fteqw/engine/gl/gl_rsurf.c
Spoike 6e3f69f504 d3d rendering is diabled (framestate, read later - merged will compile just sw+gl for now).
fte particle scripts are disabled (classic works).
I'll fix these in the new year.
Redid framestate stuff again. Slightly better now, but this is the bulk of the changes here.
Reworked the renderqueue to provide batches of items instead of individual items. This cleans up the particle rendering code significantly, and is a step towards multiple concurrent particle systems. fte's scripted particles are broken as I'm trying to find a way to rework them to batch types together, rather than having to restart each batch after each particle when you have two particles in a trail. I'll fix it some time.
Reworked some alias model code regarding skeletal models. Added some conceptual skeletal bone control builtins available to csqc. Currently it can query the bone names and save off animation states, but can't animate - its just not complete.
Added more info to glsl custom shaders.
Updated surface sorting on halflife maps to properly cope with alphaed entities, rather than just texture-based blends (q2-style).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3095 fc73d0e0-1445-4013-8a0c-d673dee63da5
2008-12-23 02:55:20 +00:00

3704 lines
80 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_surf.c: surface-related refresh code
#include "quakedef.h"
#ifdef RGLQUAKE
#include "glquake.h"
#include "shader.h"
#include "renderque.h"
#include <math.h>
int skytexturenum;
extern cvar_t gl_bump;
extern qbyte areabits[MAX_Q2MAP_AREAS/8];
model_t *currentmodel;
int lightmap_bytes; // 1, 3 or 4
int *lightmap_textures;
int *deluxmap_textures;
int detailtexture;
#define MAX_LIGHTMAP_SIZE LMBLOCK_WIDTH
vec3_t blocknormals[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
unsigned blocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
#ifdef PEXT_LIGHTSTYLECOL
unsigned greenblklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
unsigned blueblklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
#endif
lightmapinfo_t **lightmap;
int numlightmaps;
msurface_t *r_alpha_surfaces = NULL;
extern msurface_t *r_mirror_chain;
mleaf_t *r_vischain; // linked list of visible leafs
void R_RenderDynamicLightmaps (msurface_t *fa, int shift);
extern cvar_t gl_detail;
extern cvar_t r_stains;
extern cvar_t r_loadlits;
extern cvar_t r_stainfadetime;
extern cvar_t r_stainfadeammount;
//extern cvar_t gl_lightmapmode;
int GLR_LightmapShift (model_t *model)
{
extern cvar_t gl_overbright_all, gl_lightmap_shift;
if (gl_overbright_all.value || (model->engineflags & MDLF_NEEDOVERBRIGHT))
return bound(0, gl_lightmap_shift.value, 2);
return 0;
}
//radius, x y z, r g b
void GLR_StainSurf (msurface_t *surf, float *parms)
{
int sd, td;
float dist, rad, minlight;
float change;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
float amm;
int lim;
mtexinfo_t *tex;
stmap *stainbase;
lim = 255 - (r_stains.value*255);
#define stain(x) \
change = stainbase[(s)*3+x] + amm*parms[4+x]; \
stainbase[(s)*3+x] = bound(lim, change, 255);
if (surf->lightmaptexturenum < 0)
return;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
tex = surf->texinfo;
stainbase = lightmap[surf->lightmaptexturenum]->stainmaps;
stainbase += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
rad = *parms;
dist = DotProduct ((parms+1), surf->plane->normal) - surf->plane->dist;
rad -= fabs(dist);
minlight = 0;
if (rad < minlight) //not hit
return;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = (parms+1)[i] - surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*16;
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
{
amm = (rad - dist);
stain(0);
stain(1);
stain(2);
surf->stained = true;
}
}
stainbase += 3*LMBLOCK_WIDTH;
}
if (surf->stained)
surf->cached_dlight=-1;
}
//combination of R_AddDynamicLights and R_MarkLights
/*
void GLR_StainNode (mnode_t *node, float *parms)
{
mplane_t *splitplane;
float dist;
msurface_t *surf;
int i;
if (node->contents < 0)
return;
splitplane = node->plane;
dist = DotProduct ((parms+1), splitplane->normal) - splitplane->dist;
if (dist > (*parms))
{
GLR_StainNode (node->children[0], parms);
return;
}
if (dist < (-*parms))
{
GLR_StainNode (node->children[1], parms);
return;
}
// mark the polygons
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i=0 ; i<node->numsurfaces ; i++, surf++)
{
if (surf->flags&~(SURF_DONTWARP|SURF_PLANEBACK))
continue;
GLR_StainSurf(surf, parms);
}
GLR_StainNode (node->children[0], parms);
GLR_StainNode (node->children[1], parms);
}
*/
void GLR_StainQ3Node (mnode_t *node, float *parms)
{
// mplane_t *splitplane;
// float dist;
int i;
if (node->contents != -1)
{
msurface_t **mark;
mleaf_t *leaf;
// mark the polygons
leaf = (mleaf_t *)node;
mark = leaf->firstmarksurface;
for (i=0 ; i<leaf->nummarksurfaces ; i++)
{
GLR_StainSurf(*mark++, parms);
}
return;
}
/*
splitplane = node->plane;
dist = DotProduct ((parms+1), splitplane->normal) - splitplane->dist;
if (dist > (*parms))
{
GLR_StainQ2Node (node->children[0], parms);
return;
}
if (dist < (-*parms))
{
GLR_StainQ2Node (node->children[1], parms);
return;
}*/
GLR_StainQ3Node (node->children[0], parms);
GLR_StainQ3Node (node->children[1], parms);
}
void GLR_AddStain(vec3_t org, float red, float green, float blue, float radius)
{
physent_t *pe;
int i;
float parms[7];
if (!cl.worldmodel || cl.worldmodel->needload || r_stains.value <= 0)
return;
parms[0] = radius;
parms[1] = org[0];
parms[2] = org[1];
parms[3] = org[2];
parms[4] = red;
parms[5] = green;
parms[6] = blue;
cl.worldmodel->funcs.StainNode(cl.worldmodel->nodes+cl.worldmodel->hulls[0].firstclipnode, parms);
//now stain bsp models other than world.
for (i=1 ; i< pmove.numphysent ; i++) //0 is world...
{
pe = &pmove.physents[i];
if (pe->model && pe->model->surfaces == cl.worldmodel->surfaces)
{
parms[1] = org[0] - pe->origin[0];
parms[2] = org[1] - pe->origin[1];
parms[3] = org[2] - pe->origin[2];
if (pe->angles[0] || pe->angles[1] || pe->angles[2])
{
vec3_t f, r, u, temp;
AngleVectors(pe->angles, f, r, u);
VectorCopy((parms+1), temp);
parms[1] = DotProduct(temp, f);
parms[2] = -DotProduct(temp, r);
parms[3] = DotProduct(temp, u);
}
pe->model->funcs.StainNode(pe->model->nodes+pe->model->hulls[0].firstclipnode, parms);
}
}
}
void GLR_WipeStains(void)
{
int i;
for (i = 0; i < numlightmaps; i++)
{
if (!lightmap[i])
break;
memset(lightmap[i]->stainmaps, 255, sizeof(lightmap[i]->stainmaps));
}
}
void GLR_LessenStains(void)
{
int i;
msurface_t *surf;
int smax, tmax;
int s, t;
stmap *stain;
int stride;
int ammount;
int limit;
static float time;
if (!r_stains.value)
return;
time += host_frametime;
if (time < r_stainfadetime.value)
return;
time-=r_stainfadetime.value;
ammount = r_stainfadeammount.value;
limit = 255 - ammount;
surf = cl.worldmodel->surfaces;
for (i=0 ; i<cl.worldmodel->numsurfaces ; i++, surf++)
{
if (surf->stained)
{
surf->cached_dlight=-1;//nice hack here...
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
stain = lightmap[surf->lightmaptexturenum]->stainmaps;
stain += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
stride = (LMBLOCK_WIDTH-smax)*3;
surf->stained = false;
smax*=3;
for (t = 0 ; t<tmax ; t++, stain+=stride)
{
for (s=0 ; s<smax ; s++)
{
if (*stain < limit) //eventually decay to 255
{
*stain += ammount;
surf->stained=true;
}
else //reset to 255
*stain = 255;
stain++;
}
}
}
}
}
/*
===============
R_AddDynamicLights
===============
*/
void GLR_AddDynamicLights (msurface_t *surf)
{
int lnum;
int sd, td;
float dist, rad, minlight;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
mtexinfo_t *tex;
float a;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
tex = surf->texinfo;
for (lnum=0 ; lnum<dlights_software ; lnum++)
{
if ( !(surf->dlightbits & (1<<lnum) ) )
continue; // not lit by this light
if (cl_dlights[lnum].nodynamic)
continue;
rad = cl_dlights[lnum].radius;
dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
surf->plane->dist;
rad -= fabs(dist);
minlight = cl_dlights[lnum].minlight;
if (rad < minlight)
continue;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = cl_dlights[lnum].origin[i] -
surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
a = 256*(cl_dlights[lnum].color[0]*1.5 + cl_dlights[lnum].color[1]*2.95 + cl_dlights[lnum].color[2]*0.55);
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*16;
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
blocklights[t*smax + s] += (rad - dist)*a;
}
}
}
}
void GLR_AddDynamicLightNorms (msurface_t *surf)
{
int lnum;
int sd, td;
float dist, rad, minlight;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
mtexinfo_t *tex;
float a;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
tex = surf->texinfo;
for (lnum=0 ; lnum<dlights_software ; lnum++)
{
if ( !(surf->dlightbits & (1<<lnum) ) )
continue; // not lit by this light
if (cl_dlights[lnum].nodynamic)
continue;
rad = cl_dlights[lnum].radius;
dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
surf->plane->dist;
rad -= fabs(dist);
minlight = cl_dlights[lnum].minlight;
if (rad < minlight)
continue;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = cl_dlights[lnum].origin[i] -
surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
a = 256*(cl_dlights[lnum].color[0]*1.5 + cl_dlights[lnum].color[1]*2.95 + cl_dlights[lnum].color[2]*0.55);
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*16;
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
{
// blocknormals[t*smax + s][0] -= (rad - dist)*(impact[0]-local[0])/8192.0;
// blocknormals[t*smax + s][1] -= (rad - dist)*(impact[1]-local[1])/8192.0;
blocknormals[t*smax + s][2] += 0.5*blocknormals[t*smax + s][2]*(rad - dist)/256;
}
}
}
}
}
#ifdef PEXT_LIGHTSTYLECOL
void GLR_AddDynamicLightsColours (msurface_t *surf)
{
int lnum;
int sd, td;
float dist, rad, minlight;
vec3_t impact, local;
int s, t;
int i;
int smax, tmax;
mtexinfo_t *tex;
// float temp;
float r, g, b;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
tex = surf->texinfo;
for (lnum=0 ; lnum<dlights_software ; lnum++)
{
if ( !(surf->dlightbits & (1<<lnum) ) )
continue; // not lit by this light
rad = cl_dlights[lnum].radius;
dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
surf->plane->dist;
rad -= fabs(dist);
minlight = cl_dlights[lnum].minlight;
if (rad < minlight)
continue;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = cl_dlights[lnum].origin[i] -
surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
r = cl_dlights[lnum].color[0]*3*256;
g = cl_dlights[lnum].color[1]*3*256;
b = cl_dlights[lnum].color[2]*3*256;
/* if (cl_dlights[lnum].type == 1) //a wierd effect.
{
for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*16;
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
{
blocklights[t*smax + s] += 2*sin(dist/10+cl.time*20)*(rad - dist)*256 * cl_dlights[lnum].colour[0]*3;
greenblklights[t*smax + s] += 2*sin(M_PI/3+dist/10+cl.time*20)*(rad - dist)*256 * cl_dlights[lnum].colour[1]*3;
blueblklights[t*smax + s] += 2*sin(2*M_PI/3+dist/10+cl.time*20)*(rad - dist)*256 * cl_dlights[lnum].colour[2]*3;
}
}
}
}
else
{
*/ for (t = 0 ; t<tmax ; t++)
{
td = local[1] - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = local[0] - s*16;
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
{
blocklights[t*smax + s] += (rad - dist)*r;
greenblklights[t*smax + s] += (rad - dist)*g;
blueblklights[t*smax + s] += (rad - dist)*b;
}
}
}
// }
}
}
#endif
void GLR_BuildDeluxMap (msurface_t *surf, qbyte *dest)
{
int smax, tmax;
int i, j, size;
qbyte *lightmap;
qbyte *deluxmap;
unsigned scale;
int maps;
float intensity;
vec_t *bnorm;
vec3_t temp;
int stride = LMBLOCK_WIDTH*3;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
size = smax*tmax;
lightmap = surf->samples;
// set to full bright if no light data
if (!currentmodel->deluxdata)
{
for (i=0 ; i<size ; i++)
{
blocknormals[i][0] = 0.9;//surf->orientation[2][0];
blocknormals[i][1] = 0.8;//surf->orientation[2][1];
blocknormals[i][2] = 1;//surf->orientation[2][2];
}
goto store;
}
if (currentmodel->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);
if (temp[2]<0.5)
{
temp[2]=0.5; //don't let it get too dark.
}
dest[0] = (temp[0]+1)/2*255;
dest[1] = (temp[1]+1)/2*255;
dest[2] = (temp[2]+1)/2*255;
dest += 3;
bnorm+=3;
}
}
}
/*
===============
R_BuildLightMap
Combine and scale multiple lightmaps into the 8.8 format in blocklights
===============
*/
void GLR_BuildLightMap (msurface_t *surf, qbyte *dest, qbyte *deluxdest, stmap *stainsrc, int shift)
{
int smax, tmax;
int t;
int i, j, size;
qbyte *lightmap;
unsigned scale;
int maps;
unsigned *bl;
qboolean isstained;
extern cvar_t r_ambient;
extern cvar_t gl_lightmap_shift;
#ifdef PEXT_LIGHTSTYLECOL
unsigned *blg;
unsigned *blb;
int r, g, b;
int cr, cg, cb;
#endif
int stride = LMBLOCK_WIDTH*lightmap_bytes;
if (!surf->samples && currentmodel->lightdata)
return;
shift += 7; // increase to base value
surf->cached_dlight = (surf->dlightframe == r_framecount);
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
size = smax*tmax;
lightmap = surf->samples;
if (size > MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE)
{ //fixme: fill in?
Con_Printf("Lightmap too large\n");
return;
}
if (currentmodel->deluxdata)
GLR_BuildDeluxMap(surf, deluxdest);
#ifdef PEXT_LIGHTSTYLECOL
if (gl_lightmap_format == GL_RGBA || gl_lightmap_format == GL_RGB)
{
// set to full bright if no light data
if (r_fullbright.value>0) //not qw
{
for (i=0 ; i<size ; i++)
{
blocklights[i] = r_fullbright.value*255*256;
greenblklights[i] = r_fullbright.value*255*256;
blueblklights[i] = r_fullbright.value*255*256;
}
// if (r_fullbright.value < 1)
{
if (surf->dlightframe == r_framecount)
GLR_AddDynamicLightsColours (surf);
}
goto store;
}
if (!currentmodel->lightdata)
{
for (i=0 ; i<size ; i++)
{
blocklights[i] = 255*256;
greenblklights[i] = 255*256;
blueblklights[i] = 255*256;
}
if (surf->dlightframe == r_framecount)
GLR_AddDynamicLightsColours (surf);
goto store;
}
// clear to no light
t = r_ambient.value*255;
for (i=0 ; i<size ; i++)
{
blocklights[i] = t;
greenblklights[i] = t;
blueblklights[i] = t;
}
// add all the lightmaps
if (lightmap)
{
if (currentmodel->fromgame == fg_quake3) //rgb
{
/* for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++) //no light styles in q3 apparently.
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
}
*/
for (i = 0; i < tmax; i++) //q3 maps store their light in a block fashion, q1/q2/hl store it in a linear fashion.
{
for (j = 0; j < smax; j++)
{
blocklights[i*smax+j] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3];
greenblklights[i*smax+j] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3+1];
blueblklights[i*smax+j] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3+2];
}
}
// memset(blocklights, 255, sizeof(blocklights));
}
else if (currentmodel->engineflags & MDLF_RGBLIGHTING) //rgb
{
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
if (cl_lightstyle[surf->styles[maps]].colour == 7) //hopefully a faster alternative.
{
for (i=0 ; i<size ; i++)
{
blocklights[i] += lightmap[i*3 ] * scale;
greenblklights[i] += lightmap[i*3+1] * scale;
blueblklights[i] += lightmap[i*3+2] * scale;
}
}
else
{
if (cl_lightstyle[surf->styles[maps]].colour & 1)
for (i=0 ; i<size ; i++)
blocklights[i] += lightmap[i*3 ] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 2)
for (i=0 ; i<size ; i++)
greenblklights[i] += lightmap[i*3+1] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 4)
for (i=0 ; i<size ; i++)
blueblklights[i] += lightmap[i*3+2] * scale;
}
lightmap += size*3; // skip to next lightmap
}
}
else
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
if (cl_lightstyle[surf->styles[maps]].colour == 7) //hopefully a faster alternative.
{
for (i=0 ; i<size ; i++)
{
blocklights[i] += lightmap[i] * scale;
greenblklights[i] += lightmap[i] * scale;
blueblklights[i] += lightmap[i] * scale;
}
}
else
{
if (cl_lightstyle[surf->styles[maps]].colour & 1)
for (i=0 ; i<size ; i++)
blocklights[i] += lightmap[i] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 2)
for (i=0 ; i<size ; i++)
greenblklights[i] += lightmap[i] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 4)
for (i=0 ; i<size ; i++)
blueblklights[i] += lightmap[i] * scale;
}
lightmap += size; // skip to next lightmap
}
}
// add all the dynamic lights
if (surf->dlightframe == r_framecount)
GLR_AddDynamicLightsColours (surf);
}
else
{
#endif
// set to full bright if no light data
if (r_fullbright.value || !currentmodel->lightdata)
{
for (i=0 ; i<size ; i++)
blocklights[i] = 255*256;
goto store;
}
// clear to no light
for (i=0 ; i<size ; i++)
blocklights[i] = 0;
// add all the lightmaps
if (lightmap)
{
if (currentmodel->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
}
}
// add all the dynamic lights
if (surf->dlightframe == r_framecount)
GLR_AddDynamicLights (surf);
#ifdef PEXT_LIGHTSTYLECOL
}
#endif
// bound, invert, and shift
store:
#ifdef INVERTLIGHTMAPS
switch (gl_lightmap_format)
{
#ifdef PEXT_LIGHTSTYLECOL
case GL_RGBA:
stride -= (smax<<2);
bl = blocklights;
blg = greenblklights;
blb = blueblklights;
if (!r_stains.value)
isstained = false;
else
isstained = surf->stained;
/* if (!gl_lightcomponantreduction.value)
{
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= 7;
if (t > 255)
dest[0] = 0;
else if (t < 0)
dest[0] = 256;
else
dest[0] = (255-t);
t = *blg++;
t >>= 7;
if (t > 255)
dest[1] = 0;
else if (t < 0)
dest[1] = 256;
else
dest[1] = (255-t);
t = *blb++;
t >>= 7;
if (t > 255)
dest[2] = 0;
else if (t < 0)
dest[2] = 256;
else
dest[2] = (255-t);
dest[3] = 0;//(dest[0]+dest[1]+dest[2])/3;
dest += 4;
}
}
}
else
*/ {
stmap *stain;
for (i=0 ; i<tmax ; i++, dest += stride)
{
stain = stainsrc + i*LMBLOCK_WIDTH*3;
for (j=0 ; j<smax ; j++)
{
r = *bl++;
g = *blg++;
b = *blb++;
r >>= shift;
g >>= shift;
b >>= shift;
if (isstained) // merge in stain
{
r = (127+r*(*stain++)) >> 8;
g = (127+g*(*stain++)) >> 8;
b = (127+b*(*stain++)) >> 8;
}
cr = 0;
cg = 0;
cb = 0;
if (r > 255) //ak too much red
{
cr -= (255-r)/2;
cg += (255-r)/4; //reduce it, and indicate to drop the others too.
cb += (255-r)/4;
r = 255;
}
// else if (r < 0)
// r = 0;
if (g > 255)
{
cr += (255-g)/4;
cg -= (255-g)/2;
cb += (255-g)/4;
g = 255;
}
// else if (g < 0)
// g = 0;
if (b > 255)
{
cr += (255-b)/4;
cg += (255-b)/4;
cb -= (255-b)/2;
b = 255;
}
// else if (b < 0)
// b = 0;
//*
if ((r+cr) > 255)
dest[0] = 0; //inverse lighting
else if ((r+cr) < 0)
dest[0] = 255;
else
dest[0] = 255-(r+cr);
if ((g+cg) > 255)
dest[1] = 0;
else if ((g+cg) < 0)
dest[1] = 255;
else
dest[1] = 255-(g+cg);
if ((b+cb) > 255)
dest[2] = 0;
else if ((b+cb) < 0)
dest[2] = 255;
else
dest[2] = 255-(b+cb);
/*/
if ((r+cr) > 255)
dest[0] = 255; //non-inverse lighting
else if ((r+cr) < 0)
dest[0] = 0;
else
dest[0] = (r+cr);
if ((g+cg) > 255)
dest[1] = 255;
else if ((g+cg) < 0)
dest[1] = 0;
else
dest[1] = (g+cg);
if ((b+cb) > 255)
dest[2] = 255;
else if ((b+cb) < 0)
dest[2] = 0;
else
dest[2] = (b+cb);
*/
dest[3] = (dest[0]+dest[1]+dest[2])/3; //alpha?!?!
dest += 4;
}
}
}
break;
case GL_RGB:
stride -= smax*3;
bl = blocklights;
blg = greenblklights;
blb = blueblklights;
if (!r_stains.value)
isstained = false;
else
isstained = surf->stained;
/* if (!gl_lightcomponantreduction.value)
{
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= 7;
if (t > 255)
dest[0] = 0;
else if (t < 0)
dest[0] = 256;
else
dest[0] = (255-t);
t = *blg++;
t >>= 7;
if (t > 255)
dest[1] = 0;
else if (t < 0)
dest[1] = 256;
else
dest[1] = (255-t);
t = *blb++;
t >>= 7;
if (t > 255)
dest[2] = 0;
else if (t < 0)
dest[2] = 256;
else
dest[2] = (255-t);
dest += 3;
}
}
}
else
*/ {
stmap *stain;
for (i=0 ; i<tmax ; i++, dest += stride)
{
stain = stainsrc + i*LMBLOCK_WIDTH*3;
for (j=0 ; j<smax ; j++)
{
r = *bl++;
g = *blg++;
b = *blb++;
r >>= shift;
g >>= shift;
b >>= shift;
if (isstained) // merge in stain
{
r = (127+r*(*stain++)) >> 8;
g = (127+g*(*stain++)) >> 8;
b = (127+b*(*stain++)) >> 8;
}
cr = 0;
cg = 0;
cb = 0;
if (r > 255) //ak too much red
{
cr -= (255-r)/2;
cg += (255-r)/4; //reduce it, and indicate to drop the others too.
cb += (255-r)/4;
r = 255;
}
// else if (r < 0)
// r = 0;
if (g > 255)
{
cr += (255-g)/4;
cg -= (255-g)/2;
cb += (255-g)/4;
g = 255;
}
// else if (g < 0)
// g = 0;
if (b > 255)
{
cr += (255-b)/4;
cg += (255-b)/4;
cb -= (255-b)/2;
b = 255;
}
// else if (b < 0)
// b = 0;
//*
if ((r+cr) > 255)
dest[0] = 0; //inverse lighting
else if ((r+cr) < 0)
dest[0] = 255;
else
dest[0] = 255-(r+cr);
if ((g+cg) > 255)
dest[1] = 0;
else if ((g+cg) < 0)
dest[1] = 255;
else
dest[1] = 255-(g+cg);
if ((b+cb) > 255)
dest[2] = 0;
else if ((b+cb) < 0)
dest[2] = 255;
else
dest[2] = 255-(b+cb);
/*/
if ((r+cr) > 255)
dest[0] = 255; //non-inverse lighting
else if ((r+cr) < 0)
dest[0] = 0;
else
dest[0] = (r+cr);
if ((g+cg) > 255)
dest[1] = 255;
else if ((g+cg) < 0)
dest[1] = 0;
else
dest[1] = (g+cg);
if ((b+cb) > 255)
dest[2] = 255;
else if ((b+cb) < 0)
dest[2] = 0;
else
dest[2] = (b+cb);
// */
dest += 3;
}
}
}
break;
#else
case GL_RGBA:
stride -= (smax<<2);
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= shift;
if (t > 255)
t = 255;
dest[3] = 255-t;
dest += 4;
}
}
break;
#endif
case GL_ALPHA:
case GL_LUMINANCE:
case GL_INTENSITY:
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= shift;
if (t > 255)
t = 255;
dest[j] = 255-t;
}
}
break;
default:
Sys_Error ("Bad lightmap format");
}
#else
switch (gl_lightmap_format)
{
#ifdef PEXT_LIGHTSTYLECOL
case GL_RGBA:
stride -= (smax<<2);
bl = blocklights;
blg = greenblklights;
blb = blueblklights;
if (!r_stains.value)
isstained = false;
else
isstained = surf->stained;
/* if (!gl_lightcomponantreduction.value)
{
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= 7;
if (t > 255)
dest[0] = 0;
else if (t < 0)
dest[0] = 256;
else
dest[0] = (255-t);
t = *blg++;
t >>= 7;
if (t > 255)
dest[1] = 0;
else if (t < 0)
dest[1] = 256;
else
dest[1] = (255-t);
t = *blb++;
t >>= 7;
if (t > 255)
dest[2] = 0;
else if (t < 0)
dest[2] = 256;
else
dest[2] = (255-t);
dest[3] = 0;//(dest[0]+dest[1]+dest[2])/3;
dest += 4;
}
}
}
else
*/ {
stmap *stain;
for (i=0 ; i<tmax ; i++, dest += stride)
{
stain = stainsrc + i*LMBLOCK_WIDTH*3;
for (j=0 ; j<smax ; j++)
{
r = *bl++;
g = *blg++;
b = *blb++;
r >>= shift;
g >>= shift;
b >>= shift;
if (isstained) // merge in stain
{
r = (127+r*(*stain++)) >> 8;
g = (127+g*(*stain++)) >> 8;
b = (127+b*(*stain++)) >> 8;
}
cr = 0;
cg = 0;
cb = 0;
if (r > 255) //ak too much red
{
cr -= (255-r)/2;
cg += (255-r)/4; //reduce it, and indicate to drop the others too.
cb += (255-r)/4;
r = 255;
}
// else if (r < 0)
// r = 0;
if (g > 255)
{
cr += (255-g)/4;
cg -= (255-g)/2;
cb += (255-g)/4;
g = 255;
}
// else if (g < 0)
// g = 0;
if (b > 255)
{
cr += (255-b)/4;
cg += (255-b)/4;
cb -= (255-b)/2;
b = 255;
}
// else if (b < 0)
// b = 0;
//*
if ((r+cr) > 255)
dest[0] = 0; //inverse lighting
else if ((r+cr) < 0)
dest[0] = 255;
else
dest[0] = 255-(r+cr);
if ((g+cg) > 255)
dest[1] = 0;
else if ((g+cg) < 0)
dest[1] = 255;
else
dest[1] = 255-(g+cg);
if ((b+cb) > 255)
dest[2] = 0;
else if ((b+cb) < 0)
dest[2] = 255;
else
dest[2] = 255-(b+cb);
/*/
if ((r+cr) > 255)
dest[0] = 255; //non-inverse lighting
else if ((r+cr) < 0)
dest[0] = 0;
else
dest[0] = (r+cr);
if ((g+cg) > 255)
dest[1] = 255;
else if ((g+cg) < 0)
dest[1] = 0;
else
dest[1] = (g+cg);
if ((b+cb) > 255)
dest[2] = 255;
else if ((b+cb) < 0)
dest[2] = 0;
else
dest[2] = (b+cb);
*/
dest[3] = (dest[0]+dest[1]+dest[2])/3; //alpha?!?!
dest += 4;
}
}
}
break;
case GL_RGB:
stride -= smax*3;
bl = blocklights;
blg = greenblklights;
blb = blueblklights;
if (!r_stains.value)
isstained = false;
else
isstained = surf->stained;
/* if (!gl_lightcomponantreduction.value)
{
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= 7;
if (t > 255)
dest[0] = 255;
else if (t < 0)
dest[0] = 0;
else
dest[0] = t;
t = *blg++;
t >>= 7;
if (t > 255)
dest[1] = 255;
else if (t < 0)
dest[1] = 0;
else
dest[1] = t;
t = *blb++;
t >>= 7;
if (t > 255)
dest[2] = 255;
else if (t < 0)
dest[2] = 0;
else
dest[2] = t;
dest += 3;
}
}
}
else
*/ {
stmap *stain;
for (i=0 ; i<tmax ; i++, dest += stride)
{
stain = stainsrc + i*LMBLOCK_WIDTH*3;
for (j=0 ; j<smax ; j++)
{
r = *bl++;
g = *blg++;
b = *blb++;
r >>= shift;
g >>= shift;
b >>= shift;
if (isstained) // merge in stain
{
r = (127+r*(*stain++)) >> 8;
g = (127+g*(*stain++)) >> 8;
b = (127+b*(*stain++)) >> 8;
}
cr = 0;
cg = 0;
cb = 0;
if (r > 255) //ak too much red
{
cr -= (255-r)/2;
cg += (255-r)/4; //reduce it, and indicate to drop the others too.
cb += (255-r)/4;
r = 255;
}
// else if (r < 0)
// r = 0;
if (g > 255)
{
cr += (255-g)/4;
cg -= (255-g)/2;
cb += (255-g)/4;
g = 255;
}
// else if (g < 0)
// g = 0;
if (b > 255)
{
cr += (255-b)/4;
cg += (255-b)/4;
cb -= (255-b)/2;
b = 255;
}
// else if (b < 0)
// b = 0;
//*
if ((r+cr) > 255)
dest[0] = 255; //inverse lighting
else if ((r+cr) < 0)
dest[0] = 0;
else
dest[0] = (r+cr);
if ((g+cg) > 255)
dest[1] = 255;
else if ((g+cg) < 0)
dest[1] = 0;
else
dest[1] = (g+cg);
if ((b+cb) > 255)
dest[2] = 255;
else if ((b+cb) < 0)
dest[2] = 0;
else
dest[2] = (b+cb);
/*/
if ((r+cr) > 255)
dest[0] = 255; //non-inverse lighting
else if ((r+cr) < 0)
dest[0] = 0;
else
dest[0] = (r+cr);
if ((g+cg) > 255)
dest[1] = 255;
else if ((g+cg) < 0)
dest[1] = 0;
else
dest[1] = (g+cg);
if ((b+cb) > 255)
dest[2] = 255;
else if ((b+cb) < 0)
dest[2] = 0;
else
dest[2] = (b+cb);
// */
dest += 3;
}
}
}
break;
#else
case GL_RGBA:
stride -= (smax<<2);
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= shift;
if (t > 255)
t = 255;
dest[3] = t;
dest += 4;
}
}
break;
#endif
case GL_ALPHA:
case GL_LUMINANCE:
case GL_INTENSITY:
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= shift;
if (t > 255)
t = 255;
dest[j] = t;
}
}
break;
default:
Sys_Error ("Bad lightmap format");
}
#endif
}
/*
=============================================================
BRUSH MODELS
=============================================================
*/
extern int solidskytexture;
extern int alphaskytexture;
extern float speedscale; // for top sky and bottom sky
#if 0
static void DrawGLWaterPoly (glpoly_t *p);
static void DrawGLWaterPolyLightmap (glpoly_t *p);
#endif
qboolean mtexenabled = false;
void GL_SelectTexture (GLenum target);
void GL_DisableMultitexture(void)
{
if (mtexenabled) {
qglDisable(GL_TEXTURE_2D);
GL_SelectTexture(mtexid0);
mtexenabled = false;
}
}
void GL_EnableMultitexture(void)
{
if (gl_mtexable) {
GL_SelectTexture(mtexid1);
qglEnable(GL_TEXTURE_2D);
mtexenabled = true;
}
}
/*
================
DrawGLPoly
================
*/
static void DrawGLPoly (mesh_t *mesh)
{
// GL_DrawAliasMesh
#ifdef Q3SHADERS
R_UnlockArrays();
#endif
qglVertexPointer(3, GL_FLOAT, 0, mesh->xyz_array);
qglEnableClientState( GL_VERTEX_ARRAY );
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
qglTexCoordPointer(2, GL_FLOAT, 0, mesh->st_array);
qglDrawElements(GL_TRIANGLES, mesh->numindexes, GL_INDEX_TYPE, mesh->indexes);
R_IBrokeTheArrays();
/*
int i;
float *v;
while(p)
{
qglBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
qglTexCoord2f (v[3], v[4]);
qglVertex3fv (v);
}
qglEnd ();
p=p->next;
}
*/
}
/*
================
R_BlendLightmaps
================
*/
#if 0
static void R_BlendLightmaps (void)
{
int i, j;
glpoly_t *p;
float *v;
glRect_t *theRect;
#if 0
if (r_fullbright.value)
return;
#endif
glDepthMask (0); // don't bother writing Z
if (gl_lightmap_format == GL_LUMINANCE || gl_lightmap_format == GL_RGB)
glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
else if (gl_lightmap_format == GL_INTENSITY)
{
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor4f (0,0,0,1);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if (gl_lightmap_format == GL_RGBA)
{
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
}
if (!r_lightmap.value)
{
glEnable (GL_BLEND);
}
else
glDisable (GL_BLEND);
for (i=0 ; i<numlightmaps ; i++)
{
if (!lightmap[i])
break;
p = lightmap[i]->polys;
if (!p)
continue;
lightmap[i]->polys = NULL;
GL_Bind(lightmap_textures[i]);
if (lightmap[i]->modified)
{
lightmap[i]->modified = false;
theRect = &lightmap[i]->rectchange;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmap[i]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
for ( ; p ; p=p->chain)
{
// if (p->flags & SURF_UNDERWATER)
// DrawGLWaterPolyLightmap (p);
if (((r_viewleaf->contents==Q1CONTENTS_EMPTY && (p->flags & SURF_UNDERWATER)) ||
(r_viewleaf->contents!=Q1CONTENTS_EMPTY && !(p->flags & SURF_UNDERWATER)))
&& !(p->flags & SURF_DONTWARP))
DrawGLWaterPolyLightmap (p);
else
{
glBegin (GL_POLYGON);
v = p->verts[0];
for (j=0 ; j<p->numverts ; j++, v+= VERTEXSIZE)
{
glTexCoord2f (v[5], v[6]);
glVertex3fv (v);
}
glEnd ();
}
}
}
glDisable (GL_BLEND);
if (gl_lightmap_format == GL_LUMINANCE)
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA || gl_lightmap_format == GL_RGB);
else if (gl_lightmap_format == GL_INTENSITY)
{
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor4f (1,1,1,1);
}
else if (gl_lightmap_format == GL_RGBA)
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask (1); // back to normal Z buffering
}
#endif
/*
================
R_RenderBrushPoly
================
*/
void R_RenderBrushPoly (msurface_t *fa)
{
texture_t *t;
c_brush_polys++;
if (fa->flags & SURF_DRAWSKY)
{ // warp texture, no lightmaps
GL_EmitBothSkyLayers (fa);
return;
}
t = R_TextureAnimation (fa->texinfo->texture);
GL_Bind (t->gl_texturenum);
if (fa->flags & SURF_DRAWTURB)
{ // warp texture, no lightmaps
EmitWaterPolys (fa, r_wateralphaval);
qglDisable(GL_BLEND); //to ensure.
return;
}
DrawGLPoly (fa->mesh);
}
/*
================
R_RenderDynamicLightmaps
Multitexture
================
*/
void R_RenderDynamicLightmaps (msurface_t *fa, int shift)
{
qbyte *base, *luxbase;
stmap *stainbase;
int maps;
glRect_t *theRect;
int smax, tmax;
if (!fa->mesh)
return;
c_brush_polys++;
if (fa->lightmaptexturenum<0)
return;
if (fa->flags & ( SURF_DRAWSKY | SURF_DRAWTURB) )
return;
if (fa->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP))
return;
if (fa->texinfo->flags & (TEX_SPECIAL))
{
if (cl.worldmodel->fromgame == fg_halflife)
return; //some textures do this.
}
// fa->polys->chain = lightmap[fa->lightmaptexturenum]->polys;
// lightmap[fa->lightmaptexturenum]->polys = fa->polys;
// check for lightmap modification
// if (cl.worldmodel->fromgame != fg_quake3) //no lightstyles on q3 maps
{
for (maps = 0 ; maps < MAXLIGHTMAPS && fa->styles[maps] != 255 ;
maps++)
if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps]
#ifdef PEXT_LIGHTSTYLECOL
|| cl_lightstyle[fa->styles[maps]].colour != fa->cached_colour[maps]
#endif
)
goto dynamic;
}
if (fa->dlightframe == r_framecount // dynamic this frame
|| fa->cached_dlight) // dynamic previously
{
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;
lightmap[fa->lightmaptexturenum]->deluxmodified = true;
theRect = &lightmap[fa->lightmaptexturenum]->deluxrectchange;
if (fa->light_t < theRect->t) {
if (theRect->h)
theRect->h += theRect->t - fa->light_t;
theRect->t = fa->light_t;
}
if (fa->light_s < theRect->l) {
if (theRect->w)
theRect->w += theRect->l - fa->light_s;
theRect->l = fa->light_s;
}
if ((theRect->w + theRect->l) < (fa->light_s + smax))
theRect->w = (fa->light_s-theRect->l)+smax;
if ((theRect->h + theRect->t) < (fa->light_t + tmax))
theRect->h = (fa->light_t-theRect->t)+tmax;
base = lightmap[fa->lightmaptexturenum]->lightmaps;
base += fa->light_t * LMBLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes;
luxbase = lightmap[fa->lightmaptexturenum]->deluxmaps;
luxbase += fa->light_t * LMBLOCK_WIDTH * 3 + fa->light_s * 3;
stainbase = lightmap[fa->lightmaptexturenum]->stainmaps;
stainbase += (fa->light_t * LMBLOCK_WIDTH + fa->light_s) * 3;
GLR_BuildLightMap (fa, base, luxbase, stainbase, shift);
RSpeedEnd(RSPEED_DYNAMIC);
}
}
/*
================
R_MirrorChain
================
*/
void R_MirrorChain (msurface_t *s)
{
if (mirror)
return;
r_mirror_chain = s;
mirror = true;
mirror_plane = s->plane;
}
/*
================
R_DrawWaterSurfaces
================
*/
void GLR_DrawWaterSurfaces (void)
{
int i;
msurface_t *s;
texture_t *t;
if (r_wateralphaval == 1.0)
return;
//
// go back to the world matrix
//
qglLoadMatrixf (r_view_matrix);
if (r_wateralphaval < 1.0) {
qglEnable (GL_BLEND);
qglDisable (GL_ALPHA_TEST);
qglColor4f (1,1,1,r_wateralphaval);
GL_TexEnv(GL_MODULATE);
}
else
{
qglDisable (GL_BLEND);
qglDisable (GL_ALPHA_TEST);
GL_TexEnv(GL_REPLACE);
}
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
{
t = cl.worldmodel->textures[i];
if (!t)
continue;
s = t->texturechain;
if (!s)
continue;
if ( !(s->flags & SURF_DRAWTURB ) )
continue;
GL_Bind (t->gl_texturenum);
for ( ; s ; s=s->texturechain)
EmitWaterPolys (s, r_wateralphaval);
t->texturechain = NULL;
}
if (r_wateralphaval < 1.0) {
GL_TexEnv(GL_REPLACE);
qglColor4f (1,1,1,1);
qglDisable (GL_BLEND);
}
}
static void GLR_DrawAlphaSurface(msurface_t *s)
{
qglPushMatrix();
R_RotateForEntity(s->ownerent);
#ifdef Q3SHADERS
if (s->texinfo->texture->shader)
{
meshbuffer_t mb;
mb.dlightbits = 0;
mb.entity = s->ownerent;
mb.shader = s->texinfo->texture->shader;
mb.sortkey = 0;
mb.infokey = s->lightmaptexturenum;
mb.mesh = s->mesh;
mb.fog = s->fog;
currententity = s->ownerent;
if (s->mesh)
{
R_PushMesh(s->mesh, mb.shader->features|MF_NONBATCHED);
R_RenderMeshBuffer ( &mb, false );
}
qglPopMatrix();
return;
}
#endif
GL_Bind(s->texinfo->texture->gl_texturenum);
if (s->texinfo->flags & SURF_TRANS33)
qglColor4f (1,1,1,0.33);
else if (s->texinfo->flags & SURF_TRANS66)
qglColor4f (1,1,1,0.66);
else
{
if (s->flags & SURF_DRAWTURB)
{
qglColor4f (1,1,1,1);
EmitWaterPolys (s, r_wateralphaval);
}
else
{
Sys_Error("GLR_DrawAlphaSurface needs work");
/*
if (gl_mtexable)
{
int i;
float *v;
glpoly_t *p;
GL_TexEnv(GL_REPLACE);
GL_EnableMultitexture();
GL_Bind(lightmap_textures[s->lightmaptexturenum]);
GL_TexEnv(GL_BLEND);
p = s->polys;
qglColor4f (1,1,1,1);
while(p)
{
qglBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
qglMTexCoord2fSGIS (mtexid0, v[3], v[4]);
qglMTexCoord2fSGIS (mtexid1, v[5], v[6]);
qglVertex3fv (v);
}
qglEnd ();
p=p->next;
}
GL_DisableMultitexture();
}
else
*/
{
if (s->samples) //could do true vertex lighting... ?
qglColor4ub (*s->samples,*s->samples,*s->samples,255);
else
qglColor4f (1,1,1,1);
DrawGLPoly (s->mesh);
}
}
qglPopMatrix();
return;
}
if (s->flags & SURF_DRAWTURB || s->texinfo->flags & SURF_WARP)
EmitWaterPolys (s, r_wateralphaval);
// else if(s->texinfo->flags & SURF_FLOWING) // PGM 9/16/98
// DrawGLFlowingPoly (s); // PGM
else
DrawGLPoly (s->mesh);
qglPopMatrix();
}
void GLR_DrawAlphaSurfaces (void)
{
msurface_t *s;
vec3_t v;
//
// go back to the world matrix
//
qglLoadMatrixf (r_view_matrix);
GL_TexEnv(GL_MODULATE);
qglEnable(GL_ALPHA_TEST);
qglDisable(GL_BLEND);
// if (cl.worldmodel && (cl.worldmodel->fromgame == fg_quake2))
{ //this is a mahoosive hack.
qglDepthMask(0); //this makes no difference to the cheating.
qglDisable(GL_ALPHA_TEST);
qglEnable(GL_BLEND);
}
qglColor4f (1,1,1,1);
for (s=r_alpha_surfaces ; s ; s=s->nextalphasurface)
{
if (s->flags&0x80000)
{
Con_Printf("Infinate alpha surface loop detected\n");
break;
}
s->flags |= 0x80000;
if (s->texinfo->flags & SURF_ALPHATEST)
{ //simple alpha testing.
if (s->ownerent != currententity)
{
currententity = s->ownerent;
qglPopMatrix();
qglPushMatrix();
R_RotateForEntity(currententity);
}
/*
if (gl_mtexable)
{
int i;
float *v;
glpoly_t *p;
GL_Bind(s->texinfo->texture->gl_texturenum);
GL_TexEnv(GL_REPLACE);
GL_EnableMultitexture();
GL_Bind(lightmap_textures[s->lightmaptexturenum]);
GL_TexEnv(GL_BLEND);
p = s->polys;
while(p)
{
qglBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
qglMTexCoord2fSGIS (mtexid0, v[3], v[4]);
qglMTexCoord2fSGIS (mtexid1, v[5], v[6]);
qglVertex3fv (v);
}
qglEnd ();
p=p->next;
}
GL_DisableMultitexture();
}
else
*/
{
// if (s->samples) //could do true vertex lighting... ?
// qglColor4ub (*s->samples,*s->samples,*s->samples,255);
// else
qglColor4f (1,1,1,1);
DrawGLPoly (s->mesh);
qglColor4f (1,1,1,1);
}
continue;
}
v[0] = s->plane->normal[0] * s->plane->dist+s->ownerent->origin[0];
v[1] = s->plane->normal[1] * s->plane->dist+s->ownerent->origin[1];
v[2] = s->plane->normal[2] * s->plane->dist+s->ownerent->origin[2];
RQ_AddDistReorder((void*)GLR_DrawAlphaSurface, s, NULL, v);
}
for (s=r_alpha_surfaces ; s ; s=s->nextalphasurface)
{
if (!(s->flags&0x80000))
break;
s->flags &= ~0x80000;
}
RQ_RenderDistAndClear();
qglDepthMask(1);
GL_TexEnv(GL_REPLACE);
qglColor4f (1,1,1,1);
qglDisable (GL_BLEND);
r_alpha_surfaces = NULL;
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
#if 0
static void
vecMatMult(GLfloat vecIn[3], GLfloat m[16], GLfloat vecOut[3]) {
vecOut[0] = (vecIn[0]*m[ 0]) + (vecIn[1]*m[ 4]) + (vecIn[2]*m[ 8]) + m[12];
vecOut[1] = (vecIn[0]*m[ 1]) + (vecIn[1]*m[ 5]) + (vecIn[2]*m[ 9]) + m[13];
vecOut[2] = (vecIn[0]*m[ 2]) + (vecIn[1]*m[ 6]) + (vecIn[2]*m[10]) + m[14];
}
static void
matrixInvert(GLfloat in[16], GLfloat out[16])
{
// Transpose rotation
out[ 0] = in[ 0]; out[ 1] = in[ 4]; out[ 2] = in[ 8];
out[ 4] = in[ 1]; out[ 5] = in[ 5]; out[ 6] = in[ 9];
out[ 8] = in[ 2]; out[ 9] = in[ 6]; out[10] = in[10];
// Clear shearing terms
out[3] = 0.0f; out[7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f;
// Translation is minus the dot of tranlation and rotations
out[12] = -(in[12]*in[ 0]) - (in[13]*in[ 1]) - (in[14]*in[ 2]);
out[13] = -(in[12]*in[ 4]) - (in[13]*in[ 5]) - (in[14]*in[ 6]);
out[14] = -(in[12]*in[ 8]) - (in[13]*in[ 9]) - (in[14]*in[10]);
}
#endif
/*
================
DrawTextureChains
================
*/
/*
#if 0
static void DrawTextureChains (model_t *model, float alpha, vec3_t relativelightorigin)
{
int i;
msurface_t *s, *last = NULL, *first=NULL, *cf;
texture_t *t;
int vi;
glRect_t *theRect;
glpoly_t *p;
float *v;
extern int gl_bumpmappingpossible;
extern int normalisationCubeMap;
qboolean bumpmapping=gl_bump.value && gl_bumpmappingpossible && (alpha == 1) && (normalisationCubeMap || currentmodel->deluxdata);
if (model == cl.worldmodel && skytexturenum>=0)
{
t = model->textures[skytexturenum];
if (t)
{
s = t->texturechain;
if (s)
{
t->texturechain = NULL;
GL_DrawSkyChain (s);
}
}
}
if (alpha == 1)
{
glDisable(GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
else
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
if (currententity->drawflags & MLS_ABSLIGHT)
glColor4f(currententity->abslight/255.0f, currententity->abslight/255.0f, currententity->abslight/255.0f, alpha);
else
glColor4f(1, 1, 1, alpha);
for (i=0 ; i<model->numtextures ; i++)
{
t = model->textures[i];
if (!t)
continue;
s = t->texturechain;
if (!s)
continue;
t->texturechain = NULL;
if (i == skytexturenum && model == cl.worldmodel)
GL_DrawSkyChain (s);
else if (i == mirrortexturenum && model == cl.worldmodel && r_mirroralpha.value != 1.0)
R_MirrorChain (s);
else
{
if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0)
{
t->texturechain = s;
continue; // draw translucent water later
}
if (last)
last->texturechain = s;
else
first = s;
t = R_TextureAnimation (t);
cf = s;
if (gl_mtexable && alpha == 1)
{
if (s->lightmaptexturenum<0 || currententity->drawflags & MLS_ABSLIGHT)
{ //vertex lighting required.
GL_DisableMultitexture();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
for (s=cf ; s ; s=s->texturechain)
{
R_RenderBrushPoly (s);
}
continue;
}
if (cf->flags & SURF_DRAWTURB)
{
GL_DisableMultitexture();
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Bind (s->texinfo->texture->gl_texturenum);
for (s=cf; s ; s=s->texturechain)
EmitWaterPolys (s);
if (alpha == 1)
{
glDisable(GL_BLEND);
glColor4f(1, 1, 1, 1);
}
else
{
glEnable(GL_BLEND);
glColor4f(1, 1, 1, alpha);
}
if (last) //don't include this chain for details.
last->texturechain = NULL;
continue;
}
if (bumpmapping && t->gl_texturenumbumpmap)
{
vec3_t light;
GL_DisableMultitexture();
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// glEnable(GL_ALPHA_TEST);
glColor4f(1, 1, 1, 1);
glDisable(GL_BLEND);
//Bind normal map to texture unit 0
GL_BindType(GL_TEXTURE_2D, t->gl_texturenumbumpmap);
glEnable(GL_TEXTURE_2D);
//Set up texture environment to do (tex0 dot tex1)*color
GL_TexEnv(GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
qglActiveTextureARB(GL_TEXTURE1_ARB);
GL_TexEnv(GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
if (gl_bump.value < 0)
{
if (currentmodel->deluxdata)
{
glEnable(GL_TEXTURE_2D);
for (s = cf; s ; s=s->texturechain)
{
vi = s->lightmaptexturenum;
GL_BindType(GL_TEXTURE_2D, deluxmap_textures[vi] );
if (lightmap[vi]->deluxmodified)
{
lightmap[vi]->deluxmodified = false;
theRect = &lightmap[vi]->deluxrectchange;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
for (p = s->polys; p; p=p->next)
{
glBegin(GL_POLYGON);
v = p->verts[0];
for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
{
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, v[5], v[6]);
glVertex3fv (v);
}
glEnd ();
}
}
glDisable(GL_TEXTURE_2D);
}
else
{
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
qglMultiTexCoord3fARB(GL_TEXTURE1_ARB, sin(-r_refdef.viewangles[1]/180*M_PI), cos(-r_refdef.viewangles[1]/180*M_PI), 1);
for (s = cf; s ; s=s->texturechain)
{
vi = s->lightmaptexturenum;
for (p = s->polys; p; p=p->next)
{
glBegin(GL_POLYGON);
v = p->verts[0];
for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
{
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
glVertex3fv (v);
}
glEnd ();
}
}
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
}
}
else
{
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
for (s = cf; s ; s=s->texturechain)
{
for (p = s->polys; p; p=p->next)
{
glBegin(GL_POLYGON);
v = p->verts[0];
for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
{
light[0] = relativelightorigin[0] - v[0];
light[1] = relativelightorigin[1] - v[1];
light[2] = relativelightorigin[2] - v[2];
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
qglMultiTexCoord3fARB(GL_TEXTURE1_ARB, -DotProduct(vup, light), -DotProduct(vright, light), gl_bump.value/2*-DotProduct(vpn, light));
glVertex3fv (v);
}
glEnd ();
}
}
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
}
qglActiveTextureARB(GL_TEXTURE0_ARB);
currenttexture=0;
glEnable (GL_BLEND);
glBlendFunc(GL_DST_COLOR, GL_ZERO);
glColor4f(1, 1, 1, 1);
// Binds world to texture env 0
GL_SelectTexture(mtexid0);
GL_Bind (t->gl_texturenum);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
GL_EnableMultitexture(); // Same as SelectTexture (TEXTURE1)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
}
else
{
// Binds world to texture env 0
GL_SelectTexture(mtexid0);
GL_Bind (t->gl_texturenum);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
GL_EnableMultitexture(); // Same as SelectTexture (TEXTURE1)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
}
for (s=cf; s; s=s->texturechain)
{
// R_RenderDynamicLightmaps (s);
vi = s->lightmaptexturenum;
// Binds lightmap to texenv 1
GL_Bind (lightmap_textures[vi]);
if (lightmap[vi]->modified)
{
lightmap[vi]->modified = false;
theRect = &lightmap[vi]->rectchange;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
for (p = s->polys; p; p=p->next)
{
glBegin(GL_POLYGON);
v = p->verts[0];
for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
{
qglMTexCoord2fSGIS (mtexid0, v[3], v[4]);
qglMTexCoord2fSGIS (mtexid1, v[5], v[6]);
glVertex3fv (v);
}
glEnd ();
}
last = s;
}
}
else
{
for (s=cf ; s ; s=s->texturechain)
{
R_RenderBrushPoly (s);
last = s;
}
}
if (alpha == 1)
{
glDisable(GL_BLEND);
glColor4f(1, 1, 1, 1);
}
else
{
glEnable(GL_BLEND);
glColor4f(1, 1, 1, alpha);
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
}
if (gl_mtexable)
GL_DisableMultitexture();
else
R_BlendLightmaps();
//add luminance?
if (first && detailtexture && gl_detail.value && alpha == 1)
{
GL_Bind(detailtexture);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
glEnable(GL_BLEND);
glDepthMask(0);
for (s=first ; s ; s=s->texturechain)
{
for (p = s->polys; p; p=p->next)
{
glBegin(GL_POLYGON);
v = p->verts[0];
for (i = 0; i < p->numverts; i++, v += VERTEXSIZE)
{
glTexCoord2f (v[5] * 18, v[6] * 18);
glVertex3fv (v);
}
glEnd();
}
}
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable(GL_BLEND);
glDepthMask(1);
}
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
#endif
*/
/*
=================
R_DrawBrushModel
=================
*/
/*
#if 0
static void R_DrawBrushModel (entity_t *e)
{
int i;
int k;
vec3_t mins, maxs;
msurface_t *psurf, *first;
float dot;
mplane_t *pplane;
qboolean rotated;
currententity = e;
currenttexture = -1;
currentmodel = e->model;
if (e->angles[0] || e->angles[1] || e->angles[2])
{
rotated = true;
for (i=0 ; i<3 ; i++)
{
mins[i] = e->origin[i] - currentmodel->radius;
maxs[i] = e->origin[i] + currentmodel->radius;
}
}
else
{
rotated = false;
VectorAdd (e->origin, currentmodel->mins, mins);
VectorAdd (e->origin, currentmodel->maxs, maxs);
}
if (R_CullBox (mins, maxs))
return;
VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
if (rotated)
{
vec3_t temp;
vec3_t forward, right, up;
VectorCopy (modelorg, temp);
AngleVectors (e->angles, forward, right, up);
modelorg[0] = DotProduct (temp, forward);
modelorg[1] = -DotProduct (temp, right);
modelorg[2] = DotProduct (temp, up);
}
psurf = &currentmodel->surfaces[currentmodel->firstmodelsurface];
// calculate dynamic lighting for bmodel if it's not an
// instanced model
if (currentmodel->firstmodelsurface != 0 && !r_flashblend.value)
{
for (k=0 ; k<dlights_software ; k++)
{
if ((cl_dlights[k].die < cl.time) ||
(!cl_dlights[k].radius))
continue;
currentmodel->funcs.MarkLights (&cl_dlights[k], 1<<k,
currentmodel->nodes + currentmodel->hulls[0].firstclipnode);
}
}
glPushMatrix ();
e->angles[0] = -e->angles[0]; // stupid quake bug
glTranslatef(-0.03, -0.03, 0.03);
R_RotateForEntity (e);
e->angles[0] = -e->angles[0]; // stupid quake bug
first = NULL;
//
// draw texture
//
for (i=0 ; i<currentmodel->nummodelsurfaces ; i++, psurf++)
{
// find which side of the node we are on
pplane = psurf->plane;
// if (psurf->plane)
{
dot = DotProduct (modelorg, pplane->normal) - pplane->dist;
// draw the polygon
if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
(!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON)))
{
R_RenderDynamicLightmaps (psurf);
if (psurf->flags & SURF_DRAWALPHA || psurf->texinfo->flags & (SURF_TRANS33|SURF_TRANS66) )
{ // add to the translucent chain
psurf->nextalphasurface = r_alpha_surfaces;
r_alpha_surfaces = psurf;
psurf->ownerent = e;
}
else
{
psurf->texturechain = psurf->texinfo->texture->texturechain;
psurf->texinfo->texture->texturechain = psurf;
}
}
}
}
VectorSubtract(r_refdef.vieworg, e->origin, mins); //fixme: rotation.
if (e->drawflags & DRF_TRANSLUCENT)
DrawTextureChains(currentmodel, e->alpha*0.4, mins);
else
DrawTextureChains(currentmodel, e->alpha, mins);
glPopMatrix ();
}
#endif
*/
/*
=============================================================
WORLD MODEL
=============================================================
*/
/*
================
R_RecursiveWorldNode
================
*/
static void GLR_RecursiveWorldNode (mnode_t *node)
{
int c, side;
mplane_t *plane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
int shift;
start:
if (node->contents == Q1CONTENTS_SOLID)
return; // solid
if (node->visframe != r_visframecount)
return;
if (R_CullBox (node->minmaxs, node->minmaxs+3))
return;
// if a leaf node, draw stuff
if (node->contents < 0)
{
pleaf = (mleaf_t *)node;
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
if (c)
{
do
{
(*mark++)->visframe = r_framecount;
} while (--c);
}
// deal with model fragments in this leaf
if (pleaf->efrags)
R_StoreEfrags (&pleaf->efrags);
return;
}
// node is just a decision point, so go down the apropriate sides
// find which side of the node we are on
plane = node->plane;
switch (plane->type)
{
case PLANE_X:
dot = modelorg[0] - plane->dist;
break;
case PLANE_Y:
dot = modelorg[1] - plane->dist;
break;
case PLANE_Z:
dot = modelorg[2] - plane->dist;
break;
default:
dot = DotProduct (modelorg, plane->normal) - plane->dist;
break;
}
if (dot >= 0)
side = 0;
else
side = 1;
// recurse down the children, front side first
GLR_RecursiveWorldNode (node->children[side]);
// draw stuff
c = node->numsurfaces;
if (c)
{
surf = cl.worldmodel->surfaces + node->firstsurface;
shift = GLR_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
R_RenderDynamicLightmaps (surf, shift);
// if sorting by texture, just store it out
/* if (surf->flags & SURF_DRAWALPHA)
{ // add to the translucent chain
surf->nextalphasurface = r_alpha_surfaces;
r_alpha_surfaces = surf;
surf->ownerent = &r_worldentity;
}
else
*/ {
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = surf;
}
}
}
}
// recurse down the back side
//GLR_RecursiveWorldNode (node->children[!side]);
node = node->children[!side];
goto start;
}
#ifdef Q2BSPS
static void GLR_RecursiveQ2WorldNode (mnode_t *node)
{
int c, side;
mplane_t *plane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
int 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
GLR_RecursiveQ2WorldNode (node->children[side]);
shift = GLR_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;
R_RenderDynamicLightmaps (surf, shift);
if (surf->texinfo->flags & (SURF_TRANS33|SURF_TRANS66))
{ // add to the translucent chain
surf->nextalphasurface = r_alpha_surfaces;
r_alpha_surfaces = surf;
surf->ownerent = &r_worldentity;
continue;
}
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = surf;
}
// recurse down the back side
GLR_RecursiveQ2WorldNode (node->children[!side]);
}
#endif
#ifdef Q3BSPS
mleaf_t *r_vischain; // linked list of visible leafs
static void GLR_LeafWorldNode (void)
{
int i;
int clipflags;
msurface_t **mark, *surf;
mleaf_t *pleaf;
int clipped;
mplane_t *clipplane;
for ( pleaf = r_vischain; pleaf; pleaf = pleaf->vischain )
{
// check for door connected areas
// if ( areabits )
{
// if (! (areabits[pleaf->area>>3] & (1<<(pleaf->area&7)) ) )
// {
// continue; // not visible
// }
}
clipflags = 15; // 1 | 2 | 4 | 8
// if ( !r_nocull->value )
{
for (i=0,clipplane=frustum ; i<4 ; i++,clipplane++)
{
clipped = BoxOnPlaneSide ( pleaf->minmaxs, pleaf->minmaxs+3, clipplane );
if ( clipped == 2 ) {
break;
} else if ( clipped == 1 ) {
clipflags &= ~(1<<i); // node is entirely on screen
}
}
if ( i != 4 ) {
continue;
}
}
i = pleaf->nummarksurfaces;
mark = pleaf->firstmarksurface;
do
{
surf = *mark++;
if ( surf->visframe != r_framecount ) //sufraces exist in multiple leafs.
{
surf->visframe = r_framecount;
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = surf;
}
} while (--i);
// c_world_leafs++;
}
}
#endif
/*
=============
R_DrawWorld
=============
*/
void R_DrawWorld (void)
{
RSpeedLocals();
entity_t ent;
memset (&ent, 0, sizeof(ent));
ent.model = cl.worldmodel;
currentmodel = cl.worldmodel;
VectorCopy (r_refdef.vieworg, modelorg);
currententity = &ent;
#ifdef TERRAIN
if (currentmodel->type == mod_heightmap)
GL_DrawHeightmapModel(currententity);
else
#endif
{
qglColor3f (1,1,1);
//#ifdef QUAKE2
R_ClearSkyBox ();
//#endif
RSpeedRemark();
#ifdef Q2BSPS
if (ent.model->fromgame == fg_quake2 || ent.model->fromgame == fg_quake3)
{
int leafnum;
int clientarea;
#ifdef QUAKE2
if (cls.protocol == CP_QUAKE2) //we can get server sent info
memcpy(areabits, cl.q2frame.areabits, sizeof(areabits));
else
#endif
{ //generate the info each frame.
leafnum = CM_PointLeafnum (cl.worldmodel, r_refdef.vieworg);
clientarea = CM_LeafArea (cl.worldmodel, leafnum);
CM_WriteAreaBits(cl.worldmodel, areabits, clientarea);
}
#ifdef Q3BSPS
if (ent.model->fromgame == fg_quake3)
{
GLR_LeafWorldNode ();
}
else
#endif
GLR_RecursiveQ2WorldNode (cl.worldmodel->nodes);
}
else
#endif
GLR_RecursiveWorldNode (cl.worldmodel->nodes);
RSpeedEnd(RSPEED_WORLDNODE);
TRACE(("dbg: calling PPL_DrawWorld\n"));
// if (r_shadows.value >= 2 && gl_canstencil && gl_mtexable)
PPL_DrawWorld();
// else
// DrawTextureChains (cl.worldmodel, 1, r_refdef.vieworg);
qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
GLR_LessenStains();
}
}
qbyte *Q1BSP_LeafPVS (model_t *model, mleaf_t *leaf, qbyte *buffer);
/*
=============================================================================
LIGHTMAP ALLOCATION
=============================================================================
*/
// returns a texture number and the position inside it
int GLAllocBlock (int w, int h, int *x, int *y)
{
int i, j;
int best, best2;
int texnum;
for (texnum=0 ; ; texnum++)
{
if (texnum == numlightmaps) //allocate 4 more lightmap slots. not much memory usage, but we don't want any caps here.
{
lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(numlightmaps+4));
lightmap[numlightmaps+0] = NULL;
lightmap[numlightmaps+1] = NULL;
lightmap[numlightmaps+2] = NULL;
lightmap[numlightmaps+3] = NULL;
lightmap_textures = BZ_Realloc(lightmap_textures, sizeof(*lightmap_textures)*(numlightmaps+4));
lightmap_textures[numlightmaps+0] = texture_extension_number++;
lightmap_textures[numlightmaps+1] = texture_extension_number++;
lightmap_textures[numlightmaps+2] = texture_extension_number++;
lightmap_textures[numlightmaps+3] = texture_extension_number++;
deluxmap_textures = BZ_Realloc(deluxmap_textures, sizeof(*deluxmap_textures)*(numlightmaps+4));
deluxmap_textures[numlightmaps+0] = texture_extension_number++;
deluxmap_textures[numlightmaps+1] = texture_extension_number++;
deluxmap_textures[numlightmaps+2] = texture_extension_number++;
deluxmap_textures[numlightmaps+3] = texture_extension_number++;
numlightmaps+=4;
}
if (!lightmap[texnum])
{
lightmap[texnum] = Z_Malloc(sizeof(*lightmap[texnum]));
lightmap[texnum]->modified = true;
// reset stainmap since it now starts at 255
memset(lightmap[texnum]->stainmaps, 255, sizeof(lightmap[texnum]->stainmaps));
}
best = LMBLOCK_HEIGHT;
for (i=0 ; i<LMBLOCK_WIDTH-w ; i++)
{
best2 = 0;
for (j=0 ; j<w ; j++)
{
if (lightmap[texnum]->allocated[i+j] >= best)
break;
if (lightmap[texnum]->allocated[i+j] > best2)
best2 = lightmap[texnum]->allocated[i+j];
}
if (j == w)
{ // this is a valid spot
*x = i;
*y = best = best2;
}
}
if (best + h > LMBLOCK_HEIGHT)
continue;
for (i=0 ; i<w ; i++)
lightmap[texnum]->allocated[*x + i] = best + h;
return texnum;
}
Sys_Error ("AllocBlock: full");
return 0;
}
//quake3 maps have their lightmaps in gl style already.
//rather than forgetting that and redoing it, let's just keep the data.
int GLFillBlock (int texnum, int w, int h, int x, int y)
{
int i, l;
while (texnum >= numlightmaps) //allocate 4 more lightmap slots. not much memory usage, but we don't want any caps here.
{
lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(numlightmaps+4));
lightmap[numlightmaps+0] = NULL;
lightmap[numlightmaps+1] = NULL;
lightmap[numlightmaps+2] = NULL;
lightmap[numlightmaps+3] = NULL;
lightmap_textures = BZ_Realloc(lightmap_textures, sizeof(*lightmap_textures)*(numlightmaps+4));
lightmap_textures[numlightmaps+0] = texture_extension_number++;
lightmap_textures[numlightmaps+1] = texture_extension_number++;
lightmap_textures[numlightmaps+2] = texture_extension_number++;
lightmap_textures[numlightmaps+3] = texture_extension_number++;
deluxmap_textures = BZ_Realloc(deluxmap_textures, sizeof(*deluxmap_textures)*(numlightmaps+4));
deluxmap_textures[numlightmaps+0] = texture_extension_number++;
deluxmap_textures[numlightmaps+1] = texture_extension_number++;
deluxmap_textures[numlightmaps+2] = texture_extension_number++;
deluxmap_textures[numlightmaps+3] = texture_extension_number++;
numlightmaps+=4;
}
for (i = texnum; i >= 0; i--)
{
if (!lightmap[i])
{
lightmap[i] = BZ_Malloc(sizeof(*lightmap[i]));
lightmap[i]->modified = true;
for (l=0 ; l<LMBLOCK_HEIGHT ; l++)
{
lightmap[i]->allocated[l] = LMBLOCK_HEIGHT;
}
//maybe someone screwed with my lightmap...
memset(lightmap[i]->lightmaps, 255, LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3);
if (cl.worldmodel->lightdata)
{
memcpy(lightmap[i]->lightmaps, cl.worldmodel->lightdata+3*LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*i, LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3);
}
else
{
char basename[MAX_QPATH];
COM_StripExtension(cl.worldmodel->name, basename, sizeof(basename));
lightmap_textures[i] = Mod_LoadHiResTexture(va("%s/lm_%04i", basename, i), NULL, true, false, false);
lightmap[i]->modified = false;
}
}
else
break;
}
return texnum;
}
mvertex_t *r_pcurrentvertbase;
int nColinElim;
/*
================
BuildSurfaceDisplayList
================
*/
void GL_BuildSurfaceDisplayList (msurface_t *fa)
{
int i, lindex, lnumverts;
medge_t *pedges, *r_pedge;
int vertpage;
float *vec;
float s, t;
int lm;
// reconstruct the polygon
pedges = currentmodel->edges;
lnumverts = fa->numedges;
vertpage = 0;
if (lnumverts<3)
return; //q3 map.
//#ifdef Q3SHADERS
// if (fa->texinfo->texture->shader)
{ //build a nice mesh instead of a poly.
int size = sizeof(mesh_t) + sizeof(index_t)*(lnumverts-2)*3 + (sizeof(vec3_t) + sizeof(vec3_t) + 2*sizeof(vec2_t) + sizeof(byte_vec4_t))*lnumverts;
mesh_t *mesh;
fa->mesh = mesh = Hunk_Alloc(size);
mesh->xyz_array = (vec3_t*)(mesh + 1);
mesh->normals_array = (vec3_t*)(mesh->xyz_array + lnumverts);
mesh->st_array = (vec2_t*)(mesh->normals_array + lnumverts);
mesh->lmst_array = (vec2_t*)(mesh->st_array + lnumverts);
mesh->colors_array = (byte_vec4_t*)(mesh->lmst_array + lnumverts);
mesh->indexes = (index_t*)(mesh->colors_array + lnumverts);
mesh->numindexes = (lnumverts-2)*3;
mesh->numvertexes = lnumverts;
mesh->patchWidth = mesh->patchHeight = 1;
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++)
{
lindex = currentmodel->surfedges[fa->firstedge + i];
if (lindex > 0)
{
r_pedge = &pedges[lindex];
vec = r_pcurrentvertbase[r_pedge->v[0]].position;
}
else
{
r_pedge = &pedges[-lindex];
vec = r_pcurrentvertbase[r_pedge->v[1]].position;
}
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
VectorCopy (vec, mesh->xyz_array[i]);
mesh->xyz_array[i][3] = 1;
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]);
mesh->colors_array[i][0] = 255;
mesh->colors_array[i][1] = 255;
mesh->colors_array[i][2] = 255;
mesh->colors_array[i][3] = 255;
}
return;
}
//#endif
//
// draw texture
//
/*
poly = Hunk_AllocName (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float), "SDList");
poly->next = fa->polys;
fa->polys = poly;
poly->numverts = lnumverts;
for (i=0 ; i<lnumverts ; i++)
{
lindex = currentmodel->surfedges[fa->firstedge + i];
if (lindex > 0)
{
r_pedge = &pedges[lindex];
vec = r_pcurrentvertbase[r_pedge->v[0]].position;
}
else
{
r_pedge = &pedges[-lindex];
vec = r_pcurrentvertbase[r_pedge->v[1]].position;
}
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
VectorCopy (vec, poly->verts[i]);
poly->verts[i][3] = s/fa->texinfo->texture->width;
poly->verts[i][4] = t/fa->texinfo->texture->height;
//
// lightmap texture coordinates
//
s -= fa->texturemins[0];
lm = s*fa->light_t;
s += fa->light_s*16;
s += 8;
s /= LMBLOCK_WIDTH*16;
t -= fa->texturemins[1];
lm += t;
t += fa->light_t*16;
t += 8;
t /= LMBLOCK_HEIGHT*16;
poly->verts[i][5] = s;
poly->verts[i][6] = t;
#ifdef SPECULAR
if (fa->flags & SURF_PLANEBACK)
VectorNegate(fa->plane->normal, (poly->verts[i]+7));
else
VectorCopy(fa->plane->normal, (poly->verts[i]+7));
#endif
}
//
// remove co-linear points - Ed
//
if (!gl_keeptjunctions.value && !(fa->flags & SURF_UNDERWATER) )
{
for (i = 0 ; i < lnumverts ; ++i)
{
vec3_t v1, v2;
float *prev, *this, *next;
prev = poly->verts[(i + lnumverts - 1) % lnumverts];
this = poly->verts[i];
next = poly->verts[(i + 1) % lnumverts];
VectorSubtract( this, prev, v1 );
VectorNormalize( v1 );
VectorSubtract( next, prev, v2 );
VectorNormalize( v2 );
// skip co-linear points
#define COLINEAR_EPSILON 0.001
if ((fabs( v1[0] - v2[0] ) <= COLINEAR_EPSILON) &&
(fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) &&
(fabs( v1[2] - v2[2] ) <= COLINEAR_EPSILON))
{
int j;
for (j = i + 1; j < lnumverts; ++j)
{
int k;
for (k = 0; k < VERTEXSIZE; ++k)
poly->verts[j - 1][k] = poly->verts[j][k];
}
--lnumverts;
++nColinElim;
// retry next vertex next time, which is now current vertex
--i;
}
}
}
poly->numverts = lnumverts;
*/
}
/*
========================
GL_CreateSurfaceLightmap
========================
*/
void GL_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)
return;
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)
GLFillBlock(surf->lightmaptexturenum, smax, tmax, surf->light_s, surf->light_t);
else
surf->lightmaptexturenum = GLAllocBlock (smax, tmax, &surf->light_s, &surf->light_t);
base = lightmap[surf->lightmaptexturenum]->lightmaps;
base += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * lightmap_bytes;
luxbase = lightmap[surf->lightmaptexturenum]->deluxmaps;
luxbase += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
stainbase = lightmap[surf->lightmaptexturenum]->stainmaps;
stainbase += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
GLR_BuildLightMap (surf, base, luxbase, stainbase, shift);
}
void GLSurf_DeInit(void)
{
int i;
qglDeleteTextures(numlightmaps, lightmap_textures);
for (i = 0; i < numlightmaps; i++)
{
if (!lightmap[i])
break;
BZ_Free(lightmap[i]);
lightmap[i] = NULL;
}
if (lightmap_textures)
BZ_Free(lightmap_textures);
if (lightmap)
BZ_Free(lightmap);
lightmap_textures=NULL;
lightmap=NULL;
numlightmaps=0;
}
/*
==================
GL_BuildLightmaps
Builds the lightmap texture
with all the surfaces from all brush models
==================
*/
void GL_BuildLightmaps (void)
{
int i, j;
model_t *m;
int shift;
r_framecount = 1; // no dlightcache
for (i = 0; i < numlightmaps; i++)
{
if (!lightmap[i])
break;
BZ_Free(lightmap[i]);
lightmap[i] = NULL;
}
if (cl.worldmodel->fromgame == fg_doom)
return; //no lightmaps.
if ((cl.worldmodel->engineflags & MDLF_RGBLIGHTING) || cl.worldmodel->deluxdata || r_loadlits.value)
gl_lightmap_format = GL_RGB;
else
gl_lightmap_format = GL_LUMINANCE;
/*
if (COM_CheckParm ("-lm_1"))
gl_lightmap_format = GL_LUMINANCE;
if (COM_CheckParm ("-lm_a"))
gl_lightmap_format = GL_ALPHA;
if (COM_CheckParm ("-lm_i"))
gl_lightmap_format = GL_INTENSITY;
if (COM_CheckParm ("-lm_3"))
gl_lightmap_format = GL_RGB;
if (COM_CheckParm ("-lm_4"))
gl_lightmap_format = GL_RGBA;
if (*gl_lightmapmode.string)
{
switch(*gl_lightmapmode.string)
{
case '1':
gl_lightmap_format = GL_LUMINANCE;
break;
case 'a':
gl_lightmap_format = GL_ALPHA;
break;
case 'i':
gl_lightmap_format = GL_INTENSITY;
break;
case '3':
gl_lightmap_format = GL_RGB;
break;
case '4':
gl_lightmap_format = GL_RGBA;
break;
default:
Con_Printf("%s contains unrecognised type\n", gl_lightmapmode.name);
case '0':
break;
}
}
*/
if (cl.worldmodel->fromgame == fg_quake3 && gl_lightmap_format != GL_RGB && gl_lightmap_format != GL_RGBA)
gl_lightmap_format = GL_RGB;
switch (gl_lightmap_format)
{
case GL_RGBA:
lightmap_bytes = 4;
break;
case GL_RGB:
lightmap_bytes = 3;
break;
case GL_LUMINANCE:
case GL_INTENSITY:
case GL_ALPHA:
lightmap_bytes = 1;
break;
}
for (j=1 ; j<MAX_MODELS ; j++)
{
m = cl.model_precache[j];
if (!m)
break;
if (m->name[0] == '*')
continue;
r_pcurrentvertbase = m->vertexes;
currentmodel = m;
shift = GLR_LightmapShift(currentmodel);
for (i=0 ; i<m->numsurfaces ; i++)
{
GL_CreateSurfaceLightmap (m->surfaces + i, shift);
P_EmitSkyEffectTris(m, &m->surfaces[i]);
if (m->surfaces[i].mesh) //there are some surfaces that have a display list already (the subdivided ones)
continue;
GL_BuildSurfaceDisplayList (m->surfaces + i);
}
}
//
// upload all lightmaps that were filled
//
for (i=0 ; i<numlightmaps ; i++)
{
if (!lightmap[i])
break; // no more used
lightmap[i]->rectchange.l = LMBLOCK_WIDTH;
lightmap[i]->rectchange.t = LMBLOCK_HEIGHT;
lightmap[i]->rectchange.w = 0;
lightmap[i]->rectchange.h = 0;
if (!lightmap[i]->modified)
continue;
lightmap[i]->modified = false;
GL_Bind(lightmap_textures[i]);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes
, LMBLOCK_WIDTH, LMBLOCK_HEIGHT, 0,
gl_lightmap_format, GL_UNSIGNED_BYTE, lightmap[i]->lightmaps);
if (gl_bump.value)
{
lightmap[i]->deluxmodified = false;
lightmap[i]->deluxrectchange.l = LMBLOCK_WIDTH;
lightmap[i]->deluxrectchange.t = LMBLOCK_HEIGHT;
lightmap[i]->deluxrectchange.w = 0;
lightmap[i]->deluxrectchange.h = 0;
GL_Bind(deluxmap_textures[i]);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexImage2D (GL_TEXTURE_2D, 0, 3
, LMBLOCK_WIDTH, LMBLOCK_HEIGHT, 0,
GL_RGB, GL_UNSIGNED_BYTE, lightmap[i]->deluxmaps);
}
}
}
#endif