quake/WinQuake/gl_rsurf.c

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1999-12-21 00:00:00 +00:00
/*
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"
int skytexturenum;
#ifndef GL_RGBA4
#define GL_RGBA4 0
#endif
int lightmap_bytes; // 1, 2, or 4
int lightmap_textures;
unsigned blocklights[18*18];
#define BLOCK_WIDTH 128
#define BLOCK_HEIGHT 128
#define MAX_LIGHTMAPS 64
int active_lightmaps;
typedef struct glRect_s {
unsigned char l,t,w,h;
} glRect_t;
glpoly_t *lightmap_polys[MAX_LIGHTMAPS];
qboolean lightmap_modified[MAX_LIGHTMAPS];
glRect_t lightmap_rectchange[MAX_LIGHTMAPS];
int allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
// the lightmap texture data needs to be kept in
// main memory so texsubimage can update properly
byte lightmaps[4*MAX_LIGHTMAPS*BLOCK_WIDTH*BLOCK_HEIGHT];
// For gl_texsort 0
msurface_t *skychain = NULL;
msurface_t *waterchain = NULL;
void R_RenderDynamicLightmaps (msurface_t *fa);
/*
===============
R_AddDynamicLights
===============
*/
void R_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;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
tex = surf->texinfo;
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
{
if ( !(surf->dlightbits & (1<<lnum) ) )
continue; // not lit by this light
rad = cl_dlights[lnum].radius;
dist = DotProduct (cl_dlights[lnum].origin, surf->plane->normal) -
surf->plane->dist;
rad -= fabs(dist);
minlight = cl_dlights[lnum].minlight;
if (rad < minlight)
continue;
minlight = rad - minlight;
for (i=0 ; i<3 ; i++)
{
impact[i] = cl_dlights[lnum].origin[i] -
surf->plane->normal[i]*dist;
}
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
local[0] -= surf->texturemins[0];
local[1] -= surf->texturemins[1];
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)*256;
}
}
}
}
/*
===============
R_BuildLightMap
Combine and scale multiple lightmaps into the 8.8 format in blocklights
===============
*/
void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
{
int smax, tmax;
int t;
int i, j, size;
byte *lightmap;
unsigned scale;
int maps;
int lightadj[4];
unsigned *bl;
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;
// set to full bright if no light data
if (r_fullbright.value || !cl.worldmodel->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)
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
for (i=0 ; i<size ; i++)
blocklights[i] += lightmap[i] * scale;
lightmap += size; // skip to next lightmap
}
// add all the dynamic lights
if (surf->dlightframe == r_framecount)
R_AddDynamicLights (surf);
// bound, invert, and shift
store:
switch (gl_lightmap_format)
{
case GL_RGBA:
stride -= (smax<<2);
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= 7;
if (t > 255)
t = 255;
dest[3] = 255-t;
dest += 4;
}
}
break;
case GL_ALPHA:
case GL_LUMINANCE:
case GL_INTENSITY:
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= 7;
if (t > 255)
t = 255;
dest[j] = 255-t;
}
}
break;
default:
Sys_Error ("Bad lightmap format");
}
}
/*
===============
R_TextureAnimation
Returns the proper texture for a given time and base texture
===============
*/
texture_t *R_TextureAnimation (texture_t *base)
{
int reletive;
int count;
if (currententity->frame)
{
if (base->alternate_anims)
base = base->alternate_anims;
}
if (!base->anim_total)
return base;
reletive = (int)(cl.time*10) % base->anim_total;
count = 0;
while (base->anim_min > reletive || base->anim_max <= reletive)
{
base = base->anim_next;
if (!base)
Sys_Error ("R_TextureAnimation: broken cycle");
if (++count > 100)
Sys_Error ("R_TextureAnimation: infinite cycle");
}
return base;
}
/*
=============================================================
BRUSH MODELS
=============================================================
*/
extern int solidskytexture;
extern int alphaskytexture;
extern float speedscale; // for top sky and bottom sky
void DrawGLWaterPoly (glpoly_t *p);
void DrawGLWaterPolyLightmap (glpoly_t *p);
lpMTexFUNC qglMTexCoord2fSGIS = NULL;
lpSelTexFUNC qglSelectTextureSGIS = NULL;
qboolean mtexenabled = false;
void GL_SelectTexture (GLenum target);
void GL_DisableMultitexture(void)
{
if (mtexenabled) {
glDisable(GL_TEXTURE_2D);
GL_SelectTexture(TEXTURE0_SGIS);
mtexenabled = false;
}
}
void GL_EnableMultitexture(void)
{
if (gl_mtexable) {
GL_SelectTexture(TEXTURE1_SGIS);
glEnable(GL_TEXTURE_2D);
mtexenabled = true;
}
}
#if 0
/*
================
R_DrawSequentialPoly
Systems that have fast state and texture changes can
just do everything as it passes with no need to sort
================
*/
void R_DrawSequentialPoly (msurface_t *s)
{
glpoly_t *p;
float *v;
int i;
texture_t *t;
//
// normal lightmaped poly
//
if (! (s->flags & (SURF_DRAWSKY|SURF_DRAWTURB|SURF_UNDERWATER) ) )
{
p = s->polys;
t = R_TextureAnimation (s->texinfo->texture);
GL_Bind (t->gl_texturenum);
glBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2f (v[3], v[4]);
glVertex3fv (v);
}
glEnd ();
GL_Bind (lightmap_textures + s->lightmaptexturenum);
glEnable (GL_BLEND);
glBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2f (v[5], v[6]);
glVertex3fv (v);
}
glEnd ();
glDisable (GL_BLEND);
return;
}
//
// subdivided water surface warp
//
if (s->flags & SURF_DRAWTURB)
{
GL_Bind (s->texinfo->texture->gl_texturenum);
EmitWaterPolys (s);
return;
}
//
// subdivided sky warp
//
if (s->flags & SURF_DRAWSKY)
{
GL_Bind (solidskytexture);
speedscale = realtime*8;
speedscale -= (int)speedscale;
EmitSkyPolys (s);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Bind (alphaskytexture);
speedscale = realtime*16;
speedscale -= (int)speedscale;
EmitSkyPolys (s);
if (gl_lightmap_format == GL_LUMINANCE)
glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
glDisable (GL_BLEND);
}
//
// underwater warped with lightmap
//
p = s->polys;
t = R_TextureAnimation (s->texinfo->texture);
GL_Bind (t->gl_texturenum);
DrawGLWaterPoly (p);
GL_Bind (lightmap_textures + s->lightmaptexturenum);
glEnable (GL_BLEND);
DrawGLWaterPolyLightmap (p);
glDisable (GL_BLEND);
}
#else
/*
================
R_DrawSequentialPoly
Systems that have fast state and texture changes can
just do everything as it passes with no need to sort
================
*/
void R_DrawSequentialPoly (msurface_t *s)
{
glpoly_t *p;
float *v;
int i;
texture_t *t;
vec3_t nv, dir;
float ss, ss2, length;
float s1, t1;
glRect_t *theRect;
//
// normal lightmaped poly
//
if (! (s->flags & (SURF_DRAWSKY|SURF_DRAWTURB|SURF_UNDERWATER) ) )
{
R_RenderDynamicLightmaps (s);
if (gl_mtexable) {
p = s->polys;
t = R_TextureAnimation (s->texinfo->texture);
// Binds world to texture env 0
GL_SelectTexture(TEXTURE0_SGIS);
GL_Bind (t->gl_texturenum);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
// Binds lightmap to texenv 1
GL_EnableMultitexture(); // Same as SelectTexture (TEXTURE1)
GL_Bind (lightmap_textures + s->lightmaptexturenum);
i = s->lightmaptexturenum;
if (lightmap_modified[i])
{
lightmap_modified[i] = false;
theRect = &lightmap_rectchange[i];
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
BLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmaps+(i* BLOCK_HEIGHT + theRect->t) *BLOCK_WIDTH*lightmap_bytes);
theRect->l = BLOCK_WIDTH;
theRect->t = BLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
glBegin(GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
qglMTexCoord2fSGIS (TEXTURE0_SGIS, v[3], v[4]);
qglMTexCoord2fSGIS (TEXTURE1_SGIS, v[5], v[6]);
glVertex3fv (v);
}
glEnd ();
return;
} else {
p = s->polys;
t = R_TextureAnimation (s->texinfo->texture);
GL_Bind (t->gl_texturenum);
glBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2f (v[3], v[4]);
glVertex3fv (v);
}
glEnd ();
GL_Bind (lightmap_textures + s->lightmaptexturenum);
glEnable (GL_BLEND);
glBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2f (v[5], v[6]);
glVertex3fv (v);
}
glEnd ();
glDisable (GL_BLEND);
}
return;
}
//
// subdivided water surface warp
//
if (s->flags & SURF_DRAWTURB)
{
GL_DisableMultitexture();
GL_Bind (s->texinfo->texture->gl_texturenum);
EmitWaterPolys (s);
return;
}
//
// subdivided sky warp
//
if (s->flags & SURF_DRAWSKY)
{
GL_DisableMultitexture();
GL_Bind (solidskytexture);
speedscale = realtime*8;
speedscale -= (int)speedscale & ~127;
EmitSkyPolys (s);
glEnable (GL_BLEND);
GL_Bind (alphaskytexture);
speedscale = realtime*16;
speedscale -= (int)speedscale & ~127;
EmitSkyPolys (s);
glDisable (GL_BLEND);
return;
}
//
// underwater warped with lightmap
//
R_RenderDynamicLightmaps (s);
if (gl_mtexable) {
p = s->polys;
t = R_TextureAnimation (s->texinfo->texture);
GL_SelectTexture(TEXTURE0_SGIS);
GL_Bind (t->gl_texturenum);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
GL_EnableMultitexture();
GL_Bind (lightmap_textures + s->lightmaptexturenum);
i = s->lightmaptexturenum;
if (lightmap_modified[i])
{
lightmap_modified[i] = false;
theRect = &lightmap_rectchange[i];
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
BLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmaps+(i* BLOCK_HEIGHT + theRect->t) *BLOCK_WIDTH*lightmap_bytes);
theRect->l = BLOCK_WIDTH;
theRect->t = BLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
glBegin (GL_TRIANGLE_FAN);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
qglMTexCoord2fSGIS (TEXTURE0_SGIS, v[3], v[4]);
qglMTexCoord2fSGIS (TEXTURE1_SGIS, v[5], v[6]);
nv[0] = v[0] + 8*sin(v[1]*0.05+realtime)*sin(v[2]*0.05+realtime);
nv[1] = v[1] + 8*sin(v[0]*0.05+realtime)*sin(v[2]*0.05+realtime);
nv[2] = v[2];
glVertex3fv (nv);
}
glEnd ();
} else {
p = s->polys;
t = R_TextureAnimation (s->texinfo->texture);
GL_Bind (t->gl_texturenum);
DrawGLWaterPoly (p);
GL_Bind (lightmap_textures + s->lightmaptexturenum);
glEnable (GL_BLEND);
DrawGLWaterPolyLightmap (p);
glDisable (GL_BLEND);
}
}
#endif
/*
================
DrawGLWaterPoly
Warp the vertex coordinates
================
*/
void DrawGLWaterPoly (glpoly_t *p)
{
int i;
float *v;
float s, t, os, ot;
vec3_t nv;
GL_DisableMultitexture();
glBegin (GL_TRIANGLE_FAN);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2f (v[3], v[4]);
nv[0] = v[0] + 8*sin(v[1]*0.05+realtime)*sin(v[2]*0.05+realtime);
nv[1] = v[1] + 8*sin(v[0]*0.05+realtime)*sin(v[2]*0.05+realtime);
nv[2] = v[2];
glVertex3fv (nv);
}
glEnd ();
}
void DrawGLWaterPolyLightmap (glpoly_t *p)
{
int i;
float *v;
float s, t, os, ot;
vec3_t nv;
GL_DisableMultitexture();
glBegin (GL_TRIANGLE_FAN);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2f (v[5], v[6]);
nv[0] = v[0] + 8*sin(v[1]*0.05+realtime)*sin(v[2]*0.05+realtime);
nv[1] = v[1] + 8*sin(v[0]*0.05+realtime)*sin(v[2]*0.05+realtime);
nv[2] = v[2];
glVertex3fv (nv);
}
glEnd ();
}
/*
================
DrawGLPoly
================
*/
void DrawGLPoly (glpoly_t *p)
{
int i;
float *v;
glBegin (GL_POLYGON);
v = p->verts[0];
for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
{
glTexCoord2f (v[3], v[4]);
glVertex3fv (v);
}
glEnd ();
}
/*
================
R_BlendLightmaps
================
*/
void R_BlendLightmaps (void)
{
int i, j;
glpoly_t *p;
float *v;
glRect_t *theRect;
if (r_fullbright.value)
return;
if (!gl_texsort.value)
return;
glDepthMask (0); // don't bother writing Z
if (gl_lightmap_format == GL_LUMINANCE)
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);
}
if (!r_lightmap.value)
{
glEnable (GL_BLEND);
}
for (i=0 ; i<MAX_LIGHTMAPS ; i++)
{
p = lightmap_polys[i];
if (!p)
continue;
GL_Bind(lightmap_textures+i);
if (lightmap_modified[i])
{
lightmap_modified[i] = false;
theRect = &lightmap_rectchange[i];
// glTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes
// , BLOCK_WIDTH, BLOCK_HEIGHT, 0,
// gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps+i*BLOCK_WIDTH*BLOCK_HEIGHT*lightmap_bytes);
// glTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes
// , BLOCK_WIDTH, theRect->h, 0,
// gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps+(i*BLOCK_HEIGHT+theRect->t)*BLOCK_WIDTH*lightmap_bytes);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
BLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmaps+(i* BLOCK_HEIGHT + theRect->t) *BLOCK_WIDTH*lightmap_bytes);
theRect->l = BLOCK_WIDTH;
theRect->t = BLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
}
for ( ; p ; p=p->chain)
{
if (p->flags & SURF_UNDERWATER)
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);
else if (gl_lightmap_format == GL_INTENSITY)
{
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor4f (1,1,1,1);
}
glDepthMask (1); // back to normal Z buffering
}
/*
================
R_RenderBrushPoly
================
*/
void R_RenderBrushPoly (msurface_t *fa)
{
texture_t *t;
byte *base;
int maps;
glRect_t *theRect;
int smax, tmax;
c_brush_polys++;
if (fa->flags & SURF_DRAWSKY)
{ // warp texture, no lightmaps
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);
return;
}
if (fa->flags & SURF_UNDERWATER)
DrawGLWaterPoly (fa->polys);
else
DrawGLPoly (fa->polys);
// add the poly to the proper lightmap chain
fa->polys->chain = lightmap_polys[fa->lightmaptexturenum];
lightmap_polys[fa->lightmaptexturenum] = fa->polys;
// check for lightmap modification
for (maps = 0 ; maps < MAXLIGHTMAPS && fa->styles[maps] != 255 ;
maps++)
if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps])
goto dynamic;
if (fa->dlightframe == r_framecount // dynamic this frame
|| fa->cached_dlight) // dynamic previously
{
dynamic:
if (r_dynamic.value)
{
lightmap_modified[fa->lightmaptexturenum] = true;
theRect = &lightmap_rectchange[fa->lightmaptexturenum];
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;
}
smax = (fa->extents[0]>>4)+1;
tmax = (fa->extents[1]>>4)+1;
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 = lightmaps + fa->lightmaptexturenum*lightmap_bytes*BLOCK_WIDTH*BLOCK_HEIGHT;
base += fa->light_t * BLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes;
R_BuildLightMap (fa, base, BLOCK_WIDTH*lightmap_bytes);
}
}
}
/*
================
R_RenderDynamicLightmaps
Multitexture
================
*/
void R_RenderDynamicLightmaps (msurface_t *fa)
{
texture_t *t;
byte *base;
int maps;
glRect_t *theRect;
int smax, tmax;
c_brush_polys++;
if (fa->flags & ( SURF_DRAWSKY | SURF_DRAWTURB) )
return;
fa->polys->chain = lightmap_polys[fa->lightmaptexturenum];
lightmap_polys[fa->lightmaptexturenum] = fa->polys;
// check for lightmap modification
for (maps = 0 ; maps < MAXLIGHTMAPS && fa->styles[maps] != 255 ;
maps++)
if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps])
goto dynamic;
if (fa->dlightframe == r_framecount // dynamic this frame
|| fa->cached_dlight) // dynamic previously
{
dynamic:
if (r_dynamic.value)
{
lightmap_modified[fa->lightmaptexturenum] = true;
theRect = &lightmap_rectchange[fa->lightmaptexturenum];
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;
}
smax = (fa->extents[0]>>4)+1;
tmax = (fa->extents[1]>>4)+1;
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 = lightmaps + fa->lightmaptexturenum*lightmap_bytes*BLOCK_WIDTH*BLOCK_HEIGHT;
base += fa->light_t * BLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes;
R_BuildLightMap (fa, base, BLOCK_WIDTH*lightmap_bytes);
}
}
}
/*
================
R_MirrorChain
================
*/
void R_MirrorChain (msurface_t *s)
{
if (mirror)
return;
mirror = true;
mirror_plane = s->plane;
}
#if 0
/*
================
R_DrawWaterSurfaces
================
*/
void R_DrawWaterSurfaces (void)
{
int i;
msurface_t *s;
texture_t *t;
if (r_wateralpha.value == 1.0)
return;
//
// go back to the world matrix
//
glLoadMatrixf (r_world_matrix);
glEnable (GL_BLEND);
glColor4f (1,1,1,r_wateralpha.value);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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;
// set modulate mode explicitly
GL_Bind (t->gl_texturenum);
for ( ; s ; s=s->texturechain)
R_RenderBrushPoly (s);
t->texturechain = NULL;
}
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor4f (1,1,1,1);
glDisable (GL_BLEND);
}
#else
/*
================
R_DrawWaterSurfaces
================
*/
void R_DrawWaterSurfaces (void)
{
int i;
msurface_t *s;
texture_t *t;
if (r_wateralpha.value == 1.0 && gl_texsort.value)
return;
//
// go back to the world matrix
//
glLoadMatrixf (r_world_matrix);
if (r_wateralpha.value < 1.0) {
glEnable (GL_BLEND);
glColor4f (1,1,1,r_wateralpha.value);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
if (!gl_texsort.value) {
if (!waterchain)
return;
for ( s = waterchain ; s ; s=s->texturechain) {
GL_Bind (s->texinfo->texture->gl_texturenum);
EmitWaterPolys (s);
}
waterchain = NULL;
} else {
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;
// set modulate mode explicitly
GL_Bind (t->gl_texturenum);
for ( ; s ; s=s->texturechain)
EmitWaterPolys (s);
t->texturechain = NULL;
}
}
if (r_wateralpha.value < 1.0) {
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor4f (1,1,1,1);
glDisable (GL_BLEND);
}
}
#endif
/*
================
DrawTextureChains
================
*/
void DrawTextureChains (void)
{
int i;
msurface_t *s;
texture_t *t;
if (!gl_texsort.value) {
GL_DisableMultitexture();
if (skychain) {
R_DrawSkyChain(skychain);
skychain = NULL;
}
return;
}
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
{
t = cl.worldmodel->textures[i];
if (!t)
continue;
s = t->texturechain;
if (!s)
continue;
if (i == skytexturenum)
R_DrawSkyChain (s);
else if (i == mirrortexturenum && r_mirroralpha.value != 1.0)
{
R_MirrorChain (s);
continue;
}
else
{
if ((s->flags & SURF_DRAWTURB) && r_wateralpha.value != 1.0)
continue; // draw translucent water later
for ( ; s ; s=s->texturechain)
R_RenderBrushPoly (s);
}
t->texturechain = NULL;
}
}
/*
=================
R_DrawBrushModel
=================
*/
void R_DrawBrushModel (entity_t *e)
{
int j, k;
vec3_t mins, maxs;
int i, numsurfaces;
msurface_t *psurf;
float dot;
mplane_t *pplane;
model_t *clmodel;
qboolean rotated;
currententity = e;
currenttexture = -1;
clmodel = 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] - clmodel->radius;
maxs[i] = e->origin[i] + clmodel->radius;
}
}
else
{
rotated = false;
VectorAdd (e->origin, clmodel->mins, mins);
VectorAdd (e->origin, clmodel->maxs, maxs);
}
if (R_CullBox (mins, maxs))
return;
glColor3f (1,1,1);
memset (lightmap_polys, 0, sizeof(lightmap_polys));
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 = &clmodel->surfaces[clmodel->firstmodelsurface];
// calculate dynamic lighting for bmodel if it's not an
// instanced model
if (clmodel->firstmodelsurface != 0 && !gl_flashblend.value)
{
for (k=0 ; k<MAX_DLIGHTS ; k++)
{
if ((cl_dlights[k].die < cl.time) ||
(!cl_dlights[k].radius))
continue;
R_MarkLights (&cl_dlights[k], 1<<k,
clmodel->nodes + clmodel->hulls[0].firstclipnode);
}
}
glPushMatrix ();
e->angles[0] = -e->angles[0]; // stupid quake bug
R_RotateForEntity (e);
e->angles[0] = -e->angles[0]; // stupid quake bug
//
// draw texture
//
for (i=0 ; i<clmodel->nummodelsurfaces ; i++, psurf++)
{
// find which side of the node we are on
pplane = 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)))
{
if (gl_texsort.value)
R_RenderBrushPoly (psurf);
else
R_DrawSequentialPoly (psurf);
}
}
R_BlendLightmaps ();
glPopMatrix ();
}
/*
=============================================================
WORLD MODEL
=============================================================
*/
/*
================
R_RecursiveWorldNode
================
*/
void R_RecursiveWorldNode (mnode_t *node)
{
int i, c, side, *pindex;
vec3_t acceptpt, rejectpt;
mplane_t *plane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double d, dot;
vec3_t mins, maxs;
if (node->contents == CONTENTS_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;
mark++;
} 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
R_RecursiveWorldNode (node->children[side]);
// draw stuff
c = node->numsurfaces;
if (c)
{
surf = cl.worldmodel->surfaces + node->firstsurface;
if (dot < 0 -BACKFACE_EPSILON)
side = SURF_PLANEBACK;
else if (dot > BACKFACE_EPSILON)
side = 0;
{
for ( ; c ; c--, surf++)
{
if (surf->visframe != r_framecount)
continue;
// don't backface underwater surfaces, because they warp
if ( !(surf->flags & SURF_UNDERWATER) && ( (dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)) )
continue; // wrong side
// if sorting by texture, just store it out
if (gl_texsort.value)
{
if (!mirror
|| surf->texinfo->texture != cl.worldmodel->textures[mirrortexturenum])
{
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = surf;
}
} else if (surf->flags & SURF_DRAWSKY) {
surf->texturechain = skychain;
skychain = surf;
} else if (surf->flags & SURF_DRAWTURB) {
surf->texturechain = waterchain;
waterchain = surf;
} else
R_DrawSequentialPoly (surf);
}
}
}
// recurse down the back side
R_RecursiveWorldNode (node->children[!side]);
}
/*
=============
R_DrawWorld
=============
*/
void R_DrawWorld (void)
{
entity_t ent;
int i;
memset (&ent, 0, sizeof(ent));
ent.model = cl.worldmodel;
VectorCopy (r_refdef.vieworg, modelorg);
currententity = &ent;
currenttexture = -1;
glColor3f (1,1,1);
memset (lightmap_polys, 0, sizeof(lightmap_polys));
#ifdef QUAKE2
R_ClearSkyBox ();
#endif
R_RecursiveWorldNode (cl.worldmodel->nodes);
DrawTextureChains ();
R_BlendLightmaps ();
#ifdef QUAKE2
R_DrawSkyBox ();
#endif
}
/*
===============
R_MarkLeaves
===============
*/
void R_MarkLeaves (void)
{
byte *vis;
mnode_t *node;
int i;
byte solid[4096];
if (r_oldviewleaf == r_viewleaf && !r_novis.value)
return;
if (mirror)
return;
r_visframecount++;
r_oldviewleaf = r_viewleaf;
if (r_novis.value)
{
vis = solid;
memset (solid, 0xff, (cl.worldmodel->numleafs+7)>>3);
}
else
vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
{
if (vis[i>>3] & (1<<(i&7)))
{
node = (mnode_t *)&cl.worldmodel->leafs[i+1];
do
{
if (node->visframe == r_visframecount)
break;
node->visframe = r_visframecount;
node = node->parent;
} while (node);
}
}
}
/*
=============================================================================
LIGHTMAP ALLOCATION
=============================================================================
*/
// returns a texture number and the position inside it
int AllocBlock (int w, int h, int *x, int *y)
{
int i, j;
int best, best2;
int bestx;
int texnum;
for (texnum=0 ; texnum<MAX_LIGHTMAPS ; texnum++)
{
best = BLOCK_HEIGHT;
for (i=0 ; i<BLOCK_WIDTH-w ; i++)
{
best2 = 0;
for (j=0 ; j<w ; j++)
{
if (allocated[texnum][i+j] >= best)
break;
if (allocated[texnum][i+j] > best2)
best2 = allocated[texnum][i+j];
}
if (j == w)
{ // this is a valid spot
*x = i;
*y = best = best2;
}
}
if (best + h > BLOCK_HEIGHT)
continue;
for (i=0 ; i<w ; i++)
allocated[texnum][*x + i] = best + h;
return texnum;
}
Sys_Error ("AllocBlock: full");
}
mvertex_t *r_pcurrentvertbase;
model_t *currentmodel;
int nColinElim;
/*
================
BuildSurfaceDisplayList
================
*/
void BuildSurfaceDisplayList (msurface_t *fa)
{
int i, lindex, lnumverts, s_axis, t_axis;
float dist, lastdist, lzi, scale, u, v, frac;
unsigned mask;
vec3_t local, transformed;
medge_t *pedges, *r_pedge;
mplane_t *pplane;
int vertpage, newverts, newpage, lastvert;
qboolean visible;
float *vec;
float s, t;
glpoly_t *poly;
// reconstruct the polygon
pedges = currentmodel->edges;
lnumverts = fa->numedges;
vertpage = 0;
//
// draw texture
//
poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
poly->next = fa->polys;
poly->flags = fa->flags;
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];
s /= fa->texinfo->texture->width;
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
t /= fa->texinfo->texture->height;
VectorCopy (vec, poly->verts[i]);
poly->verts[i][3] = s;
poly->verts[i][4] = t;
//
// lightmap texture coordinates
//
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
s -= fa->texturemins[0];
s += fa->light_s*16;
s += 8;
s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
t -= fa->texturemins[1];
t += fa->light_t*16;
t += 8;
t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
poly->verts[i][5] = s;
poly->verts[i][6] = t;
}
//
// 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;
float f;
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 smax, tmax, s, t, l, i;
byte *base;
if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
return;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t);
base = lightmaps + surf->lightmaptexturenum*lightmap_bytes*BLOCK_WIDTH*BLOCK_HEIGHT;
base += (surf->light_t * BLOCK_WIDTH + surf->light_s) * lightmap_bytes;
R_BuildLightMap (surf, base, BLOCK_WIDTH*lightmap_bytes);
}
/*
==================
GL_BuildLightmaps
Builds the lightmap texture
with all the surfaces from all brush models
==================
*/
void GL_BuildLightmaps (void)
{
int i, j;
model_t *m;
extern qboolean isPermedia;
memset (allocated, 0, sizeof(allocated));
r_framecount = 1; // no dlightcache
if (!lightmap_textures)
{
lightmap_textures = texture_extension_number;
texture_extension_number += MAX_LIGHTMAPS;
}
gl_lightmap_format = GL_LUMINANCE;
// default differently on the Permedia
if (isPermedia)
gl_lightmap_format = GL_RGBA;
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_2"))
gl_lightmap_format = GL_RGBA4;
if (COM_CheckParm ("-lm_4"))
gl_lightmap_format = GL_RGBA;
switch (gl_lightmap_format)
{
case GL_RGBA:
lightmap_bytes = 4;
break;
case GL_RGBA4:
lightmap_bytes = 2;
break;
case GL_LUMINANCE:
case GL_INTENSITY:
case GL_ALPHA:
lightmap_bytes = 1;
break;
}
for (j=1 ; j<MAX_MODELS ; j++)
{
m = cl.model_precache[j];
if (!m)
break;
if (m->name[0] == '*')
continue;
r_pcurrentvertbase = m->vertexes;
currentmodel = m;
for (i=0 ; i<m->numsurfaces ; i++)
{
GL_CreateSurfaceLightmap (m->surfaces + i);
if ( m->surfaces[i].flags & SURF_DRAWTURB )
continue;
#ifndef QUAKE2
if ( m->surfaces[i].flags & SURF_DRAWSKY )
continue;
#endif
BuildSurfaceDisplayList (m->surfaces + i);
}
}
if (!gl_texsort.value)
GL_SelectTexture(TEXTURE1_SGIS);
//
// upload all lightmaps that were filled
//
for (i=0 ; i<MAX_LIGHTMAPS ; i++)
{
if (!allocated[i][0])
break; // no more used
lightmap_modified[i] = false;
lightmap_rectchange[i].l = BLOCK_WIDTH;
lightmap_rectchange[i].t = BLOCK_HEIGHT;
lightmap_rectchange[i].w = 0;
lightmap_rectchange[i].h = 0;
GL_Bind(lightmap_textures + i);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes
, BLOCK_WIDTH, BLOCK_HEIGHT, 0,
gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps+i*BLOCK_WIDTH*BLOCK_HEIGHT*lightmap_bytes);
}
if (!gl_texsort.value)
GL_SelectTexture(TEXTURE0_SGIS);
}