quakespasm/Quake/r_world.c

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/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2007-2008 Kristian Duske
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_world.c: world model rendering
#include "quakedef.h"
extern cvar_t gl_fullbrights, r_drawflat, gl_overbright, r_oldwater, r_oldskyleaf, r_showtris; //johnfitz
extern glpoly_t *lightmap_polys[MAX_LIGHTMAPS];
byte *SV_FatPVS (vec3_t org, qmodel_t *worldmodel);
extern byte mod_novis[MAX_MAP_LEAFS/8];
int vis_changed; //if true, force pvs to be refreshed
//==============================================================================
//
// SETUP CHAINS
//
//==============================================================================
/*
===============
R_MarkSurfaces -- johnfitz -- mark surfaces based on PVS and rebuild texture chains
===============
*/
void R_MarkSurfaces (void)
{
byte *vis;
mleaf_t *leaf;
mnode_t *node;
msurface_t *surf, **mark;
int i, j;
qboolean nearwaterportal;
// clear lightmap chains
memset (lightmap_polys, 0, sizeof(lightmap_polys));
// check this leaf for water portals
// TODO: loop through all water surfs and use distance to leaf cullbox
nearwaterportal = false;
for (i=0, mark = r_viewleaf->firstmarksurface; i < r_viewleaf->nummarksurfaces; i++, mark++)
if ((*mark)->flags & SURF_DRAWTURB)
nearwaterportal = true;
// choose vis data
if (r_novis.value || r_viewleaf->contents == CONTENTS_SOLID || r_viewleaf->contents == CONTENTS_SKY)
vis = &mod_novis[0];
else if (nearwaterportal)
vis = SV_FatPVS (r_origin, cl.worldmodel);
else
vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
// if surface chains don't need regenerating, just add static entities and return
if (r_oldviewleaf == r_viewleaf && !vis_changed && !nearwaterportal)
{
leaf = &cl.worldmodel->leafs[1];
for (i=0 ; i<cl.worldmodel->numleafs ; i++, leaf++)
if (vis[i>>3] & (1<<(i&7)))
if (leaf->efrags)
R_StoreEfrags (&leaf->efrags);
return;
}
vis_changed = false;
r_visframecount++;
r_oldviewleaf = r_viewleaf;
// iterate through leaves, marking surfaces
leaf = &cl.worldmodel->leafs[1];
for (i=0 ; i<cl.worldmodel->numleafs ; i++, leaf++)
{
if (vis[i>>3] & (1<<(i&7)))
{
if (r_oldskyleaf.value || leaf->contents != CONTENTS_SKY)
for (j=0, mark = leaf->firstmarksurface; j<leaf->nummarksurfaces; j++, mark++)
(*mark)->visframe = r_visframecount;
// add static models
if (leaf->efrags)
R_StoreEfrags (&leaf->efrags);
}
}
// set all chains to null
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
if (cl.worldmodel->textures[i])
cl.worldmodel->textures[i]->texturechain = NULL;
// rebuild chains
#if 1
//iterate through surfaces one node at a time to rebuild chains
//need to do it this way if we want to work with tyrann's skip removal tool
//becuase his tool doesn't actually remove the surfaces from the bsp surfaces lump
//nor does it remove references to them in each leaf's marksurfaces list
for (i=0, node = cl.worldmodel->nodes ; i<cl.worldmodel->numnodes ; i++, node++)
for (j=0, surf=&cl.worldmodel->surfaces[node->firstsurface] ; j<node->numsurfaces ; j++, surf++)
if (surf->visframe == r_visframecount)
{
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = surf;
}
#else
//the old way
surf = &cl.worldmodel->surfaces[cl.worldmodel->firstmodelsurface];
for (i=0 ; i<cl.worldmodel->nummodelsurfaces ; i++, surf++)
{
if (surf->visframe == r_visframecount)
{
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = surf;
}
}
#endif
}
/*
================
R_BackFaceCull -- johnfitz -- returns true if the surface is facing away from vieworg
================
*/
qboolean R_BackFaceCull (msurface_t *surf)
{
double dot;
switch (surf->plane->type)
{
case PLANE_X:
dot = r_refdef.vieworg[0] - surf->plane->dist;
break;
case PLANE_Y:
dot = r_refdef.vieworg[1] - surf->plane->dist;
break;
case PLANE_Z:
dot = r_refdef.vieworg[2] - surf->plane->dist;
break;
default:
dot = DotProduct (r_refdef.vieworg, surf->plane->normal) - surf->plane->dist;
break;
}
if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
return true;
return false;
}
/*
================
R_CullSurfaces -- johnfitz
================
*/
void R_CullSurfaces (void)
{
msurface_t *s;
int i;
if (!r_drawworld_cheatsafe)
return;
s = &cl.worldmodel->surfaces[cl.worldmodel->firstmodelsurface];
for (i=0 ; i<cl.worldmodel->nummodelsurfaces ; i++, s++)
{
if (s->visframe == r_visframecount)
{
if (R_CullBox(s->mins, s->maxs) || R_BackFaceCull (s))
s->culled = true;
else
{
s->culled = false;
rs_brushpolys++; //count wpolys here
if (s->texinfo->texture->warpimage)
s->texinfo->texture->update_warp = true;
}
}
}
}
/*
================
R_BuildLightmapChains -- johnfitz -- used for r_lightmap 1
================
*/
void R_BuildLightmapChains (void)
{
msurface_t *s;
int i;
// clear lightmap chains (already done in r_marksurfaces, but clearing them here to be safe becuase of r_stereo)
memset (lightmap_polys, 0, sizeof(lightmap_polys));
// now rebuild them
s = &cl.worldmodel->surfaces[cl.worldmodel->firstmodelsurface];
for (i=0 ; i<cl.worldmodel->nummodelsurfaces ; i++, s++)
if (s->visframe == r_visframecount && !R_CullBox(s->mins, s->maxs) && !R_BackFaceCull (s))
R_RenderDynamicLightmaps (s);
}
//==============================================================================
//
// DRAW CHAINS
//
//==============================================================================
/*
================
R_DrawTextureChains_ShowTris -- johnfitz
================
*/
void R_DrawTextureChains_ShowTris (void)
{
int i;
msurface_t *s;
texture_t *t;
glpoly_t *p;
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
{
t = cl.worldmodel->textures[i];
if (!t)
continue;
if (r_oldwater.value && t->texturechain && (t->texturechain->flags & SURF_DRAWTURB))
{
for (s = t->texturechain; s; s = s->texturechain)
if (!s->culled)
for (p = s->polys->next; p; p = p->next)
{
DrawGLTriangleFan (p);
}
}
else
{
for (s = t->texturechain; s; s = s->texturechain)
if (!s->culled)
{
DrawGLTriangleFan (s->polys);
}
}
}
}
/*
================
R_DrawTextureChains_Drawflat -- johnfitz
================
*/
void R_DrawTextureChains_Drawflat (void)
{
int i;
msurface_t *s;
texture_t *t;
glpoly_t *p;
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
{
t = cl.worldmodel->textures[i];
if (!t)
continue;
if (r_oldwater.value && t->texturechain && (t->texturechain->flags & SURF_DRAWTURB))
{
for (s = t->texturechain; s; s = s->texturechain)
if (!s->culled)
for (p = s->polys->next; p; p = p->next)
{
srand((unsigned int) (uintptr_t) p);
glColor3f (rand()%256/255.0, rand()%256/255.0, rand()%256/255.0);
DrawGLPoly (p);
rs_brushpasses++;
}
}
else
{
for (s = t->texturechain; s; s = s->texturechain)
if (!s->culled)
{
srand((unsigned int) (uintptr_t) s->polys);
glColor3f (rand()%256/255.0, rand()%256/255.0, rand()%256/255.0);
DrawGLPoly (s->polys);
rs_brushpasses++;
}
}
}
glColor3f (1,1,1);
srand ((int) (cl.time * 1000));
}
/*
================
R_DrawTextureChains_Glow -- johnfitz
================
*/
void R_DrawTextureChains_Glow (void)
{
int i;
msurface_t *s;
texture_t *t;
gltexture_t *glt;
qboolean bound;
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
{
t = cl.worldmodel->textures[i];
if (!t || !t->texturechain || !(glt = R_TextureAnimation(t,0)->fullbright))
continue;
bound = false;
for (s = t->texturechain; s; s = s->texturechain)
if (!s->culled)
{
if (!bound) //only bind once we are sure we need this texture
{
GL_Bind (glt);
bound = true;
}
DrawGLPoly (s->polys);
rs_brushpasses++;
}
}
}
/*
================
R_DrawTextureChains_Multitexture -- johnfitz
================
*/
void R_DrawTextureChains_Multitexture (void)
{
int i, j;
msurface_t *s;
texture_t *t;
float *v;
qboolean bound;
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
{
t = cl.worldmodel->textures[i];
if (!t || !t->texturechain || t->texturechain->flags & (SURF_DRAWTILED | SURF_NOTEXTURE))
continue;
bound = false;
for (s = t->texturechain; s; s = s->texturechain)
if (!s->culled)
{
if (!bound) //only bind once we are sure we need this texture
{
GL_Bind ((R_TextureAnimation(t,0))->gltexture);
GL_EnableMultitexture(); // selects TEXTURE1
bound = true;
}
R_RenderDynamicLightmaps (s);
GL_Bind (lightmap_textures[s->lightmaptexturenum]);
R_UploadLightmap(s->lightmaptexturenum);
glBegin(GL_POLYGON);
v = s->polys->verts[0];
for (j=0 ; j<s->polys->numverts ; j++, v+= VERTEXSIZE)
{
GL_MTexCoord2fFunc (TEXTURE0, v[3], v[4]);
GL_MTexCoord2fFunc (TEXTURE1, v[5], v[6]);
glVertex3fv (v);
}
glEnd ();
rs_brushpasses++;
}
GL_DisableMultitexture(); // selects TEXTURE0
}
}
/*
================
R_DrawTextureChains_NoTexture -- johnfitz
draws surfs whose textures were missing from the BSP
================
*/
void R_DrawTextureChains_NoTexture (void)
{
int i;
msurface_t *s;
texture_t *t;
qboolean bound;
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
{
t = cl.worldmodel->textures[i];
if (!t || !t->texturechain || !(t->texturechain->flags & SURF_NOTEXTURE))
continue;
bound = false;
for (s = t->texturechain; s; s = s->texturechain)
if (!s->culled)
{
if (!bound) //only bind once we are sure we need this texture
{
GL_Bind (t->gltexture);
bound = true;
}
DrawGLPoly (s->polys);
rs_brushpasses++;
}
}
}
/*
================
R_DrawTextureChains_TextureOnly -- johnfitz
================
*/
void R_DrawTextureChains_TextureOnly (void)
{
int i;
msurface_t *s;
texture_t *t;
qboolean bound;
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
{
t = cl.worldmodel->textures[i];
if (!t || !t->texturechain || t->texturechain->flags & (SURF_DRAWTURB | SURF_DRAWSKY))
continue;
bound = false;
for (s = t->texturechain; s; s = s->texturechain)
if (!s->culled)
{
if (!bound) //only bind once we are sure we need this texture
{
GL_Bind ((R_TextureAnimation(t,0))->gltexture);
bound = true;
}
R_RenderDynamicLightmaps (s); //adds to lightmap chain
DrawGLPoly (s->polys);
rs_brushpasses++;
}
}
}
/*
================
R_DrawTextureChains_Water -- johnfitz
================
*/
void R_DrawTextureChains_Water (void)
{
int i;
msurface_t *s;
texture_t *t;
glpoly_t *p;
qboolean bound;
if (r_drawflat_cheatsafe || r_lightmap_cheatsafe || !r_drawworld_cheatsafe)
return;
if (r_wateralpha.value < 1.0)
{
glDepthMask(GL_FALSE);
glEnable (GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor4f (1,1,1,r_wateralpha.value);
}
if (r_oldwater.value)
{
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
{
t = cl.worldmodel->textures[i];
if (!t || !t->texturechain || !(t->texturechain->flags & SURF_DRAWTURB))
continue;
bound = false;
for (s = t->texturechain; s; s = s->texturechain)
if (!s->culled)
{
if (!bound) //only bind once we are sure we need this texture
{
GL_Bind (t->gltexture);
bound = true;
}
for (p = s->polys->next; p; p = p->next)
{
DrawWaterPoly (p);
rs_brushpasses++;
}
}
}
}
else
{
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
{
t = cl.worldmodel->textures[i];
if (!t || !t->texturechain || !(t->texturechain->flags & SURF_DRAWTURB))
continue;
bound = false;
for (s = t->texturechain; s; s = s->texturechain)
if (!s->culled)
{
if (!bound) //only bind once we are sure we need this texture
{
GL_Bind (t->warpimage);
bound = true;
}
DrawGLPoly (s->polys);
rs_brushpasses++;
}
}
}
if (r_wateralpha.value < 1.0)
{
glDepthMask(GL_TRUE);
glDisable (GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor3f (1,1,1);
}
}
/*
================
R_DrawTextureChains_White -- johnfitz -- draw sky and water as white polys when r_lightmap is 1
================
*/
void R_DrawTextureChains_White (void)
{
int i;
msurface_t *s;
texture_t *t;
glDisable (GL_TEXTURE_2D);
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
{
t = cl.worldmodel->textures[i];
if (!t || !t->texturechain || !(t->texturechain->flags & SURF_DRAWTILED))
continue;
for (s = t->texturechain; s; s = s->texturechain)
if (!s->culled)
{
DrawGLPoly (s->polys);
rs_brushpasses++;
}
}
glEnable (GL_TEXTURE_2D);
}
/*
================
R_DrawLightmapChains -- johnfitz -- R_BlendLightmaps stripped down to almost nothing
================
*/
void R_DrawLightmapChains (void)
{
int i, j;
glpoly_t *p;
float *v;
for (i=0 ; i<MAX_LIGHTMAPS ; i++)
{
if (!lightmap_polys[i])
continue;
GL_Bind (lightmap_textures[i]);
R_UploadLightmap(i);
for (p = lightmap_polys[i]; p; p=p->chain)
{
glBegin (GL_POLYGON);
v = p->verts[0];
for (j=0 ; j<p->numverts ; j++, v+= VERTEXSIZE)
{
glTexCoord2f (v[5], v[6]);
glVertex3fv (v);
}
glEnd ();
rs_brushpasses++;
}
}
}
/*
=============
R_DrawWorld -- johnfitz -- rewritten
=============
*/
void R_DrawWorld (void)
{
if (!r_drawworld_cheatsafe)
return;
if (r_drawflat_cheatsafe)
{
glDisable (GL_TEXTURE_2D);
R_DrawTextureChains_Drawflat ();
glEnable (GL_TEXTURE_2D);
return;
}
if (r_fullbright_cheatsafe)
{
R_DrawTextureChains_TextureOnly ();
goto fullbrights;
}
if (r_lightmap_cheatsafe)
{
R_BuildLightmapChains ();
if (!gl_overbright.value)
{
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor3f(0.5, 0.5, 0.5);
}
R_DrawLightmapChains ();
if (!gl_overbright.value)
{
glColor3f(1,1,1);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
R_DrawTextureChains_White ();
return;
}
R_DrawTextureChains_NoTexture ();
if (gl_overbright.value)
{
if (gl_texture_env_combine && gl_mtexable)
{
GL_EnableMultitexture ();
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PREVIOUS_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);
GL_DisableMultitexture ();
R_DrawTextureChains_Multitexture ();
GL_EnableMultitexture ();
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 1.0f);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
GL_DisableMultitexture ();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
else
{
//to make fog work with multipass lightmapping, need to do one pass
//with no fog, one modulate pass with black fog, and one additive
//pass with black geometry and normal fog
Fog_DisableGFog ();
R_DrawTextureChains_TextureOnly ();
Fog_EnableGFog ();
glDepthMask (GL_FALSE);
glEnable (GL_BLEND);
glBlendFunc (GL_DST_COLOR, GL_SRC_COLOR); //2x modulate
Fog_StartAdditive ();
R_DrawLightmapChains ();
Fog_StopAdditive ();
if (Fog_GetDensity() > 0)
{
glBlendFunc(GL_ONE, GL_ONE); //add
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor3f(0,0,0);
R_DrawTextureChains_TextureOnly ();
glColor3f(1,1,1);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable (GL_BLEND);
glDepthMask (GL_TRUE);
}
}
else
{
if (gl_mtexable)
{
GL_EnableMultitexture ();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
GL_DisableMultitexture ();
R_DrawTextureChains_Multitexture ();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
else
{
//to make fog work with multipass lightmapping, need to do one pass
//with no fog, one modulate pass with black fog, and one additive
//pass with black geometry and normal fog
Fog_DisableGFog ();
R_DrawTextureChains_TextureOnly ();
Fog_EnableGFog ();
glDepthMask (GL_FALSE);
glEnable (GL_BLEND);
glBlendFunc(GL_ZERO, GL_SRC_COLOR); //modulate
Fog_StartAdditive ();
R_DrawLightmapChains ();
Fog_StopAdditive ();
if (Fog_GetDensity() > 0)
{
glBlendFunc(GL_ONE, GL_ONE); //add
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor3f(0,0,0);
R_DrawTextureChains_TextureOnly ();
glColor3f(1,1,1);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable (GL_BLEND);
glDepthMask (GL_TRUE);
}
}
fullbrights:
if (gl_fullbrights.value)
{
glDepthMask (GL_FALSE);
glEnable (GL_BLEND);
glBlendFunc (GL_ONE, GL_ONE);
Fog_StartAdditive ();
R_DrawTextureChains_Glow ();
Fog_StopAdditive ();
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable (GL_BLEND);
glDepthMask (GL_TRUE);
}
}