dquakeplus/source/psp/video_hardware_surface.cpp

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/*
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2007 Peter Mackay and Chris Swindle.
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 <pspgu.h>
#include <pspgum.h>
extern "C"
{
#include "../quakedef.h"
}
#ifdef PSP_VFPU
#include <pspmath.h>
#endif
extern int LIGHTMAP_BYTES;
#include "clipping.hpp"
#include "video_hardware_fullbright.h"
using namespace quake;
int skytexturenum;
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int last_lightmap_allocated; // ericw -- optimization: remember the index of the last lightmap AllocBlock stored a surf in
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#define BLOCK_WIDTH 128
#define BLOCK_HEIGHT 128
int lightmap_textures;
unsigned blocklights[BLOCK_WIDTH*BLOCK_HEIGHT*3]; // LordHavoc: .lit support (*3 for RGB)
int active_lightmaps;
typedef struct glRect_s
{
unsigned char l,t,w,h;
} glRect_t;
//////////////////////////////////////////////////////////////////////////////
//For none .lit maps./////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
qboolean lightmap_modified[MAX_LIGHTMAPS];
glRect_t lightmap_rectchange[MAX_LIGHTMAPS];
#define MAX_VISIBLE_LIGHTMAPPED_FACES 1024
// contains references to every msurface_t that's getting rendered.
// in testing 512 is not enough for bigger complicated areas (like parts of dm2).
// consider doubling to 2048 or somewhere inbetween.
// when the limit gets exceeded, there will be some surfaces without lightmaps.
lightmap_face_t lightmap_faces[MAX_VISIBLE_LIGHTMAPPED_FACES];
// chains of lightmap faces for each lightmap num
lightmap_face_t *lightmap_chains[MAX_LIGHTMAPS];
int num_lightmapped_faces;
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int allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
// the lightmap texture data needs to be kept in
// main memory so texsubimage can update properly
byte lightmaps[1*MAX_LIGHTMAPS*BLOCK_WIDTH*BLOCK_HEIGHT];
int lightmap_index[MAX_LIGHTMAPS];
// For gl_texsort 0
msurface_t *skychain = NULL;
msurface_t *waterchain = NULL;
glpoly_t *caustics_polys = NULL;
glpoly_t *detail_polys = NULL;
void VID_SetPaletteLM();
// switch palette for lightmaps
void VID_SetPaletteTX();
// switch palette for textures
/*
===============
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;
// LordHavoc: .lit support begin
float cred, cgreen, cblue, brightness;
unsigned *bl;
// LordHavoc: .lit support end
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 -= fabsf(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];
// LordHavoc: .lit support begin
bl = blocklights;
cred = cl_dlights[lnum].color[0] * 256.0f;
cgreen = cl_dlights[lnum].color[1] * 256.0f;
cblue = cl_dlights[lnum].color[2] * 256.0f;
// LordHavoc: .lit support end
for (t = 0 ; t<tmax ; t++)
{
td = int(local[1]) - t*16;
if (td < 0)
td = -td;
for (s=0 ; s<smax ; s++)
{
sd = int(local[0]) - s*16;
if (sd < 0)
sd = -sd;
if (sd > td)
dist = sd + (td>>1);
else
dist = td + (sd>>1);
if (dist < minlight)
// LordHavoc: .lit support begin
// blocklights[t*smax + s] += (rad - dist)*256; // LordHavoc: original code
{
brightness = rad - dist;
if (!cl_dlights[lnum].dark)
{
bl[0] += (int) (brightness * cred);
bl[1] += (int) (brightness * cgreen);
bl[2] += (int) (brightness * cblue);
}
else
{
if(bl[0] > (int) (brightness * cred))
bl[0] -= (int) (brightness * cred);
else
bl[0] = 0;
if(bl[1] > (int) (brightness * cgreen))
bl[1] -= (int) (brightness * cgreen);
else
bl[1] = 0;
if(bl[2] > (int) (brightness * cblue))
bl[2] -= (int) (brightness * cblue);
else
bl[2] = 0;
}
/*
brightness = rad - dist;
bl[0] += (int) (brightness * cred);
bl[1] += (int) (brightness * cgreen);
bl[2] += (int) (brightness * cblue);
*/
}
bl += 3;
// LordHavoc: .lit support end
}
}
}
}
/*
===============
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;
unsigned *bl;
int r, g, b, a;
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//unsigned *blcr, *blcg, *blcb;
surf->cached_dlight = (surf->dlightframe == r_framecount) ? qtrue : qfalse;
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)
{
// LordHavoc: .lit support begin
bl = blocklights;
for (i=0 ; i<size ; i++) // LordHavoc: original code
// blocklights[i] = 255*256; // LordHavoc: original code
{
*bl++ = 255*256;
*bl++ = 255*256;
*bl++ = 255*256;
}
// LordHavoc: .lit support end
goto store;
}
// clear to no light
// LordHavoc: .lit support begin
bl = blocklights;
for (i=0 ; i<size ; i++) // LordHavoc: original code
// blocklights[i] = 0; // LordHavoc: original code
{
*bl++ = 0;
*bl++ = 0;
*bl++ = 0;
}
// LordHavoc: .lit support end
// 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
// LordHavoc: .lit support begin
bl = blocklights;
for (i=0 ; i<size ; i++) // LordHavoc: original code
// blocklights[i] += lightmap[i] * scale; // LordHavoc: original code
//lightmap += size; // skip to next lightmap // LordHavoc: original code
{
*bl++ += *lightmap++ * scale;
*bl++ += *lightmap++ * scale;
*bl++ += *lightmap++ * scale;
}
// LordHavoc: .lit support end
}
// add all the dynamic lights
if (surf->dlightframe == r_framecount)
R_AddDynamicLights (surf);
// bound, invert, and shift
store:
switch (LIGHTMAP_BYTES)
{
case 4:
stride -= (smax<<2);
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
// LordHavoc: .lit support begin
// LordHavoc: positive lighting (would be 255-t if it were inverse like glquake was)
t = *bl++ >> 7;if (t > 255) t = 255;*dest++ = t;
t = *bl++ >> 7;if (t > 255) t = 255;*dest++ = t;
t = *bl++ >> 7;if (t > 255) t = 255;*dest++ = t;
*dest++ = 255;
// LordHavoc: .lit support end
}
}
break;
case 3:
stride -= (smax<<2);
bl = blocklights;
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
// LordHavoc: .lit support begin
// LordHavoc: positive lighting (would be 255-t if it were inverse like glquake was)
t = *bl++ >> 7;if (t > 255) t = 255;*dest++ = t;
t = *bl++ >> 7;if (t > 255) t = 255;*dest++ = t;
t = *bl++ >> 7;if (t > 255) t = 255;*dest++ = t;
*dest++ = 255;
// LordHavoc: .lit support end
}
}
break;
case 2:
bl = blocklights;
union luxel {
unsigned short rgb;
byte bytes[2];
};
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for (i=0 ; i<tmax ; i++ ,dest += stride)
{
for (j=0 ; j<smax*2 ; j++)
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{
r = bl[0] >> 7; if (r > 255) r = 255; r = r >> 3;
g = bl[1] >> 7; if (g > 255) g = 255; g = g >> 3;
b = bl[2] >> 7; if (b > 255) b = 255; b = b >> 3;
luxel lx;
lx.rgb = (a << 15) | (b << 10) | (g << 5) | (r);
dest[j] = lx.bytes[0];
j++;
dest[j] = lx.bytes[1];
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bl += 3;
}
}
break;
case 1:
bl = blocklights;
for (i=0 ; i<tmax ; i++ ,dest += stride)
{
for (j=0 ; j<smax ; j++)
{
// LordHavoc: .lit support begin
t = ((bl[0] + bl[1] + bl[2]) * 85) >> 15; // LordHavoc: basically / 3, but faster and combined with >> 7 shift down, note: actual number would be 85.3333...
bl += 3;
// LordHavoc: .lit support end
if (t > 255)
t = 255;
dest[j] = 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
static inline void DrawGLPolyLM (glpoly_t * poly)
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{
if (r_showtris.value)
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{
sceGuDisable(GU_TEXTURE_2D);
sceGuDisable(GU_BLEND);
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// Draw the lines directly.
sceGumDrawArray(
GU_LINE_STRIP,
GU_TEXTURE_32BITF | GU_VERTEX_32BITF ,
poly->numclippedverts, 0, poly->display_list_verts);
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sceGuEnable(GU_TEXTURE_2D);
sceGuEnable(GU_BLEND);
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}
else
{
// Draw the poly directly.
sceGuDrawArray(
GU_TRIANGLE_FAN,
GU_TEXTURE_32BITF | GU_VERTEX_32BITF ,
poly->numclippedverts, 0, poly->display_list_verts);
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}
}
static inline void DrawGLPoly (glpoly_t * poly)
{
sceGuDrawArray(
GU_TRIANGLE_FAN,
GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
poly->numclippedverts, 0, poly->display_list_verts);
}
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static inline void DrawTrisPoly (glpoly_t *p) //Crow_bar
{
sceGuDisable(GU_TEXTURE_2D);
// Does this poly need clipped?
const int unclipped_vertex_count = p->numverts;
const glvert_t* const unclipped_vertices = p->verts;
if (clipping::is_clipping_required(
unclipped_vertices,
unclipped_vertex_count))
{
// Clip the polygon.
const glvert_t* clipped_vertices;
std::size_t clipped_vertex_count;
clipping::clip(
unclipped_vertices,
unclipped_vertex_count,
&clipped_vertices,
&clipped_vertex_count);
// Did we have any vertices left?
if (clipped_vertex_count)
{
// Copy the vertices to the display list.
const std::size_t buffer_size = clipped_vertex_count * sizeof(glvert_t);
glvert_t* const display_list_vertices = static_cast<glvert_t*>(sceGuGetMemory(buffer_size));
memcpy(display_list_vertices, clipped_vertices, buffer_size);
// Draw the clipped vertices.
sceGuDrawArray(
GU_LINE_STRIP,
GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
clipped_vertex_count, 0, display_list_vertices);
}
}
else
{
// Draw the poly directly.
sceGuDrawArray(
GU_LINE_STRIP,
GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
unclipped_vertex_count, 0, unclipped_vertices);
}
sceGuEnable(GU_TEXTURE_2D);
}
void DrawGLPoly_ex (glpoly_t *p)
{
DrawGLPoly(p);
}
// speed up sin calculations - Ed
extern float turbsin[];
static inline void DrawGLWaterPolyLM (glpoly_t *p)
{
/*
// Does this poly need clipped?
const float real_time = static_cast<float>(realtime);
const float scale = (1.0f / 64);
const float turbscale = (256.0f / (2.0f * static_cast<float>(M_PI)));
const int unclipped_vertex_count = p->numverts;
//glvert_t* const unclipped_vertices = &(p->verts[p->numverts]);
glvert_t* const unclipped_vertices =
static_cast<glvert_t*>(sceGuGetMemory(sizeof(glvert_t) * unclipped_vertex_count));
// Generate each vertex.
const glvert_t* src = p->verts;
const glvert_t* last_vertex = src + unclipped_vertex_count;
glvert_t* dst = unclipped_vertices;
while (src != last_vertex)
{
// Get the input UVs.
const float os = src->st[0];
const float ot = src->st[1];
// Fill in the vertex data.
dst->st[0] = os;
dst->st[1] = ot;
//dst->xyz[0] = src->xyz[0] + 8*sinf(src->xyz[1]*0.05+realtime)*sinf(src->xyz[2]*0.05+realtime);
//dst->xyz[1] = src->xyz[1] + 8*sinf(src->xyz[0]*0.05+realtime)*sinf(src->xyz[2]*0.05+realtime);
//dst->xyz[2] = src->xyz[2];
dst->xyz[0] = dst->xyz[0] + 8*sinf(dst->xyz[1]*0.05+realtime)*sinf(dst->xyz[2]*0.05+realtime);
dst->xyz[1] = dst->xyz[1] + 8*sinf(dst->xyz[0]*0.05+realtime)*sinf(dst->xyz[2]*0.05+realtime);
dst->xyz[2] = dst->xyz[2];
// Next vertex.
++src;
++dst;
}
if (clipping::is_clipping_required(
unclipped_vertices,
unclipped_vertex_count))
{
// Clip the polygon.
const glvert_t* clipped_vertices;
std::size_t clipped_vertex_count;
clipping::clip(
unclipped_vertices,
unclipped_vertex_count,
&clipped_vertices,
&clipped_vertex_count);
// Did we have any vertices left?
if (clipped_vertex_count)
{
// Copy the vertices to the display list.
const std::size_t buffer_size = clipped_vertex_count * sizeof(glvert_t);
glvert_t* const display_list_vertices = static_cast<glvert_t*>(sceGuGetMemory(buffer_size));
memcpy(display_list_vertices, clipped_vertices, buffer_size);
// Draw the clipped vertices.
sceGuDrawArray(
GU_TRIANGLE_FAN,
GU_TEXTURE_32BITF | GU_VERTEX_32BITF ,
clipped_vertex_count, 0, display_list_vertices);
}
}
else
{
// Draw the poly directly.
sceGuDrawArray(
GU_TRIANGLE_FAN,
GU_TEXTURE_32BITF | GU_VERTEX_32BITF ,
unclipped_vertex_count, 0, unclipped_vertices);
}
*/
DrawGLPolyLM (p);
}
static inline void DrawGLWaterPoly (glpoly_t *p)
{
/*
// Does this poly need clipped?
const float real_time = static_cast<float>(realtime);
const float scale = (1.0f / 64);
const float turbscale = (256.0f / (2.0f * static_cast<float>(M_PI)));
const int unclipped_vertex_count = p->numverts;
// glvert_t* const unclipped_vertices = p->verts;
glvert_t* const unclipped_vertices =
static_cast<glvert_t*>(sceGuGetMemory(sizeof(glvert_t) * unclipped_vertex_count));
// Generate each vertex.
const glvert_t* src = p->verts;
const glvert_t* last_vertex = src + unclipped_vertex_count;
glvert_t* dst = unclipped_vertices;
while (src != last_vertex)
{
// Get the input UVs.
const float os = src->st[0];
const float ot = src->st[1];
// Fill in the vertex data.
dst->st[0] = os;
dst->st[1] = ot;
dst->xyz[0] = src->xyz[0] + 8*sinf(src->xyz[1]*0.05+realtime)*sinf(src->xyz[2]*0.05+realtime);
dst->xyz[1] = src->xyz[1] + 8*sinf(src->xyz[0]*0.05+realtime)*sinf(src->xyz[2]*0.05+realtime);
dst->xyz[2] = src->xyz[2];
//dst->xyz[0] = dst->xyz[0] + 8*sinf(dst->xyz[1]*0.05+realtime)*sinf(dst->xyz[2]*0.05+realtime);
//dst->xyz[1] = dst->xyz[1] + 8*sinf(dst->xyz[0]*0.05+realtime)*sinf(dst->xyz[2]*0.05+realtime);
//dst->xyz[2] = dst->xyz[2];
// Next vertex.
++src;
++dst;
}
if (clipping::is_clipping_required(
unclipped_vertices,
unclipped_vertex_count))
{
// Clip the polygon.
const glvert_t* clipped_vertices;
std::size_t clipped_vertex_count;
clipping::clip(
unclipped_vertices,
unclipped_vertex_count,
&clipped_vertices,
&clipped_vertex_count);
// Did we have any vertices left?
if (clipped_vertex_count)
{
// Copy the vertices to the display list.
const std::size_t buffer_size = clipped_vertex_count * sizeof(glvert_t);
glvert_t* const display_list_vertices = static_cast<glvert_t*>(sceGuGetMemory(buffer_size));
memcpy(display_list_vertices, clipped_vertices, buffer_size);
// Draw the clipped vertices.
sceGuDrawArray(
GU_TRIANGLE_FAN,
GU_TEXTURE_32BITF | GU_VERTEX_32BITF ,
clipped_vertex_count, 0, display_list_vertices);
}
}
else
{
// Draw the poly directly.
sceGuDrawArray(
GU_TRIANGLE_FAN,
GU_TEXTURE_32BITF | GU_VERTEX_32BITF ,
unclipped_vertex_count, 0, unclipped_vertices);
}
*/
DrawGLPoly (p);
}
/*
=============
EmitDetailPolys
=============
void GL_BindDET (int texture_index);
void EmitDetailPolys (void)
{
texture_t *tex;
if (!detail_polys)
return;
if (tex->dt_texturenum == 0)
return;
// For each polygon...
//Crow_bar multi detail texture
GL_BindDET(tex->dt_texturenum);
sceGuBlendFunc (GU_ADD, GU_DST_COLOR, GU_SRC_COLOR, 0, 0);
sceGuEnable(GU_BLEND);
sceGuTexFunc(GU_TFX_DECAL, GU_TCC_RGBA);
for (const glpoly_t* p = detail_polys ; p ; p = p->detail_chain)
{
// Allocate memory for this polygon.
const int unclipped_vertex_count = p->numverts;
glvert_t* const unclipped_vertices =
static_cast<glvert_t*>(sceGuGetMemory(sizeof(glvert_t) * unclipped_vertex_count));
// Generate each vertex.
const glvert_t* src = p->verts;
const glvert_t* last_vertex = src + unclipped_vertex_count;
glvert_t* dst = unclipped_vertices;
while (src != last_vertex)
{
// Fill in the vertex data.
dst->st[0] = src->st[0];
dst->st[1] = src->st[1];
dst->xyz[0] = src->xyz[0];
dst->xyz[1] = src->xyz[1];
dst->xyz[2] = src->xyz[2];
// Next vertex.
++src;
++dst;
}
// Do these vertices need clipped?
if (clipping::is_clipping_required(unclipped_vertices, unclipped_vertex_count))
{
// Clip the polygon.
const glvert_t* clipped_vertices;
std::size_t clipped_vertex_count;
clipping::clip(
unclipped_vertices,
unclipped_vertex_count,
&clipped_vertices,
&clipped_vertex_count);
// Any vertices left?
if (clipped_vertex_count)
{
// Copy the vertices to the display list.
const std::size_t buffer_size = clipped_vertex_count * sizeof(glvert_t);
glvert_t* const display_list_vertices = static_cast<glvert_t*>(sceGuGetMemory(buffer_size));
memcpy(display_list_vertices, clipped_vertices, buffer_size);
// Draw the clipped vertices.
sceGuDrawArray(
GU_TRIANGLE_FAN,
GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
clipped_vertex_count, 0, display_list_vertices);
}
}
else
{
// Draw the vertices.
sceGuDrawArray(
GU_TRIANGLE_FAN,
GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
unclipped_vertex_count, 0, unclipped_vertices);
}
}
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
sceGuDisable (GU_BLEND);
detail_polys = NULL;
}
*/
/*
================
R_BlendLightmaps
================
*/
static void R_BlendLightmaps (void)
{
int i;
if (r_fullbright.value)
return;
sceGuDepthMask(GU_TRUE);
sceGuEnable(GU_BLEND);
sceGuBlendFunc(GU_ADD, GU_DST_COLOR, GU_SRC_COLOR, 0, 0);
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sceGuDepthFunc(GU_EQUAL);
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if(LIGHTMAP_BYTES == 1)
VID_SetPaletteLM();
if (r_lightmap.value)
sceGuDisable(GU_BLEND);
lightmap_face_t * lmface;
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for (i=0 ; i<MAX_LIGHTMAPS ; i++)
{
lmface = lightmap_chains[i];
if (!lmface)
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continue;
char lm_name[16];
if (lightmap_modified[i])
{
lightmap_modified[i] = qfalse;
lightmap_rectchange[i].l = BLOCK_WIDTH;
lightmap_rectchange[i].t = BLOCK_HEIGHT;
lightmap_rectchange[i].w = 0;
lightmap_rectchange[i].h = 0;
snprintf(lm_name, sizeof(lm_name), "lightmap%d",i);
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lightmap_index[i] = GL_LoadTextureLM (lm_name, BLOCK_WIDTH, BLOCK_HEIGHT, lightmaps+(i*BLOCK_WIDTH*BLOCK_HEIGHT*LIGHTMAP_BYTES), LIGHTMAP_BYTES, GU_LINEAR, qtrue, qfalse);
}
GL_BindLM (lightmap_index[i]);
for (; lmface; lmface = lmface->next) {
msurface_t * face = lmface->face;
float scale = 0.0625f;
float tscale = face->texinfo->texture->width / (BLOCK_WIDTH * 16.f);
float sscale = face->texinfo->texture->height / (BLOCK_HEIGHT * 16.f);
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sceGuTexScale(tscale, sscale);
sceGuTexOffset(
tscale * (float)(-1.f * face->texturemins[0] + face->light_s * 16 + 8) / (float)(face->texinfo->texture->width),
sscale * (float)(-1.f * face->texturemins[1] + face->light_t * 16 + 8) / (float)(face->texinfo->texture->height)
);
DrawGLPolyLM(face->polys);
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}
}
if(LIGHTMAP_BYTES == 1)
VID_SetPaletteTX();
sceGuTexOffset(0, 0);
sceGuTexScale(1, 1);
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sceGuDisable(GU_BLEND);
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
sceGuDepthMask (GU_FALSE);
sceGuEnable(GU_DEPTH_TEST); // dr_mabuse1981: fix
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sceGuDepthFunc(GU_LEQUAL);
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}
int ClipFace (msurface_t * fa)
{
// skip maths if broad phase tells us we don't need clipping
if (!(fa->flags & SURF_NEEDSCLIPPING))
{
fa->polys->numclippedverts = fa->polys->numverts;
fa->polys->display_list_verts = fa->polys->verts;
return fa->polys->numverts;
}
// shpuld: moved clipping here to have it in one place only
int verts_total = 0;
glpoly_t* poly = fa->polys;
const int unclipped_vertex_count = poly->numverts;
const glvert_t* const unclipped_vertices = poly->verts;
if (clipping::is_clipping_required(
unclipped_vertices,
unclipped_vertex_count))
{
// Clip the polygon.
const glvert_t* clipped_vertices;
std::size_t clipped_vertex_count;
clipping::clip(
unclipped_vertices,
unclipped_vertex_count,
&clipped_vertices,
&clipped_vertex_count
);
verts_total += clipped_vertex_count;
// Did we have any vertices left?
if (!clipped_vertex_count)
{
poly->numclippedverts = 0;
return verts_total;
}
const std::size_t buffer_size = clipped_vertex_count * sizeof(glvert_t);
poly->display_list_verts = static_cast<glvert_t*>(sceGuGetMemory(buffer_size));
memcpy(poly->display_list_verts, clipped_vertices, buffer_size);
poly->numclippedverts = clipped_vertex_count;
} else {
verts_total += unclipped_vertex_count;
poly->display_list_verts = poly->verts;
poly->numclippedverts = unclipped_vertex_count;
}
return verts_total;
}
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/*
================
R_RenderBrushPoly
================
dr_mabuse1981: There was a random bug with rendering brushes, it is now fixed.
*/
void R_RenderBrushPoly (msurface_t *fa)
{
texture_t *t;
byte *base;
int maps;
glRect_t *theRect;
int smax, tmax;
c_brush_polys++;
// sky and water use multiple polys per surface,
// this makes clipping more tricky, but they don't have LMs so no prob.
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if (fa->flags & SURF_DRAWSKY)
{
// warp texture, no lightmaps
// shpuld: replace with scissor pass and then sky, maybe faster?
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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;
}
// Everything from here only uses 1 poly from fa->polys
int verts_count = ClipFace(fa);
if (verts_count <= 0)
return;
// motolegacy -- use our new texflag hack
if (fa->flags & TEXFLAG_NODRAW)
return;
switch(fa->flags) {
case TEXFLAG_REFLECT:
EmitReflectivePolys(fa);
break;
case TEXFLAG_NORMAL:
default:
DrawGLPoly(fa->polys);
break;
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}
// motolegacy -- end texflags
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// Manage lightmap chain
if (num_lightmapped_faces < MAX_VISIBLE_LIGHTMAPPED_FACES)
{
lightmap_faces[num_lightmapped_faces].face = fa;
lightmap_faces[num_lightmapped_faces].next = lightmap_chains[fa->lightmaptexturenum];
lightmap_chains[fa->lightmaptexturenum] = &lightmap_faces[num_lightmapped_faces];
num_lightmapped_faces++;
}
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// 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 || fa->cached_dlight)// dynamic previously
{
dynamic:
if (r_dynamic.value)
{
lightmap_modified[fa->lightmaptexturenum] = qtrue;
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 = qtrue;
mirror_plane = s->plane;
}
/*
================
R_DrawWaterSurfaces
================
*/
void R_DrawWaterSurfaces (void)
{
int i;
msurface_t *s;
texture_t *t;
if (r_wateralpha.value == 1.0 /*&& gl_texsort.value*/)
return;
float alpha1 = r_wateralpha.value;
float alpha2 = 1 - r_wateralpha.value;
//
// go back to the world matrix
//
/*glLoadMatrixf (r_world_matrix);*/
sceGumMatrixMode(GU_VIEW);
sceGumLoadMatrix(&r_world_matrix);
sceGumUpdateMatrix();
sceGumMatrixMode(GU_MODEL);
if (r_wateralpha.value < 1.0)
{
sceGuEnable (GU_BLEND);
sceGuTexFunc(GU_TFX_REPLACE , GU_TCC_RGBA);
sceGuBlendFunc(GU_ADD, GU_FIX, GU_FIX, GU_COLOR(alpha1,alpha1,alpha1,alpha1), GU_COLOR(alpha2,alpha2,alpha2,alpha2));
}
/*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)
{
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
sceGuColor (GU_RGBA(0xff, 0xff, 0xff, 0xff));
sceGuDisable (GU_BLEND);
}
}
/*
================
DrawTextureChains
================
*/
static void DrawTextureChains (void)
{
int i;
msurface_t *s;
texture_t *t;
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sceGuEnable(GU_ALPHA_TEST);
sceGuAlphaFunc(GU_GREATER, 0xaa, 0xff);
sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
sceGuColor(0xffffffff);
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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;
}
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sceGuAlphaFunc(GU_GREATER, 0, 0xff);
sceGuDisable(GU_ALPHA_TEST);
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//EmitUnderWaterPolys (); //blubsremoved quartal
//EmitDetailPolys ();
}
void R_GlowSetupBegin(entity_t *e)
{
//(matrix transform)& alpha value by distance
}
void R_GlowSetupEnd(entity_t *e)
{
//Restore matrix
}
/*
=================
R_DrawBrushModel
=================
*/
void R_DrawBrushModel (entity_t *e)
{
int k;
vec3_t mins, maxs;
int i;
msurface_t *psurf;
float dot;
mplane_t *pplane;
model_t *clmodel;
qboolean rotated;
qboolean dlight;//
dlight = qtrue;//
currententity = e;
currenttexture = -1;
clmodel = e->model;
int frustum_check;
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if (e->angles[0] || e->angles[1] || e->angles[2])
{
rotated = qtrue;
frustum_check = R_FrustumCheckSphere(e->origin, clmodel->radius);
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}
else
{
rotated = qfalse;
VectorAdd (e->origin, clmodel->mins, mins);
VectorAdd (e->origin, clmodel->maxs, maxs);
frustum_check = R_FrustumCheckBox(mins, maxs);
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}
if (frustum_check < 0)
return;
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memset (lightmap_chains, 0, sizeof(lightmap_chains));
num_lightmapped_faces = 0;
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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);
}
}
sceGumPushMatrix();
//Crow_bar half_life render.
if (ISADDITIVE(e))
{
//Con_DPrintf("ISADDITIVE:brush\n");
float deg = e->renderamt;
float alpha1 = deg;
float alpha2 = 1 - deg;
if(deg <= 0.7)
sceGuDepthMask(GU_TRUE);
sceGuEnable (GU_BLEND);
sceGuBlendFunc(GU_ADD, GU_FIX, GU_FIX,
GU_COLOR(alpha1,alpha1,alpha1,alpha1),
GU_COLOR(alpha2,alpha2,alpha2,alpha2));
dlight = qfalse;
}
else if (ISGLOW(e))
{
sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
sceGuDepthMask(GU_TRUE);
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_FIX, 0, 0xFFFFFFFF);
R_GlowSetupBegin(e);
}
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// shpuld: these have been broken for who knows how long, both were treated as just fence
// this is fine, but it's good to be more explicit about it in code, hence I'm commenting them out.
/*
else if (ISSOLID(e))
{
sceGuEnable(GU_ALPHA_TEST);
int c = (int)(e->renderamt * 255.0f);
sceGuAlphaFunc(GU_GREATER, c, 0xff);
dlight = qfalse;
}
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else if (ISTEXTURE(e))
{
sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
sceGuColor(GU_RGBA(255, 255, 255, (int)(e->renderamt * 255.0f)));
dlight = qfalse;
}
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*/
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else if (ISCOLOR(e))
{
sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
sceGuColor(GU_RGBA((int)(e->rendercolor[0] * 255.0f),
(int)(e->rendercolor[1] * 255.0f),
(int)(e->rendercolor[2] * 255.0f), 255));
}
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else
{
sceGuEnable(GU_ALPHA_TEST);
sceGuAlphaFunc(GU_GREATER, 0xaa, 0xff);
sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
sceGuColor(0xffffffff);
}
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//Con_DPrintf("\n");
//Con_DPrintf("render mode is: %i \n", (int)e->rendermode);
//Con_DPrintf("render mask is: %i \n", (int)(e->renderamt * 255.0f));
//Con_DPrintf("render color is: %i %i %i \n", (int)(e->rendercolor[0] * 255.0f),
// (int)(e->rendercolor[1] * 255.0f),
// (int)(e->rendercolor[2] * 255.0f));
e->angles[0] = -e->angles[0]; // stupid quake bug
R_BlendedRotateForEntity (e, 0); //blend transform
clipping::begin_brush_model();
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)))
{
psurf->flags &= ~SURF_NEEDSCLIPPING;
psurf->flags |= SURF_NEEDSCLIPPING * (frustum_check > 1);
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R_RenderBrushPoly (psurf);
}
}
if(dlight)
{
sceGuDisable(GU_ALPHA_TEST);
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R_BlendLightmaps ();
}
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if (ISADDITIVE(e))
{
float deg = e->renderamt;
if(deg <= 0.7)
sceGuDepthMask(GU_FALSE);
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
sceGuDisable (GU_BLEND);
}
else if(ISGLOW(e))
{
R_GlowSetupEnd(e);
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
sceGuDepthMask(GU_FALSE);
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
sceGuDisable (GU_BLEND);
}
else if(ISCOLOR(e))
{
sceGuColor(0xffffffff);
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
}
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else
{
sceGuAlphaFunc(GU_GREATER, 0, 0xff);
sceGuDisable(GU_ALPHA_TEST);
}
/*
else if(ISSOLID(e))
{
sceGuAlphaFunc(GU_GREATER, 0, 0xff);
sceGuDisable(GU_ALPHA_TEST);
}
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else if(ISTEXTURE(e))
{
sceGuColor(0xffffffff);
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
}
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*/
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//dr_mabuse1981: commented out, this was the one who caused the epic lag
//DrawFullBrightTextures (clmodel->surfaces, clmodel->numsurfaces);
//dr_mabuse1981: commented out, this was the one who caused the epic lag
clipping::end_brush_model();
sceGumPopMatrix();
sceGumUpdateMatrix();
}
/*
=============================================================
WORLD MODEL
=============================================================
*/
/*
================
R_RecursiveWorldNode
================
*/
void R_RecursiveWorldNode (mnode_t *node, bool nofrustumcheck)
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{
int c, side;
mplane_t *plane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
float dot;
if (node->contents == CONTENTS_SOLID)
return; // solid
if (node->visframe != r_visframecount)
return;
int frustum_check = nofrustumcheck ? 0 : R_FrustumCheckBox (node->minmaxs, node->minmaxs+3);
if (frustum_check < 0)
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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], !frustum_check);
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// 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])
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{
surf->flags &= ~SURF_NEEDSCLIPPING;
surf->flags |= SURF_NEEDSCLIPPING * (frustum_check > 1);
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = surf;
}
/* else if (surf->flags & SURF_DRAWSKY) {
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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], !frustum_check);
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}
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void R_AddBrushModelToChains (entity_t * e)
{
model_t * clmodel = e->model;
vec3_t mins, maxs;
VectorAdd (e->origin, clmodel->mins, mins);
VectorAdd (e->origin, clmodel->maxs, maxs);
int frustum_check = R_FrustumCheckBox(mins, maxs);
if (frustum_check < 0)
{
return;
}
msurface_t * psurf = &clmodel->surfaces[clmodel->firstmodelsurface];
/* TODO: doesn't work for some reason, needs investigation if dlights ever come back
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if (clmodel->firstmodelsurface != 0)
{
for (int 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);
}
}
*/
for (int j = 0; j < clmodel->nummodelsurfaces; j++, psurf++)
{
// find which side of the node we are on
mplane_t * pplane = psurf->plane;
float 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)))
{
psurf->flags &= ~SURF_NEEDSCLIPPING;
psurf->flags |= SURF_NEEDSCLIPPING * (frustum_check > 1);
psurf->texturechain = psurf->texinfo->texture->texturechain;
psurf->texinfo->texture->texturechain = psurf;
}
}
}
void R_AddStaticBrushModelsToChains ()
{
for (int i = 0; i < cl_numstaticbrushmodels; i++)
{
R_AddBrushModelToChains(cl_staticbrushmodels[i]);
}
}
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extern char skybox_name[32];
/*
=============
R_DrawWorld
=============
*/
void R_DrawWorld (void)
{
entity_t ent;
memset (&ent, 0, sizeof(ent));
ent.model = cl.worldmodel;
VectorCopy (r_refdef.vieworg, modelorg);
currententity = &ent;
currenttexture = -1;
/*glColor3f (1,1,1);*/
memset (lightmap_chains, 0, sizeof(lightmap_chains));
num_lightmapped_faces = 0;
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R_ClearSkyBox ();
R_RecursiveWorldNode (cl.worldmodel->nodes, false);
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R_AddStaticBrushModelsToChains ();
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DrawTextureChains ();
R_BlendLightmaps ();
//dr_mabuse1981: commented out, this was the one who caused the epic lag
//DrawFullBrightTextures (cl.worldmodel->surfaces, cl.worldmodel->numsurfaces);
//dr_mabuse1981: commented out, this was the one who caused the epic lag
if (strcmp(skybox_name, "") != 0)
R_DrawSkyBox();
}
/*
===============
R_MarkLeaves
===============
*/
void R_MarkLeaves (void)
{
byte *vis;
mnode_t *node;
int i;
if (r_oldviewleaf == r_viewleaf || mirror)
return;
++r_visframecount;
r_oldviewleaf = r_viewleaf;
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
=============================================================================
*/
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/*
========================
AllocBlock -- returns a texture number and the position inside it
========================
*/
int AllocBlock (int w, int h, int *x, int *y)
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{
int i, j;
int best, best2;
int texnum;
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// ericw -- rather than searching starting at lightmap 0 every time,
// start at the last lightmap we allocated a surface in.
// This makes AllocBlock much faster on large levels (can shave off 3+ seconds
// of load time on a level with 180 lightmaps), at a cost of not quite packing
// lightmaps as tightly vs. not doing this (uses ~5% more lightmaps)
for (texnum=last_lightmap_allocated ; texnum<MAX_LIGHTMAPS ; texnum++, last_lightmap_allocated++)
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{
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;
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for (i=0 ; i<w ; i++)
allocated[texnum][*x + i] = best + h;
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return texnum;
}
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Sys_Error ("AllocBlock: full");
return 0; //johnfitz -- shut up compiler
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}
mvertex_t *r_pcurrentvertbase;
model_t *currentmodel;
int nColinElim;
/*
================
BuildSurfaceDisplayList
================
*/
static 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 = static_cast<glpoly_t*>(Hunk_Alloc (sizeof(glpoly_t) + (lnumverts - 1) * sizeof(glvert_t)));
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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].xyz);
poly->verts[i].st[0] = s;
poly->verts[i].st[1] = t;
}
//
// remove co-linear points - Ed
//
// Colinear point removal-start
lnumverts = poly->numverts;
if (!gl_keeptjunctions.value && !(fa->flags & SURF_UNDERWATER) )
{
int numRemoved = 0;
int j;
for (i = 0 ; i < lnumverts ; ++i)
{
vec3_t v1, v2;
const glvert_t *prev, *this_, *next;
// float f;
prev = &poly->verts[(i + lnumverts - 1) % lnumverts];
this_ = &poly->verts[i];
next = &poly->verts[(i + 1) % lnumverts];
VectorSubtract( this_->xyz, prev->xyz, v1 );
VectorNormalize( v1 );
VectorSubtract( next->xyz, prev->xyz, v2 );
VectorNormalize( v2 );
// skip co-linear points
#define COLINEAR_EPSILON 0.001
if ((fabsf( v1[0] - v2[0] ) <= COLINEAR_EPSILON) &&
(fabsf( v1[1] - v2[1] ) <= COLINEAR_EPSILON) &&
(fabsf( v1[2] - v2[2] ) <= COLINEAR_EPSILON))
{
for (j = i + 1; j < lnumverts; j = j + 1)
{
poly->verts[j - 1] = poly->verts[j];
}
--lnumverts;
++nColinElim;
numRemoved++;
// retry next vertex next time, which is now current vertex
--i;
}
}
}
// Colinear point removal-end
poly->numverts = lnumverts;
}
/*
========================
GL_CreateSurfaceLightmap
========================
*/
static 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;
//Con_Printf ("Lightmap surfaces = %i\n", MAX_LIGHTMAPS);
//Con_Printf ("Lightmap bytes = %i\n", LIGHTMAP_BYTES);
memset (allocated, 0, sizeof(allocated));
r_framecount = 1; // no dlightcache
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last_lightmap_allocated = 0;
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if (!lightmap_textures)
{
lightmap_textures = 0;
}
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++)
{
// todo: investigate why this is done even for turb/sky
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GL_CreateSurfaceLightmap (m->surfaces + i);
if ( m->surfaces[i].flags & SURF_DRAWTURB )
continue;
if ( m->surfaces[i].flags & SURF_DRAWSKY )
continue;
BuildSurfaceDisplayList (m->surfaces + i);
}
}
//
// upload all lightmaps that were filled
//
char lm_name[16];
for (i=0 ; i<MAX_LIGHTMAPS ; i++)
{
if (!allocated[i][0])
break; // no more used
lightmap_modified[i] = qfalse;
lightmap_rectchange[i].l = BLOCK_WIDTH;
lightmap_rectchange[i].t = BLOCK_HEIGHT;
lightmap_rectchange[i].w = 0;
lightmap_rectchange[i].h = 0;
sprintf(lm_name,"lightmap%d",i);
lightmap_index[i] = GL_LoadTextureLM (lm_name, BLOCK_WIDTH, BLOCK_HEIGHT, lightmaps+(i*BLOCK_WIDTH*BLOCK_HEIGHT*LIGHTMAP_BYTES), LIGHTMAP_BYTES, GU_LINEAR, qtrue, qfalse);
}
}