2009-11-07 13:29:15 +00:00
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/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_surf.c: surface-related refresh code
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#include "quakedef.h"
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#if defined(GLQUAKE) || defined(D3DQUAKE)
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#include "glquake.h"
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#include "shader.h"
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#include "renderque.h"
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#include <math.h>
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Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
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extern cvar_t r_ambient;
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2009-11-07 13:29:15 +00:00
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extern cvar_t gl_bump;
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static vec3_t modelorg; /*set before recursively entering the visible surface finder*/
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static qbyte areabits[MAX_Q2MAP_AREAS/8];
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model_t *currentmodel;
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int lightmap_bytes; // 1, 3 or 4
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2010-05-01 22:47:47 +00:00
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qboolean lightmap_bgra;
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2009-11-07 13:29:15 +00:00
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texid_t *lightmap_textures;
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texid_t *deluxmap_textures;
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#define MAX_LIGHTMAP_SIZE LMBLOCK_WIDTH
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vec3_t blocknormals[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
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Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
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unsigned blocklights[3*MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
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2009-11-07 13:29:15 +00:00
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lightmapinfo_t **lightmap;
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int numlightmaps;
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mleaf_t *r_vischain; // linked list of visible leafs
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extern cvar_t r_stains;
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extern cvar_t r_loadlits;
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extern cvar_t r_stainfadetime;
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extern cvar_t r_stainfadeammount;
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int Surf_LightmapShift (model_t *model)
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{
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extern cvar_t gl_overbright_all, gl_lightmap_shift;
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if (gl_overbright_all.ival || (model->engineflags & MDLF_NEEDOVERBRIGHT))
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return bound(0, gl_lightmap_shift.ival, 2);
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return 0;
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}
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//radius, x y z, r g b
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void Surf_StainSurf (msurface_t *surf, float *parms)
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{
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int sd, td;
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float dist, rad, minlight;
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float change;
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vec3_t impact, local;
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int s, t;
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int i;
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int smax, tmax;
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float amm;
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int lim;
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mtexinfo_t *tex;
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stmap *stainbase;
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lim = 255 - (r_stains.value*255);
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#define stain(x) \
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change = stainbase[(s)*3+x] + amm*parms[4+x]; \
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stainbase[(s)*3+x] = bound(lim, change, 255);
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if (surf->lightmaptexturenum < 0)
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return;
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smax = (surf->extents[0]>>4)+1;
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tmax = (surf->extents[1]>>4)+1;
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tex = surf->texinfo;
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stainbase = lightmap[surf->lightmaptexturenum]->stainmaps;
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stainbase += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
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rad = *parms;
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dist = DotProduct ((parms+1), surf->plane->normal) - surf->plane->dist;
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rad -= fabs(dist);
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minlight = 0;
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if (rad < minlight) //not hit
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return;
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minlight = rad - minlight;
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for (i=0 ; i<3 ; i++)
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{
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impact[i] = (parms+1)[i] - surf->plane->normal[i]*dist;
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}
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local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
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local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
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local[0] -= surf->texturemins[0];
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local[1] -= surf->texturemins[1];
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for (t = 0 ; t<tmax ; t++)
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{
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td = local[1] - t*16;
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if (td < 0)
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td = -td;
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for (s=0 ; s<smax ; s++)
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{
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sd = local[0] - s*16;
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if (sd < 0)
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sd = -sd;
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if (sd > td)
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dist = sd + (td>>1);
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else
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dist = td + (sd>>1);
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if (dist < minlight)
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{
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amm = (rad - dist);
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stain(0);
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stain(1);
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stain(2);
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surf->stained = true;
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}
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}
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stainbase += 3*LMBLOCK_WIDTH;
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}
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if (surf->stained)
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surf->cached_dlight=-1;
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}
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//combination of R_AddDynamicLights and R_MarkLights
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/*
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static void Surf_StainNode (mnode_t *node, float *parms)
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{
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mplane_t *splitplane;
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float dist;
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msurface_t *surf;
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int i;
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if (node->contents < 0)
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return;
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splitplane = node->plane;
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dist = DotProduct ((parms+1), splitplane->normal) - splitplane->dist;
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if (dist > (*parms))
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{
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Surf_StainNode (node->children[0], parms);
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return;
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}
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if (dist < (-*parms))
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{
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Surf_StainNode (node->children[1], parms);
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return;
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}
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// mark the polygons
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surf = cl.worldmodel->surfaces + node->firstsurface;
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for (i=0 ; i<node->numsurfaces ; i++, surf++)
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{
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if (surf->flags&~(SURF_DONTWARP|SURF_PLANEBACK))
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continue;
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Surf_StainSurf(surf, parms);
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}
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Surf_StainNode (node->children[0], parms);
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Surf_StainNode (node->children[1], parms);
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}
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*/
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void Surf_AddStain(vec3_t org, float red, float green, float blue, float radius)
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{
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physent_t *pe;
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int i;
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float parms[7];
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if (!cl.worldmodel || cl.worldmodel->needload || r_stains.value <= 0)
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return;
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parms[0] = radius;
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parms[1] = org[0];
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parms[2] = org[1];
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parms[3] = org[2];
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parms[4] = red;
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parms[5] = green;
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parms[6] = blue;
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cl.worldmodel->funcs.StainNode(cl.worldmodel->nodes+cl.worldmodel->hulls[0].firstclipnode, parms);
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//now stain bsp models other than world.
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for (i=1 ; i< pmove.numphysent ; i++) //0 is world...
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{
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pe = &pmove.physents[i];
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if (pe->model && pe->model->surfaces == cl.worldmodel->surfaces)
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{
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parms[1] = org[0] - pe->origin[0];
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parms[2] = org[1] - pe->origin[1];
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parms[3] = org[2] - pe->origin[2];
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if (pe->angles[0] || pe->angles[1] || pe->angles[2])
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{
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vec3_t f, r, u, temp;
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AngleVectors(pe->angles, f, r, u);
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VectorCopy((parms+1), temp);
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parms[1] = DotProduct(temp, f);
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parms[2] = -DotProduct(temp, r);
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parms[3] = DotProduct(temp, u);
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}
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pe->model->funcs.StainNode(pe->model->nodes+pe->model->hulls[0].firstclipnode, parms);
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}
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}
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}
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void Surf_WipeStains(void)
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{
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int i;
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for (i = 0; i < numlightmaps; i++)
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{
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if (!lightmap[i])
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break;
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memset(lightmap[i]->stainmaps, 255, sizeof(lightmap[i]->stainmaps));
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}
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}
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void Surf_LessenStains(void)
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{
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int i;
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msurface_t *surf;
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int smax, tmax;
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int s, t;
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stmap *stain;
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int stride;
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int ammount;
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int limit;
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static float time;
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if (!r_stains.value)
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return;
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time += host_frametime;
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if (time < r_stainfadetime.value)
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return;
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time-=r_stainfadetime.value;
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ammount = r_stainfadeammount.value;
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limit = 255 - ammount;
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surf = cl.worldmodel->surfaces;
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for (i=0 ; i<cl.worldmodel->numsurfaces ; i++, surf++)
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{
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if (surf->stained)
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{
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surf->cached_dlight=-1;//nice hack here...
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smax = (surf->extents[0]>>4)+1;
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tmax = (surf->extents[1]>>4)+1;
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stain = lightmap[surf->lightmaptexturenum]->stainmaps;
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stain += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
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stride = (LMBLOCK_WIDTH-smax)*3;
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surf->stained = false;
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smax*=3;
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for (t = 0 ; t<tmax ; t++, stain+=stride)
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{
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for (s=0 ; s<smax ; s++)
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{
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if (*stain < limit) //eventually decay to 255
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{
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*stain += ammount;
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surf->stained=true;
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}
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else //reset to 255
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*stain = 255;
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stain++;
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}
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}
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}
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}
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}
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/*
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===============
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R_AddDynamicLights
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===============
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*/
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static void Surf_AddDynamicLights (msurface_t *surf)
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{
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int lnum;
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int sd, td;
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float dist, rad, minlight;
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vec3_t impact, local;
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int s, t;
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int i;
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int smax, tmax;
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mtexinfo_t *tex;
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float a;
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Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
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|
|
unsigned *bl;
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2009-11-07 13:29:15 +00:00
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smax = (surf->extents[0]>>4)+1;
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tmax = (surf->extents[1]>>4)+1;
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tex = surf->texinfo;
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for (lnum=rtlights_first; lnum<RTL_FIRST; lnum++)
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{
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if ( !(surf->dlightbits & (1<<lnum) ) )
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continue; // not lit by this light
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if (!(cl_dlights[lnum].flags & LFLAG_ALLOW_LMHACK))
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continue;
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rad = cl_dlights[lnum].radius;
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dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
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surf->plane->dist;
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rad -= fabs(dist);
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|
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);
|
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
bl = blocklights;
|
2009-11-07 13:29:15 +00:00
|
|
|
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)
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
bl[0] += (rad - dist)*a;
|
|
|
|
bl++;
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void Surf_AddDynamicLightNorms (msurface_t *surf)
|
|
|
|
{
|
|
|
|
int lnum;
|
|
|
|
int sd, td;
|
|
|
|
float dist, rad, minlight;
|
|
|
|
vec3_t impact, local;
|
|
|
|
int s, t;
|
|
|
|
int i;
|
|
|
|
int smax, tmax;
|
|
|
|
mtexinfo_t *tex;
|
|
|
|
float a;
|
|
|
|
|
|
|
|
smax = (surf->extents[0]>>4)+1;
|
|
|
|
tmax = (surf->extents[1]>>4)+1;
|
|
|
|
tex = surf->texinfo;
|
|
|
|
|
|
|
|
for (lnum=rtlights_first; lnum<RTL_FIRST; lnum++)
|
|
|
|
{
|
|
|
|
if ( !(surf->dlightbits & (1<<lnum) ) )
|
|
|
|
continue; // not lit by this light
|
|
|
|
|
|
|
|
if (!(cl_dlights[lnum].flags & LFLAG_ALLOW_LMHACK))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
rad = cl_dlights[lnum].radius;
|
|
|
|
dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
|
|
|
|
surf->plane->dist;
|
|
|
|
rad -= fabs(dist);
|
|
|
|
minlight = cl_dlights[lnum].minlight;
|
|
|
|
if (rad < minlight)
|
|
|
|
continue;
|
|
|
|
minlight = rad - minlight;
|
|
|
|
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
|
|
{
|
|
|
|
impact[i] = cl_dlights[lnum].origin[i] -
|
|
|
|
surf->plane->normal[i]*dist;
|
|
|
|
}
|
|
|
|
|
|
|
|
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
|
|
|
|
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
|
|
|
|
|
|
|
|
local[0] -= surf->texturemins[0];
|
|
|
|
local[1] -= surf->texturemins[1];
|
|
|
|
|
|
|
|
a = 256*(cl_dlights[lnum].color[0]*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
|
|
|
|
static void Surf_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;
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
unsigned *bl;
|
2010-08-28 17:14:38 +00:00
|
|
|
vec3_t lightofs;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
|
|
|
smax = (surf->extents[0]>>4)+1;
|
|
|
|
tmax = (surf->extents[1]>>4)+1;
|
|
|
|
tex = surf->texinfo;
|
|
|
|
|
|
|
|
for (lnum=rtlights_first; lnum<RTL_FIRST; lnum++)
|
|
|
|
{
|
|
|
|
if ( !(surf->dlightbits & (1<<lnum) ) )
|
|
|
|
continue; // not lit by this light
|
|
|
|
|
|
|
|
rad = cl_dlights[lnum].radius;
|
2010-08-28 17:14:38 +00:00
|
|
|
VectorSubtract(cl_dlights[lnum].origin, currententity->origin, lightofs);
|
|
|
|
dist = DotProduct (lightofs, surf->plane->normal) -
|
2009-11-07 13:29:15 +00:00
|
|
|
surf->plane->dist;
|
|
|
|
rad -= fabs(dist);
|
|
|
|
minlight = cl_dlights[lnum].minlight;
|
|
|
|
if (rad < minlight)
|
|
|
|
continue;
|
|
|
|
minlight = rad - minlight;
|
|
|
|
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
|
|
{
|
2010-08-28 17:14:38 +00:00
|
|
|
impact[i] = lightofs[i] -
|
2009-11-07 13:29:15 +00:00
|
|
|
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
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
*/ {
|
|
|
|
bl = blocklights;
|
|
|
|
for (t = 0 ; t<tmax ; t++)
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
|
|
|
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)
|
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
bl[0] += (rad - dist)*r;
|
|
|
|
bl[1] += (rad - dist)*g;
|
|
|
|
bl[2] += (rad - dist)*b;
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
bl += 3;
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
|
|
|
}
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
}
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static void Surf_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->engineflags & MDLF_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->engineflags & MDLF_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);
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
enum lm_mode
|
|
|
|
{
|
|
|
|
bgra4_os,
|
|
|
|
bgra4,
|
|
|
|
rgb3_os,
|
|
|
|
lum
|
|
|
|
};
|
|
|
|
/*any sane compiler will inline and split this, removing the stainsrc stuff
|
|
|
|
just unpacks the internal lightmap block into texture info ready for upload
|
|
|
|
merges stains and oversaturates overbrights.
|
2009-11-07 13:29:15 +00:00
|
|
|
*/
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
static void Surf_StoreLightmap(qbyte *dest, int smax, int tmax, unsigned int shift, enum lm_mode lm_mode, stmap *stainsrc)
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
int r, g, b, t;
|
2009-11-07 13:29:15 +00:00
|
|
|
int cr, cg, cb;
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
unsigned int i, j;
|
|
|
|
unsigned int *bl;
|
|
|
|
int stride;
|
|
|
|
switch (lm_mode)
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
case bgra4_os:
|
|
|
|
stride = LMBLOCK_WIDTH*4 - (smax<<2);
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
bl = blocklights;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
for (i=0 ; i<tmax ; i++, dest += stride)
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
for (j=0 ; j<smax ; j++)
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
r = *bl++ >> shift;
|
|
|
|
g = *bl++ >> shift;
|
|
|
|
b = *bl++ >> shift;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
if (stainsrc) // merge in stain
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
r = (127+r*(*stainsrc++)) >> 8;
|
|
|
|
g = (127+g*(*stainsrc++)) >> 8;
|
|
|
|
b = (127+b*(*stainsrc++)) >> 8;
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
cr = 0;
|
|
|
|
cg = 0;
|
|
|
|
cb = 0;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
if (r > 255) //ak too much red
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
cr -= (255-r)/2;
|
|
|
|
cg += (255-r)/4; //reduce it, and indicate to drop the others too.
|
|
|
|
cb += (255-r)/4;
|
|
|
|
r = 255;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (g > 255)
|
|
|
|
{
|
|
|
|
cr += (255-g)/4;
|
|
|
|
cg -= (255-g)/2;
|
|
|
|
cb += (255-g)/4;
|
|
|
|
g = 255;
|
|
|
|
}
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
if (b > 255)
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
cr += (255-b)/4;
|
|
|
|
cg += (255-b)/4;
|
|
|
|
cb -= (255-b)/2;
|
|
|
|
b = 255;
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
r+=cr;
|
|
|
|
if (r > 255)
|
|
|
|
dest[2] = 255;
|
|
|
|
else if (r < 0)
|
|
|
|
dest[2] = 0;
|
|
|
|
else
|
|
|
|
dest[2] = r;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
g+=cg;
|
|
|
|
if (g > 255)
|
|
|
|
dest[1] = 255;
|
|
|
|
else if (g < 0)
|
|
|
|
dest[1] = 0;
|
|
|
|
else
|
|
|
|
dest[1] = g;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
b+=cb;
|
|
|
|
if (b > 255)
|
|
|
|
dest[0] = 255;
|
|
|
|
else if (b < 0)
|
|
|
|
dest[0] = 0;
|
|
|
|
else
|
|
|
|
dest[0] = b;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
dest[3] = 255;
|
|
|
|
dest += 4;
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
if (stainsrc)
|
|
|
|
stainsrc += (LMBLOCK_WIDTH - smax)*3;
|
|
|
|
}
|
|
|
|
break;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
case bgra4:
|
|
|
|
stride = LMBLOCK_WIDTH*4 - (smax<<2);
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
bl = blocklights;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
for (i=0 ; i<tmax ; i++, dest += stride)
|
|
|
|
{
|
|
|
|
for (j=0 ; j<smax ; j++)
|
|
|
|
{
|
|
|
|
r = *bl++ >> shift;
|
|
|
|
g = *bl++ >> shift;
|
|
|
|
b = *bl++ >> shift;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
if (stainsrc) // merge in stain
|
|
|
|
{
|
|
|
|
r = (127+r*(*stainsrc++)) >> 8;
|
|
|
|
g = (127+g*(*stainsrc++)) >> 8;
|
|
|
|
b = (127+b*(*stainsrc++)) >> 8;
|
|
|
|
}
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
if (r > 255)
|
|
|
|
dest[2] = 255;
|
|
|
|
else if (r < 0)
|
|
|
|
dest[2] = 0;
|
|
|
|
else
|
|
|
|
dest[2] = r;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
if (g > 255)
|
|
|
|
dest[1] = 255;
|
|
|
|
else if (g < 0)
|
|
|
|
dest[1] = 0;
|
|
|
|
else
|
|
|
|
dest[1] = g;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
if (b > 255)
|
|
|
|
dest[0] = 255;
|
|
|
|
else if (b < 0)
|
|
|
|
dest[0] = 0;
|
|
|
|
else
|
|
|
|
dest[0] = b;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
dest[3] = 255;
|
|
|
|
dest += 4;
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
if (stainsrc)
|
|
|
|
stainsrc += (LMBLOCK_WIDTH - smax)*3;
|
|
|
|
}
|
2009-11-07 13:29:15 +00:00
|
|
|
break;
|
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
case rgb3_os:
|
|
|
|
stride = LMBLOCK_WIDTH*3 - (smax*3);
|
2009-11-07 13:29:15 +00:00
|
|
|
bl = blocklights;
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
|
|
|
|
for (i=0 ; i<tmax ; i++, dest += stride)
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
for (j=0 ; j<smax ; j++)
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
r = *bl++ >> shift;
|
|
|
|
g = *bl++ >> shift;
|
|
|
|
b = *bl++ >> shift;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
if (stainsrc) // merge in stain
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
r = (127+r*(*stainsrc++)) >> 8;
|
|
|
|
g = (127+g*(*stainsrc++)) >> 8;
|
|
|
|
b = (127+b*(*stainsrc++)) >> 8;
|
|
|
|
}
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
cr = 0;
|
|
|
|
cg = 0;
|
|
|
|
cb = 0;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (g > 255)
|
|
|
|
{
|
|
|
|
cr += (255-g)/4;
|
|
|
|
cg -= (255-g)/2;
|
|
|
|
cb += (255-g)/4;
|
|
|
|
g = 255;
|
|
|
|
}
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
if (b > 255)
|
|
|
|
{
|
|
|
|
cr += (255-b)/4;
|
|
|
|
cg += (255-b)/4;
|
|
|
|
cb -= (255-b)/2;
|
|
|
|
b = 255;
|
|
|
|
}
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
r+=cr;
|
|
|
|
if (r > 255)
|
|
|
|
dest[0] = 255;
|
|
|
|
else if (r < 0)
|
|
|
|
dest[0] = 0;
|
|
|
|
else
|
|
|
|
dest[0] = (r+cr);
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
g+=cg;
|
|
|
|
if (g > 255)
|
|
|
|
dest[1] = 255;
|
|
|
|
else if (g < 0)
|
|
|
|
dest[1] = 0;
|
|
|
|
else
|
|
|
|
dest[1] = g;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
b+=cb;
|
|
|
|
if (b > 255)
|
|
|
|
dest[2] = 255;
|
|
|
|
else if (b < 0)
|
|
|
|
dest[2] = 0;
|
|
|
|
else
|
|
|
|
dest[2] = b;
|
|
|
|
dest += 3;
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
if (stainsrc)
|
|
|
|
stainsrc += (LMBLOCK_WIDTH - smax)*3;
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
|
|
|
break;
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
case lum:
|
|
|
|
stride = LMBLOCK_WIDTH;
|
2009-11-07 13:29:15 +00:00
|
|
|
bl = blocklights;
|
|
|
|
for (i=0 ; i<tmax ; i++, dest += stride)
|
|
|
|
{
|
|
|
|
for (j=0 ; j<smax ; j++)
|
|
|
|
{
|
|
|
|
t = *bl++;
|
|
|
|
t >>= shift;
|
|
|
|
if (t > 255)
|
|
|
|
t = 255;
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
dest[j] = t;
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
Sys_Error ("Bad lightmap format");
|
|
|
|
}
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
}
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_BuildLightMap
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
Combine and scale multiple lightmaps into the 8.8 format in blocklights
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
static void Surf_BuildLightMap (msurface_t *surf, qbyte *dest, qbyte *deluxdest, stmap *stainsrc, int shift, int ambient)
|
|
|
|
{
|
|
|
|
int smax, tmax;
|
|
|
|
int t;
|
|
|
|
int i, j, size;
|
|
|
|
qbyte *lightmap;
|
|
|
|
unsigned scale;
|
|
|
|
int maps;
|
|
|
|
unsigned *bl;
|
|
|
|
extern cvar_t gl_lightmap_shift;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
int stride = LMBLOCK_WIDTH*lightmap_bytes;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
shift += 7; // increase to base value
|
|
|
|
surf->cached_dlight = (surf->dlightframe == r_framecount);
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
smax = (surf->extents[0]>>4)+1;
|
|
|
|
tmax = (surf->extents[1]>>4)+1;
|
|
|
|
size = smax*tmax;
|
|
|
|
lightmap = surf->samples;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
if (size > MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE)
|
|
|
|
{ //fixme: fill in?
|
|
|
|
Con_Printf("Lightmap too large\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (currentmodel->deluxdata)
|
|
|
|
Surf_BuildDeluxMap(surf, deluxdest);
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
#ifdef PEXT_LIGHTSTYLECOL
|
|
|
|
if (lightmap_bytes == 4 || lightmap_bytes == 3)
|
|
|
|
{
|
|
|
|
// set to full bright if no light data
|
|
|
|
if (ambient < 0)
|
|
|
|
{
|
|
|
|
t = (-1-ambient)*255;
|
|
|
|
for (i=0 ; i<size*3 ; i++)
|
|
|
|
{
|
|
|
|
blocklights[i] = t;
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
for (maps = 0 ; maps < MAXLIGHTMAPS ; maps++)
|
|
|
|
{
|
|
|
|
surf->cached_light[maps] = -1-ambient;
|
|
|
|
surf->cached_colour[maps] = 0xff;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (r_fullbright.value>0) //not qw
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
for (i=0 ; i<size*3 ; i++)
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
blocklights[i] = r_fullbright.value*255*256;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (!currentmodel->lightdata)
|
|
|
|
{
|
2010-08-14 00:15:07 +00:00
|
|
|
/*fullbright if map is not lit*/
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
for (i=0 ; i<size*3 ; i++)
|
|
|
|
{
|
|
|
|
blocklights[i] = 255*256;
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
|
|
|
}
|
2010-08-14 00:15:07 +00:00
|
|
|
else if (!surf->samples)
|
|
|
|
{
|
|
|
|
/*no samples, but map is otherwise lit = pure black*/
|
|
|
|
for (i=0 ; i<size*3 ; i++)
|
|
|
|
{
|
|
|
|
blocklights[i] = 0;
|
|
|
|
}
|
|
|
|
surf->cached_light[0] = 0;
|
|
|
|
surf->cached_colour[0] = 0;
|
|
|
|
}
|
2009-11-07 13:29:15 +00:00
|
|
|
else
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
{
|
|
|
|
// clear to no light
|
|
|
|
t = ambient;
|
|
|
|
if (t == 0)
|
|
|
|
memset(blocklights, 0, size*3*sizeof(*bl));
|
|
|
|
else
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
for (i=0 ; i<size*3 ; i++)
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
blocklights[i] = t;
|
|
|
|
}
|
|
|
|
}
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
// add all the lightmaps
|
|
|
|
if (lightmap)
|
|
|
|
{
|
|
|
|
if (currentmodel->fromgame == fg_quake3) //rgb
|
|
|
|
{
|
|
|
|
/*q3 lightmaps are meant to be pre-built
|
|
|
|
this code is misguided, and ought never be executed anyway.
|
|
|
|
*/
|
|
|
|
bl = blocklights;
|
|
|
|
for (i = 0; i < tmax; i++)
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
for (j = 0; j < smax; j++)
|
|
|
|
{
|
|
|
|
bl[0] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3];
|
|
|
|
bl[1] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3+1];
|
|
|
|
bl[2] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3+2];
|
|
|
|
bl+=3;
|
|
|
|
}
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
}
|
|
|
|
else if (currentmodel->engineflags & MDLF_RGBLIGHTING) //rgb
|
|
|
|
{
|
|
|
|
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
|
|
|
|
maps++)
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
scale = d_lightstylevalue[surf->styles[maps]];
|
|
|
|
surf->cached_light[maps] = scale; // 8.8 fraction
|
|
|
|
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
if (scale)
|
|
|
|
{
|
|
|
|
if (cl_lightstyle[surf->styles[maps]].colour == 7) //hopefully a faster alternative.
|
|
|
|
{
|
|
|
|
bl = blocklights;
|
|
|
|
for (i=0 ; i<size*3 ; i++)
|
|
|
|
{
|
|
|
|
*bl++ += *lightmap++ * scale;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 1)
|
|
|
|
for (i=0 ; i<size ; i++)
|
|
|
|
blocklights[i+0] += lightmap[i*3+0] * scale;
|
|
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 2)
|
|
|
|
for (i=0 ; i<size ; i++)
|
|
|
|
blocklights[i+1] += lightmap[i*3+1] * scale;
|
|
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 4)
|
|
|
|
for (i=0 ; i<size ; i++)
|
|
|
|
blocklights[i+2] += lightmap[i*3+2] * scale;
|
|
|
|
lightmap += size*3; // skip to next lightmap
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
lightmap += size*3; // skip to next lightmap
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
}
|
|
|
|
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;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
if (cl_lightstyle[surf->styles[maps]].colour == 7) //hopefully a faster alternative.
|
|
|
|
{
|
|
|
|
bl = blocklights;
|
|
|
|
for (i=0 ; i<size ; i++)
|
|
|
|
{
|
|
|
|
*bl++ += *lightmap * scale;
|
|
|
|
*bl++ += *lightmap * scale;
|
|
|
|
*bl++ += *lightmap * scale;
|
|
|
|
lightmap++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 1)
|
|
|
|
for (i=0, bl = blocklights; i<size; i++, bl+=3)
|
|
|
|
*bl += lightmap[i] * scale;
|
|
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 2)
|
|
|
|
for (i=0, bl = blocklights+1; i<size; i++, bl+=3)
|
|
|
|
*bl += lightmap[i] * scale;
|
|
|
|
if (cl_lightstyle[surf->styles[maps]].colour & 4)
|
|
|
|
for (i=0, bl = blocklights+2; i<size; i++, bl+=3)
|
|
|
|
*bl += lightmap[i] * scale;
|
|
|
|
lightmap += size; // skip to next lightmap
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
// add all the dynamic lights
|
|
|
|
if (surf->dlightframe == r_framecount)
|
|
|
|
Surf_AddDynamicLightsColours (surf);
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
if (lightmap_bytes == 4)
|
|
|
|
{
|
|
|
|
if (lightmap_bgra)
|
|
|
|
{
|
|
|
|
if (!r_stains.value || !surf->stained)
|
|
|
|
Surf_StoreLightmap(dest, smax, tmax, shift, bgra4_os, NULL);
|
|
|
|
else
|
|
|
|
Surf_StoreLightmap(dest, smax, tmax, shift, bgra4_os, stainsrc);
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
else
|
|
|
|
{
|
|
|
|
/*if (!r_stains.value || !surf->stained)
|
|
|
|
Surf_StoreLightmap(dest, smax, tmax, shift, rgba4, NULL);
|
|
|
|
else
|
|
|
|
Surf_StoreLightmap(dest, smax, tmax, shift, rgba4, stainsrc);
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (lightmap_bytes == 3)
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
if (lightmap_bgra)
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
/*
|
|
|
|
if (!r_stains.value || !surf->stained)
|
|
|
|
Surf_StoreLightmap(dest, smax, tmax, shift, bgr3, NULL);
|
|
|
|
else
|
|
|
|
Surf_StoreLightmap(dest, smax, tmax, shift, bgr3, stainsrc);
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (!r_stains.value || !surf->stained)
|
|
|
|
Surf_StoreLightmap(dest, smax, tmax, shift, rgb3_os, NULL);
|
|
|
|
else
|
|
|
|
Surf_StoreLightmap(dest, smax, tmax, shift, rgb3_os, stainsrc);
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
|
|
|
}
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
}
|
|
|
|
else
|
2009-11-07 13:29:15 +00:00
|
|
|
#endif
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
{
|
|
|
|
// set to full bright if no light data
|
2010-08-14 00:15:07 +00:00
|
|
|
if (!surf->samples || !currentmodel->lightdata)
|
|
|
|
{
|
|
|
|
for (i=0 ; i<size*3 ; i++)
|
|
|
|
{
|
|
|
|
blocklights[i] = 255*256;
|
|
|
|
}
|
|
|
|
surf->cached_light[0] = d_lightstylevalue[0];
|
|
|
|
surf->cached_colour[0] = cl_lightstyle[0].colour;
|
|
|
|
}
|
|
|
|
else if (r_fullbright.ival)
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
for (i=0 ; i<size ; i++)
|
|
|
|
blocklights[i] = 255*256;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// clear to no light
|
|
|
|
for (i=0 ; i<size ; i++)
|
|
|
|
blocklights[i] = 0;
|
|
|
|
|
|
|
|
// add all the lightmaps
|
|
|
|
if (lightmap)
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
if (currentmodel->engineflags & MDLF_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
|
|
|
|
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
|
|
|
|
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
|
|
|
|
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
|
|
|
|
for (i=0 ; i<size ; i++)
|
|
|
|
blocklights[i] += lightmap[i] * scale;
|
|
|
|
lightmap += size; // skip to next lightmap
|
|
|
|
}
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
// add all the dynamic lights
|
|
|
|
if (surf->dlightframe == r_framecount)
|
|
|
|
Surf_AddDynamicLights (surf);
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
|
|
|
|
if (!r_stains.value || !surf->stained)
|
|
|
|
Surf_StoreLightmap(dest, smax, tmax, shift, lum, NULL);
|
|
|
|
else
|
|
|
|
Surf_StoreLightmap(dest, smax, tmax, shift, lum, stainsrc);
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============================================================
|
|
|
|
|
|
|
|
BRUSH MODELS
|
|
|
|
|
|
|
|
=============================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
R_RenderDynamicLightmaps
|
|
|
|
Multitexture
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void Surf_RenderDynamicLightmaps (msurface_t *fa, int shift)
|
|
|
|
{
|
|
|
|
qbyte *base, *luxbase;
|
|
|
|
stmap *stainbase;
|
|
|
|
int maps;
|
|
|
|
glRect_t *theRect;
|
|
|
|
int smax, tmax;
|
|
|
|
|
|
|
|
if (!fa->mesh)
|
|
|
|
return;
|
|
|
|
|
2009-11-15 03:22:07 +00:00
|
|
|
//surfaces without lightmaps
|
2009-11-07 13:29:15 +00:00
|
|
|
if (fa->lightmaptexturenum<0)
|
|
|
|
return;
|
|
|
|
|
2009-11-15 03:22:07 +00:00
|
|
|
//surfaces with lightmaps that do not animate, supposedly
|
2009-11-07 13:29:15 +00:00
|
|
|
if (fa->texinfo->flags & (TI_SKY|TI_TRANS33|TI_TRANS66|TI_WARP))
|
|
|
|
return;
|
|
|
|
|
|
|
|
// check for lightmap modification
|
2010-08-14 00:15:07 +00:00
|
|
|
if (!fa->samples)
|
|
|
|
{
|
2010-08-28 17:14:38 +00:00
|
|
|
if (fa->cached_light[0] != 0
|
|
|
|
|| fa->cached_colour[0] != 0)
|
2010-08-14 00:15:07 +00:00
|
|
|
goto dynamic;
|
|
|
|
}
|
|
|
|
else
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
|
|
|
for (maps = 0 ; maps < MAXLIGHTMAPS && fa->styles[maps] != 255 ;
|
|
|
|
maps++)
|
|
|
|
if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps]
|
2010-08-14 00:15:07 +00:00
|
|
|
|| cl_lightstyle[fa->styles[maps]].colour != fa->cached_colour[maps])
|
2009-11-07 13:29:15 +00:00
|
|
|
goto dynamic;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (fa->dlightframe == r_framecount // dynamic this frame
|
|
|
|
|| fa->cached_dlight) // dynamic previously
|
|
|
|
{
|
|
|
|
RSpeedLocals();
|
|
|
|
dynamic:
|
|
|
|
RSpeedRemark();
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
if (gl_bump.ival)
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
|
|
|
|
luxbase = lightmap[fa->lightmaptexturenum]->deluxmaps;
|
|
|
|
luxbase += fa->light_t * LMBLOCK_WIDTH * 3 + fa->light_s * 3;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
luxbase = NULL;
|
|
|
|
|
|
|
|
|
|
|
|
base = lightmap[fa->lightmaptexturenum]->lightmaps;
|
|
|
|
base += fa->light_t * LMBLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes;
|
|
|
|
stainbase = lightmap[fa->lightmaptexturenum]->stainmaps;
|
|
|
|
stainbase += (fa->light_t * LMBLOCK_WIDTH + fa->light_s) * 3;
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
Surf_BuildLightMap (fa, base, luxbase, stainbase, shift, r_ambient.value*255);
|
|
|
|
|
|
|
|
RSpeedEnd(RSPEED_DYNAMIC);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Surf_RenderAmbientLightmaps (msurface_t *fa, int shift, int ambient)
|
|
|
|
{
|
|
|
|
qbyte *base, *luxbase;
|
|
|
|
stmap *stainbase;
|
|
|
|
glRect_t *theRect;
|
|
|
|
int smax, tmax;
|
|
|
|
|
|
|
|
if (!fa->mesh)
|
|
|
|
return;
|
|
|
|
|
|
|
|
//surfaces without lightmaps
|
|
|
|
if (fa->lightmaptexturenum<0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
//surfaces with lightmaps that do not animate, supposedly
|
|
|
|
if (fa->texinfo->flags & (TI_SKY|TI_TRANS33|TI_TRANS66|TI_WARP))
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (fa->cached_light[0] != ambient || fa->cached_colour[0] != 0xff)
|
|
|
|
goto dynamic;
|
|
|
|
|
|
|
|
if (fa->dlightframe == r_framecount // dynamic this frame
|
|
|
|
|| fa->cached_dlight) // dynamic previously
|
|
|
|
{
|
|
|
|
RSpeedLocals();
|
|
|
|
dynamic:
|
|
|
|
RSpeedRemark();
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
if (gl_bump.ival)
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
|
|
|
|
luxbase = lightmap[fa->lightmaptexturenum]->deluxmaps;
|
|
|
|
luxbase += fa->light_t * LMBLOCK_WIDTH * 3 + fa->light_s * 3;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
luxbase = NULL;
|
|
|
|
|
|
|
|
|
|
|
|
base = lightmap[fa->lightmaptexturenum]->lightmaps;
|
|
|
|
base += fa->light_t * LMBLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes;
|
|
|
|
stainbase = lightmap[fa->lightmaptexturenum]->stainmaps;
|
|
|
|
stainbase += (fa->light_t * LMBLOCK_WIDTH + fa->light_s) * 3;
|
|
|
|
Surf_BuildLightMap (fa, base, luxbase, stainbase, shift, -1-ambient);
|
2009-11-07 13:29:15 +00:00
|
|
|
|
|
|
|
RSpeedEnd(RSPEED_DYNAMIC);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============================================================
|
|
|
|
|
|
|
|
WORLD MODEL
|
|
|
|
|
|
|
|
=============================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
static qbyte *R_MarkLeafSurfaces_Q1 (void)
|
|
|
|
{
|
|
|
|
qbyte *vis;
|
|
|
|
mleaf_t *leaf;
|
|
|
|
int i, j;
|
|
|
|
msurface_t *surf;
|
|
|
|
int shift;
|
|
|
|
|
|
|
|
vis = R_CalcVis_Q1();
|
|
|
|
|
|
|
|
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
|
|
|
|
{
|
|
|
|
if (vis[i>>3] & (1<<(i&7)))
|
|
|
|
{
|
|
|
|
leaf = (mleaf_t *)&cl.worldmodel->leafs[i+1];
|
|
|
|
|
|
|
|
if (R_CullBox (leaf->minmaxs, leaf->minmaxs+3))
|
|
|
|
continue;
|
|
|
|
leaf->visframe = r_visframecount;
|
|
|
|
|
|
|
|
for (j = 0; j < leaf->nummarksurfaces; j++)
|
|
|
|
{
|
|
|
|
surf = leaf->firstmarksurface[j];
|
|
|
|
if (surf->visframe == r_visframecount)
|
|
|
|
continue;
|
|
|
|
surf->visframe = r_visframecount;
|
|
|
|
|
|
|
|
*surf->mark = surf;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
texture_t *tex;
|
|
|
|
|
|
|
|
shift = Surf_LightmapShift(cl.worldmodel);
|
|
|
|
|
|
|
|
for (i = 0; i < cl.worldmodel->numtextures; i++)
|
|
|
|
{
|
|
|
|
tex = cl.worldmodel->textures[i];
|
|
|
|
if (!tex)
|
|
|
|
continue;
|
|
|
|
for (j = 0; j < tex->vbo.meshcount; j++)
|
|
|
|
{
|
|
|
|
surf = tex->vbo.meshlist[j];
|
|
|
|
if (surf)
|
|
|
|
{
|
|
|
|
Surf_RenderDynamicLightmaps (surf, shift);
|
|
|
|
|
|
|
|
tex->vbo.meshlist[j] = NULL;
|
2010-07-11 02:22:39 +00:00
|
|
|
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return vis;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
R_RecursiveWorldNode
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
static void Surf_RecursiveWorldNode (mnode_t *node, unsigned int clipflags)
|
|
|
|
{
|
|
|
|
int c, side, clipped;
|
|
|
|
mplane_t *plane, *clipplane;
|
|
|
|
msurface_t *surf, **mark;
|
|
|
|
mleaf_t *pleaf;
|
|
|
|
double dot;
|
|
|
|
int shift;
|
|
|
|
|
|
|
|
start:
|
|
|
|
|
|
|
|
if (node->contents == Q1CONTENTS_SOLID)
|
|
|
|
return; // solid
|
|
|
|
|
|
|
|
if (node->visframe != r_visframecount)
|
|
|
|
return;
|
|
|
|
|
|
|
|
for (c = 0, clipplane = frustum; c < 4; c++, clipplane++)
|
|
|
|
{
|
|
|
|
if (!(clipflags & (1 << c)))
|
|
|
|
continue; // don't need to clip against it
|
|
|
|
|
|
|
|
clipped = BOX_ON_PLANE_SIDE (node->minmaxs, node->minmaxs + 3, clipplane);
|
|
|
|
if (clipped == 2)
|
|
|
|
return;
|
|
|
|
else if (clipped == 1)
|
|
|
|
clipflags -= (1<<c); // node is entirely on screen
|
|
|
|
}
|
|
|
|
|
|
|
|
// if a leaf node, draw stuff
|
|
|
|
if (node->contents < 0)
|
|
|
|
{
|
|
|
|
pleaf = (mleaf_t *)node;
|
|
|
|
|
|
|
|
mark = pleaf->firstmarksurface;
|
|
|
|
c = pleaf->nummarksurfaces;
|
|
|
|
|
|
|
|
if (c)
|
|
|
|
{
|
|
|
|
do
|
|
|
|
{
|
|
|
|
(*mark++)->visframe = r_framecount;
|
|
|
|
} while (--c);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// node is just a decision point, so go down the apropriate sides
|
|
|
|
|
|
|
|
// find which side of the node we are on
|
|
|
|
plane = node->plane;
|
|
|
|
|
|
|
|
switch (plane->type)
|
|
|
|
{
|
|
|
|
case PLANE_X:
|
|
|
|
dot = modelorg[0] - plane->dist;
|
|
|
|
break;
|
|
|
|
case PLANE_Y:
|
|
|
|
dot = modelorg[1] - plane->dist;
|
|
|
|
break;
|
|
|
|
case PLANE_Z:
|
|
|
|
dot = modelorg[2] - plane->dist;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
dot = DotProduct (modelorg, plane->normal) - plane->dist;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (dot >= 0)
|
|
|
|
side = 0;
|
|
|
|
else
|
|
|
|
side = 1;
|
|
|
|
|
|
|
|
// recurse down the children, front side first
|
|
|
|
Surf_RecursiveWorldNode (node->children[side], clipflags);
|
|
|
|
|
|
|
|
// draw stuff
|
|
|
|
c = node->numsurfaces;
|
|
|
|
|
|
|
|
if (c)
|
|
|
|
{
|
|
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
|
|
|
|
|
|
shift = Surf_LightmapShift(cl.worldmodel);
|
|
|
|
|
|
|
|
if (dot < 0 -BACKFACE_EPSILON)
|
|
|
|
side = SURF_PLANEBACK;
|
|
|
|
else if (dot > BACKFACE_EPSILON)
|
|
|
|
side = 0;
|
|
|
|
{
|
|
|
|
for ( ; c ; c--, surf++)
|
|
|
|
{
|
|
|
|
if (surf->visframe != r_framecount)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)))
|
|
|
|
continue; // wrong side
|
|
|
|
|
|
|
|
Surf_RenderDynamicLightmaps (surf, shift);
|
2010-07-11 02:22:39 +00:00
|
|
|
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// recurse down the back side
|
|
|
|
//GLR_RecursiveWorldNode (node->children[!side], clipflags);
|
|
|
|
node = node->children[!side];
|
|
|
|
goto start;
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef Q2BSPS
|
|
|
|
static void Surf_RecursiveQ2WorldNode (mnode_t *node)
|
|
|
|
{
|
|
|
|
int c, side;
|
|
|
|
mplane_t *plane;
|
|
|
|
msurface_t *surf, **mark;
|
|
|
|
mleaf_t *pleaf;
|
|
|
|
double dot;
|
|
|
|
int shift;
|
|
|
|
|
|
|
|
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
|
|
|
|
Surf_RecursiveQ2WorldNode (node->children[side]);
|
|
|
|
|
|
|
|
shift = Surf_LightmapShift(currentmodel);
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
|
|
|
|
Surf_RenderDynamicLightmaps (surf, shift);
|
|
|
|
|
2010-07-11 02:22:39 +00:00
|
|
|
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// recurse down the back side
|
|
|
|
Surf_RecursiveQ2WorldNode (node->children[!side]);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef Q3BSPS
|
|
|
|
static void Surf_LeafWorldNode (void)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
int clipflags;
|
|
|
|
msurface_t **mark, *surf;
|
|
|
|
mleaf_t *pleaf;
|
|
|
|
|
|
|
|
|
|
|
|
int clipped;
|
|
|
|
mplane_t *clipplane;
|
|
|
|
|
|
|
|
|
|
|
|
for (pleaf = r_vischain; pleaf; pleaf = pleaf->vischain)
|
|
|
|
{
|
|
|
|
// check for door connected areas
|
|
|
|
// if (areabits)
|
|
|
|
{
|
|
|
|
// if (!(areabits[pleaf->area>>3] & (1<<(pleaf->area&7))))
|
|
|
|
// {
|
|
|
|
// continue; // not visible
|
|
|
|
// }
|
|
|
|
}
|
|
|
|
|
|
|
|
clipflags = 15; // 1 | 2 | 4 | 8
|
|
|
|
// if (!r_nocull->value)
|
|
|
|
{
|
|
|
|
|
|
|
|
for (i=0,clipplane=frustum ; i<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->mark)
|
|
|
|
*surf->mark = surf;
|
|
|
|
}
|
|
|
|
} while (--i);
|
|
|
|
|
|
|
|
// c_world_leafs++;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
int j;
|
|
|
|
texture_t *tex;
|
|
|
|
for (i = 0; i < cl.worldmodel->numtextures; i++)
|
|
|
|
{
|
|
|
|
tex = cl.worldmodel->textures[i];
|
|
|
|
if (!tex)
|
|
|
|
continue;
|
|
|
|
for (j = 0; j < tex->vbo.meshcount; j++)
|
|
|
|
{
|
|
|
|
surf = tex->vbo.meshlist[j];
|
|
|
|
if (surf)
|
|
|
|
{
|
|
|
|
tex->vbo.meshlist[j] = NULL;
|
2010-07-11 02:22:39 +00:00
|
|
|
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
static void Surf_CleanChains(void)
|
|
|
|
{
|
|
|
|
model_t *model = cl.worldmodel;
|
2010-07-11 02:22:39 +00:00
|
|
|
batch_t *batch;
|
2010-08-28 17:14:38 +00:00
|
|
|
int i;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
2010-07-11 02:22:39 +00:00
|
|
|
if (r_refdef.recurse)
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
2010-08-28 17:14:38 +00:00
|
|
|
for (i = 0; i < SHADER_SORT_COUNT; i++)
|
|
|
|
for (batch = model->batches[i]; batch; batch = batch->next)
|
2010-07-11 02:22:39 +00:00
|
|
|
{
|
|
|
|
batch->meshes = batch->firstmesh;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2010-08-28 17:14:38 +00:00
|
|
|
for (i = 0; i < SHADER_SORT_COUNT; i++)
|
|
|
|
for (batch = model->batches[i]; batch; batch = batch->next)
|
2010-07-11 02:22:39 +00:00
|
|
|
{
|
|
|
|
batch->meshes = batch->firstmesh;
|
|
|
|
}
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//most of this is a direct copy from gl
|
|
|
|
void Surf_SetupFrame(void)
|
|
|
|
{
|
|
|
|
mleaf_t *leaf;
|
|
|
|
vec3_t temp;
|
|
|
|
|
|
|
|
R_AnimateLight();
|
|
|
|
r_framecount++;
|
|
|
|
|
|
|
|
if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
#ifdef Q2BSPS
|
|
|
|
else if (cl.worldmodel && (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3))
|
|
|
|
{
|
|
|
|
static mleaf_t fakeleaf;
|
|
|
|
mleaf_t *leaf;
|
|
|
|
|
|
|
|
r_viewleaf = &fakeleaf; //so we can use quake1 rendering routines for q2 bsps.
|
|
|
|
r_viewleaf->contents = Q1CONTENTS_EMPTY;
|
|
|
|
r_viewleaf2 = NULL;
|
|
|
|
|
|
|
|
r_oldviewcluster = r_viewcluster;
|
|
|
|
r_oldviewcluster2 = r_viewcluster2;
|
2010-08-29 13:49:43 +00:00
|
|
|
if (r_refdef.recurse)
|
|
|
|
leaf = RMod_PointInLeaf (cl.worldmodel, r_refdef.pvsorigin);
|
|
|
|
else
|
|
|
|
leaf = RMod_PointInLeaf (cl.worldmodel, r_origin);
|
2009-11-07 13:29:15 +00:00
|
|
|
r_viewcluster = r_viewcluster2 = leaf->cluster;
|
|
|
|
|
|
|
|
// check above and below so crossing solid water doesn't draw wrong
|
|
|
|
if (!leaf->contents)
|
|
|
|
{ // look down a bit
|
|
|
|
vec3_t temp;
|
|
|
|
|
|
|
|
VectorCopy (r_origin, temp);
|
|
|
|
temp[2] -= 16;
|
|
|
|
leaf = RMod_PointInLeaf (cl.worldmodel, temp);
|
|
|
|
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
|
|
|
|
(leaf->cluster != r_viewcluster2) )
|
|
|
|
r_viewcluster2 = leaf->cluster;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // look up a bit
|
|
|
|
vec3_t temp;
|
|
|
|
|
|
|
|
VectorCopy (r_origin, temp);
|
|
|
|
temp[2] += 16;
|
|
|
|
leaf = RMod_PointInLeaf (cl.worldmodel, temp);
|
|
|
|
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
|
|
|
|
(leaf->cluster != r_viewcluster2) )
|
|
|
|
r_viewcluster2 = leaf->cluster;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
else
|
|
|
|
{
|
|
|
|
r_oldviewleaf = r_viewleaf;
|
|
|
|
r_oldviewleaf2 = r_viewleaf2;
|
2010-07-11 02:22:39 +00:00
|
|
|
if (r_refdef.recurse)
|
|
|
|
r_viewleaf = RMod_PointInLeaf (cl.worldmodel, r_refdef.pvsorigin);
|
|
|
|
else
|
|
|
|
r_viewleaf = RMod_PointInLeaf (cl.worldmodel, r_origin);
|
2009-11-07 13:29:15 +00:00
|
|
|
|
|
|
|
if (!r_viewleaf)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
else if (r_viewleaf->contents == Q1CONTENTS_EMPTY)
|
|
|
|
{ //look down a bit
|
|
|
|
VectorCopy (r_origin, temp);
|
|
|
|
temp[2] -= 16;
|
|
|
|
leaf = RMod_PointInLeaf (cl.worldmodel, temp);
|
|
|
|
if (leaf->contents <= Q1CONTENTS_WATER && leaf->contents >= Q1CONTENTS_LAVA)
|
|
|
|
r_viewleaf2 = leaf;
|
|
|
|
else
|
|
|
|
r_viewleaf2 = NULL;
|
|
|
|
}
|
|
|
|
else if (r_viewleaf->contents <= Q1CONTENTS_WATER && r_viewleaf->contents >= Q1CONTENTS_LAVA)
|
|
|
|
{ //in water, look up a bit.
|
|
|
|
|
|
|
|
VectorCopy (r_origin, temp);
|
|
|
|
temp[2] += 16;
|
|
|
|
leaf = RMod_PointInLeaf (cl.worldmodel, temp);
|
|
|
|
if (leaf->contents == Q1CONTENTS_EMPTY)
|
|
|
|
r_viewleaf2 = leaf;
|
|
|
|
else
|
|
|
|
r_viewleaf2 = NULL;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
r_viewleaf2 = NULL;
|
|
|
|
|
|
|
|
if (r_viewleaf)
|
|
|
|
V_SetContentsColor (r_viewleaf->contents);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-11-02 23:17:25 +00:00
|
|
|
|
|
|
|
static mesh_t *surfbatchmeshes[128];
|
|
|
|
static void Surf_BuildBrushBatch(batch_t *batch)
|
|
|
|
{
|
|
|
|
model_t *model = batch->ent->model;
|
|
|
|
unsigned int i;
|
|
|
|
batch->mesh = surfbatchmeshes;
|
|
|
|
batch->meshes = batch->surf_count;
|
|
|
|
for (i = 0; i < batch->surf_count; i++)
|
|
|
|
{
|
|
|
|
surfbatchmeshes[i] = model->surfaces[batch->surf_first + i].mesh;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Surf_GenBrushBatches(batch_t **batches, entity_t *ent)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
msurface_t *s;
|
|
|
|
model_t *model;
|
|
|
|
batch_t *b;
|
|
|
|
unsigned int bef;
|
|
|
|
|
|
|
|
model = ent->model;
|
|
|
|
|
|
|
|
if (R_CullEntityBox (ent, model->mins, model->maxs))
|
|
|
|
return;
|
|
|
|
|
|
|
|
#ifdef RTLIGHTS
|
|
|
|
if (BE_LightCullModel(ent->origin, model))
|
|
|
|
return;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// calculate dynamic lighting for bmodel if it's not an
|
|
|
|
// instanced model
|
|
|
|
if (model->fromgame != fg_quake3)
|
|
|
|
{
|
|
|
|
int k;
|
|
|
|
int shift;
|
|
|
|
|
|
|
|
currententity = ent;
|
|
|
|
currentmodel = ent->model;
|
|
|
|
if (model->nummodelsurfaces != 0 && r_dynamic.value)
|
|
|
|
{
|
|
|
|
for (k=rtlights_first; k<RTL_FIRST; k++)
|
|
|
|
{
|
|
|
|
if (!cl_dlights[k].radius)
|
|
|
|
continue;
|
|
|
|
if (!(cl_dlights[k].flags & LFLAG_ALLOW_LMHACK))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
model->funcs.MarkLights (&cl_dlights[k], 1<<k,
|
|
|
|
model->nodes + model->hulls[0].firstclipnode);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
shift = Surf_LightmapShift(model);
|
|
|
|
if ((ent->drawflags & MLS_MASKIN) == MLS_ABSLIGHT)
|
|
|
|
{
|
|
|
|
//update lightmaps.
|
|
|
|
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
|
|
|
|
Surf_RenderAmbientLightmaps (s, shift, ent->abslight);
|
|
|
|
}
|
|
|
|
else if (ent->drawflags & DRF_TRANSLUCENT)
|
|
|
|
{
|
|
|
|
//update lightmaps.
|
|
|
|
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
|
|
|
|
Surf_RenderAmbientLightmaps (s, shift, 255);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//update lightmaps.
|
|
|
|
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
|
|
|
|
Surf_RenderDynamicLightmaps (s, shift);
|
|
|
|
}
|
|
|
|
currententity = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
bef = BEF_PUSHDEPTH;
|
|
|
|
if (ent->flags & Q2RF_ADDITIVE)
|
|
|
|
bef |= BEF_FORCEADDITIVE;
|
|
|
|
else if (ent->drawflags & DRF_TRANSLUCENT && r_wateralpha.value != 1)
|
|
|
|
{
|
|
|
|
bef |= BEF_FORCETRANSPARENT;
|
|
|
|
ent->shaderRGBAf[3] = r_wateralpha.value;
|
|
|
|
}
|
|
|
|
else if (ent->shaderRGBAf[3] < 1 && cls.protocol != CP_QUAKE3)
|
|
|
|
bef |= BEF_FORCETRANSPARENT;
|
|
|
|
if (ent->flags & RF_NODEPTHTEST)
|
|
|
|
bef |= BEF_FORCENODEPTH;
|
|
|
|
|
|
|
|
b = NULL;
|
|
|
|
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
|
|
|
|
{
|
|
|
|
if (!b || b->lightmap != s->lightmaptexturenum || b->texture != s->texinfo->texture || b->surf_count >= sizeof(surfbatchmeshes)/sizeof(surfbatchmeshes[0]))
|
|
|
|
{
|
|
|
|
b = BE_GetTempBatch();
|
|
|
|
if (!b)
|
|
|
|
break;
|
|
|
|
b->buildmeshes = NULL;
|
|
|
|
b->ent = ent;
|
|
|
|
b->texture = s->texinfo->texture;
|
|
|
|
b->shader = R_TextureAnimation(ent->framestate.g[FS_REG].frame[0], b->texture)->shader;
|
|
|
|
b->skin = &b->shader->defaulttextures;
|
|
|
|
b->flags = bef;
|
|
|
|
if (bef & BEF_FORCEADDITIVE)
|
|
|
|
{
|
|
|
|
b->next = batches[SHADER_SORT_ADDITIVE];
|
|
|
|
batches[SHADER_SORT_ADDITIVE] = b;
|
|
|
|
}
|
|
|
|
else if (bef & BEF_FORCETRANSPARENT)
|
|
|
|
{
|
|
|
|
b->next = batches[SHADER_SORT_BLEND];
|
|
|
|
batches[SHADER_SORT_BLEND] = b;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
b->next = batches[b->shader->sort];
|
|
|
|
batches[b->shader->sort] = b;
|
|
|
|
}
|
|
|
|
b->surf_first = s - model->surfaces;
|
|
|
|
b->surf_count = 0;
|
|
|
|
b->buildmeshes = Surf_BuildBrushBatch;
|
|
|
|
b->meshes = 0;
|
|
|
|
b->firstmesh = 0;
|
|
|
|
b->lightmap = s->lightmaptexturenum;
|
|
|
|
b->mesh = NULL;
|
|
|
|
b->vbo = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
b->surf_count++;
|
|
|
|
b->meshes++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-11-07 13:29:15 +00:00
|
|
|
/*
|
|
|
|
=============
|
|
|
|
R_DrawWorld
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
|
|
|
|
void Surf_DrawWorld (void)
|
|
|
|
{
|
|
|
|
qbyte *vis;
|
|
|
|
RSpeedLocals();
|
|
|
|
|
|
|
|
Surf_SetupFrame();
|
|
|
|
|
|
|
|
currentmodel = cl.worldmodel;
|
2010-07-11 02:22:39 +00:00
|
|
|
currententity = &r_worldentity;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
#ifdef MAP_DOOM
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if (currentmodel->fromgame = fg_doom)
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GLR_DoomWorld();
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else
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#endif
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2009-11-07 13:29:15 +00:00
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#ifdef TERRAIN
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if (currentmodel->type == mod_heightmap)
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GL_DrawHeightmapModel(currententity);
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else
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#endif
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{
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RSpeedRemark();
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#ifdef Q2BSPS
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2010-07-11 02:22:39 +00:00
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if (currententity->model->fromgame == fg_quake2 || currententity->model->fromgame == fg_quake3)
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2009-11-07 13:29:15 +00:00
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{
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int leafnum;
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int clientarea;
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#ifdef QUAKE2
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if (cls.protocol == CP_QUAKE2) //we can get server sent info
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memcpy(areabits, cl.q2frame.areabits, sizeof(areabits));
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else
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#endif
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{ //generate the info each frame.
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leafnum = CM_PointLeafnum (cl.worldmodel, r_refdef.vieworg);
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clientarea = CM_LeafArea (cl.worldmodel, leafnum);
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CM_WriteAreaBits(cl.worldmodel, areabits, clientarea);
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}
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#ifdef Q3BSPS
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2010-07-11 02:22:39 +00:00
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if (currententity->model->fromgame == fg_quake3)
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2009-11-07 13:29:15 +00:00
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{
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vis = R_MarkLeaves_Q3 ();
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Surf_LeafWorldNode ();
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}
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else
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#endif
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{
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vis = R_MarkLeaves_Q2 ();
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VectorCopy (r_refdef.vieworg, modelorg);
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Surf_RecursiveQ2WorldNode (cl.worldmodel->nodes);
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}
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}
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else
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#endif
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{
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2010-07-11 10:53:13 +00:00
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//extern cvar_t temp1;
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2009-11-07 13:29:15 +00:00
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if (0)//temp1.value)
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vis = R_MarkLeafSurfaces_Q1();
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else
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{
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vis = R_MarkLeaves_Q1 ();
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VectorCopy (r_refdef.vieworg, modelorg);
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Surf_RecursiveWorldNode (cl.worldmodel->nodes, 0xf);
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}
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}
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2010-07-11 02:22:39 +00:00
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CL_LinkStaticEntities(vis);
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2009-11-07 13:29:15 +00:00
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RSpeedEnd(RSPEED_WORLDNODE);
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TRACE(("dbg: calling BE_DrawWorld\n"));
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BE_DrawWorld(vis);
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2010-07-11 02:22:39 +00:00
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/*FIXME: move this away*/
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2009-11-07 13:29:15 +00:00
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Surf_LessenStains();
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2010-07-11 02:22:39 +00:00
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Surf_CleanChains();
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2009-11-07 13:29:15 +00:00
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}
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}
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/*
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=============================================================================
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LIGHTMAP ALLOCATION
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=============================================================================
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*/
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// returns a texture number and the position inside it
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static int Surf_LM_AllocBlock (int w, int h, int *x, int *y)
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{
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int i, j;
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int best, best2;
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int texnum;
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for (texnum=0 ; ; texnum++)
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{
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if (texnum == numlightmaps) //allocate 4 more lightmap slots. not much memory usage, but we don't want any caps here.
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{
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lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(numlightmaps+4));
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lightmap[numlightmaps+0] = NULL;
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lightmap[numlightmaps+1] = NULL;
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lightmap[numlightmaps+2] = NULL;
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lightmap[numlightmaps+3] = NULL;
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lightmap_textures = BZ_Realloc(lightmap_textures, sizeof(*lightmap_textures)*(numlightmaps+4));
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lightmap_textures[numlightmaps+0] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
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lightmap_textures[numlightmaps+1] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
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lightmap_textures[numlightmaps+2] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
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lightmap_textures[numlightmaps+3] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
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deluxmap_textures = BZ_Realloc(deluxmap_textures, sizeof(*deluxmap_textures)*(numlightmaps+4));
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deluxmap_textures[numlightmaps+0] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
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deluxmap_textures[numlightmaps+1] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
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deluxmap_textures[numlightmaps+2] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
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deluxmap_textures[numlightmaps+3] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
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numlightmaps+=4;
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}
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if (!lightmap[texnum])
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{
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lightmap[texnum] = Z_Malloc(sizeof(*lightmap[texnum]));
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lightmap[texnum]->meshchain = NULL;
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lightmap[texnum]->modified = true;
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// reset stainmap since it now starts at 255
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memset(lightmap[texnum]->stainmaps, 255, sizeof(lightmap[texnum]->stainmaps));
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//clear out the deluxmaps incase there is none on the map.
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for (j = 0; j < LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3; j+=3)
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{
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lightmap[texnum]->deluxmaps[j+0] = 128;
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lightmap[texnum]->deluxmaps[j+1] = 128;
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lightmap[texnum]->deluxmaps[j+2] = 255;
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}
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}
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best = LMBLOCK_HEIGHT;
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for (i=0 ; i<LMBLOCK_WIDTH-w ; i++)
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{
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best2 = 0;
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for (j=0 ; j<w ; j++)
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{
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if (lightmap[texnum]->allocated[i+j] >= best)
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break;
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if (lightmap[texnum]->allocated[i+j] > best2)
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best2 = lightmap[texnum]->allocated[i+j];
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}
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if (j == w)
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{ // this is a valid spot
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*x = i;
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*y = best = best2;
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}
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}
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if (best + h > LMBLOCK_HEIGHT)
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continue;
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for (i=0 ; i<w ; i++)
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lightmap[texnum]->allocated[*x + i] = best + h;
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return texnum;
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}
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Sys_Error ("AllocBlock: full");
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return 0;
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}
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//quake3 maps have their lightmaps in gl style already.
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//rather than forgetting that and redoing it, let's just keep the data.
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static int Surf_LM_FillBlock (int texnum, int w, int h, int x, int y)
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{
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int i, l;
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while (texnum >= numlightmaps) //allocate 4 more lightmap slots. not much memory usage, but we don't want any caps here.
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|
{
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lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(numlightmaps+4));
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lightmap[numlightmaps+0] = NULL;
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lightmap[numlightmaps+1] = NULL;
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lightmap[numlightmaps+2] = NULL;
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lightmap[numlightmaps+3] = NULL;
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lightmap_textures = BZ_Realloc(lightmap_textures, sizeof(*lightmap_textures)*(numlightmaps+4));
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lightmap_textures[numlightmaps+0] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
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lightmap_textures[numlightmaps+1] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
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lightmap_textures[numlightmaps+2] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
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lightmap_textures[numlightmaps+3] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
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deluxmap_textures = BZ_Realloc(deluxmap_textures, sizeof(*deluxmap_textures)*(numlightmaps+4));
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deluxmap_textures[numlightmaps+0] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
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deluxmap_textures[numlightmaps+1] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
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deluxmap_textures[numlightmaps+2] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
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deluxmap_textures[numlightmaps+3] = R_AllocNewTexture(LMBLOCK_WIDTH, LMBLOCK_HEIGHT);
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|
|
numlightmaps+=4;
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|
|
}
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|
for (i = texnum; i >= 0; i--)
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|
{
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|
if (!lightmap[i])
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|
{
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lightmap[i] = BZ_Malloc(sizeof(*lightmap[i]));
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lightmap[i]->meshchain = NULL;
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lightmap[i]->modified = true;
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|
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for (l=0 ; l<LMBLOCK_HEIGHT ; l++)
|
|
|
|
{
|
|
|
|
lightmap[i]->allocated[l] = LMBLOCK_HEIGHT;
|
|
|
|
}
|
2010-05-01 22:47:47 +00:00
|
|
|
lightmap[i]->rectchange.l = 0;
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|
lightmap[i]->rectchange.t = 0;
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|
lightmap[i]->rectchange.w = LMBLOCK_WIDTH;
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lightmap[i]->rectchange.h = LMBLOCK_HEIGHT;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
|
|
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//clear out the deluxmaps incase there is none on the map.
|
|
|
|
for (l = 0; l < LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3; l+=3)
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|
{
|
|
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|
lightmap[i]->deluxmaps[l+0] = 0;
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|
lightmap[i]->deluxmaps[l+1] = 0;
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|
|
lightmap[i]->deluxmaps[l+2] = 255;
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|
|
}
|
|
|
|
|
|
|
|
if (cl.worldmodel->lightdata)
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|
|
{
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|
memcpy(lightmap[i]->lightmaps, cl.worldmodel->lightdata+3*LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*i, LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3);
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|
}
|
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|
else
|
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|
{
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|
char basename[MAX_QPATH];
|
2010-05-01 22:47:47 +00:00
|
|
|
//maybe someone screwed with my lightmap...
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memset(lightmap[i]->lightmaps, 255, LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3);
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|
2009-11-07 13:29:15 +00:00
|
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COM_StripExtension(cl.worldmodel->name, basename, sizeof(basename));
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lightmap_textures[i] = R_LoadHiResTexture(va("%s/lm_%04i", basename, i), NULL, IF_NOALPHA|IF_NOGAMMA);
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|
|
lightmap[i]->modified = false;
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|
|
}
|
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|
|
|
|
|
|
}
|
|
|
|
else
|
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|
|
break;
|
|
|
|
}
|
|
|
|
return texnum;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int nColinElim;
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|
|
|
|
|
|
/*
|
|
|
|
================
|
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BuildSurfaceDisplayList
|
2009-11-15 03:22:07 +00:00
|
|
|
FIXME: this is probably misplaced
|
2010-07-11 02:22:39 +00:00
|
|
|
lightmaps are already built by the time this is called
|
2009-11-07 13:29:15 +00:00
|
|
|
================
|
|
|
|
*/
|
2009-11-15 03:22:07 +00:00
|
|
|
void Surf_BuildSurfaceDisplayList (model_t *model, msurface_t *fa)
|
2009-11-07 13:29:15 +00:00
|
|
|
{
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|
|
int i, lindex, lnumverts;
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|
|
medge_t *pedges, *r_pedge;
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|
|
int vertpage;
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|
float *vec;
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float s, t;
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|
int lm;
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|
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// reconstruct the polygon
|
2009-11-15 03:22:07 +00:00
|
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|
pedges = model->edges;
|
2009-11-07 13:29:15 +00:00
|
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|
lnumverts = fa->numedges;
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|
vertpage = 0;
|
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|
|
|
2010-03-14 14:35:56 +00:00
|
|
|
if (!lnumverts)
|
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|
|
{
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|
|
fa->mesh = &nullmesh;
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|
return;
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|
|
}
|
|
|
|
|
2009-11-07 13:29:15 +00:00
|
|
|
{ //build a nice mesh instead of a poly.
|
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|
|
int size = sizeof(mesh_t) + sizeof(index_t)*(lnumverts-2)*3 + (sizeof(vecV_t) + 3*sizeof(vec3_t) + 2*sizeof(vec2_t) + sizeof(vec4_t))*lnumverts;
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|
|
mesh_t *mesh;
|
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|
|
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fa->mesh = mesh = Hunk_Alloc(size);
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|
|
mesh->xyz_array = (vecV_t*)(mesh + 1);
|
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|
|
mesh->normals_array = (vec3_t*)(mesh->xyz_array + lnumverts);
|
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|
|
mesh->snormals_array = (vec3_t*)(mesh->normals_array + lnumverts);
|
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|
|
mesh->tnormals_array = (vec3_t*)(mesh->snormals_array + lnumverts);
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|
|
mesh->st_array = (vec2_t*)(mesh->tnormals_array + lnumverts);
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|
|
mesh->lmst_array = (vec2_t*)(mesh->st_array + lnumverts);
|
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|
|
mesh->colors4f_array = (vec4_t*)(mesh->lmst_array + lnumverts);
|
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|
|
mesh->indexes = (index_t*)(mesh->colors4f_array + lnumverts);
|
|
|
|
|
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|
|
mesh->numindexes = (lnumverts-2)*3;
|
|
|
|
mesh->numvertexes = lnumverts;
|
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|
|
mesh->istrifan = true;
|
|
|
|
|
|
|
|
for (i=0 ; i<lnumverts-2 ; i++)
|
|
|
|
{
|
|
|
|
mesh->indexes[i*3] = 0;
|
|
|
|
mesh->indexes[i*3+1] = i+1;
|
|
|
|
mesh->indexes[i*3+2] = i+2;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i=0 ; i<lnumverts ; i++)
|
|
|
|
{
|
2009-11-15 03:22:07 +00:00
|
|
|
lindex = model->surfedges[fa->firstedge + i];
|
2009-11-07 13:29:15 +00:00
|
|
|
|
|
|
|
if (lindex > 0)
|
|
|
|
{
|
|
|
|
r_pedge = &pedges[lindex];
|
2009-11-15 03:22:07 +00:00
|
|
|
vec = model->vertexes[r_pedge->v[0]].position;
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
r_pedge = &pedges[-lindex];
|
2009-11-15 03:22:07 +00:00
|
|
|
vec = model->vertexes[r_pedge->v[1]].position;
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
|
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|
|
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
|
|
|
|
|
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|
|
VectorCopy (vec, mesh->xyz_array[i]);
|
|
|
|
mesh->st_array[i][0] = s/fa->texinfo->texture->width;
|
|
|
|
mesh->st_array[i][1] = t/fa->texinfo->texture->height;
|
|
|
|
|
|
|
|
s -= fa->texturemins[0];
|
|
|
|
lm = s*fa->light_t;
|
|
|
|
s += fa->light_s*16;
|
|
|
|
s += 8;
|
|
|
|
s /= LMBLOCK_WIDTH*16;
|
|
|
|
|
|
|
|
t -= fa->texturemins[1];
|
|
|
|
lm += t;
|
|
|
|
t += fa->light_t*16;
|
|
|
|
t += 8;
|
|
|
|
t /= LMBLOCK_HEIGHT*16;
|
|
|
|
|
|
|
|
mesh->lmst_array[i][0] = s;
|
|
|
|
mesh->lmst_array[i][1] = t;
|
|
|
|
|
|
|
|
if (fa->flags & SURF_PLANEBACK)
|
|
|
|
VectorNegate(fa->plane->normal, mesh->normals_array[i]);
|
|
|
|
else
|
|
|
|
VectorCopy(fa->plane->normal, mesh->normals_array[i]);
|
|
|
|
VectorNegate(fa->texinfo->vecs[0], mesh->snormals_array[i]);
|
|
|
|
VectorNegate(fa->texinfo->vecs[1], mesh->tnormals_array[i]);
|
|
|
|
VectorNormalize(mesh->snormals_array[i]);
|
|
|
|
VectorNormalize(mesh->tnormals_array[i]);
|
|
|
|
|
|
|
|
mesh->colors4f_array[i][0] = 1;
|
|
|
|
mesh->colors4f_array[i][1] = 1;
|
|
|
|
mesh->colors4f_array[i][2] = 1;
|
|
|
|
mesh->colors4f_array[i][3] = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
========================
|
|
|
|
GL_CreateSurfaceLightmap
|
|
|
|
========================
|
|
|
|
*/
|
|
|
|
static void Surf_CreateSurfaceLightmap (msurface_t *surf, int shift)
|
|
|
|
{
|
|
|
|
int smax, tmax;
|
|
|
|
qbyte *base, *luxbase; stmap *stainbase;
|
|
|
|
|
|
|
|
if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
|
|
|
|
surf->lightmaptexturenum = -1;
|
|
|
|
if (surf->texinfo->flags & TEX_SPECIAL)
|
|
|
|
surf->lightmaptexturenum = -1;
|
|
|
|
if (surf->lightmaptexturenum<0)
|
2010-07-11 02:22:39 +00:00
|
|
|
{
|
|
|
|
surf->lightmaptexturenum = -1;
|
2009-11-07 13:29:15 +00:00
|
|
|
return;
|
2010-07-11 02:22:39 +00:00
|
|
|
}
|
2009-11-07 13:29:15 +00:00
|
|
|
|
|
|
|
smax = (surf->extents[0]>>4)+1;
|
|
|
|
tmax = (surf->extents[1]>>4)+1;
|
|
|
|
|
|
|
|
if (smax > LMBLOCK_WIDTH || tmax > LMBLOCK_HEIGHT || smax < 0 || tmax < 0)
|
|
|
|
{ //whoa, buggy.
|
|
|
|
surf->lightmaptexturenum = -1;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (currentmodel->fromgame == fg_quake3)
|
|
|
|
Surf_LM_FillBlock(surf->lightmaptexturenum, smax, tmax, surf->light_s, surf->light_t);
|
|
|
|
else
|
|
|
|
surf->lightmaptexturenum = Surf_LM_AllocBlock (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;
|
2009-11-15 03:22:07 +00:00
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
Surf_BuildLightMap (surf, base, luxbase, stainbase, shift, r_ambient.value*255);
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void Surf_DeInit(void)
|
|
|
|
{
|
|
|
|
int i;
|
2010-05-01 22:47:47 +00:00
|
|
|
|
2009-11-07 13:29:15 +00:00
|
|
|
for (i = 0; i < numlightmaps; i++)
|
|
|
|
{
|
|
|
|
if (!lightmap[i])
|
|
|
|
break;
|
|
|
|
BZ_Free(lightmap[i]);
|
|
|
|
lightmap[i] = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (lightmap_textures)
|
|
|
|
{
|
|
|
|
for (i = 0; i < numlightmaps; i++)
|
|
|
|
R_DestroyTexture(lightmap_textures[i]);
|
|
|
|
BZ_Free(lightmap_textures);
|
|
|
|
}
|
|
|
|
if (lightmap)
|
|
|
|
BZ_Free(lightmap);
|
|
|
|
|
|
|
|
lightmap_textures=NULL;
|
|
|
|
lightmap=NULL;
|
|
|
|
numlightmaps=0;
|
|
|
|
}
|
|
|
|
|
2010-07-12 22:46:37 +00:00
|
|
|
void Surf_Clear(model_t *mod)
|
|
|
|
{
|
|
|
|
batch_t *b;
|
2010-08-28 17:14:38 +00:00
|
|
|
int i;
|
|
|
|
for (i = 0; i < SHADER_SORT_COUNT; i++)
|
2010-07-12 22:46:37 +00:00
|
|
|
{
|
2010-08-28 17:14:38 +00:00
|
|
|
while ((b = mod->batches[i]))
|
|
|
|
{
|
|
|
|
mod->batches[i] = b->next;
|
2010-07-12 22:46:37 +00:00
|
|
|
|
2010-08-28 17:14:38 +00:00
|
|
|
BZ_Free(b->mesh);
|
|
|
|
Z_Free(b);
|
|
|
|
}
|
2010-07-12 22:46:37 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-11-07 13:29:15 +00:00
|
|
|
/*
|
|
|
|
==================
|
|
|
|
GL_BuildLightmaps
|
|
|
|
|
|
|
|
Builds the lightmap texture
|
|
|
|
with all the surfaces from all brush models
|
2010-07-11 02:22:39 +00:00
|
|
|
Groups surfaces into their respective batches (based on the lightmap number).
|
2009-11-07 13:29:15 +00:00
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Surf_BuildLightmaps (void)
|
|
|
|
{
|
|
|
|
int i, j, t;
|
|
|
|
model_t *m;
|
|
|
|
int shift;
|
2010-07-11 02:22:39 +00:00
|
|
|
msurface_t *surf;
|
|
|
|
batch_t *batch, *bstop;
|
|
|
|
vec3_t sn;
|
2010-08-28 17:14:38 +00:00
|
|
|
int sortid;
|
2009-11-07 13:29:15 +00:00
|
|
|
|
|
|
|
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.
|
|
|
|
|
2010-05-01 22:47:47 +00:00
|
|
|
lightmap_bgra = (qrenderer == QR_DIRECT3D);
|
|
|
|
|
|
|
|
if (qrenderer == QR_DIRECT3D)
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
{
|
2010-05-01 22:47:47 +00:00
|
|
|
lightmap_bytes = 4;
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
lightmap_bgra = true;
|
|
|
|
}
|
|
|
|
else if (cl.worldmodel->fromgame == fg_quake3 || (cl.worldmodel->engineflags & MDLF_RGBLIGHTING) || cl.worldmodel->deluxdata || r_loadlits.value)
|
|
|
|
{
|
|
|
|
lightmap_bgra = false;
|
2009-11-07 13:29:15 +00:00
|
|
|
lightmap_bytes = 3;
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
}
|
2009-11-07 13:29:15 +00:00
|
|
|
else
|
|
|
|
lightmap_bytes = 1;
|
|
|
|
|
|
|
|
if (cl.worldmodel->fromgame == fg_quake3 && lightmap_bytes != 3 && lightmap_bytes != 4)
|
|
|
|
lightmap_bytes = 3;
|
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
lightmap_bgra = true;
|
|
|
|
lightmap_bytes = 4;
|
|
|
|
|
2009-11-07 13:29:15 +00:00
|
|
|
for (j=1 ; j<MAX_MODELS ; j++)
|
|
|
|
{
|
|
|
|
m = cl.model_precache[j];
|
|
|
|
if (!m)
|
|
|
|
break;
|
|
|
|
if (m->name[0] == '*')
|
|
|
|
continue;
|
|
|
|
|
|
|
|
currentmodel = m;
|
|
|
|
shift = Surf_LightmapShift(currentmodel);
|
|
|
|
|
2010-07-11 02:22:39 +00:00
|
|
|
for (t = m->numtextures-1; t >= 0; t--)
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
2010-07-11 02:22:39 +00:00
|
|
|
m->textures[t]->wtexno = t;
|
|
|
|
|
2010-08-28 17:14:38 +00:00
|
|
|
sortid = m->textures[t]->shader->sort;
|
|
|
|
bstop = m->batches[sortid];
|
2010-07-11 02:22:39 +00:00
|
|
|
batch = NULL;
|
2009-11-07 13:29:15 +00:00
|
|
|
for (i=0 ; i<m->numsurfaces ; i++)
|
|
|
|
{//extra texture loop so we get slightly less texture switches
|
2010-07-11 02:22:39 +00:00
|
|
|
surf = m->surfaces + i;
|
|
|
|
if (surf->texinfo->texture == m->textures[t])
|
2009-11-07 13:29:15 +00:00
|
|
|
{
|
2010-07-11 02:22:39 +00:00
|
|
|
P_EmitSkyEffectTris(m, surf);
|
|
|
|
Surf_CreateSurfaceLightmap (surf, shift);
|
|
|
|
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
/*the excessive logic is to give portals separate batches for separate planes*/
|
2010-08-28 17:14:38 +00:00
|
|
|
if (sortid == SHADER_SORT_PORTAL)
|
2010-07-11 02:22:39 +00:00
|
|
|
{
|
|
|
|
if (surf->flags & SURF_PLANEBACK)
|
|
|
|
VectorNegate(surf->plane->normal, sn);
|
|
|
|
else
|
|
|
|
VectorCopy(surf->plane->normal, sn);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
VectorClear(sn);
|
2010-08-28 17:14:38 +00:00
|
|
|
if (!batch || batch->lightmap != surf->lightmaptexturenum || (sortid == SHADER_SORT_PORTAL && !VectorCompare(sn, batch->normal)))
|
2010-07-11 02:22:39 +00:00
|
|
|
{
|
2010-08-28 17:14:38 +00:00
|
|
|
if (sortid == SHADER_SORT_PORTAL)
|
2010-07-11 02:22:39 +00:00
|
|
|
{
|
2010-08-28 17:14:38 +00:00
|
|
|
for (batch = m->batches[sortid]; batch != bstop; batch = batch->next)
|
2010-07-11 02:22:39 +00:00
|
|
|
{
|
|
|
|
if (batch->lightmap == surf->lightmaptexturenum && VectorCompare(sn, batch->normal))
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2010-08-28 17:14:38 +00:00
|
|
|
for (batch = m->batches[sortid]; batch != bstop; batch = batch->next)
|
2010-07-11 02:22:39 +00:00
|
|
|
{
|
|
|
|
if (batch->lightmap == surf->lightmaptexturenum)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (batch == bstop)
|
|
|
|
{
|
|
|
|
batch = Z_Malloc(sizeof(*batch));
|
|
|
|
batch->lightmap = surf->lightmaptexturenum;
|
|
|
|
batch->texture = m->textures[t];
|
2010-08-28 17:14:38 +00:00
|
|
|
batch->next = m->batches[sortid];
|
|
|
|
batch->ent = &r_worldentity;
|
2010-07-11 02:22:39 +00:00
|
|
|
VectorCopy(sn, batch->normal);
|
2010-08-28 17:14:38 +00:00
|
|
|
m->batches[sortid] = batch;
|
2010-07-11 02:22:39 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
surf->sbatch = batch;
|
|
|
|
batch->maxmeshes++;
|
2009-11-15 03:22:07 +00:00
|
|
|
|
|
|
|
if (m->surfaces[i].mesh) //there are some surfaces that have a display list already (q3 ones)
|
2009-11-07 13:29:15 +00:00
|
|
|
continue;
|
2010-07-11 02:22:39 +00:00
|
|
|
Surf_BuildSurfaceDisplayList (m, surf);
|
2009-11-07 13:29:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2010-08-28 17:14:38 +00:00
|
|
|
for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
|
|
|
|
for (batch = m->batches[sortid]; batch != NULL; batch = batch->next)
|
2010-07-11 02:22:39 +00:00
|
|
|
{
|
|
|
|
batch->mesh = BZ_Malloc(sizeof(*batch->mesh)*batch->maxmeshes*2);
|
|
|
|
}
|
2009-11-07 13:29:15 +00:00
|
|
|
BE_GenBrushModelVBO(m);
|
|
|
|
}
|
|
|
|
|
|
|
|
BE_UploadAllLightmaps();
|
|
|
|
}
|
|
|
|
#endif
|