOCK_WIDTH*3;
for (j=0 ; j<smax ; j++)
{
r = *bl++;
r >>= 7;
g = *blg++;
g >>= 7;
b = *blb++;
b >>= 7;
if (isstained) //do we need to add the stain?
{
r += *stain++;
g += *stain++;
b += *stain++;
}
cr = 0;
cg = 0;
cb = 0;
if (r > 255) //ak too much red
{
cr -= (255-r)/2;
cg += (255-r)/4; //reduce it, and indicate to drop the others too.
cb += (255-r)/4;
r = 255;
}
// else if (r < 0)
// r = 0;
if (g > 255)
{
cr += (255-g)/4;
cg -= (255-g)/2;
cb += (255-g)/4;
g = 255;
}
// else if (g < 0)
// g = 0;
if (b > 255)
{
cr += (255-b)/4;
cg += (255-b)/4;
cb -= (255-b)/2;
b = 255;
}
// else if (b < 0)
// b = 0;
//*
if ((r+cr) > 255)
dest[0] = 255; //inverse lighting
else if ((r+cr) < 0)
dest[0] = 0;
else
dest[0] = (r+cr);
if ((g+cg) > 255)
dest[1] = 255;
else if ((g+cg) < 0)
dest[1] = 0;
else
dest[1] = (g+cg);
if ((b+cb) > 255)
dest[2] = 255;
else if ((b+cb) < 0)
dest[2] = 0;
else
dest[2] = (b+cb);
/*/
if ((r+cr) > 255)
dest[0] = 255; //non-inverse lighting
else if ((r+cr) < 0)
dest[0] = 0;
else
dest[0] = (r+cr);
if ((g+cg) > 255)
dest[1] = 255;
else if ((g+cg) < 0)
dest[1] = 0;
else
dest[1] = (g+cg);
if ((b+cb) > 255)
dest[2] = 255;
else if ((b+cb) < 0)
dest[2] = 0;
else
dest[2] = (b+cb);
// */
dest += 3;
}
}
}
break;
#else
case GL_RGBA:
stride -= (smax<<2);
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= 7;
if (t > 255)
t = 255;
dest[3] = t;
dest += 4;
}
}
break;
#endif
case GL_ALPHA:
case GL_LUMINANCE:
case GL_INTENSITY:
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= 7;
if (t > 255)
t = 255;
dest[j] = t;
}
}
break;
default:
Sys_Error ("Bad lightmap format");
}
#endif
}
/*
===============
R_TextureAnimation
Returns the proper texture for a given time and base texture
===============
*/
texture_t *GLR_TextureAnimation (texture_t *base)
{
int reletive;
int count;
if (currententity->frame)
{
if (base->alternate_anims)
base = base->alternate_anims;
}
if (!base->anim_total)
return base;
reletive = (int)(cl.time*10) % base->anim_total;
count = 0;
while (base->anim_min > reletive || base->anim_max <= reletive)
{
base = base->anim_next;
if (!base)
Sys_Error ("R_TextureAnimation: broken cycle");
if (++count > 100)
Sys_Error ("R_TextureAnimation: infinite cycle");
}
return base;
}
/*
=============================================================
BRUSH MODELS
=============================================================
*/
extern int solidskytexture;
extern int alphaskytexture;
extern float speedscale; // for top sky and bottom sky
#if 0
static void DrawGLWaterPoly (glpoly_t *p);
static void DrawGLWaterPolyLightmap (glpoly_t *p);
#endif
qboolean mtexenabled = false;
void GL_SelectTexture (GLenum target);
void GL_DisableMultitexture(void)
{
if (mtexenabled) {
glDisable(GL_TEXTURE_2D);
GL_SelectTexture(mtexid0);
mtexenabled = false;
}
}
void GL_EnableMultitexture(void)
{
if (gl_mtexable) {
GL_SelectTexture(mtexid1);
glEnable(GL_TEXTURE_2D);
mtexenabled = true;
}
}
/*
================
DrawGLWaterPoly
Warp the vertex coordinates
================
*/
static void DrawGLWaterPoly (glpoly_t *p)
{
int i;
float *v;
vec3_t nv;
GL_DisableMultitexture();
glBegin (GL_TRIANGLE_FAN);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2f (v[3], v[4]);
nv[0] = v[0] + 8*sin(v[1]*0.05+realtime)*sin(v[2]*0.05+realtime);
nv[1] = v[1] + 8*sin(v[0]*0.05+realtime)*sin(v[2]*0.05+realtime);
nv[2] = v[2];
glVertex3fv (nv);
}
glEnd ();
}
#if 0
static void DrawGLWaterPolyLightmap (glpoly_t *p)
{
int i;
float *v;
vec3_t nv;
GL_DisableMultitexture();
glBegin (GL_TRIANGLE_FAN);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2f (v[5], v[6]);
nv[0] = v[0] + 8*sin(v[1]*0.05+realtime)*sin(v[2]*0.05+realtime);
nv[1] = v[1] + 8*sin(v[0]*0.05+realtime)*sin(v[2]*0.05+realtime);
nv[2] = v[2];
glVertex3fv (nv);
}
glEnd ();
}
#endif
/*
================
DrawGLPoly
================
*/
static void DrawGLPoly (glpoly_t *p)
{
int i;
float *v;
while(p)
{
glBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2f (v[3], v[4]);
glVertex3fv (v);
}
glEnd ();
p=p->next;
}
}
/*
================
R_BlendLightmaps
================
*/
#if 0
static void R_BlendLightmaps (void)
{
int i, j;
glpoly_t *p;
float *v;
glRect_t *theRect;
#if 0
if (r_fullbright.value)
return;
#endif
glDepthMask (0); // don't bother writing Z
if (gl_lightmap_format == GL_LUMINANCE || gl_lightmap_format == GL_RGB)
glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
else if (gl_lightmap_format == GL_INTENSITY)
{
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor4f (0,0,0,1);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if (gl_lightmap_format == GL_RGBA)
{
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
}
if (!r_lightmap.value)
{
glEnable (GL_BLEND);
}
else
glDisable (GL_BLEND);
for (i=0 ; i<numlightmaps ; i++)
{
if (!lightmap[i])
break;
p = lightmap[i]->polys;
if (!p)
continue;
lightmap[i]->polys = NULL;
GL_Bind(lightmap_textures[i]);
if (lightmap[i]->modified)
{
lightmap[i]->modified = false;
theRect = &lightmap[i]->rectchange;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmap[i]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
for ( ; p ; p=p->chain)
{
// if (p->flags & SURF_UNDERWATER)
// DrawGLWaterPolyLightmap (p);
if (((r_viewleaf->contents==Q1CONTENTS_EMPTY && (p->flags & SURF_UNDERWATER)) ||
(r_viewleaf->contents!=Q1CONTENTS_EMPTY && !(p->flags & SURF_UNDERWATER)))
&& !(p->flags & SURF_DONTWARP))
DrawGLWaterPolyLightmap (p);
else
{
glBegin (GL_POLYGON);
v = p->verts[0];
for (j=0 ; j<p->numverts ; j++, v+= VERTEXSIZE)
{
glTexCoord2f (v[5], v[6]);
glVertex3fv (v);
}
glEnd ();
}
}
}
glDisable (GL_BLEND);
if (gl_lightmap_format == GL_LUMINANCE)
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA || gl_lightmap_format == GL_RGB);
else if (gl_lightmap_format == GL_INTENSITY)
{
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor4f (1,1,1,1);
}
else if (gl_lightmap_format == GL_RGBA)
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask (1); // back to normal Z buffering
}
#endif
/*
================
R_RenderBrushPoly
================
*/
void R_RenderBrushPoly (msurface_t *fa)
{
texture_t *t;
c_brush_polys++;
if (fa->flags & SURF_DRAWSKY)
{ // warp texture, no lightmaps
EmitBothSkyLayers (fa);
return;
}
t = GLR_TextureAnimation (fa->texinfo->texture);
GL_Bind (t->gl_texturenum);
if (fa->flags & SURF_DRAWTURB)
{ // warp texture, no lightmaps
EmitWaterPolys (fa, r_wateralphaval);
glDisable(GL_BLEND); //to ensure.
return;
}
//moved so lightmap is made first.
if (((r_viewleaf->contents==Q1CONTENTS_EMPTY && (fa->flags & SURF_UNDERWATER)) ||
(r_viewleaf->contents!=Q1CONTENTS_EMPTY && !(fa->flags & SURF_UNDERWATER)))
&& !(fa->flags & SURF_DONTWARP))
DrawGLWaterPoly (fa->polys);
else
DrawGLPoly (fa->polys);
}
/*
================
R_RenderDynamicLightmaps
Multitexture
================
*/
void R_RenderDynamicLightmaps (msurface_t *fa)
{
qbyte *base, *luxbase; stmap *stainbase;
int maps;
glRect_t *theRect;
int smax, tmax;
if (!fa->polys)
return;
c_brush_polys++;
if (fa->lightmaptexturenum<0)
return;
if (fa->flags & ( SURF_DRAWSKY | SURF_DRAWTURB) )
return;
if (fa->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP))
return;
if (fa->texinfo->flags & (TEX_SPECIAL))
{
if (cl.worldmodel->fromgame == fg_halflife)
return; //some textures do this.
}
// fa->polys->chain = lightmap[fa->lightmaptexturenum]->polys;
// lightmap[fa->lightmaptexturenum]->polys = fa->polys;
// check for lightmap modification
// if (cl.worldmodel->fromgame != fg_quake3) //no lightstyles on q3 maps
{
for (maps = 0 ; maps < MAXLIGHTMAPS && fa->styles[maps] != 255 ;
maps++)
if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps]
#ifdef PEXT_LIGHTSTYLECOL
|| cl_lightstyle[fa->styles[maps]].colour != fa->cached_colour[maps]
#endif
)
goto dynamic;
}
if (fa->dlightframe == r_framecount // dynamic this frame
|| fa->cached_dlight) // dynamic previously
{
dynamic:
lightmap[fa->lightmaptexturenum]->modified = true;
smax = (fa->extents[0]>>4)+1;
tmax = (fa->extents[1]>>4)+1;
theRect = &lightmap[fa->lightmaptexturenum]->rectchange;
if (fa->light_t < theRect->t) {
if (theRect->h)
theRect->h += theRect->t - fa->light_t;
theRect->t = fa->light_t;
}
if (fa->light_s < theRect->l) {
if (theRect->w)
theRect->w += theRect->l - fa->light_s;
theRect->l = fa->light_s;
}
if ((theRect->w + theRect->l) < (fa->light_s + smax))
theRect->w = (fa->light_s-theRect->l)+smax;
if ((theRect->h + theRect->t) < (fa->light_t + tmax))
theRect->h = (fa->light_t-theRect->t)+tmax;
lightmap[fa->lightmaptexturenum]->deluxmodified = true;
theRect = &lightmap[fa->lightmaptexturenum]->deluxrectchange;
if (fa->light_t < theRect->t) {
if (theRect->h)
theRect->h += theRect->t - fa->light_t;
theRect->t = fa->light_t;
}
if (fa->light_s < theRect->l) {
if (theRect->w)
theRect->w += theRect->l - fa->light_s;
theRect->l = fa->light_s;
}
if ((theRect->w + theRect->l) < (fa->light_s + smax))
theRect->w = (fa->light_s-theRect->l)+smax;
if ((theRect->h + theRect->t) < (fa->light_t + tmax))
theRect->h = (fa->light_t-theRect->t)+tmax;
base = lightmap[fa->lightmaptexturenum]->lightmaps;
base += fa->light_t * LMBLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes;
luxbase = lightmap[fa->lightmaptexturenum]->deluxmaps;
luxbase += fa->light_t * LMBLOCK_WIDTH * 3 + fa->light_s * 3;
stainbase = lightmap[fa->lightmaptexturenum]->stainmaps;
stainbase += (fa->light_t * LMBLOCK_WIDTH + fa->light_s) * 3;
GLR_BuildLightMap (fa, base, luxbase, stainbase);
}
}
/*
================
R_MirrorChain
================
*/
void R_MirrorChain (msurface_t *s)
{
if (mirror)
return;
r_mirror_chain = s;
mirror = true;
mirror_plane = s->plane;
}
/*
================
R_DrawWaterSurfaces
================
*/
void GLR_DrawWaterSurfaces (void)
{
int i;
msurface_t *s;
texture_t *t;
if (r_wateralphaval == 1.0)
return;
//
// go back to the world matrix
//
glLoadMatrixf (r_world_matrix);
if (r_wateralphaval < 1.0) {
glEnable (GL_BLEND);
glDisable (GL_ALPHA_TEST);
glColor4f (1,1,1,r_wateralphaval);
GL_TexEnv(GL_MODULATE);
}
if (gl_waterripples.value)
{
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
}
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
{
t = cl.worldmodel->textures[i];
if (!t)
continue;
s = t->texturechain;
if (!s)
continue;
if ( !(s->flags & SURF_DRAWTURB ) )
continue;
GL_Bind (t->gl_texturenum);
for ( ; s ; s=s->texturechain)
EmitWaterPolys (s, r_wateralphaval);
t->texturechain = NULL;
}
if (r_wateralphaval < 1.0) {
GL_TexEnv(GL_REPLACE);
glColor4f (1,1,1,1);
glDisable (GL_BLEND);
}
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
}
static void GLR_DrawAlphaSurface(msurface_t *s)
{
glPushMatrix();
R_RotateForEntity(s->ownerent);
#ifdef Q3SHADERS
if (s->texinfo->texture->shader)
{
meshbuffer_t mb;
mb.dlightbits = 0;
mb.entity = s->ownerent;
mb.shader = s->texinfo->texture->shader;
mb.sortkey = 0;
mb.infokey = s->lightmaptexturenum;
mb.mesh = s->mesh;
mb.fog = s->fog;
currententity = s->ownerent;
if (s->mesh)
{
R_PushMesh(s->mesh, mb.shader->features|MF_NONBATCHED);
R_RenderMeshBuffer ( &mb, false );
}
glPopMatrix();
return;
}
#endif
GL_Bind(s->texinfo->texture->gl_texturenum);
if (s->texinfo->flags & SURF_TRANS33)
glColor4f (1,1,1,0.33);
else if (s->texinfo->flags & SURF_TRANS66)
glColor4f (1,1,1,0.66);
else
{
if (s->flags & SURF_DRAWTURB)
{
glColor4f (1,1,1,1);
EmitWaterPolys (s, r_wateralphaval);
}
else
{
if (gl_mtexable)
{
int i;
float *v;
glpoly_t *p;
GL_TexEnv(GL_REPLACE);
GL_EnableMultitexture();
GL_Bind(lightmap_textures[s->lightmaptexturenum]);
GL_TexEnv(GL_BLEND);
p = s->polys;
glColor4f (1,1,1,1);
while(p)
{
glBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
qglMTexCoord2fSGIS (mtexid0, v[3], v[4]);
qglMTexCoord2fSGIS (mtexid1, v[5], v[6]);
glVertex3fv (v);
}
glEnd ();
p=p->next;
}
GL_DisableMultitexture();
}
else
{
if (s->samples) //could do true vertex lighting... ?
glColor4ub (*s->samples,*s->samples,*s->samples,255);
else
glColor4f (1,1,1,1);
DrawGLPoly (s->polys);
}
}
glPopMatrix();
return;
}
if (s->flags & SURF_DRAWTURB || s->texinfo->flags & SURF_WARP)
EmitWaterPolys (s, r_wateralphaval);
// else if(s->texinfo->flags & SURF_FLOWING) // PGM 9/16/98
// DrawGLFlowingPoly (s); // PGM
else
DrawGLPoly (s->polys);
glPopMatrix();
}
void GLR_DrawAlphaSurfaces (void)
{
msurface_t *s;
vec3_t v;
//
// go back to the world matrix
//
glLoadMatrixf (r_world_matrix);
GL_TexEnv(GL_MODULATE);
glEnable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
if (cl.worldmodel && (cl.worldmodel->fromgame == fg_quake2))
{ //this is a mahoosive hack.
glDepthMask(0); //this makes no difference to the cheating.
glDisable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
}
glColor4f (1,1,1,1);
for (s=r_alpha_surfaces ; s ; s=s->nextalphasurface)
{
if (s->flags&0x80000)
{
Con_Printf("Infinate alpha surface loop detected\n");
break;
}
s->flags |= 0x80000;
if (*s->texinfo->texture->name == '{')
{ //simple alpha testing.
if (s->ownerent != currententity)
{
currententity = s->ownerent;
glPopMatrix();
glPushMatrix();
R_RotateForEntity(currententity);
}
if (gl_mtexable)
{
int i;
float *v;
glpoly_t *p;
GL_Bind(s->texinfo->texture->gl_texturenum);
GL_TexEnv(GL_REPLACE);
GL_EnableMultitexture();
GL_Bind(lightmap_textures[s->lightmaptexturenum]);
GL_TexEnv(GL_BLEND);
p = s->polys;
while(p)
{
glBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
qglMTexCoord2fSGIS (mtexid0, v[3], v[4]);
qglMTexCoord2fSGIS (mtexid1, v[5], v[6]);
glVertex3fv (v);
}
glEnd ();
p=p->next;
}
GL_DisableMultitexture();
}
else
{
if (s->samples) //could do true vertex lighting... ?
glColor4ub (*s->samples,*s->samples,*s->samples,255);
else
glColor4f (1,1,1,1);
DrawGLPoly (s->polys);
glColor4f (1,1,1,1);
}
continue;
}
v[0] = s->plane->normal[0] * s->plane->dist+s->ownerent->origin[0];
v[1] = s->plane->normal[1] * s->plane->dist+s->ownerent->origin[1];
v[2] = s->plane->normal[2] * s->plane->dist+s->ownerent->origin[2];
RQ_AddDistReorder((void*)GLR_DrawAlphaSurface, s, NULL, v);
}
for (s=r_alpha_surfaces ; s ; s=s->nextalphasurface)
{
if (!(s->flags&0x80000))
break;
s->flags &= ~0x80000;
}
RQ_RenderDistAndClear();
glDepthMask(1);
GL_TexEnv(GL_REPLACE);
glColor4f (1,1,1,1);
glDisable (GL_BLEND);
r_alpha_surfaces = NULL;
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
#if 0
static void
vecMatMult(GLfloat vecIn[3], GLfloat m[16], GLfloat vecOut[3]) {
vecOut[0] = (vecIn[0]*m[ 0]) + (vecIn[1]*m[ 4]) + (vecIn[2]*m[ 8]) + m[12];
vecOut[1] = (vecIn[0]*m[ 1]) + (vecIn[1]*m[ 5]) + (vecIn[2]*m[ 9]) + m[13];
vecOut[2] = (vecIn[0]*m[ 2]) + (vecIn[1]*m[ 6]) + (vecIn[2]*m[10]) + m[14];
}
static void
matrixInvert(GLfloat in[16], GLfloat out[16])
{
// Transpose rotation
out[ 0] = in[ 0]; out[ 1] = in[ 4]; out[ 2] = in[ 8];
out[ 4] = in[ 1]; out[ 5] = in[ 5]; out[ 6] = in[ 9];
out[ 8] = in[ 2]; out[ 9] = in[ 6]; out[10] = in[10];
// Clear shearing terms
out[3] = 0.0f; out[7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f;
// Translation is minus the dot of tranlation and rotations
out[12] = -(in[12]*in[ 0]) - (in[13]*in[ 1]) - (in[14]*in[ 2]);
out[13] = -(in[12]*in[ 4]) - (in[13]*in[ 5]) - (in[14]*in[ 6]);
out[14] = -(in[12]*in[ 8]) - (in[13]*in[ 9]) - (in[14]*in[10]);
}
#endif
void VectorVectors(vec3_t forward, vec3_t right, vec3_t up);
/*
================
DrawTextureChains
================
*/
#if 0
static void DrawTextureChains (model_t *model, float alpha, vec3_t relativelightorigin)
{
int i;
msurface_t *s, *last = NULL, *first=NULL, *cf;
texture_t *t;
int vi;
glRect_t *theRect;
glpoly_t *p;
float *v;
extern int gl_bumpmappingpossible;
extern int normalisationCubeMap;
qboolean bumpmapping=gl_bump.value && gl_bumpmappingpossible && (alpha == 1) && (normalisationCubeMap || currentmodel->deluxdata);
if (model == cl.worldmodel && skytexturenum>=0)
{
t = model->textures[skytexturenum];
if (t)
{
s = t->texturechain;
if (s)
{
t->texturechain = NULL;
R_DrawSkyChain (s);
}
}
}
if (alpha == 1)
{
glDisable(GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
else
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
if (currententity->drawflags & MLS_ABSLIGHT)
glColor4f(currententity->abslight/255.0f, currententity->abslight/255.0f, currententity->abslight/255.0f, alpha);
else
glColor4f(1, 1, 1, alpha);
for (i=0 ; i<model->numtextures ; i++)
{
t = model->textures[i];
if (!t)
continue;
s = t->texturechain;
if (!s)
continue;
t->texturechain = NULL;
if (i == skytexturenum && model == cl.worldmodel)
R_DrawSkyChain (s);
else if (i == mirrortexturenum && model == cl.worldmodel && r_mirroralpha.value != 1.0)
R_MirrorChain (s);
else
{
if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0)
{
t->texturechain = s;
continue; // draw translucent water later
}
if (last)
last->texturechain = s;
else
first = s;
t = GLR_TextureAnimation (t);
cf = s;
if (gl_mtexable && alpha == 1)
{
if (s->lightmaptexturenum<0 || currententity->drawflags & MLS_ABSLIGHT)
{ //vertex lighting required.
GL_DisableMultitexture();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
for (s=cf ; s ; s=s->texturechain)
{
R_RenderBrushPoly (s);
}
continue;
}
if (cf->flags & SURF_DRAWTURB)
{
GL_DisableMultitexture();
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Bind (s->texinfo->texture->gl_texturenum);
for (s=cf; s ; s=s->texturechain)
EmitWaterPolys (s);
if (alpha == 1)
{
glDisable(GL_BLEND);
glColor4f(1, 1, 1, 1);
}
else
{
glEnable(GL_BLEND);
glColor4f(1, 1, 1, alpha);
}
if (last) //don't include this chain for details.
last->texturechain = NULL;
continue;
}
if (bumpmapping && t->gl_texturenumbumpmap)
{
vec3_t light;
GL_DisableMultitexture();
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// glEnable(GL_ALPHA_TEST);
glColor4f(1, 1, 1, 1);
glDisable(GL_BLEND);
//Bind normal map to texture unit 0
GL_BindType(GL_TEXTURE_2D, t->gl_texturenumbumpmap);
glEnable(GL_TEXTURE_2D);
//Set up texture environment to do (tex0 dot tex1)*color
GL_TexEnv(GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
qglActiveTextureARB(GL_TEXTURE1_ARB);
GL_TexEnv(GL_COMBINE_ARB);
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 (gl_bump.value < 0)
{
if (currentmodel->deluxdata)
{
glEnable(GL_TEXTURE_2D);
for (s = cf; s ; s=s->texturechain)
{
vi = s->lightmaptexturenum;
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;
}
for (p = s->polys; p; p=p->next)
{
glBegin(GL_POLYGON);
v = p->verts[0];
for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
{
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, v[5], v[6]);
glVertex3fv (v);
}
glEnd ();
}
}
glDisable(GL_TEXTURE_2D);
}
else
{
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
qglMultiTexCoord3fARB(GL_TEXTURE1_ARB, sin(-r_refdef.viewangles[1]/180*M_PI), cos(-r_refdef.viewangles[1]/180*M_PI), 1);
for (s = cf; s ; s=s->texturechain)
{
vi = s->lightmaptexturenum;
for (p = s->polys; p; p=p->next)
{
glBegin(GL_POLYGON);
v = p->verts[0];
for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
{
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
glVertex3fv (v);
}
glEnd ();
}
}
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
}
}
else
{
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
for (s = cf; s ; s=s->texturechain)
{
for (p = s->polys; p; p=p->next)
{
glBegin(GL_POLYGON);
v = p->verts[0];
for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
{
light[0] = relativelightorigin[0] - v[0];
light[1] = relativelightorigin[1] - v[1];
light[2] = relativelightorigin[2] - v[2];
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
qglMultiTexCoord3fARB(GL_TEXTURE1_ARB, -DotProduct(vup, light), -DotProduct(vright, light), gl_bump.value/2*-DotProduct(vpn, light));
glVertex3fv (v);
}
glEnd ();
}
}
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
}
qglActiveTextureARB(GL_TEXTURE0_ARB);
currenttexture=0;
glEnable (GL_BLEND);
glBlendFunc(GL_DST_COLOR, GL_ZERO);
glColor4f(1, 1, 1, 1);
// Binds world to texture env 0
GL_SelectTexture(mtexid0);
GL_Bind (t->gl_texturenum);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
GL_EnableMultitexture(); // Same as SelectTexture (TEXTURE1)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
}
else
{
// Binds world to texture env 0
GL_SelectTexture(mtexid0);
GL_Bind (t->gl_texturenum);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
GL_EnableMultitexture(); // Same as SelectTexture (TEXTURE1)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
}
for (s=cf; s; s=s->texturechain)
{
// R_RenderDynamicLightmaps (s);
vi = s->lightmaptexturenum;
// Binds lightmap to texenv 1
GL_Bind (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;
}
for (p = s->polys; p; p=p->next)
{
glBegin(GL_POLYGON);
v = p->verts[0];
for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
{
qglMTexCoord2fSGIS (mtexid0, v[3], v[4]);
qglMTexCoord2fSGIS (mtexid1, v[5], v[6]);
glVertex3fv (v);
}
glEnd ();
}
last = s;
}
}
else
{
for (s=cf ; s ; s=s->texturechain)
{
R_RenderBrushPoly (s);
last = s;
}
}
if (alpha == 1)
{
glDisable(GL_BLEND);
glColor4f(1, 1, 1, 1);
}
else
{
glEnable(GL_BLEND);
glColor4f(1, 1, 1, alpha);
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
}
if (gl_mtexable)
GL_DisableMultitexture();
else
R_BlendLightmaps();
//add luminance?
if (first && detailtexture && gl_detail.value && alpha == 1)
{
GL_Bind(detailtexture);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
glEnable(GL_BLEND);
glDepthMask(0);
for (s=first ; s ; s=s->texturechain)
{
for (p = s->polys; p; p=p->next)
{
glBegin(GL_POLYGON);
v = p->verts[0];
for (i = 0; i < p->numverts; i++, v += VERTEXSIZE)
{
glTexCoord2f (v[5] * 18, v[6] * 18);
glVertex3fv (v);
}
glEnd();
}
}
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable(GL_BLEND);
glDepthMask(1);
}
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
#endif
/*
=================
R_DrawBrushModel
=================
*/
#if 0
static void R_DrawBrushModel (entity_t *e)
{
int i;
int k;
vec3_t mins, maxs;
msurface_t *psurf, *first;
float dot;
mplane_t *pplane;
qboolean rotated;
currententity = e;
currenttexture = -1;
currentmodel = e->model;
if (e->angles[0] || e->angles[1] || e->angles[2])
{
rotated = true;
for (i=0 ; i<3 ; i++)
{
mins[i] = e->origin[i] - currentmodel->radius;
maxs[i] = e->origin[i] + currentmodel->radius;
}
}
else
{
rotated = false;
VectorAdd (e->origin, currentmodel->mins, mins);
VectorAdd (e->origin, currentmodel->maxs, maxs);
}
if (R_CullBox (mins, maxs))
return;
VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
if (rotated)
{
vec3_t temp;
vec3_t forward, right, up;
VectorCopy (modelorg, temp);
AngleVectors (e->angles, forward, right, up);
modelorg[0] = DotProduct (temp, forward);
modelorg[1] = -DotProduct (temp, right);
modelorg[2] = DotProduct (temp, up);
}
psurf = &currentmodel->surfaces[currentmodel->firstmodelsurface];
// calculate dynamic lighting for bmodel if it's not an
// instanced model
if (currentmodel->firstmodelsurface != 0 && !r_flashblend.value)
{
for (k=0 ; k<MAX_DLIGHTS ; k++)
{
if ((cl_dlights[k].die < cl.time) ||
(!cl_dlights[k].radius))
continue;
currentmodel->funcs.MarkLights (&cl_dlights[k], 1<<k,
currentmodel->nodes + currentmodel->hulls[0].firstclipnode);
}
}
glPushMatrix ();
e->angles[0] = -e->angles[0]; // stupid quake bug
glTranslatef(-0.03, -0.03, 0.03);
R_RotateForEntity (e);
e->angles[0] = -e->angles[0]; // stupid quake bug
first = NULL;
//
// draw texture
//
for (i=0 ; i<currentmodel->nummodelsurfaces ; i++, psurf++)
{
// find which side of the node we are on
pplane = psurf->plane;
// if (psurf->plane)
{
dot = DotProduct (modelorg, pplane->normal) - pplane->dist;
// draw the polygon
if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
(!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON)))
{
R_RenderDynamicLightmaps (psurf);
if (psurf->flags & SURF_DRAWALPHA || psurf->texinfo->flags & (SURF_TRANS33|SURF_TRANS66) )
{ // add to the translucent chain
psurf->nextalphasurface = r_alpha_surfaces;
r_alpha_surfaces = psurf;
psurf->ownerent = e;
}
else
{
psurf->texturechain = psurf->texinfo->texture->texturechain;
psurf->texinfo->texture->texturechain = psurf;
}
}
}
}
VectorSubtract(r_refdef.vieworg, e->origin, mins); //fixme: rotation.
if (e->drawflags & DRF_TRANSLUCENT)
DrawTextureChains(currentmodel, e->alpha*0.4, mins);
else
DrawTextureChains(currentmodel, e->alpha, mins);
glPopMatrix ();
}
#endif
/*
=============================================================
WORLD MODEL
=============================================================
*/
/*
================
R_RecursiveWorldNode
================
*/
static void GLR_RecursiveWorldNode (mnode_t *node)
{
int c, side;
mplane_t *plane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
if (node->contents == Q1CONTENTS_SOLID)
return; // solid
if (node->visframe != r_visframecount)
return;
if (R_CullBox (node->minmaxs, node->minmaxs+3))
return;
// if a leaf node, draw stuff
if (node->contents < 0)
{
pleaf = (mleaf_t *)node;
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
if (c)
{
do
{
(*mark++)->visframe = r_framecount;
} while (--c);
}
// deal with model fragments in this leaf
if (pleaf->efrags)
R_StoreEfrags (&pleaf->efrags);
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
GLR_RecursiveWorldNode (node->children[side]);
// draw stuff
c = node->numsurfaces;
if (c)
{
surf = cl.worldmodel->surfaces + node->firstsurface;
if (dot < 0 -BACKFACE_EPSILON)
side = SURF_PLANEBACK;
else if (dot > BACKFACE_EPSILON)
side = 0;
{
for ( ; c ; c--, surf++)
{
if (surf->visframe != r_framecount)
continue;
// surf->visframe = -1;
// don't backface underwater surfaces, because they warp
if ( !(surf->flags & SURF_UNDERWATER) && ( (dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)) )
continue; // wrong side
if ( !(((r_viewleaf->contents==Q1CONTENTS_EMPTY && (surf->flags & SURF_UNDERWATER)) ||
(r_viewleaf->contents!=Q1CONTENTS_EMPTY && !(surf->flags & SURF_UNDERWATER)))
&& !(surf->flags & SURF_DONTWARP)) && ( (dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)) )
continue; // wrong side
R_RenderDynamicLightmaps (surf);
// if sorting by texture, just store it out
if (surf->flags & SURF_DRAWALPHA)
{ // add to the translucent chain
surf->nextalphasurface = r_alpha_surfaces;
r_alpha_surfaces = surf;
surf->ownerent = &r_worldentity;
}
else
{
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = surf;
}
}
}
}
// recurse down the back side
GLR_RecursiveWorldNode (node->children[!side]);
}
#ifdef Q2BSPS
static void GLR_RecursiveQ2WorldNode (mnode_t *node)
{
int c, side;
mplane_t *plane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
int sidebit;
if (node->contents == Q2CONTENTS_SOLID)
return; // solid
if (node->visframe != r_visframecount)
return;
if (R_CullBox (node->minmaxs, node->minmaxs+3))
return;
// if a leaf node, draw stuff
if (node->contents != -1)
{
pleaf = (mleaf_t *)node;
// check for door connected areas
// if (areabits)
{
if (! (areabits[pleaf->area>>3] & (1<<(pleaf->area&7)) ) )
return; // not visible
}
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
if (c)
{
do
{
(*mark)->visframe = r_framecount;
mark++;
} while (--c);
}
return;
}
// node is just a decision point, so go down the apropriate sides
// find which side of the node we are on
plane = node->plane;
switch (plane->type)
{
case PLANE_X:
dot = modelorg[0] - plane->dist;
break;
case PLANE_Y:
dot = modelorg[1] - plane->dist;
break;
case PLANE_Z:
dot = modelorg[2] - plane->dist;
break;
default:
dot = DotProduct (modelorg, plane->normal) - plane->dist;
break;
}
if (dot >= 0)
{
side = 0;
sidebit = 0;
}
else
{
side = 1;
sidebit = SURF_PLANEBACK;
}
// recurse down the children, front side first
GLR_RecursiveQ2WorldNode (node->children[side]);
// draw stuff
for ( c = node->numsurfaces, surf = currentmodel->surfaces + node->firstsurface; c ; c--, surf++)
{
if (surf->visframe != r_framecount)
continue;
if ( (surf->flags & SURF_PLANEBACK) != sidebit )
continue; // wrong side
surf->visframe = r_framecount+1;//-1;
R_RenderDynamicLightmaps (surf);
if (surf->texinfo->flags & (SURF_TRANS33|SURF_TRANS66))
{ // add to the translucent chain
surf->nextalphasurface = r_alpha_surfaces;
r_alpha_surfaces = surf;
surf->ownerent = &r_worldentity;
continue;
}
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = surf;
}
// recurse down the back side
GLR_RecursiveQ2WorldNode (node->children[!side]);
}
#endif
#ifdef Q3BSPS
static void GLR_LeafWorldNode (void)
{
int i;
int clipflags;
msurface_t **mark, *surf;
mleaf_t *pleaf;
int clipped;
mplane_t *clipplane;
for ( pleaf = r_vischain; pleaf; pleaf = pleaf->vischain )
{
// check for door connected areas
// if ( areabits )
{
if (! (areabits[pleaf->area>>3] & (1<<(pleaf->area&7)) ) )
{
continue; // not visible
}
}
clipflags = 15; // 1 | 2 | 4 | 8
// if ( !r_nocull->value )
{
for (i=0,clipplane=frustum ; i<4 ; i++,clipplane++)
{
clipped = BoxOnPlaneSide ( pleaf->minmaxs, pleaf->minmaxs+3, clipplane );
if ( clipped == 2 ) {
break;
} else if ( clipped == 1 ) {
clipflags &= ~(1<<i); // node is entirely on screen
}
}
if ( i != 4 ) {
continue;
}
}
i = pleaf->nummarksurfaces;
mark = pleaf->firstmarksurface;
do
{
surf = *mark++;
if ( surf->visframe != r_framecount ) //sufraces exist in multiple leafs.
{
surf->visframe = r_framecount;
// if (surf->mesh)
// {
// GL_DrawMesh(surf->mesh, NULL, surf->texinfo->texture->gl_texturenum, lightmap_textures+ surf->lightmaptexturenum);
// }
// else
// R_DrawSequentialPoly ( surf );
/* if (surf->flags & SURF_DRAWALPHA)
{ // add to the translucent chain
surf->nextalphasurface = r_alpha_surfaces;
r_alpha_surfaces = surf;
surf->ownerent = &r_worldentity;
continue;
}
else*/
{
/* if (surf->texinfo->flags & (SURF_TRANS33|SURF_TRANS66))
{ // add to the translucent chain
surf->nextalphasurface = r_alpha_surfaces;
r_alpha_surfaces = surf;
surf->ownerent = &r_worldentity;
continue;
}*/
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = surf;
}
}
} while (--i);
// c_world_leafs++;
}
}
#endif
/*
=============
R_DrawWorld
=============
*/
void R_DrawWorld (void)
{
entity_t ent;
memset (&ent, 0, sizeof(ent));
ent.model = cl.worldmodel;
currentmodel = cl.worldmodel;
VectorCopy (r_refdef.vieworg, modelorg);
currententity = &ent;
#ifdef TERRAINMAPS
if (ent.model->type == mod_terrain)
DrawTerrain();
else
#endif
{
glColor3f (1,1,1);
//#ifdef QUAKE2
R_ClearSkyBox ();
//#endif
#ifdef Q2BSPS
if (ent.model->fromgame == fg_quake2 || ent.model->fromgame == fg_quake3)
{
int leafnum;
int clientarea;
int CM_WriteAreaBits (qbyte *buffer, int area);
if (cls.q2server) //we can get server sent info
memcpy(areabits, cl.q2frame.areabits, sizeof(areabits));
else
{ //generate the info each frame.
leafnum = CM_PointLeafnum (r_refdef.vieworg);
clientarea = CM_LeafArea (leafnum);
CM_WriteAreaBits(areabits, clientarea);
}
#ifdef Q3BSPS
if (ent.model->fromgame == fg_quake3)
{
GLR_LeafWorldNode ();
}
else
#endif
GLR_RecursiveQ2WorldNode (cl.worldmodel->nodes);
}
else
#endif
GLR_RecursiveWorldNode (cl.worldmodel->nodes);
TRACE(("dbg: calling PPL_DrawWorld\n"));
// if (r_shadows.value >= 2 && gl_canstencil && gl_mtexable)
PPL_DrawWorld();
// else
// DrawTextureChains (cl.worldmodel, 1, r_refdef.vieworg);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
GLR_LessenStains();
}
}
/*
===============
R_MarkLeaves
===============
*/
void GLR_MarkLeaves (void)
{
qbyte fatvis[MAX_MAP_LEAFS/8];
qbyte *vis;
mnode_t *node;
int i;
qbyte solid[4096];
#ifdef Q3BSPS
if (cl.worldmodel->fromgame == fg_quake3)
{
int cluster;
mleaf_t *leaf;
if (r_oldviewcluster == r_viewcluster && !r_novis.value && r_viewcluster != -1)
return;
// development aid to let you run around and see exactly where
// the pvs ends
// if (r_lockpvs->value)
// return;
r_vischain = NULL;
r_visframecount++;
r_oldviewcluster = r_viewcluster;
if (r_novis.value || r_viewcluster == -1 || !cl.worldmodel->vis )
{
// mark everything
for (i=0,leaf=cl.worldmodel->leafs ; i<cl.worldmodel->numleafs ; i++, leaf++)
{
if ( !leaf->nummarksurfaces ) {
continue;
}
leaf->visframe = r_visframecount;
leaf->vischain = r_vischain;
r_vischain = leaf;
}
return;
}
vis = CM_ClusterPVS (r_viewcluster, NULL);//, cl.worldmodel);
for (i=0,leaf=cl.worldmodel->leafs ; i<cl.worldmodel->numleafs ; i++, leaf++)
{
cluster = leaf->cluster;
if ( cluster == -1 || !leaf->nummarksurfaces ) {
continue;
}
if ( vis[cluster>>3] & (1<<(cluster&7)) ) {
leaf->visframe = r_visframecount;
leaf->vischain = r_vischain;
r_vischain = leaf;
}
}
return;
}
#endif
#ifdef Q2BSPS
if (cl.worldmodel->fromgame == fg_quake2)
{
int c;
mleaf_t *leaf;
int cluster;
if (r_oldviewcluster == r_viewcluster && r_oldviewcluster2 == r_viewcluster2)
return;
r_oldviewcluster = r_viewcluster;
r_oldviewcluster2 = r_viewcluster2;
if (r_novis.value == 2)
return;
r_visframecount++;
if (r_novis.value || r_viewcluster == -1 || !cl.worldmodel->vis)
{
// mark everything
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
cl.worldmodel->leafs[i].visframe = r_visframecount;
for (i=0 ; i<cl.worldmodel->numnodes ; i++)
cl.worldmodel->nodes[i].visframe = r_visframecount;
return;
}
vis = CM_ClusterPVS (r_viewcluster, NULL);//, cl.worldmodel);
// may have to combine two clusters because of solid water boundaries
if (r_viewcluster2 != r_viewcluster)
{
memcpy (fatvis, vis, (cl.worldmodel->numleafs+7)/8);
vis = CM_ClusterPVS (r_viewcluster2, NULL);//, cl.worldmodel);
c = (cl.worldmodel->numleafs+31)/32;
for (i=0 ; i<c ; i++)
((int *)fatvis)[i] |= ((int *)vis)[i];
vis = fatvis;
}
for (i=0,leaf=cl.worldmodel->leafs ; i<cl.worldmodel->numleafs ; i++, leaf++)
{
cluster = leaf->cluster;
if (cluster == -1)
continue;
if (vis[cluster>>3] & (1<<(cluster&7)))
{
node = (mnode_t *)leaf;
do
{
if (node->visframe == r_visframecount)
break;
node->visframe = r_visframecount;
node = node->parent;
} while (node);
}
}
return;
}
#endif
if (((r_oldviewleaf == r_viewleaf && r_oldviewleaf2 == r_viewleaf2) && !r_novis.value) || r_novis.value == 2)
return;
// if (mirror)
// return;
r_visframecount++;
r_oldviewleaf = r_viewleaf;
r_oldviewleaf2 = r_viewleaf2;
if (r_novis.value)
{
vis = solid;
memset (solid, 0xff, (cl.worldmodel->numleafs+7)>>3);
}
else if (r_viewleaf2)
{
int c;
GLMod_LeafPVS (r_viewleaf2, cl.worldmodel, fatvis);
vis = GLMod_LeafPVS (r_viewleaf, cl.worldmodel, NULL);
c = (cl.worldmodel->numleafs+31)/32;
for (i=0 ; i<c ; i++)
((int *)fatvis)[i] |= ((int *)vis)[i];
vis = fatvis;
}
else
vis = GLMod_LeafPVS (r_viewleaf, cl.worldmodel, NULL);
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
{
if (vis[i>>3] & (1<<(i&7)))
{
node = (mnode_t *)&cl.worldmodel->leafs[i+1];
do
{
if (node->visframe == r_visframecount)
break;
node->visframe = r_visframecount;
node = node->parent;
} while (node);
}
}
}
/*
=============================================================================
LIGHTMAP ALLOCATION
=============================================================================
*/
// returns a texture number and the position inside it
int GLAllocBlock (int w, int h, int *x, int *y)
{
int i, j;
int best, best2;
int texnum;
for (texnum=0 ; ; texnum++)
{
if (texnum == numlightmaps) //allocate 4 more lightmap slots. not much memory usage, but we don't want any caps here.
{
lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(numlightmaps+4));
lightmap_textures = BZ_Realloc(lightmap_textures, sizeof(*lightmap_textures)*(numlightmaps+4));
lightmap_textures[numlightmaps+0] = texture_extension_number++;
lightmap_textures[numlightmaps+1] = texture_extension_number++;
lightmap_textures[numlightmaps+2] = texture_extension_number++;
lightmap_textures[numlightmaps+3] = texture_extension_number++;
deluxmap_textures = BZ_Realloc(deluxmap_textures, sizeof(*deluxmap_textures)*(numlightmaps+4));
deluxmap_textures[numlightmaps+0] = texture_extension_number++;
deluxmap_textures[numlightmaps+1] = texture_extension_number++;
deluxmap_textures[numlightmaps+2] = texture_extension_number++;
deluxmap_textures[numlightmaps+3] = texture_extension_number++;
numlightmaps+=4;
}
if (!lightmap[texnum])
{
lightmap[texnum] = Z_Malloc(sizeof(*lightmap[texnum]));
}
best = LMBLOCK_HEIGHT;
for (i=0 ; i<LMBLOCK_WIDTH-w ; i++)
{
best2 = 0;
for (j=0 ; j<w ; j++)
{
if (lightmap[texnum]->allocated[i+j] >= best)
break;
if (lightmap[texnum]->allocated[i+j] > best2)
best2 = lightmap[texnum]->allocated[i+j];
}
if (j == w)
{ // this is a valid spot
*x = i;
*y = best = best2;
}
}
if (best + h > LMBLOCK_HEIGHT)
continue;
for (i=0 ; i<w ; i++)
lightmap[texnum]->allocated[*x + i] = best + h;
return texnum;
}
Sys_Error ("AllocBlock: full");
return 0;
}
//quake3 maps have thier lightmaps in gl style already.
//rather than forgetting that and redoing it, let's just keep the data.
int GLFillBlock (int texnum, int w, int h, int x, int y)
{
int i, l;
while (texnum >= numlightmaps) //allocate 4 more lightmap slots. not much memory usage, but we don't want any caps here.
{
lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(numlightmaps+4));
lightmap_textures = BZ_Realloc(lightmap_textures, sizeof(*lightmap_textures)*(numlightmaps+4));
lightmap_textures[numlightmaps+0] = texture_extension_number++;
lightmap_textures[numlightmaps+1] = texture_extension_number++;
lightmap_textures[numlightmaps+2] = texture_extension_number++;
lightmap_textures[numlightmaps+3] = texture_extension_number++;
deluxmap_textures = BZ_Realloc(deluxmap_textures, sizeof(*deluxmap_textures)*(numlightmaps+4));
deluxmap_textures[numlightmaps+0] = texture_extension_number++;
deluxmap_textures[numlightmaps+1] = texture_extension_number++;
deluxmap_textures[numlightmaps+2] = texture_extension_number++;
deluxmap_textures[numlightmaps+3] = texture_extension_number++;
numlightmaps+=4;
}
for (i = texnum; i >= 0; i--)
{
if (!lightmap[i])
{
lightmap[i] = BZ_Malloc(sizeof(*lightmap[i]));
for (l=0 ; l<LMBLOCK_HEIGHT ; l++)
{
lightmap[i]->allocated[l] = LMBLOCK_HEIGHT;
}
//maybe someone screwed with my lightmap...
memset(lightmap[i]->lightmaps, 255, LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3);
memcpy(lightmap[i]->lightmaps, cl.worldmodel->lightdata+3*LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*i, LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3);
}
else
break;
}
return texnum;
}
mvertex_t *r_pcurrentvertbase;
int nColinElim;
/*
================
BuildSurfaceDisplayList
================
*/
void BuildSurfaceDisplayList (msurface_t *fa)
{
int i, lindex, lnumverts;
medge_t *pedges, *r_pedge;
int vertpage;
float *vec;
float s, t;
float distoff;
vec3_t offcenter;
glpoly_t *poly;
int lm;
// reconstruct the polygon
pedges = currentmodel->edges;
lnumverts = fa->numedges;
vertpage = 0;
if (!currentmodel->surfedges)
return; //q3 map.
//
// draw texture
//
poly = Hunk_AllocName (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float), "SDList");
poly->next = fa->polys;
fa->polys = poly;
poly->numverts = lnumverts;
fa->center[0]=0;
fa->center[1]=0;
fa->center[2]=0;
for (i=0 ; i<lnumverts ; i++)
{
lindex = currentmodel->surfedges[fa->firstedge + i];
if (lindex > 0)
{
r_pedge = &pedges[lindex];
vec = r_pcurrentvertbase[r_pedge->v[0]].position;
}
else
{
r_pedge = &pedges[-lindex];
vec = r_pcurrentvertbase[r_pedge->v[1]].position;
}
VectorAdd(vec, fa->center, fa->center);
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
VectorCopy (vec, poly->verts[i]);
poly->verts[i][3] = s/fa->texinfo->texture->width;
poly->verts[i][4] = t/fa->texinfo->texture->height;
//
// lightmap texture coordinates
//
s -= fa->texturemins[0];
lm = s*fa->light_t;
s += fa->light_s*16;
s += 8;
s /= LMBLOCK_WIDTH*16; //fa->texinfo->texture->width;
t -= fa->texturemins[1];
lm += t;
t += fa->light_t*16;
t += 8;
t /= LMBLOCK_HEIGHT*16; //fa->texinfo->texture->height;
poly->verts[i][5] = s;
poly->verts[i][6] = t;
#ifdef SPECULAR
/* if (currentmodel->deluxdata&&fa->samples)
{
qbyte *dlm = fa->samples - currentmodel->lightdata + currentmodel->deluxdata;
dlm += lm;
poly->verts[i][7] = (dlm[0]-127)/128.0f;
poly->verts[i][8] = (dlm[1]-127)/128.0f;
poly->verts[i][9] = (dlm[2]-127)/128.0f;
}
else*/
if (fa->flags & SURF_PLANEBACK)
{
VectorNegate(fa->plane->normal, (poly->verts[i]+7));
}
else
VectorCopy(fa->plane->normal, (poly->verts[i]+7));
#endif
}
fa->center[0]/=lnumverts;
fa->center[1]/=lnumverts;
fa->center[2]/=lnumverts;
fa->radius = 0;
for (i=0 ; i<lnumverts ; i++)
{
VectorSubtract(poly->verts[0], fa->center, offcenter);
distoff = Length(offcenter);
if (distoff > fa->radius)
fa->radius = distoff;
}
//
// remove co-linear points - Ed
//
if (!gl_keeptjunctions.value && !(fa->flags & SURF_UNDERWATER) )
{
for (i = 0 ; i < lnumverts ; ++i)
{
vec3_t v1, v2;
float *prev, *this, *next;
prev = poly->verts[(i + lnumverts - 1) % lnumverts];
this = poly->verts[i];
next = poly->verts[(i + 1) % lnumverts];
VectorSubtract( this, prev, v1 );
VectorNormalize( v1 );
VectorSubtract( next, prev, v2 );
VectorNormalize( v2 );
// skip co-linear points
#define COLINEAR_EPSILON 0.001
if ((fabs( v1[0] - v2[0] ) <= COLINEAR_EPSILON) &&
(fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) &&
(fabs( v1[2] - v2[2] ) <= COLINEAR_EPSILON))
{
int j;
for (j = i + 1; j < lnumverts; ++j)
{
int k;
for (k = 0; k < VERTEXSIZE; ++k)
poly->verts[j - 1][k] = poly->verts[j][k];
}
--lnumverts;
++nColinElim;
// retry next vertex next time, which is now current vertex
--i;
}
}
}
#ifdef SHADERS //adjust the s + t coords so we can rotate around the center of the texture rather than the center of the world.
s=0;t=0;
for (i=0 ; i<lnumverts ; i++)
{
s+=poly->verts[i][3];
t+=poly->verts[i][4];
}
poly->texcenter[0] = s/lnumverts;
poly->texcenter[1] = t/lnumverts;
s = (int)poly->texcenter[0];
t = (int)poly->texcenter[1];
if (s <=0)s--;
if (t <=0)t--;
poly->texcenter[0] -= s;
poly->texcenter[1] -= t;
for (i=0 ; i<lnumverts ; i++)
{
poly->verts[i][3] -= s;
poly->verts[i][4] -= t;
}
#endif
poly->numverts = lnumverts;
}
/*
========================
GL_CreateSurfaceLightmap
========================
*/
void GL_CreateSurfaceLightmap (msurface_t *surf)
{
int smax, tmax;
qbyte *base, *luxbase; stmap *stainbase;
if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
{
surf->lightmaptexturenum = -1;
return;
}
if (currentmodel->fromgame == fg_halflife)
if (surf->texinfo->flags & TEX_SPECIAL)
{
surf->lightmaptexturenum = -1;
return; //it comes in stupid sizes.
}
if (surf->lightmaptexturenum<0)
return;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
if (currentmodel->fromgame == fg_quake3)
GLFillBlock(surf->lightmaptexturenum, smax, tmax, surf->light_s, surf->light_t);
else
surf->lightmaptexturenum = GLAllocBlock (smax, tmax, &surf->light_s, &surf->light_t);
base = lightmap[surf->lightmaptexturenum]->lightmaps;
base += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * lightmap_bytes;
luxbase = lightmap[surf->lightmaptexturenum]->deluxmaps;
luxbase += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
stainbase = lightmap[surf->lightmaptexturenum]->stainmaps;
stainbase += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
GLR_BuildLightMap (surf, base, luxbase, stainbase);
}
void GLSurf_DeInit(void)
{
int i;
for (i = 0; i < numlightmaps; i++)
{
if (!lightmap[i])
break;
BZ_Free(lightmap[i]);
lightmap[i] = NULL;
}
if (lightmap_textures)
BZ_Free(lightmap_textures);
if (lightmap)
BZ_Free(lightmap);
lightmap_textures=NULL;
lightmap=NULL;
numlightmaps=0;
}
/*
==================
GL_BuildLightmaps
Builds the lightmap texture
with all the surfaces from all brush models
==================
*/
void GL_BuildLightmaps (void)
{
int i, j;
model_t *m;
msurface_t *fa;
r_framecount = 1; // no dlightcache
for (i = 0; i < numlightmaps; i++)
{
if (!lightmap[i])
break;
BZ_Free(lightmap[i]);
lightmap[i] = NULL;
}
if (cl.worldmodel->fromgame == fg_doom)
return; //no lightmaps.
if (cl.worldmodel->rgblighting || cl.worldmodel->deluxdata || r_loadlits.value)
gl_lightmap_format = GL_RGB;
else
gl_lightmap_format = GL_LUMINANCE;
if (COM_CheckParm ("-lm_1"))
gl_lightmap_format = GL_LUMINANCE;
if (COM_CheckParm ("-lm_a"))
gl_lightmap_format = GL_ALPHA;
if (COM_CheckParm ("-lm_i"))
gl_lightmap_format = GL_INTENSITY;
if (COM_CheckParm ("-lm_3"))
gl_lightmap_format = GL_RGB;
if (COM_CheckParm ("-lm_4"))
gl_lightmap_format = GL_RGBA;
if (*gl_lightmapmode.string)
{
switch(*gl_lightmapmode.string)
{
case '1':
gl_lightmap_format = GL_LUMINANCE;
break;
case 'a':
gl_lightmap_format = GL_ALPHA;
break;
case 'i':
gl_lightmap_format = GL_INTENSITY;
break;
case '3':
gl_lightmap_format = GL_RGB;
break;
case '4':
gl_lightmap_format = GL_RGBA;
break;
default:
Con_Printf("%s contains unrecognised type\n", gl_lightmapmode.name);
case '0':
break;
}
}
if (cl.worldmodel->fromgame == fg_quake3 && gl_lightmap_format != GL_RGB && gl_lightmap_format != GL_RGBA)
gl_lightmap_format = GL_RGB;
switch (gl_lightmap_format)
{
case GL_RGBA:
lightmap_bytes = 4;
break;
case GL_RGB:
lightmap_bytes = 3;
break;
case GL_LUMINANCE:
case GL_INTENSITY:
case GL_ALPHA:
lightmap_bytes = 1;
break;
}
for (j=1 ; j<MAX_MODELS ; j++)
{
m = cl.model_precache[j];
if (!m)
break;
if (m->name[0] == '*')
continue;
r_pcurrentvertbase = m->vertexes;
currentmodel = m;
for (i=0 ; i<m->numsurfaces ; i++)
{
fa = &m->surfaces[i];
VectorCopy(fa->plane->normal, fa->normal);
if (fa->flags & SURF_PLANEBACK)
{
fa->normal[0]*=-1;
fa->normal[1]*=-1;
fa->normal[2]*=-1;
}
GL_CreateSurfaceLightmap (m->surfaces + i);
R_EmitSkyEffectTris(m, &m->surfaces[i]);
if ( m->surfaces[i].flags & SURF_DRAWTURB )
continue;
if ( m->surfaces[i].flags & SURF_DRAWSKY )
{
if (currentmodel->fromgame != fg_quake2)
continue;
}
BuildSurfaceDisplayList (m->surfaces + i);
}
}
//
// upload all lightmaps that were filled
//
for (i=0 ; i<numlightmaps ; i++)
{
if (!lightmap[i])
break; // no more used
lightmap[i]->modified = false;
lightmap[i]->rectchange.l = LMBLOCK_WIDTH;
lightmap[i]->rectchange.t = LMBLOCK_HEIGHT;
lightmap[i]->rectchange.w = 0;
lightmap[i]->rectchange.h = 0;
GL_Bind(lightmap_textures[i]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes
, LMBLOCK_WIDTH, LMBLOCK_HEIGHT, 0,
gl_lightmap_format, GL_UNSIGNED_BYTE, lightmap[i]->lightmaps);
lightmap[i]->deluxmodified = false;
lightmap[i]->deluxrectchange.l = LMBLOCK_WIDTH;
lightmap[i]->deluxrectchange.t = LMBLOCK_HEIGHT;
lightmap[i]->deluxrectchange.w = 0;
lightmap[i]->deluxrectchange.h = 0;
GL_Bind(deluxmap_textures[i]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D (GL_TEXTURE_2D, 0, 3
, LMBLOCK_WIDTH, LMBLOCK_HEIGHT, 0,
GL_RGB, GL_UNSIGNED_BYTE, lightmap[i]->deluxmaps);
}
}